Kia Purity wrote...
...look, people, I need communication. Stop telling me I don't need it.
I don't play MP with strangers, I play with friends and my husband. D: We tend to strategize good spots to camp to funnel the enemies.
Why is this so hard to understand? GDI, people!
Back on topic of EC: I just don't see how Bioware's going to address everything that they promised people. The impression that I'm getting right now is that they're only "explaining" THEIR "artistic vision" and being allergic to "too video gamey"-- it's a game!
Well, of course everyone plays games differently. And you need what you need. Don't get so upset with people that were offering suggestions and trying to help. No one knew how you liked to play the game.
I'm not very good at the game and have never played one where there was any strategy. Once there was a guy who thought it was helpful once he died to tell you to "WATCH OUT", but other than that no strategy.
Basically, all you have to know is that when you play and a wave starts, they generally have only a few starting points that they drop from and it's usually where you are not at.
Unfortunately you can only work with what they have given you unless they are willing to change it. But, I can also understand that not hearing what's going on can be an issue. For instance, there are Banshees and Brutes that do make certain sounds and there's always a shout out that warns of an incoming type of enemy, new in a wave. Phantoms, Atlases, Banshees, Brutes, Marauders, Pyros, Primes, Engineers, and so on. I can envision this as being something you have to constantly look out for or remember the order in which these start popping up. The worst are Phantoms, Engineers, and Banshees, IMO.
As far as the game itself goes and the EC... I think they had really wanted ME to have some social relevance or some standing, but they made it clear they also fully expected and wanted it to be a blockbuster a la Star Wars. I think they boxed themselves into a corner in thinking they needed some type of speculative, thought-provoking "adult" ending. But, they abandoned the game and story that had come before. They removed the "feeling" of it, if you will. It had a certain direction and attitude that was rejected in order to create the infinite interpretation ending. But the game wasn't ever like that anywhere else or at any other time. It's like tacking on the ending of a comedy to a highly emotional drama. Doesn't fit and feels just wrong. One of the most important things in any story is the idea that you are taking the reader along for a ride. Anything that interrupts that is like someone slammed on the brakes and it disconnects the reader from the story. For most of those who hated the ending, that is what happened here. There's no urgency, no emotion, no real sense of why-it's disconnected, disjointed, doesn't fit.
You can't explain that away. Stories are made up of characters and connections made with them and then succeed by creating a bond with the characters, reader, and story. The only connection players have at the end of ME3 is to Shepard and then Shepard stops being Shepard and is treated like an idiot by the writers. The story needed the reapers to be looming large within the player's minds and it needed continuity of story and it needed Shepard to continue being Shepard. It failed. It's hard to see where additional cutscenes and clarity could fix this.




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