I'm still working my way through the backlog, so hopefully there's no repetition here of ideas.
The Ridley Scott parallel is interesting as I found his last movie, Robin Hood, to be somewhat "wrong" as well. This suggests a methodology that has somehow become messed up. For instance, the final battle of Robin Hood is an ugly, thematically weak schmozzle that fails to engage me, a war movie buff I might add, on any level. Contrast a smaller effort like The Eagle, which for all its flaws packs a powerful message into every scene of its final battle.
I wonder if ME3 somehow lost track of itself by following a different methodology to the first two games. Personally, the game felt closer to DAO and DA2 in tone - particularly the darker aspects and forced sacrifices. Its like someone from Dragon Age moved over to ME and said, "You're not making the players miserable enough. Kill some more of their friends or arbitrarily wipe out a whole race - that'll work." Such comments seem in tune with Allan's comments on this forum anyway.
This brings me to an issue with the game that's been bothering me recently. The fate of just about every ME1 and ME2 character is a miserable one for the player, even if the crewmates are not being outright killed through player choices or plot devices. To list a few:
Jacob is unfaithful
Thane dies, naturally but it is still quite sad
Miranda is involved in killing her own father
Mordin/Wrex - we lose one no matter what, unless we effectively murdered Wrex in ME1. (something that occurred to me recently but just feels wrong)
An attempt is made to make us think Grunt dies - but even then he loses his squad
Samara loses a daughter no matter what, and may suffer a worse fate
Tali or Legion or both die
Katsumi effectively rejects helping you
Kelly also refuses to join you and so does Zaeed
Liara loses her homeworld
Imagine if this was a group of your real frineds. You lose, or risk losing each one watch them suffer or have them reject you at every turn. I may be taking an extreme view here, but the only real positive I can see is Jack's story (I'll get to Garrus later). This begs the question, were they out to punish long time paragons or players who liked these characters? I know its a war, but not a single genuinely triumphant moment involved these characters, only breaths of relief if you didnt lose all of them, such as on Rannoch or with Grunt.
When I think about playing the game, its hard to find a reason to look forward to the major episodes, as each carries an awful price or implication. This culminates in an ending with no payoff for the ones you do save. I imagine this is anothre one of the War Story aspects noted by Delta Vee, but its quite draining and not very enjoyable an experience for somelike me who has been with the game a while.
This suggests that each team worked on their own section, but were all largely guided by a similar philosophy. Maybe it works for new players, or those who simply dont care, but for me, its all a bit much when set against an already awful background.
As an aside, the Turian mission on Tuchanka had an extended scene with the general's son, that I cannot help but think was a potential death scene for Garrus. Maybe they thought that was too much though, and repurposed it later.
EDIT: Thane's death might not be strictly natural, but we see it as something that was bound to happen due to his sickness in ME2.
Modifié par frypan, 21 juin 2012 - 03:14 .