Mcfly616 wrote...
Sion1138 wrote...
Mcfly616 wrote...
yes, while people here try to pretend to know the authors intent and say the scenes are meaningless, its quite obvious they have no concept of the term "symbolism"
Which is odd, because its sort of a big thing in the whole story-telling world.
This was a role-playing game. It was the last in a series of three role-playing games.
So, here I embodied the character Shepard for three games, quite some time, and in the end, instead of a proper rewarding experience you will symbolically imply that my character is alive. May not be...
When everything up to this moment was done in a different style, not just in Mass Effect but every other Bioware game I ever played.
I don't understand the merit of this particular decision.
well, whether its an RPG anymore is debatable. But I understand what you're saying. I role-play all my Shepards. and that was the whole point of the breathe scene. To let you know that your Shepard lives on. Only you know how your Shepard would live the rest of his days. Did you want them to take "you" out of "your Shepard", and just show you pictures on how your Shepard lived? Kinda takes the "role-playing" out of it, don't it?
I'm a classic role-player, the AD&D type. And this is the kind of experience Bioware always delivered, always. Until now.
When you spend a long time building up a character you come to connect with that character. It's kind of a big deal when they are killed.
Now, even though they might not necessarily be dead and you can interpret things yourself, it's not enough. It's not in the spirit of the classic role-playing experience. You want to be truly uplifted. If you did things right, you expect a proper reward.
Now I don't want pictures telling how he lived, just an uplifting and real acknowledgment of the mere fact that he is alive. Just have him stand up out of the rubble, a short in-game cut-scene. That's all.