I'll say that so far, BioWare had great writing control up until ME3. The ending, in original form especally, seemed to have lacked any form or writing control compared to Rannoch and Tuchanka.
They touched up the endings and the majority of plot-holes in the EC, but it doesn't change the fact that the three options still feel like a cop-out ending to the series.
It's not to say the ENTIRE game is bad. As said by @Optimus J, Ranncoh and Tuchanka are the best segments of the game.
Personally, I also liked Thessia, and the emotonial responces it had. I also liked Cronos Station, as taking Cerberus apart felt pretty damn good. The argubly worst parts of those two would be the fight with Kai Leng. I was one of the people that didn't like the sudden conversion from his character in the books to the cyber-ninja he appeared as in ME3.
Gameplay was strong, and the emotion and story was there, but the story was agrubly watered down compaired to ME1. It returned to the key plot of "Vs the Reapers" that ME2 was so suddenly and completely departed from, but it felt a bit oversimplified, despite all the "twists" the devs tried to put in by making Cerberus villians again, Udina having a pro-hman agenda that makes him betray the Council, and the recreating of the quarian/geth war. But though not bad twists, they were ones that could be seen coming a mile away, and didn't really shock us that much.
Dilouge was good, but there was less of it that was interactive. Something many complained about.
Some even went as far as to say that they intentonally worked to take control of Shepard away from the player to desensitize them to when the character meets their final fate on the Crucible, because a character was totally player-controle and developed, as in ME1 and ME2, would never have done things the way they'd want it to in ME3's end. Too many variables for the ending.
I personally don't hold much faith in that accusation. I think if they'd put that much work in making the character's fate so totally absolute, they wouldn't have bothered to make an RPG.
Although, that will likely be debatible till the end of time.
Another thing regarding "too many variables" is the mixed feelings on the War Asset system.
Some think that it was the fault of poor writing quality control to use a numarical value-tracking system to record all the noteworthy events in the game. (Example: Maxster_ wanted the game to have
every little War Asset affect the ending's gameplay mechanics is some special way, such as having bombing runs for key map points on the convoy route be available for every crusier you rescue. Or more missle trucks if you get Javiln missles, and so on.)
However, I doubt a system like
that was possible. To record every simgle variation, and have something that checks all of them, and has a different outcome for each one,
and for each overall combination?
Not. Possible. It would have cost as much as coding an entire major section of the campaign. It would have been impossible to develip that many lines of code effectively, design a system that could do it, then make sure they all fired effectively and meshed together properly. Not for the 1,500+ varring actions you'd made up to the end of ME3.
The numarical value system of the War Assets was the easist way to track those variables. No other system would have worked efficantly enough.
Modifié par silverexile17s, 07 janvier 2013 - 04:59 .