I don't know if it's just me being too jaded and cynical as a person, but I felt absolutely nothing at all during the dream sequences. If anything I found it quite jarring, it felt like Bioware were trying to force me to care about some character I don't know who had 20 seconds of screen time.
They would have had more emotional impact on me if they were flashbacks of the Virmire sacrifice and/or other characters with whom I actually had some connection. Maybe showing a sequence of something bad happening to Shepard's LI.
So what about you? Did you feel anything?
Dream sequences - did anyone else feel nothing?
Débuté par
FridgeRaider88
, avril 21 2012 05:58
#1
Posté 21 avril 2012 - 05:58
#2
Posté 21 avril 2012 - 06:00
most people didn't care, mainly because the dreams themselves were quite boring.
#3
Posté 21 avril 2012 - 06:02
you are not alone. they were poorly done. they could have been great, but what they had felt like filler. I would have felt more if I ran into Mordin on a beach, running tests on seashells
#4
Posté 21 avril 2012 - 06:04
I did feel a general sense of creepiness.
With the music off, just listening to the whispers of fallen comrades, the near "white noise" of chattering voices that seemed to get more menacing when approaching the child at certain points, and those oddly inexplicable Marauder noises in the background. Creepy ****.
With the music off, just listening to the whispers of fallen comrades, the near "white noise" of chattering voices that seemed to get more menacing when approaching the child at certain points, and those oddly inexplicable Marauder noises in the background. Creepy ****.
#5
Posté 21 avril 2012 - 06:05
I'm an editor myself and if I was given the chance to re-cut the game, the dream sequences would go straight to the bin (among other things).
#6
Posté 21 avril 2012 - 06:05
Yep: "oh look... another heavy handed and annoying set-jpiece to tell me and everyone else what we already know: reapers = evil... yeah I get it..." Not to mention I actually blundered past the kid a few times and had to get turned arround starfox 64 style because I hit the end of the forest.
#7
Posté 21 avril 2012 - 06:06
I found it creepy but in my mind the dreams were not to be taken at face value, because if I did then they wouldn't make much sense in my Shepard's head.
#8
Posté 21 avril 2012 - 06:06
I felt annoyed about being forced to care about the child
#9
Posté 21 avril 2012 - 06:07
The whispers in the background of lost crew members were pretty cool. Some of those got to me.
The whole thng with running after the kid made no sense, though. He'd run off and disappear and I'd be like "Okay, now what?". It just felt weird. I'd see him curled up in a ball somewhere else and think "I guess I'm supposed to run after him? Is that what the game wants me to do?" Without any connection to the kid, it felt like a contrivance. I knew what he symbolized, but it just wasn't effective; it reminded me I was playing a game.
By the second dream I just turned around and ran in the opposite direction to see what happens... it glitched out and I got caught in a loop of watching the kid run away twice and then watching him burn.
The whole thng with running after the kid made no sense, though. He'd run off and disappear and I'd be like "Okay, now what?". It just felt weird. I'd see him curled up in a ball somewhere else and think "I guess I'm supposed to run after him? Is that what the game wants me to do?" Without any connection to the kid, it felt like a contrivance. I knew what he symbolized, but it just wasn't effective; it reminded me I was playing a game.
By the second dream I just turned around and ran in the opposite direction to see what happens... it glitched out and I got caught in a loop of watching the kid run away twice and then watching him burn.
Modifié par nexworks, 21 avril 2012 - 06:08 .
#10
Posté 21 avril 2012 - 06:07
My only feeling is being annoyed. But maybe that's because I never like kids to begin with. I really wished it can be skipped. If bioware games were like elder scrolls the players would fixed 90% of the problems by now, including the ending.
#11
Posté 21 avril 2012 - 06:09
I like the concept, and I liked when you heard the voices of the people that you had lost; that was a great touch. But overall it was pretty lackluster. I didn't care about the kid, even before he turned into the monstrosity known as the Catalyst.
Modifié par sth88, 21 avril 2012 - 06:10 .
#12
Posté 21 avril 2012 - 06:10
I thought the voices were done well.
Chasing after some random kid, not so much. I had a brief theory for a while that God Child was actually Bailey's kid, which made me care.... then I forgot about it and was all mashing the x button, trying to quit.
Chasing after some random kid, not so much. I had a brief theory for a while that God Child was actually Bailey's kid, which made me care.... then I forgot about it and was all mashing the x button, trying to quit.
#13
Posté 21 avril 2012 - 06:11
crimzontearz wrote...
I felt annoyed about being forced to care about the child
"Come here so I can strangle you, you little brat!"
#14
Posté 21 avril 2012 - 06:11
I thought they were ok and I liked the idea behind it. Would have been 1000000..x better if they used Kaiden/Ash (whoever was killed on Virmire) instead of some completely stupid cameo child - for a start I would have actually cared about the person in the dream.
#15
Posté 21 avril 2012 - 06:14
Yeah, the only way the dreams are even having any kind of emotional impact on you is through the quotes of your dead squadmates. They could have done much more than that...
