BSJeosDinas wrote...Because it would have been redundant.
Still mad we didn't reunite with LI
#51
Posté 27 juin 2012 - 11:30
#52
Posté 27 juin 2012 - 11:30
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
- Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
- When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
- A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
For me you managed to do just that. It made me smile when i saw the LI not putting the Shepard's name up there. It made me feel a bit better and now, who knows, headcanon is a powerful tool that i intend to use
#53
Posté 27 juin 2012 - 11:30
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
We all know they are never going to see each other ever again
#54
Posté 27 juin 2012 - 11:30
crimzontearz wrote...
it's just a contemptuous **** you to the fans, you know how artists are
Your posts are dripping with crimson tears.
#55
Posté 27 juin 2012 - 11:32
no, I am done feeling bad about it, it is obvious that that ans speculation were the ultimate goals if bioware and I'll be damned if I'll give them the satisfactionthisisme8 wrote...
Your posts are dripping with crimson tears.crimzontearz wrote...it's just a contemptuous **** you to the fans, you know how artists are
#56
Posté 27 juin 2012 - 11:34
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
- Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
- When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
- A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
At the end of the day, why give us "hope" when you could've revamped the breath scene to a discovery scene and imparted "happiness" on those players who wants to get back with their LI?
I can understand what you all we're going for, you wanted a game full of choices to have an ending that could be interrupeted differently by every player, but then why not include a happy ending instead of a hopefull ending? Hope isn't always what people want, especially in a video game whose medium is interaction and visual. It works for a book because you're already using your imagination to put physical images to descriptions.
I think if you all made the breath scene a discovery type scene like at the end of ME1, then all this our cry would've literally stopped!
#57
Posté 27 juin 2012 - 11:35
crimzontearz wrote...
BS
Quite the mature response. But no, I think it's true. The implied meeting is enough and leaves the player to come up with their own ideal future in this case. Sometimes, leaving things openended allows imagination to flourish.
#58
Posté 27 juin 2012 - 11:37
JeosDinas wrote...
crimzontearz wrote...
BS
Quite the mature response. But no, I think it's true. The implied meeting is enough and leaves the player to come up with their own ideal future in this case. Sometimes, leaving things openended allows imagination to flourish.
I agree that that works... for books, for movies and video games, which are visual mediums, most people don't want to have to imagine things, they'd rather the story teller explain it to you and show you, which granted is hard in a game where there are over 10000 choices.
#59
Posté 27 juin 2012 - 11:38
#60
Posté 27 juin 2012 - 11:39
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
- Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
- When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
- A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
Except if you romanced Miranda or Jack in which case you only got a flashback and a unique slide.
#61
Posté 27 juin 2012 - 11:39
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them.
...Snip....
there is hope that the love interest and Shepard will again be together.
There is hope.... If you really wanted to provide more time with Love Interests and let us say goodbye to them, then let us say goodbye to them properly with Shepard being reunited with them.
I sacrificed an entire race and a close friend for "hope" of survival and being reunited?
#62
Posté 27 juin 2012 - 11:39
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
- Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
- When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
- A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
This, i dont think we need anymore than that to understand that the LI will be reunited with Shep.
#63
Posté 27 juin 2012 - 11:40
Is this canon (from the writers and designers), or is this community damage control?TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
#64
Posté 27 juin 2012 - 11:41
sorry but no, Hope and Imagination are for fanfics and headcanon and those both are just one step removed from delusionJeosDinas wrote...
Quite the mature response. But no, I think it's true. The implied meeting is enough and leaves the player to come up with their own ideal future in this case. Sometimes, leaving things openended allows imagination to flourish.crimzontearz wrote...BS
#65
Posté 27 juin 2012 - 11:41
ussbones6 wrote...
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
- Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
- When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
- A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
At the end of the day, why give us "hope" when you could've revamped the breath scene to a discovery scene and imparted "happiness" on those players who wants to get back with their LI?
I can understand what you all we're going for, you wanted a game full of choices to have an ending that could be interrupeted differently by every player, but then why not include a happy ending instead of a hopefull ending? Hope isn't always what people want, especially in a video game whose medium is interaction and visual. It works for a book because you're already using your imagination to put physical images to descriptions.
I think if you all made the breath scene a discovery type scene like at the end of ME1, then all this our cry would've literally stopped!
QFT!
#66
Posté 27 juin 2012 - 11:41
#67
Posté 27 juin 2012 - 11:41
Modifié par Arcadian Legend, 27 juin 2012 - 11:45 .
#68
Posté 27 juin 2012 - 11:41
ussbones6 wrote...
I agree that that works... for books, for movies and video games, which are visual mediums, most people don't want to have to imagine things, they'd rather the story teller explain it to you and show you, which granted is hard in a game where there are over 10000 choices.
