silverexile17s wrote...
Mars was a suspension of disbelief regarding the reason to go there. We JUST know learn that the plans are there, right as the Reapers hit Earth, where we happen to be? We should have learned this in ME2.
There are some small but obvious things they could have done to make the story flow better. Have at least a reference to TIM in ME1, so his involvement in the later games feels more natural. Make Okeer have some collector seekers in his lab, so the ones Mordin gets before the horizon mission don't seem like they just came out of nowhere. But most of all, they should have had Shepard gain the Crucible plans or something akin to them at the end of ME2, possibly in the collector base or a related area (and then have Liara either studying them or searching for the rest of the plans on Mars). Critics of ME2's plot have often noted that the second part of a trilogy should be (in the interests of pacing) about discovering how to defeat the enemy; while personally I think ME2's plot worked okay (especially in reference to the DE ending) adding the crucible in ME2 would have made ME3 flow alot better.
It's quite clear (as the ending attests) that the writers were effectively making it up as they went a long, at least to an appreciable extent. Though honestly I didn't really mind this up until the last few hours, all in all this sort of improvisation is arguably the greatest weakness of the storytelling in the franchise as a whole, and the source of it's greatest issues.
silverexile17s wrote...
Chronos Station was fun, and satisfying, as you took apart Cerberus, as well as learned that you were played right from the beginning. Although, it still feels.... off, somehow. Lacking in something. Not totally sure what though.
I think Cerberus's involvement in general in ME3 was lacking something. Personally I found them appreciably menacing, even if they did ultimatly lose at everything, but it all fell apart at the end because we never get a clear picture as to what Cerberus wants, much less how it intends to get it. It's eventually revealed that TIM is just stark raving mad, and correct about the control option more or less by coincidence. I think that Cerberus involvement would have worked better if, ultimately, it was only through TIM's actions that the crucible is able to control the reapers at all. I kept expecting him to say (and really wish he had) during the final confrontation with him that he knows perfectly well that he's indoctrinated but that the joke's on the Reapers, because it actually is possible to control them (were the indoctrination would have succeeded was in convincing TIM that he could be the one to do the controlling). Also, you should have been allowed to possibly control the reapers to only serve the will of humanity.
silverexile17s wrote...
Earth ...felt like that was the starting point, but was left uncoded in terms of content. The endings had good ideas, but weren't developed in unique branching ways like they should have been. They could have been alot better - amazing even, if done right.
"Like" a starting point? That is exactly what it is. ME3 has clear cuts likely brought about by time and budget constrains, and nowhere is this more obvious then the ending hour.
People often complained how linear this ostensibly "branching" story line was. I was okay with it, because it was obvious that they didn't have the time or the money to do branching throughout the entire trilogy. I wish the main plot of ME3 had more choice in it (even if it was just being able to do Rannock before Tuchanka) but I was fine with that. Maybe they couldn't make the story branch too much then either, I thought. So I waited for the ending. All they had to do was create a two to three hour section that varied widly from playthrough to playthrough, and exploit the fact that they were no longer constrained by cannon, and I would have forgiven the linear structure the story that adopted up until then in a heartbeat. But if anything, the ending was actually more linear.
From what we've seen, what I think the devs wanted to do (and what I would have done) is divide war assets into three groups; Hammer, Sword, and Shield. This division is made in the story but in terms of gameplay the destinction is meaningless. Segmenting them and their affects (ie having a character die if your hammer score isn't high enough, regardless of your total war assets) would have gone a long way towards giving the endings variability.
Modifié par The Interloper, 02 février 2013 - 08:08 .





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