Redbelle wrote...
Question: Are you basing your opinion on the ending of mass effect as it currently stands, i.e. the ECDLC. Or as it was before the ECDLC?
I think its important to differentiate as the non ECDLC painted a picture of galaxy wide devastation, by implication and previously established lore, regardless of what ending you chose.
When BW learned of what they had done, as the fans painted a very convincing argument that the galaxy had just been smoked and everyone near Earth was now potentially facing starvation, they stepped up and rectified the percived implications of the player actions by converting previous scenes into ones that acknowledged its own history and resulted in npcs being given the chance to tug once more at our heartstrings.
The two endings may have similar flaws but between them is a statement from a writer on the team who had this to say
"For me, Anderson’s goodbye is where it ended. The stuff with the
Catalyst just… You have to understand. Casey is really smart and really
analytical. And the problem is that when he’s not checked, he will
assume that other people are like him, and will really appreciate an
almost completely unemotional intellectual ending. I didn’t hate it, but
I didn’t love it."
It is this unemotional vs emotional, connect with your player and keep them believing in the world that developer make for us that they got right with DA:O. From start to finish, as a self contained game it worked brilliantly as it always came back to defeating the darkspawn.
ME may have gone for synth vs orgs. But thats a message and a story I've heard numbnerous times. The best narrative of this theme in recent time probably came from battlestar galactica as their creations struggled to come to terms as to their place in the universe through faith, governance, self defence etc.
EC
I mean, don't get me wrong, it's great that EC assures us that, yay, we didn't kill the galaxy. But that still leaves the job half-finished for a lot of people.
Shepard's personal journey is left on a very unsatisfying note unless you actually wanted Shepard to die. What about for players, who wanted their Shepards to live? The ones who already passed through fire and darkness, and just wanted to get the job done and go home? The ones who have someone waiting for them to come home, who have accumulated a number of friends and loved ones, people Shepard still has to live for? Those players' "closure" begins and ends with a pile of rubble and one breath. Exactly like the original ending.
Conrad Verner's little side mission demonstrated that a willingness to sacrifice one's self does not have to be demonstrated by the actual death of that character. The act itself is enough. The willingness speaks for itself.
Modifié par iakus, 06 septembre 2012 - 05:51 .




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