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The one-year-after replay: a mission-by-mission review


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Ieldra

Ieldra
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What this is about (TL;DR)
It is now almost one year after ME3 was released. Since I am now replaying ME3 for the pre-final run of my main Shepard, I thought it would be a good idea to take another in-depth look at the game with the eye of a critic, now that the emotional turmoil over the ending and the treatment of certain characters is in the past and I can enjoy the story in spite of its flaws. I will, of course, revisit the problematical parts, but I am also using this as an opportunity to mention the good things in ME3, which have often been forgotten in our annoyance of the flaws, as well as flaws that went under the radar in my estimation.

Game parameters:
I am playing this game with my main Shepard, Cyrus Shepard, Engineer, Earthborn, Sole Survivor. Important ME1 and ME2 decisions: Rachni queen saved, Wrex killed by Shepard, Council abandoned, Balak killed, all ME2 LMs played, Tali exonerated, Legion alive, geth Heretics overwritten, Maelon's data saved, Collector base saved, got everyone out alive on the SM. Romanced Ashley in ME1 and Miranda in ME2. I am playing on Hardcore since it's most fun for me. On Insanity I need to select squadmates for combat efficiency, on Hardcore I can select them for story. 

Now on to the missions:

The Prologue:
[visuals ++, sound ++, combat gameplay +, gameplay/story integration ++, story o, dialogue --, roleplaying --]
In many ways, the prologue is representative of the game as a whole. As an introduction into the way the game is played it serves very well, just as combat gameplay in ME3 as a whole can be considered very good, certainly the best of the trilogy, more variable than ME2's but with less ballast than ME1's. The visuals are excellent, and sound effects and music underscore the mood of scenes well. Gameplay/story integration is nothing less than exemplary, with interactive scenes and combat sequences connected almost seamlessly. 
Unfortunately, the writing doesn't hold up to the same standards, with Shepard's worst non-optional lines in the whole trilogy rearing their ugly heads. "This isn't about strategy or tactics, this is about survival" and "The Citadel? The fight's here." The first is just nonsense - how does survival not require strategy in this war? - and the second makes of Shepard a stupid grunt with so sense at all of the greater picture, which is all the more galling since a little later he's on the opposite side of the same argument with James. That this is bad is common knowledge among fans, but the reason why it exists - as I suspect - may not be, even though it's one of the mail problem areas of the game's writing: drama over consistency and drama over common sense. Drama is important in writing. A dialogue scene without tension is most often boring. I suspect the writers thought too much about drama and too little about common sense, character consistency and plot. How else can it be explained that the defense committee comes across as a group of incompetent morons?
The same lines represent a second main problem area of the game: autodialogue that contradicts the player's vision of their Shepard. Shepard is a commissioned officer in the Alliance, and their motivation is to stop the Reapers. That's what defines them canonically. I see no reason why they have to be stupid just for the sake of drama, especially since in some other places, Shepard acts intelligently. In Omega, there is even a class-based interrupt where Engineer-Shepard can assert that they're more than "just some grunt".
The last scene in the prologue illustrates how this forced stupidity could've been prevented: with a dialogue choice. You *can* say "If you stay, I stay as well" or something to that effect, but you have a choice.
So in the end, the prologue looks nice, sounds nice, introduces the main plot - the Reaper invasion - nicely and plays nice as well, but it leaves me with the foreshadowing of how hard it will be to keep my Shepard in-character throughout the game. And that is very hard indeed.


