Ieldra2 wrote...
@OP and others:
I do not agree. The "standard formula" would have been predictable and boring. To a large degree, the flaws in ME3 lie all in the execution and in not finding the right balance, not the concepts:
Autodialogue: is a good way to make scenes flow, but the half dozen or so scenes where Shepard is out of character because of it ruins the whole concept, and the way it makes writers avoid controversial issues where they'd have to write a forked dialogue reduces character depth. ME1 could have used more of it, ME2 had the balance about right and ME3 went overboard.
Dreams: it makes sense that Shepard has nightmares. However, the writers shouldn't have tried to give anything shown there a personal face since no Shepard can be said to canonically have a personal stake in the fate of anyone who died. Or, if it absolutely had to be a specific person, make it one connected to important events in Shepard's story. For me, Lilith from Horizon (the one you see dissolving at the CB in ME2) would have worked far better, since I really wished I could have saved her. Death by random attack, that doesn't work.
Open Endings: the openness is OK to some degree since none of us wanted their headcanons destroyed by the endings. However, the ending was so vague that there was literally no firm ground from which to speculate from, and the things that were *not* open painted a depressing picture.
Themes and symbolism: Those were ok as well. Only in some cases, they were not rooted firmly enough (sometimes not at all) in in-world logic. Thus, we perceive Mordin's sacrifice as valid and believable but Shepard's as making no sense.
@Katosu:
Yes, I agree that would have a great way to root the dreams in Shepard's character as established by roleplaying!
I'll agree with you that the execution of the endings was appalling but conceptually the choices themselves were interesting excluding the mechanism( idiotic introduction of the catalyst). However i will say a traditional ending would likely have been simpler to execute and come across as less of a failure than the one they delivered. I doubt i would have had an issue with a suicide mission on a grand scale.
There were far more than half a dozen occasions where auto-dialogue breached across player characterisation. To me that is unacceptable. Auto-dialogue should be the aid to scenes flowing but dialogue choice the master rather than dialogue choice becoming the servant of flowing scenes.
Dreams were just stupid and poorly implemented because the kid made no sense as a character Shep would care about. At the very least there should be ways to avoid the dreams in the form of renegade interrupt or the like. The only way i can play them is to switch off my speakers for the 1st time ever in my ME gaming history.
I have no problem with open endings leaving room for head canon as long as the endings are varied in sacrifice/rewards/consequences and give me enough closure so that when i'm picking up the baton i don't feel like i'vebeen dumped in a lightless cave without a torch. I dislike the desperate attempts they made to railroad shep's death too and refusal to honour the one lives scenario properly but EC did make changeover less abrupt.