#16
Posté 21 avril 2012 - 06:14
I felt annoyed and shocked that Bioware had writers that thought this was going to emotionally connect with the player. They know how to make me care about characters, they've done it dozens of times. How could they fail so hard this time?
Also, I'd have liked to see Shepard's mounting stress show up somehow in a more consistent manner. Not just having characters remark on it maybe three times and two stupid dream sequences. Which by the way, if you miss the child, they loose all sense of connection as you run around looking for the stupid kid so you can keep going.
Also, I'd have liked to see Shepard's mounting stress show up somehow in a more consistent manner. Not just having characters remark on it maybe three times and two stupid dream sequences. Which by the way, if you miss the child, they loose all sense of connection as you run around looking for the stupid kid so you can keep going.
#17
Posté 21 avril 2012 - 06:15
I thought they were very contrived and a continuous annoyance.
I DONT GIVE A **** ABOUT THAT STUPID CHILD and it was annoying to see the game go "Yes you do, just admit it, you totally care, feeeel, feeeeeeeeel what I demand you feel"
If they insist on having this unimaginative emotional manipulation they could at least have done it in a cutscene as there is little point in letting me control it; All i'm going to do as a player is try and break the sequence and rob it of its "worth". It's not like I could do anything other than "Run towards the child".
I DONT GIVE A **** ABOUT THAT STUPID CHILD and it was annoying to see the game go "Yes you do, just admit it, you totally care, feeeel, feeeeeeeeel what I demand you feel"
If they insist on having this unimaginative emotional manipulation they could at least have done it in a cutscene as there is little point in letting me control it; All i'm going to do as a player is try and break the sequence and rob it of its "worth". It's not like I could do anything other than "Run towards the child".
Modifié par ImmovableMover, 21 avril 2012 - 06:16 .
#18
Posté 21 avril 2012 - 06:15
I felt pissed off during the dream sequences. Between everything that was wrong with the game, that has to be my least favorite, besides for the ending. The whispers of the people I killed was kind of cool, but I don't know why Shepard is looking at the smaller picture throughout the whole game.
#19
Posté 21 avril 2012 - 06:16
yeah i found it a bit useless and annoying especially with that running speed...
plus they kind missed some of the possible nightmare scenarios that would fit better into this
plus they kind missed some of the possible nightmare scenarios that would fit better into this
#20
Posté 21 avril 2012 - 06:18
I actually liked the idea of the dream sequences. But I didnt really like that I was chasing a kid i only saw for 20sec. I would rather have had as you said OP the person from Virmire and/or maybe other crew memebers.
#21
Posté 21 avril 2012 - 06:18
I felt the same way I did about Earth and that kid.
Vaguely sad, but frustrated that the game was forcing "emotional" moments on Shepard.
Edit: I DID like that they have the voices in the background of the people who had died, that was a good touch
Vaguely sad, but frustrated that the game was forcing "emotional" moments on Shepard.
Edit: I DID like that they have the voices in the background of the people who had died, that was a good touch
Modifié par sammysoso, 21 avril 2012 - 06:36 .
#22
Posté 21 avril 2012 - 06:19
I thought the whispers were very effective, I liked the fact that Shepard was haunted by the death of this child and that it symbolised the cost of this war and why it needed to be won.
...What I did not like though, was running in slow motion after a kid in a random grey forest. I hate playing through slow motion game play, it's dreadful! (I also often couldn't find the kid, but that may just be me being blind)
...What I did not like though, was running in slow motion after a kid in a random grey forest. I hate playing through slow motion game play, it's dreadful! (I also often couldn't find the kid, but that may just be me being blind)
#23
Posté 21 avril 2012 - 06:21
Also assumed they wanted to force me into caring for the kid. Of course I didn't while playing the dream sequences. But maybe neither was Shep really anymore after the initial encounters on Earth, after that he thought he moved on.
Maybe these dreams are meant to simulate symptoms of PTSD?
When you replay the dreams while keeping the possiblity of indoctrination in mind, the dreams appear in a slightly different light.
Maybe these dreams are meant to simulate symptoms of PTSD?
When you replay the dreams while keeping the possiblity of indoctrination in mind, the dreams appear in a slightly different light.
#24
Guest_Lyme Eilserv_*
Posté 21 avril 2012 - 06:22
Guest_Lyme Eilserv_*
I found it a bit creepy, not even slightly emotionally engaging. They would have managed far more if they had used your companions in the dreams instead.
Modifié par Lyme Eilserv, 21 avril 2012 - 06:22 .
#25
Posté 21 avril 2012 - 06:24
The Not So Illusive Man wrote...
...What I did not like though, was running in slow motion after a kid in a random grey forest. I hate playing through slow motion game play, it's dreadful! (I also often couldn't find the kid, but that may just be me being blind)
Yeah, it felt like a poor knock-off of the dream sequence sections in Max Payne where that was in slow-mo. But in Max Payne it was much more effective, and was pretty creepy at times.





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