Priority:Mars:
[visuals ++, sound ++, combat gameplay ++, gameplay/story integration ++, story ++, dialogue o, roleplaying -]
I recall that one of my main complaints with ME2 was that in too many missions, you had game levels instead of believable locations and there was no sense of place. If ME3's level designers took one complaint to heart, it was that. Priority:Mars is a prime example of doing a location right, a pattern that will repeat throughout the game. When I jump out of the shuttle, it's almost as if I could smell the dust in the air if I only took my helmet off. The scenery appears to jump out of the screen, and it doesn't let you out of its grip - indoors and outdoors - until you leave Mars behind at the end of this mission.
As you approach the Archives, the dialogue about the Collector base triggers. This illustrates the third main problem area of ME3. Before I go on, let me say that the accusation that "our choices don't matter" is, overall, completely wrong. I'll say more about that when it comes to the ending, but there's a great deal of continuity created by referrals to past events and decisions. The problem is rather that the narrative impact of decisions made in past games appears to be inversely proportional to their importance. Compare the few lines you get here about the CB with the five minutes of extra scenes you get if Conrad Verner doesn't die.
On to the meeting with Liara. There, I am lucky. I do not dislike her, nor do I envision my Shepard as disliking her. Still, with her badass entrance and the way Shepard greets her, it is all too apparent that the writers want me to love her, which I also don't. She is a valued companion, not less, but also not more. Consequently, I choose mostly the lower dialogue options which let me keep a little distance. Thankfully, these options work as intended, and we make our way through the building towards the Archive. I have Ashley in my squad and her suspicions appear reasonable to me, still I have no time for them and rebut her. Also, Liara talks about the Crucible. I recall when I first heard about the Crucible, I was delighted that we'll be building the weapon against the Reapers ourselves and that it's written to be a great achievement, where I had feared we would just find some DEM somewhere. I am still delighted and I like the Crucible plot. Also, combat gameplay is enjoyable in this mission. Further along past the tramline, after defeating a final group of Cerberus goons, we enter the Archive.
If I'd had a choice, I would've left ME2 behind on reasonably good terms with TIM and Cerberus. Instead, I stole their ship and gave it to the Alliance. Hmph. I had so much looked forward to play Shepard as a free agent, working with whoever appeared most likely to help stop the Reapers. Even Cerberus. Also, from my first encounter with Sovereign in ME1, I always wanted to end the Reaper threat, if I could, without destroying them. Consequently, in the following encounter with TIM, there is no way for me to proceed through it which keeps my Shepard in character. Cyrus Shepard would be interested in TIM's plans, if extremely skeptical. This is where this mission earns its "-" in roleplaying. Also, misconceptions about evolution coming out of the mouth of an intelligent man like TIM, this is extremely galling. "Goal-oriented evolution" should be a forbidden trope. That almost everyone gets this wrong is no excuse. Foreshadowing of a much greater annoyance when the Catalyst does the same.... Thus passes one of the most problematic conversations in the whole game.
The mission ends with demonstrating the power of a synthetic infiltration unit. This I find very appropriate in the light of the organic/synthetic theme, but I find it hard to find my Shepard again after the forced derailing in the encounter with TIM. Fortunately, this is the worst such instance.  

Interlude: Citadel visit #1 and Normandy crew introduction
[visuals +, sound ++, combat gameplay n/a, gameplay/story integration n/a, story -, dialogue +, roleplaying o]
The visit to the Council remind me once again how little the Council decision of ME1 matters, but in the end it's not that important in this case. Much more important is that I have no opportunity to rebut Irissa when she says I sacrificed the old Council for human interests. That was not what it was about. I can't blame her for thinking that, but I want to reply, damn it! Otherwise, too much drama for too little reason again. The Councilors' attitude sounds reasonable at this point, I wish there was an option to say "OK, I can see their viewpoint, but what do we do now?"
Now back to the Normandy, and I'm thrown into the dream. What can I say? That thrice-damned boy has no business being in my dream. He leaves me completely cold and feels like an alien influence, and not because the Catalyst will take his shape later. 
Waking up, I find Liara and Samantha are visiting. The scene is nice, but I find myself fighting with the dialogue wheel paraphrases. I repeat this five-minute sequence three times before I get the scene as I want it. Surely, Bioware, it's not the purpose of the dialogue wheel to mislead the player about the contents of the following lines and make them reload. You really need to do something about the paraphrases in your next game. This is inacceptable. The thing is, this time what I want to say is there, but I can't find it.
Anyway, after this sequence is done I wander the Normandy, pick up all the ship models I can find as well as the space hamster (this never ceases to make this old BG veteran smile), and visit my team and crew. Steve and James in the armory, they immediately come across as real people. Well-written, funny and interesting interaction. Samantha, another one I come to like. The ME team plays to its strengths here, and that's very noticeable.
One visit to Liara...what's she doing in Miranda's room; damn it? This never ceases to annoy me. Liara stole Miranda's role in ME2, including the badass entrance, the new pragmatism...and the room, while Miranda was degraded to a shadow of her former self. I'll get to that later. Anyway, I can't say the converation was bad, but I am not neutrai here. Oh, and Shepard's headscrew bug is funny in this scene. 

