That alone should indicate to you guys that "standing by the decisions made by the creative team" may be a mistake. In various PR statements Bioware's liked to crow about how *long* and how *hard* the creative team's been working on ME3, and I find myself quoting a junior high art teacher:
"A bad painting isn't any less bad because you spent 15 hours painting it."
And sad to say, the same holds true of game design. I'm not saying this because I want to hurt Casey Hudson and Mac Walter's feelings, I'm saying it because it's true. I'm sure you guys *did* spend days talking things through and settling on the scenario you did, I'm sure you probably do have at least some emotional stake in the quality of the product you're making (you kind of have to since your reputation hinges on it)... but it's still bad.
It's bad storytelling (introducing a new character at the last second, leaving all subplots unresolved, the teleportation of squad members/Anderson, leaving all mysteries unexplained...) it's bad game design (no final boss fight, violently seizing control of events from the player, using the same cutscene 3 times, using a reskinned model to represent a new character...) and it in no way reflects the "fulfulling, personal, unique, etc." ending you guys have been talking up for months.
The reason I'm posting this on top of a 100,000 other threads in the same vein is this: you guys seem to be clinging to the horrible parts of the ending. IE: you claim you're releasing content that "explains the ending" as opposed to "corrects the ending", which leads me to believe what you might be selling are excuses for bad work, as opposed to good work to replace it.
Modifié par Overule, 22 mars 2012 - 02:48 .





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