Where EXACTLY did the ending go wrong for you?
#151
Posté 20 mars 2012 - 09:32
#152
Posté 20 mars 2012 - 09:33
#153
Posté 20 mars 2012 - 09:33
#154
Posté 20 mars 2012 - 09:35
Let Anderson die that way, thats fine by me, i was never that attached to the character, and the sendoff he got was kind of nice. Not quite Thane or Mordin, but nice.
Let TIM die the same way saren died, fine by me as well.
Dont make a final Bossfight, again, fine.
Give me three choices (two if my EMS is too low), that basically result in the same thing, thats where i started googling if i missed major parts of the game. And when i didnt miss anything major, thats a bad sign.
Also the flawed logic, non existant conversation wheel and the missing "screw you, reaper inventor!!!" option finalized my "wtf. is this ending?????" feeling.
#155
Posté 20 mars 2012 - 09:42
Modifié par lothvamp, 20 mars 2012 - 09:44 .
#156
Posté 20 mars 2012 - 09:42
The combat itself was good, particularly the missile batteries, but the Hub section, the run down the hill and everything after felt quite quickly thrown together and despite my hammer squad being amazingly huge and getting just under 50% - I felt like all I had was a dozen token alliance soldiers and my squad...then there was the forced turret spot.....personally I have more issue with the way the whole end is handled from landing on earth to the beam. The beam is just the bit that really stands out because its so much worse than everything before it.
Modifié par Icinix, 20 mars 2012 - 09:43 .
#157
Posté 20 mars 2012 - 09:43
WHY DO U HATE ME SO MUCH, BIOWARE?????!!!!
I do not want to experience those emotions ever again. Never forget, never forgive Bioware!
Modifié par patpatrik, 20 mars 2012 - 09:45 .
#158
Posté 20 mars 2012 - 09:44
Pretty much if Shep (who is infiltrator at that) would have circled and flanked the attackers she might have gotten there unnoticed or at least not blown up. Well the rest I agree mostly with everyone who dislikes the ending. Really not enough conclusion, cutscenes in which you see how everyone is doing. Honestly, after the charge it remains a mystery how many people made it. And Andersone somehow magically did make it, etc.
I would have liked that they show more and not just leave us guessing. It was cheap, poor execution of what should have been the glorious ending of the trilogy. I can't for the best of me tolerate that people actually defend this. Even if you leave plotholes and logic fail out, it is still rushed and disappointing. No fireworks etc. I could even accept that Shep goes down in a blaze of glory. But I want to see it blazing. Not the silly conversation. I mean sorry, but ending the game in a convo with a 'pick one of three choices' finale is pure embarresment.
Modifié par AlexXIV, 20 mars 2012 - 09:46 .
#159
Posté 20 mars 2012 - 09:46
#160
Posté 20 mars 2012 - 09:47
http://social.biowar.../index/10336611
#161
Posté 20 mars 2012 - 09:49
#162
Posté 20 mars 2012 - 09:50
And started raging when i got introduced to the starchild, who made everything make no sense, including their own purpose... ''We exist to solve a problem we create ourselves /trollface''.
And throwed my controller into the wall when the credits rolled.
#163
Posté 20 mars 2012 - 09:50
#164
Posté 20 mars 2012 - 09:51
#165
Posté 20 mars 2012 - 09:52
But StarChild was where it all became to much
#166
Posté 20 mars 2012 - 09:52
Directly after the beam (why didn't that kill Shep?)
But after the beam was when everything broke down:
-All the buildings (that were destroyed) around the beam to the citadel were gone after the beam that hit Shep (which I guess can be downplayed as it did hit in front so maybe it was just the rubble hitting Shep that knocked him/her down)
-Infinite ammo gun with no reload was weird since even the first gun in the game (which had infinite ammo for a short time still had to be reloaded)
-Over the radio when they said there was no one left even though there was Shep (limping) and the other soldier crawling
-Hacket expecting Shep in the citadel even though it was just said that no one made it
-Anderson also being in the citadel even though it was said no one made it
-Anderson saying he was going to try and get across the chasm at the same time Shep was on it that DIRECTLY led to the control panel so he would have had to pass Shep since that was the only way
-TIM appearing out of nowhere, but I would let that slide because there has been some other "conveniant" parts in the past of the game and I thought the dialogue bit was pretty well done
-The magic elevator bit leading up to the SpaceBrat
-The SpaceBrat itself with idiotic logic and not being able to question it (I had Geth and Quarians working together too)
-What was the point in ME1 to stop Sovereign when SpaceBrat could've just activated the signal itself and call the Reapers since it said it was the Citadel
-Human characters on a metal pillar even though SpaceBrat said Shep was the first organic there
-Control side highlighted in Blue for paragon (even though it showed TIM), Destroy Highlighted in Red for Renegade (even though it showed Anderson) and both Synthesis and Control making Shep look somewhat like a husk
-Mass Relays gone, tons of different species stranded over a burned out Earth and they do have FTL but that can a very long time for them to get back, so that didn't make sense
-Joker fleeing and somehow having my squadmates; how did he even know of the blast as only Shep was there?
-Stargazer and Starchild really seemed to devalue the plot
-Then, only on the Destroy ending, Shep wakes up under a lot of concrete rubble
----------------------------------------
So, I just think it was an attempted indoctrination by Shep. It does make sense since Shep was unconsious which would have made it easier. But then why didn't Harbinger just finish him off or even turn off the beam?
Either way there are some pretty big plot holes.
#167
Posté 20 mars 2012 - 09:53
#168
Posté 20 mars 2012 - 09:54
Narsilsword wrote...
They better not comes up with the story saying everyone escaped the citadel. If they didn't run when cerberus attacked, they wouldn't run if reaper did
Personally my dominating Cidatel Defence Force, Bailey, Aria and whatever Millitary troops on leave are stationed there were holding key points through the Cidatel the whole time.
12. Million. People.
You leave the cidatel, you go to Earth in the space of a day - there is no way the Reapers have had any time to do anything to those people on the Cidatel.
#169
Posté 20 mars 2012 - 09:55
#170
Posté 20 mars 2012 - 09:55
RX_Sean_XI wrote...
-Stargazer and Starchild really seemed to devalue the plot
I will never, ever, for the life of me understand what value they saw in the Stargazer scene.
It was actually the most terrible piece I have ever seen in a video game ever.
#171
Posté 20 mars 2012 - 09:57
#172
Posté 20 mars 2012 - 09:57
Icinix wrote...
RX_Sean_XI wrote...
-Stargazer and Starchild really seemed to devalue the plot
I will never, ever, for the life of me understand what value they saw in the Stargazer scene.
It was actually the most terrible piece I have ever seen in a video game ever.
Stargazer was salt on the wound. "Hey past hundred hours + didn't even happen."
Modifié par Tony208, 20 mars 2012 - 09:58 .
#173
Posté 20 mars 2012 - 09:58
#174
Posté 20 mars 2012 - 09:58
ediskrad327 wrote...
i also expected a suicide mission type of mission but i foun everything acceptable until that horrible moment when Hackett says "it's not working!" everything from there went downhill
#175
Posté 20 mars 2012 - 10:00
lyleoffmyspace wrote...
For me it was when the Citadel was introduced as the Catalyst on the Cereberus base. I just groaned. Then I discovered the Citadel had been moved to Earth really easilt and I groaned even more as the plot holes began to surface (not to mention the council which I had spent a mission saving, Commander Bailey and Aria were all dead, great).
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