IanPolaris wrote...
I wouldn't say that. ME3 used the ME2 system which highlighted class difference, but I've found a huge difference between playing a Soldier and an Adept and an Engineer in ME. What you are forgetting is that the different classes have different skills that you can open (and at different places). That makes the classes play much differently even in ME1. At best you are exaggerating.
I've played every class though ME1. Because powers are usable so infrequently (once per fight, twice if you drag your feet), ME1 combat really comes down to which gun you're going to spam. Even with training, Shotguns are worthless at anything other than point blank (and you only get 3-4 shots before you're standing around waiting for a cooldown). Sniper rifle sway is ridiculous until you get at least 9/10 ranks in it. It basically comes down to Adepts, Engineers, Vanguards, Sentinels and Infiltrators spam Pistol, Soldier spams Assault Rifle.
Doesn't matter whether you like your steak rare, medium or well done... you're still eating steak.
This was actually more a problem in ME2 and not ME1. In ME1 you could play a "grey" shepard just fine as long as you bumped the Paragon (Diplomacy) and Renegade (Indimidate) skills. If you did a new game playthrough, you could even maximize both and get both Paragon and Renegade options. So your criticism should be leveled far more at ME2 and not ME1. Me1's morality system was far from perfect but is wasn't as bad as you are trying to imply....and you DID have very interesting coversations and chosing a playthrough where you don't get the blue or red options IS AN OPTION.
As noted in the post, ME2 wasn't under discussion. It is meant as a demonstration that ME3 isn't as rubbish as everyone says, and that ME1 isn't perfection by any definition.
At the end of the day, no matter which game you played, you would have at best, five options in a decision conversation. That applies to all three games. What applies equally to all three is that the conversation options and decisions are... limited... at best. There were a ton of times in all three games when I didn't want to select any option, because they were all stupid, and my Shepard isn't a retard (or so I tell myself).
And that's why I consider the ME3 system superior to the ME1 system. In ME1, your choices were based on 1) have you made enough similar choices in the past (to unlock Charm / Intimidate levels) and 2) have you spent enough points on Charm / Intimidate. This leads to "I haven't spent enough skill points here so my only option is to act like a moron even though anybody with half a brain could work out a better solution".
In ME Shep was hetero. That was a deliberate change by BW/EA in ME3 for what should be obvious reasons...and I'll leave it at that. However, in ME1 you had three choices. You could chose not to romance at all. Frankly a good argument could be made with ME when compared with ME3 that less is more (especially since only the Liara and Garrus romances really seemed fleshed out).
I'll admit I'd forgotten about the "no romance" option. But it's hardly a differentiating factor, since you can do that in all the other games as well. That said... Mass Effect is an escalating pressure scenario. In ME1, you might have time to dally around. By ME3, every second is precious and there's no guarantee any of you will be alive tomorrow, so it makes sense (to me, at least) that non-ongoing relationships would have far more in common with flings resulting from a whim of the moment rather than a deep ongoing relationship.
Except usually the skills in the ME2-3 system are not created equal creating "obvious" choices. Really this is an improvement of ME2's that was simply carried over. I'll agree that ME3's system is better, but I can't give ME3 the credit here. That credit belongs to ME2.
As noted previously, I wasn't discussing ME2, but since you bring it up... ME2 started the trend, and ME3 perfected it as you noted. But that only demonstrates ongoing improvement. In no way does it interfere with my main argument, which is that ME3 is not nearly as bad as people say, nor is ME1 as good. That's just nostalgia talking. ME1 is a good game. Excellent writing somewhat let down by poorish gameplay. ME3 is also a good game (excellent gameplay somewhat let down by poorish writing and an epic fail of an ending). ME2 is, to me, the best of both worlds, with neither writing nor gameplay poor enough to really be a talking point.
In addition, I'll disagree with your "obvious" choice argument. Much like any other FOTM, it's only "obvious" if that's where you want to go already.
Yes inventory mgt in ME1 was terrible but see above. ME3 really just continued the improvement that ME2 already did.
And see above for me too... still more continous improvement demonstrating that ME3 isn't terribad and ME1 isn't perfect.
Actually they don't. There are only a few times where squade mate choice makes any difference in ME3. In ME, chosing to take (or not take) Liara or even Wrex on Noveria had a rather large conversational impact for much of the life of the game. In ME3 with very, very few exceptions, the only difference is which squaddie gets to say the same line.
This is only true if you limit the experience to the conversations. If you include the whole journey (gameplay experiences etc.) then ME3 choices clearly have more impact than ME1 choices.
ME3 invaladited ALL choices not just in ME3 but 1 and 2 by reducing everything to a number (and that number didn't make a big difference either). In ME1, you could preserve the status quo or you could pave the way for human dominance. Also the WAY you did either made a big difference in how you were perceived at the very end. This is a big PAYOFF choice that matters in ME1. Tuchanka mattered very little really in the end. Same goes for Rannoch. Like the Rachni queen decision being taken away from you, ultimate it doesn't matter if you helped the Krogan or not (nor the Geth and/or Quarians or not) as long as you (somehow) got that magic EMS number.
You're still condemning the entire experience because of the ending. If you're going to do that, then ME1 and ME2 should be condemned right along with it because, as you said... nothing that happens there has any impact on what happens in the end either.
The same argument can apply to your ME1 or ME2 decisions. Makes no difference who you select as councillor. Udina will get it anyways. Makes no real difference whether you save the council or not. Even if you save them, they still won't really give you the time of day in ME2, and if you let 'em get killed, you just get a different looking bunch of douches.
At the end of the day, ME3 or no ME3, pretty much all your decisions are meaningless anyway.
But what was important to me was those "stop and think" moments, and they were in all three games.
ME1: Should I save the council or let them die. Should I sacrifice the many for the sake of the few? Or is this a real demonstration that humanity is ready to make the sacrifices required of an intergalactic power.
ME2: Should I rewrite the Geth or exterminate them? Who am I to decide the fate of an entire people. Would I want somebody rewriting me so that I didn't even know I'd been rewritten? Is there any moral answer to this question? Would I personally really prefer to go down fighting, or would I rather have the decision taken out of my hands.
ME3: Should I let Mordin fix the genophage sabotage? Even if the genophage is cured, there's no time to grow more Krogan before the Reapers are here wholesale. Even if we somehow manage to defeat the Reapers, am I simply spawning the start of the second Krogan Wars that will finish what the Reapers started?
No... the deep questions run all the way through all three games. Or through none of the games. Can't have it both ways.
Which the game completely invalidated which means they weren't real choice points at all.
-Polaris
See above.





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