Implication works for any medium. It's a critical means through which stories and their themes, idea, or even narrative events are conveyed.
crimzontearz wrote...
Hope and Imagination are for fanfics and headcanon and those both are just one step removed from delusion
If hope is reserved for these things and so close to delusion, what does it say about you that you are clamoring so much to have your hope made explicit?
Modifié par JeosDinas, 27 juin 2012 - 11:43 .
#69
Posté 27 juin 2012 - 11:42
#70
Posté 27 juin 2012 - 11:42
oh and the person that posted before me:crying:
Modifié par ghost9191, 27 juin 2012 - 11:46 .
#71
Posté 27 juin 2012 - 11:45
ussbones6 wrote...
TullyAckland wrote...
I said this elsewhere but I'll crosspost and put it here also:
One of the goals for the Extended Cut, as part of addressing player feedback, was to provide more time with the love interest, and more opportunity for players to say goodbye to them and provide additional moments of connection between them. We did this in several ways:
- Shepard can now actually say goodbye to the love interest when they are split up at the conduit run.
- When Shepard sees flashbacks of important characters during the final decision, the flashbacks are now variable based on your playthrough – so your love interest can appear as one of the flashbacks, providing another moment of reflection between Shepard and that character.
- A memorial scene was added, partly to show a close bond between Shepard and the love interest. The scene is variable, and if Shepard has a love interest in a given playthrough, it will be that character who places Shepard’s name on the memorial wall.
- You may notice that in the “Shepard lives” ending, the love interest hesitates to place Shepard’s name on the wall, and instead looks up as though deep in thought. This is meant to suggest that the love interest is not ready to believe Shepard is dead, and the final scene reveals they are correct. As the Normandy lifts off, there is hope that the love interest and Shepard will again be together.
At the end of the day, why give us "hope" when you could've revamped the breath scene to a discovery scene and imparted "happiness" on those players who wants to get back with their LI?
I can understand what you all we're going for, you wanted a game full of choices to have an ending that could be interrupeted differently by every player, but then why not include a happy ending instead of a hopefull ending? Hope isn't always what people want, especially in a video game whose medium is interaction and visual. It works for a book because you're already using your imagination to put physical images to descriptions.
I think if you all made the breath scene a discovery type scene like at the end of ME1, then all this our cry would've literally stopped!
I totally agree with this. Why not replacing the confusing breath scene (it raises more questions than it answers IMO) with a short scene where you can see your LI and some of your friends searching for Shepard ... äh ... somewhere (i still don't get it how Shepard could survive the whole mess...) ... And then you can CLEARLY (ha! Clarification! Closure! That's what the EC should deliver, huh?) see how your LI finds him ... you don't even have to show Shepard lying on the ground, your LI just whispers with tears in her eyes ... "Shepard" ... and that's it ... just a thought, a wish ... I don't know.
#72
Posté 27 juin 2012 - 11:46
because once it it becomes explicit it is not hope but certainty.JeosDinas wrote...
Implication works for any medium. It's a critical means through which stories and their themes, idea, or even narrative events are conveyed.ussbones6 wrote...I agree that that works... for books, for movies and video games, which are visual mediums, most people don't want to have to imagine things, they'd rather the story teller explain it to you and show you, which granted is hard in a game where there are over 10000 choices.
If hope is reserved for these things and so close to delusion, what does it say about you that you are clamoring so much to have your hope made explicit?crimzontearz wrote...Hope and Imagination are for fanfics and headcanon and those both are just one step removed from delusion
#73
Posté 27 juin 2012 - 11:49
#74
Posté 27 juin 2012 - 11:49
crimzontearz wrote...
because once it it becomes explicit it is not hope but certainty.JeosDinas wrote...
Implication works for any medium. It's a critical means through which stories and their themes, idea, or even narrative events are conveyed.ussbones6 wrote...I agree that that works... for books, for movies and video games, which are visual mediums, most people don't want to have to imagine things, they'd rather the story teller explain it to you and show you, which granted is hard in a game where there are over 10000 choices.
If hope is reserved for these things and so close to delusion, what does it say about you that you are clamoring so much to have your hope made explicit?crimzontearz wrote...Hope and Imagination are for fanfics and headcanon and those both are just one step removed from delusion
Oh! It's possible to deliver both IMO ... Look at my comment above ... More explicit, but still enough hope.
#75
Posté 27 juin 2012 - 11:50
crimzontearz wrote...
because once it it becomes explicit it is not hope but certainty.
I noticed that you didn't answer the question. In fact, you only made it worse. Why do you need that certainty? Is it only for emotional gratification? If so, how does the implication (and the associated freedom it gives) of a reunion not offer you the same thing?
These are genuine questions, mind you. Does the saccharine scene of Shepard kissing Tali on Rannoch have any more meaning when made explict when you already have enough to presume, if you wanted, that it happens anyway?





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