Admittedly, I have not played Mass Effect 3, yet I've watched entire playthroughs and watched most variations of decisions and I've seen many things which they've done which I greatly enjoyed (some, less so). Though what it's done right was well executed, enough so to impress me.
Namely, the emotional attachment to the atrocities which the player can commit in the game to try and win over the Reapers. There's third options which are presented and I'm sure there's people which greatly enjoyed those but the simple fact that the atrocities existed--and sometimes were the superior alternatives in the game--were brilliant.
Two large examples are the shooting of Mordin in the Genophage subplot and the destruction of the Quarians or Geth, you've "won" and achieved your goal of getting reinforcements but can't help but feel horrid as the scenes play out.
It motivates players to try and desperately strive for the happier alternative, sometimes forced to accept it or struggle and then lose out in the end. Nothing cuts deeper than being forced to shoot Mordin, which sabotages the Genophage and has everyone talking about missing him. Shepard throwing away his pistol in disgust at himself/herself was amazing.
The player who allowed Mordin to "redeem" himself might be saddened at his death, though the player who shot him? Those words are burdening, they're all happy Mordin sacrificed himself but they don't know your involvement. Very generic words suddenly have a new meaning, a much darker meaning.

Commander Shepard--the great unstoppable hero which everybody praises--has skeletons in his closet, it creates a conflicted character which games very rarely allow you to do. The atmosphere onboard the Normandy changes based on the player's own guilt--unless they feel nothing, which then it doesn't matter.
Hell, allow Legion to upload the code and watch the Geth destroy the Quarian species. Tali's disheartening gasps of shock is touching enough even for the most resolute Quarian hater, getting the message across.
As you and the Geth converse about your future together, you can't help but feel bad as Quarian ships crash from space. The Normandy discussions afterwards with most characters change drastically, some confronting you about your decision and allowing you to portray guilt or be distant about it all.

One thing I'd like to see is similar situations being introduced in the Dragon Age universe. You've already got plenty of atrocities in both DAO and DA2, though usually they're not as involved. When you've wiped out the Dalish and sided with the Werewolves (or deciding to wipe out the mages in DA2), the group doesn't seem as sombre (though certain characters mention it).

Scenes like Leandra in DA2 were great for the emotional aspect (the love interest comforting Hawke was great) but they weren't created by the player themselves, they were events which occured regardless. The player feels hurt but they're not as involved as they could be.
Ostagar is touching--though imagine a similar situation where you play as the "Loghain" figure and pull out--abandoning your friends to die, you've got those who confront you about the deaths of their family and those who question how you could abandon your friends but you saved many lives by not charging in.
The player may hate themselves, hate their character and reflect it (be cold and distant or agree with them and admit you hate yourself). A conflicted character--atleast for me--is far greater than the great hero who always wins out, which is why I enjoyed how ME3 handled it at times.
My 2c.
Modifié par Dave of Canada, 24 juin 2012 - 11:38 .





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