OMNIBUS TEXTWALL INCOMING. TAKE COVER.
@edisnooM:
[quote]That Walters comment seems to go against what Weekes said about how people on the Citadel would survive the Crucible explosion, or maybe just not many of them are left to survive. It makes me wonder if the writing team has decided yet what happened in the wake of the Reapers taking the Citadel.[/quote]
I don't think there was any consensus to begin with (given how sudden, forced, and frankly illogical the Citadel's kidnapping was), but I think it's more a matter of Weekes' statements going against Walters' ( who tweeted that before the PAX panel Weekes made his comments at). I have the sneaking suspicion many of the other writers weren't really on board with Walters'
infernokrusher approach.
@Hawk227:
[quote]I didn't think she was that young in ME1.[/quote]
It wasn't so much her age in itself, but that I put her into the "little sister" role early on, and ME2 didn't really change that. Personal taste, I suppose.
[quote]Having lived most of my life only a few hours drive from SE Utah, I'm certainly familiar with the desert buttes and especially scrub brush. Yet Rannoch still felt a little alien, though certainly not as much as many of the planets in ME1. For me, I think, it felt like a more beautiful (and slightly different) version of home. The desert southwest without the shopping malls, trailer parks, and freeways. It was Tali's home, and on some level it reminded me of my home. [/quote]
I can at least understand that. Taste again. I'll go into more below about the overall design.
[quote]I didn't dislike the consensus. I think it could have done without the blasting of reaper code, which got tedious halfway through. Though, I'm not sure what (if anything) to replace it with.[/quote]
I'd agree the shooting got tedious, but given the meta-joke about Legion giving the counter-code the appearance of a gun so Shepard would be familiar with it, I'm willing to chalk the tedium up to a slipped-in commentary on the nature of the game's gunplay.
[quote]Hyperion, eh? I've never been partial to irregular moons. They just seem like asteroids. The only other Saturnian moon I'm partial to is Mimas.
[/quote]
Usually I'm the same, but Hyperion has that nifty chaotic-rotation thing which I find fascinating.
@frypan:
[quote]They really missed some opportunities to communicate messages about the game using exemplars, combat vignettes, or characterisation of Shephard's various allies and enemies.[/quote]
See the previous discussion of the Elcor extraction and what could have been. Instead we got a whole lot of singleplayer horde mode, even at a lot of points within the main story missions. Blech.
[quote]I still ended up enjoying it, only because of the Tali bond. This seems a perfect example of psychogeography (if I've understood the term right) driving the gaming space and giving it meaning. In my case it raised Rannoch above the limitations of the level design. This fits Delta's view of Tuchanka too, and how the whole story is elevated by the interaction of space and the characters.[/quote]
Yeah, you've got the term right. I think a given player's connection to Tali is a big determinant of overall reaction to the sequence as a whole, given the forgettable level design and plot contrivances. Me, I was never a Talimancer, and as I've said before, in my only playthrough I couldn't make peace. After pulling the trigger (repeatedly) on Legion, I think I was a little distant from any sense of accomplishment or satisfaction. To horribly paraphrase Tacitus, I gave her a desert and called it peace.
[quote]One thing I should like to add here is from history. The "Great Person" view of history is prevalent throughout this series, something I guess is inherent in the way games must tell their stories. In the case of Tuchanka, this is a good thing, as the presence of Eve, if she survives, allows for a fundamental shift in Krogan interaction with society, and hope for a better future, making Mordin's sacrifice part of something that will be more likely to have a long term beneficial effect.[/quote]
I suspect, with the kind of character-driven story ME (usually) is and how frequently our avatar is placed in a position to decide the fate of whole species, Great Person theory is pretty much assumed. I'm somewhat ambivalent about its prominence, but any save-the-world narrative is likely inherently slaved to it. "The right man at the wrong time can make all the difference." (Spoken with that strange cadence.)
I think Bioware was eager to pull away from that perspective with DA2, and perhaps if that game had more time it could've done something better with the idea of the player being a smaller part of a larger conflict. I suspect DA2's many other flaws may have contributed to a more widespread dislike for the concept than it warranted.
[quote]In regards to the consensus, Hawk227 is right about blasting the reaper code, which was rather dull. However, I agree with Delta_Vee that the way the story of the Geth played out was excellent. To see Quarians trying to save their creations was a new revelation that changed the nature of the conflict and redefined, without invalidating, the comments of the participants - who often simply acted as any would do in such a situation. This was a perfect example of development of the story, rather than a simple reliance on the previous games for resonance.[/quote]
That was the type of reveal which was done properly - something the Reapers' motivations could have used (oddly). (Side note: what is it with Legion getting all the interesting revelations in both ME2 and ME3? And dammit, why isn't he available earlier and more often?)
