First, yeah, the upgraded Normany has a lot up its sleeve.Taleroth wrote...
Isn't that more or less what happened at the end of Mass Effect 2?Hudathan wrote...
Having a smaller, slower, and weaker fleet than the Reapers and still coming out ahead in a direct fight goes against the entire game way more than the Crucible ever could.
A weaker ship going blind into a situation where the enemies have every single possible advantage, yet kicking their quads and mooning them on the way out. Maybe the upgraded Normandy is a better ship, but you could go in with absolutely no upgrades and lose like 3 people.
Two, I personally dislike the fact that you can perform a flawless Suicide Mission without going through some tough Virmire-like decisions. While I cared about my team and really wanted to bring them all back, it did end up breaking the immersion of what ME1 has already accomplished.
And last but not least, the Collectors are Protheans who were deemed unfit for ascension by the Reapers and ended up as Harbinger's lackies, defeating them is a much more 'realistic' goal than the collective might of the Reapers who have never been close to defeat. Especially considering how many Collectors you've killed even before the Suicide Mission.
The Catalyst doesn't really offer anything new other than providing some perspective into the Reapers and why they do the things they do. I don't personally see a problem with anything that happened during that conversation.Sepharih wrote...
Hudathan wrote...
Having a smaller, slower, and weaker fleet than the Reapers and still coming out ahead in a direct fight goes against the entire game way more than the Crucible ever could. The game is only intense because of the severity of the situation, the futility of resistance and the suspense in putting all your hopes and dreams in a device you're not even sure would work.
Having the Reapers suddenly lay down before a fleet of inferior organics simply because Shepard and co. 'wanted' to win would go against everything that made the game suspenseful and unique as a piece of fiction.
The crucible isn't really what goes against the game in my view...it's the catalyst. These are two seperate things and for the purposes of the story you can have one without the other (or rather you can have the citadel be the catalyst, as was stated). Remove the entire scene with the catalyst, end with the crucible firing, and then tack on the extended cut dlc for closure with the characters and I'll be fine.
I prefer a victory with just the fleet and I find it fits more with the themes of conquering impossible odds and unity with diversity and I think it would be far more cathartic, but that's just my preference.
No one is arguing that a Star Wars/Independence Day ending isn't satisfying, but at some point things have to be reasonable within the story. The writers had two choices, either making it so that the Crucible weakened the Reapers and give players the illusion of choice by showing their various war assets in action, or taking the story to a whole new level by giving the players a tough final choice that carries untold rammifications.
They went with the second option and made it too vague, turning the entire thing into a pill that got harder to swallow over time for many players. But if film editing is any evidence, an extended cut DLC can easily change the entire experience in unexpected ways.
Modifié par Hudathan, 09 avril 2012 - 05:53 .





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