Interlude  #2: Cerberus Lab and scanning sequence #1:

Off to my first N7 mission. Light in story but again, I like the visuals. Also, canonical confirmation that Reaper tech can be studied, with the proper safeguards. A side issue, but important for my roleplaying. Most noticeable though is the difficulty spike. On Insanity, I find this mission more difficult than anything else until Priority:Earth.
Back on the Normandy, I speak with Samantha. I like her...and that voice....good she's gay, or she'd be a serious temptation. Miranda wouldn't like that.
Surprisingly, I like the scanning. It's much less of a chore than in ME2, the war assets are somewhat more interesting than minerals, and most of all, I like revisiting places from the first two games.  Only the Reaper attacks are annoying, they'd usually force me to revisit some systems several times, and I haven't memorized the resource locations yet, as I have for ME1. So I unabashedly use a scanning guide. I really regret lacking the patience to read all the planet descriptions. I'm a lore fanatic. I'd pay for a book with all the stuff I'm too impatient to read while playing.

Priority:Palaven
[visuals +, sound o, combat gameplay +, gameplay/story integration ++, story ++, dialogue ++, roleplaying o]
Approaching Palaven gives me the first really gripping scene in the game. Seeing Palaven burning, the turian fleets shooting at Reapers and doing almost no damage, that gives a much better impression of what we're up against than Earth. The moon looks a bit drab, but that's to be expected, and the visuals are dominated by the kilometre-high Reaper and Palaven anyway. If you take the time to look up, you feel the weight of what's happening. 
The meeting with Corinthus, remeeting Garrus, getting Victus out, all plays very fluidly, and while there's not much opportunity for roleplaying with three choices on the dialogue wheel in all of the mission, the dialogue scenes themselves and all the autodialogue are well written and work well here - as autodialogue mostly doesn't pose a problem in most cases when we talk about tactics and such. They're also well-delivered.
The long uneventful walk to Victus' camp exists all too obviously to fill the player in on various background lore like the krogan/turian problem we're going to tackle next, but as I don't need action all the time, it's fine with me. In Victus camp, I have the opportunity to demolish three Brutes in record time. I recall that was an exciting and intense fight in my first playthrough. It isn't any more unless I play on Insanity - i know too much about creating explosions now - but that's ok since I'm mostly playing for the story this time. 
All in all a good mission but not a great one. I wouid like Priority:Mars better but for the talk with TIM.
Back on the ship, I'm fighting again with the dialogue wheel. Some roleplaying opportunities arise from selectively omitting dialogue options in the talk with Victus, but that only works because I already know what Shepard will say when I choose option X. Yet again, I am finding that to use the dialogue wheel as a roleplaying tool, you need to have all the lines behind the options memorized. The least Bioware could give us is better paraphrases. I've been saying this for years, btw., and this is not the last time I will say it in this review. 

Interlude: EDI
[visuals o, sound o, combat gameplay n/a, gameplay/story integration n/a, story ++, dialogue ++, roleplaying o]
Down to deck 3 to see EDI has taken possession of "Dr. Coré"'s body. Sigh. The scene is nice enough, but I hate what they turned EDI into. I hate the silly idea of interspecies sex with a robot, of all things, and no, I am absolutely NOT willing to suspend my disbelief for this nonsense. If they absolutely had to put this in, they should've relegated it to virtual reality. I liked EDI much better when she was the ship. Still, her personality is intact, and she gives invaluable perspective on synthetics over the course of the game, which I personally didn't need but more casual players likely appreciate.
Speaking with EDI after she joined Joker, I find that Shepard has a line dependent on Renegade/Paragon score when EDI asks if he could help with her questions. if P>R, you'll say "If you're sure it helps, I'll do what I can", if R>P, you'll say you're not really the best person to answer questions about how to fit into polite society. I think that should have been a roleplaying choice, not an automatic reponse based on the P/R score. After that talk is done, you can speak with her again for an extended "interview". This gives more perspective on her and it's also funny.  
Lastly, I have a talk with Garrus, welcoming him on the ship again. Nice enough, even if most of it is autodialogue. This might also be the time ot mention that I think Garrus and Victus are both voice-acted very well. EDI, too, though her voice tends to get on my nerves after a while.