Moreover, I felt the Consensus mission literalized the exploration of history and memory in a way that ties into both the very concept of psychogeography (an idea close to my heart) and the imagery of cyberspace we've been tossing about since
Neuromancer (which I'm sure the devs were happy to shoehorn in somehow).
@drayfish:
First: thanks!
Second:
[quote](It's also why the kid dying at the beginning of the game doesn't work for me so well – curiously a human face triggers less reaction for me than a Krogan curling their lip.)[/quote]
I think that's because kids are hard to model well (moreso than adults), and get trapped in the uncanny valley. Krogan, on the other hand, proudly occupy the Valley of Freaking Talking Dinosaurs With Guns, which is (I believe) a far more relatable area.
[quote]JadedLibertine wrote...
Now I've got the (admittedly not entirely displeasing) mental image of a blued-up Asari Tobias gyrating before that bachelor party in Eternity. Perhaps instead of being Mrs Featherbottom he could take over Kelly's position as the Normandy's psychologist, as he can combine the roles of both analyst and therapist.[/quote]
I just imagined that.
I've made a huge mistake.
[quote]KitaSaturnyne wrote...
ME3 could have accomplished all that if they'd delayed the Reaper Invasion. We could have seen this Earth of the future and become attached to it. If Shepard loves the planet enough to want to save it, we need to know why. We also need reasons to want to join that fight ourselves as the player.
You know what the most important plot point for ME3 was for me? Not saving Earth. It was uniting the galactic community towards acheiving a common cause: Destruction of the Reapers. Earth wasn't even icing on the cake, it was a little candy decoration.
And how hard would it have been to have included some rural areas on the way to London, instead of landing right in the thick of it head on? "Oh my god, I'm taking shelter in a barn, just like the Asari commando!"
[/quote]
Yep, yep, and yep. Add those to the ever-expanding coulda-shoulda-woulda pile.
Now, on to Rannoch:
It seems I touched a nerve. Sorry about that.
There are a number of factors in play for me. I'm with delphicovenant42 in that the various authorial contrivances (and quarian stubbornness) whittled away at my immersion. Plus, I'm evidently not
quite as attached to Tali in particular and the quarians in general as many others are. I was more intrigued and interested in Legion and what he represented, but that was eaten away somewhat by the Reaper-code business (and I think osbornep nails the problem with that right on the head, and I share his objections in full).
When I hit the surface of Rannoch, then, I was met by largely empty desert and a bunch of geth waves. I would've enjoyed either Seijin8's fallen starships and crumbling infrastructure (a dash of post-Zentradi Earth from
Robotech) or KitaSaturnyne's sprawling, pristine, empty cities (shades of Feros with better roombas). What I got, as frypan notes, was bland level design instead*.
I think drayfish has it pretty much right:
[quote]Ultimately for me it seemed fitting that what was finally revealed was so featureless, so abstract. I guess you could (justifiably) argue that it was some lazy asset design, but in this specific case, I was happy to see it as galactic metaphor of that whole Geth/Quarian war: an amorphous, indistinct shape, that means only whatever is projected upon it. 'Homeland', 'gravesite', 'bountiful future', 'land of ash and despair'...[/quote]
And it's likely that's what they were going for, but I brought less to it than many others, and thus it fell somewhat flat in my eyes. It lacked the conceptual punch (
for me) to elevate it above its lackluster (again,
for me) component pieces. That in my throughline it ended with an unavoidable genocide soured it beyond retrieval (much like the ending - zing!).
* As an aside: here I should differentiate between level design and environmental design. Though both are intertwined and created largely simultaneously, I think they represent two different aspects of our relationship with a space. Level design is about the space itself, how we move through it, how it is connected to itself and other spaces; environmental design is about how that space looks and feels and sounds, and what it intends to evoke in the player beyond the specifics of movement and enemy placement. Games like
Portal or
Dark Souls, which are fundamentally predicated on their spaces, are brilliant at both.
Mass Effect is frequently amazing at the environmental side, it rarely does anything interesting on the level design front. There's no equivalent in ME to Liberty Island from
Deus Ex or the bay invasion of
Crysis.
The most sophisticated level I can think of was Haestrom in ME2, which combined an interesting environmental hazard (which drastically impacted movement) with challenging combat sections and multilevel spaces. Most of the other standouts were like LotSB's Shadow Broker ship exterior - beautiful to look at, but a quite thoroughly linear set of small arenas. ME3's only multiply-connected, vaguely-interesting levels were the N7 multiplayer maps, which of course we had no connection to and were stuck playing horde mode in.
Modifié par delta_vee, 28 mai 2012 - 09:38 .