[quote]wizardryforever wrote...
[quote]DangerousPuddy wrote...
People talk about the ending, and whether you oppose or support it one thing you can't deny is the fact that it's chaos is so far reaching, SOMETHING is wrong with it. Mainly, the false advertising and end product (with respect to the ending)
Putting that aside, I think the favor of multiplayer (via Galactic Readiness and more), and general attitude whether it be corporate influence or a change in BioWare's culture cut alot more out of the game then we realize. These issues are overshadowed by the memorable moments in the game and the ending fiasco.
Promise: We were promised the most "innovative dialogue" options in any game
Reality: We got more auto-dialogue than ever before, fewer investigate options and many options that were the exact same one-liner. Not to mention so much of the dialogue was pure cheese. IE "Welcome back Shepard!" *awkward pause* "Thanks." Why not: "Damn great to have you back Shepard!" *smile* "It's good to be back!"
More importantly, why wasn't there any dialogue options to say "screw you Ash?" or "thanks, but I think we still are not out of this mess yet"[/quote]
Well to be fair here, there may be fewer options, but the options that were there felt pretty real. You no longer have Shepard asking things like "I'd like to know more about [insert topic here]" like in ME1. ME2 had a few holdovers like this as well ("I've never heard of the Corsairs"). The whole point of these options is to provide exposition and develop the setting. There's really no point providing exposition during the climax, and doing so is a great way to ruin the pacing.
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Promise: More exploration
Reality: They delivered on that promise for things like the citadel, but they cut out INTERACTIVE quests, so instead we just eavesdrop to receive a useless quest that doesn't tie much into the story aside from A War Asset that we have no idea about. And this usually ended up being a scanning relic as opposed to a ground quest. Anyone miss when you could interactive with an NPC and think about the quest?[/quote]
So what exactly is the complaint here? That there is less exploration, or that you felt that the sidequests were meaningless? Seems like they aren't really related, at least not in regards to how you worded this. I liked that there was actually stuff to find, and that said stuff was actually useful in the long run. For example, the galaxy map has had stuff to find since the first game, but finding asari writings etc in ME1, or minerals in ME2 had almost no impact on the game itself, or the story. At least in this game Bioware tried to tie that stuff in. And let's not forget the amount of stuff you find on foot. I frequently miss guns, mods, and mini-quest items when I'm on missions because they're tucked away in a corner somewhere, and I have to buy them from a store later. Seems to me like they delivered on the promise of more exploration.
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Promise: More Character development (hence smaller squad)
Reality: After every mission in ME1 and ME2, you would be able to have full-fledged conversations with your crewmates, offering insight into their history and current situation. In ME3 rarely ever got the interactive conversation just a "tap A and listen to them say a sentence or two" ala Kasumi and Zaeed - even worse than them in some cases. It's kind of immersion breaking to have a one-sided conversation with your LI.[/quote]
Okay, on this one I couldn't disagree more. The character development in this game far surpasses the previous games, and here's why. For one, they interact with each other more in this game than in both previous games combined. Whether it's Joker calling up Liara with a question about her hair tentacles, or Tali and Garrus smooching in the forward battery, or Vega and Cortez arguing about the Mako and Hammerhead, you get the sense that these are actual people, and not just power batteries for when you're on missions. Furthermore, over the course of the game, you get to talk to each squadmate about the same number of times as the previous two games, with the added bonus of getting to know them better, and not just what you can do for them. ME2 was pretty good about this, but this game put a lot more emotion into squad interactions. You can romantically set up Joker and EDI, fight with Vega, and console Liara when her homeworld falls. Tali even gets drunk! And drunk Tali is hilarious.
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Promise: More RPG elements
Reality: To anyone who says the customization was vastly improved compared to ME2 is lying. I personally hate having huge inventories of weapons, armor, items and the classical RPG jazz. I am more of a streamlinied player, but I was looking forward to some weapon customizations and powers. Combat is such that it hardly makes a difference and it is restricted to the same upgrades with different %'s. Furthermore, this is still an RPG game right...how did quest updates, map locations get REMOVED from the game. I never knew when a quest was done, or where on the Citadel the "questgiver" was until I got to the right level. Hell I had to look up where Dukurra was...[/quote] This is a serious case of "Your Mileage May Vary" or YMMV. It seems to me like they took the good things from ME1 and ME2 and combined them, while getting rid of the clutter. It's all opinion. Anyway, map updates are still there. That's how I managed to do all the mini-quests. When you're on the Citadel, you can look at the map for all six areas at once (once you've unlocked those areas), regardless of where you are exactly. Anything you can interact with (except Avina and stores) is listed in blue text in the map legend. If you see something new there, then you have a potential new quest.
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Whoa man, with a long post like that, are you saying that you actually LIKED the endings?