[quote]Flog61 wrote...
[quote]dreman9999 wrote...
[quote]Flog61 wrote...
[quote]dreman9999 wrote...
[quote]Flog61 wrote...
[quote]dreman9999 wrote...
[quote]Flog61 wrote...
[quote]dreman9999 wrote...
[quote]Flog61 wrote...
[quote]Cthulhu42 wrote...
[quote]Flog61 wrote...
Its far less emotionally absorbing than the first 2[/quote]
I disagree; I could probably count the number of ME1 moments I found emotional on one hand.
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Not counting any companion/squaddie deaths, since they are always optional (obviously Virmire doesnt count as someone has to die there)
ME1:
Gaining Spectre Status
Liara killing mother
Virmire Decisision
Romance scenes throughout game
Trip to and Landing on Ilos
Discussion with Vigil
Seeing Sovereign attacking the citadel
Saren Killing himself
Shep surviving scene
ME3:
Leaving Earth
Liaras visit to 'write name in stars'
Liara, Kaiden, Ash
Curing Genophage
Peace between geth quarians
Leaving thessia
Romance with VS, Liara or Team Dextro, all others are pretty well ignored
ME1 wins in story, mass effect 3 wins on combat, albeit at the expense of the story.
Most would probably agree with me.[/quote]ME3 has more story then ME1.
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I think im gunna refer to 'quality over quantity' here. I'd rather have an amazing chocholate than a disgusting baguette.[/quote]Ok then. The Tunchanka mission and rennock mission story wize is better then ME1. It still lead to ME3 being thbetter story.
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well, when you say me3 has the better story, i assumed you meant the whole game. it sounds like you mean 'parts of me3 had a better story' which i would agree with. in the same way parts of mass effect 3 had a worse story.
[/quote]Rennock and tuncanka is the majority of ME3. So it still stands. There was nothing wrong about sactuary or the cerberus base, thessia need some more work.And the problem with the endin gof ME3 was that it was confusing. Added the ending given still fallows the main theme of ME, the concept of what lengths you would go to stop an unstopable force. In the end we are given choice that are all moraly wrong that can stop the reapers. Is the issues with the ending before was that they did not make sense or that all the choice were all moraly wrong?
If it was based on the fact that it was all morally wrong, then this issues sould of been brought up when you were force to choose to save the council at the cost of alliance navy lives or abandon the council to to save Alliance personal lives. We were always been give choice to pic that force moral delemas, that the back bone of ME, to force the player into moral delemas based on the given choices.
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Firstly, look at the timings of the actual missions, they dont make up more than half of the game. Secondly, you thought the cerberus base was good? Dont you think it would have been a good idea to have miranda or jacob come with you if they are alive? Also, they chickened out on the endgame ME2 decision, making it a 10 point difference.[/quote]Why does it make the cerberus base bad if Miranda and Jacob did not come. You have yet to tell me why the cerberus base mission is bad.
And they did chicken out on the ME2 ending, that choice desided your saftly net. At low ems, if you pick to destory the base, it means you bdestroying the reapers along with everyone else.
And at low ems, if you picked to save the base, it put you in control of the reapers in ME3 and allows you to rebuild galactic sociaty.
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The Majority of people who played ME2 will be unlikely to have a low ems. So, the ending of me2 doesnt matter at all to the vast majority of people. so they chickened out[/quote]
No, the only people who wouldn't heve low ems is the people who did the rescue missions and made choice that allowed for the most ems.
If someone only Played ME2, that means Thane had to live, you hae to sane the genophage cure, keep legion, keep tali alive,get legion and Tali to work together, kill the the rachni queen or buy ME2 genisus,and get the quarians and the geth to work togethero or playing the multipler. Being that this is a game made on choice, not everyone made choices that allowed all this.
This is the concept of having many roads to use to solve a salution.