Priority:Eden Prime [DLC: From Ashes]
[visuals ++, sound +, combat gameplay +, gameplay/story integration ++, story ++, dialogue ++, roleplaying -]
This is a great mission. It may be simplistic in terms of gameplay, but story-wise it's one of my favorites. It hearkens back to ME1, where it all began, and to getting the Prothean Cipher on Feros, and the relevation of the Collectors as Protheans in ME2. Missions connecting the different parts of the trilogy like this are all too rare. The way Shepard reads the Prothean information casts a spotlight on how unusual Shepard is, with both their synthetic implants and the Cipher. And the revelations of the Prothean cycle, with its subversion of the "benevolent precursor" stereotype - fantastic in itself, and for its unexpectedness. Combat gameplay is mostly standard Cerberus fare, with none of the variety of Priority:Palaven, but still fairly enjoyable to play. 
Back on the Normandy, Javik proves to be an interesting character with several meme-worthy lines, "Stand in the ashes of a trillion dead souls......." being the most notable. Having said that, autodialogue connects the question of how "cut and dried" the war is or not with the question of honor. This is irritating since my Shepard thinks things are not as simple as Javik makes them to be, but being a pragmatist, honor doesn't have high value to him. This means that yet again, autodialogue prevents me from finding an in-character way to proceed through this conversation. Did I say this was irritating?
Also, the conversation brings up another general problem area of the game: using scientific terms without any intention of being bound by their meaning. This is not just irritating, for an SF universe, this is damaging to its  integrity. I can suspend my disbelief for an ability to read experiences from someone's body. "The chemistry of memory" would be enough to rationalize it, but you'd better not say it's genetic, else I'll ask why he doesn't recall  the experiences of his ancestors, and no, epigenetics don't work that way. The tendency to use "DNA" whenever something biological comes up is beyond annoying. It's insulting to everyone who actually knows a little about all this. Hire a damned science advisor, Bioware, and if you use existing technical terms to explain things, respect the boundaries they set. Refusing to be bound thusly makes your worldbuilding an exercise in magical arbitrariness. Just like using that "chemistry of life" to rationalize reading rooms. Really? Did anyone on the writing team think about this beyond "This is cool. Let's put it in?"
One more thing: Javik provides critical perspective on the organic/synthetic theme throughout the game, especially in the first conversation and during the Rannoch arc. For that reason, he should've been part of the main game. If you absolutely must rip a character out of the game script to sell as day 1 DLC, it better not be one with critical perspective on the main theme.
Back on the Normandy, the talk with Cortez needs a middle option. "I'm here for you" is too personal, "We all die alone" too distant.

Grissom Academy: Emergency Evacuation
[visuals o, sound +, combat gameplay ++, gameplay/story integration ++, story ++, dialogue ++, roleplaying o]
This mission is good example that "drama over consistency" needn't be *all* bad. I find this scenario of Jack turning into a teacher unbelievable, but the situation, with the biotic students and Cerberus and Jack in the middle of it, it's so dramatically appropriate that I can overlook that inconsistency, and Jack's her usual self and so well voice acted that she's jumping out of the screen. Having said that, yet again I find no appropriate response in the first conversation with her. After the slap, I want to say "It wasn't a matter of trust but of need". There needed to be a middle option.
This mission has one of the most challenging combat scenarios in the game. It doesn't get boring even in the sixth replay or so. Having said that, I wonder if the Atlas you can use in the last fight is invulnerable. Even on Insanity, I don't recall the armor ever being damaged.
Meeting David Archer again, I don't think I can leave him to his brother ever again in ME2. That scene is touching, and the writing manages to convey that he's thankful while never masking that his mind works differently from others. That's a remarkable feat.
At the end of the mission, one of the most difficult roleplaying decisions for me: I know what will become of the students if I send them to the frontlines. Still, that's what this Shepard would do on the reasoning that we can't afford to hold them back. He'll deal with the consequences. At least the tech-minded students who'll work on the Crucible will survive.

Interlude: Citadel visit #2
[visuals +, sound +, combat gameplay n/a, gameplay/story integration n/a, story ++, dialogue ++, roleplaying +]
The Citadel.....it adds life to the universe. It's like you're touching all those little side-stories you're involved in, and it anchors you in the universe in a way the main missions can't. I have no idea how people can see the little mini-quests as unimportant. Also, they don't feel tacked-on just to mask the emptiness of places, as it was in DA2. No, here they feel like part of the universe. I always do them all, as well as Aria's mercenary side quest and Jondam Bau's Hanar tracking (excellent writing with just the right level of serious and funny, evne though the final scene feels clunky) with Kasumi's disappoiintly short appearance. I also always talk to all the team members and others while they're here. It all adds to the story for me, with the exception of the parts I'll criticize here. There are some roleplaying opportunities as well which I wouldn't want to miss..
Having said that, this visit has one of the few moments where I want to slap the writer. When I discourage EDI from pursuing a relationship with Joker, she says something like "There's little evidence that synthetics and organics can maintain a relationships as equals". No, whoever-wrote-this, this is most emphatically not what this is about. I meant that synthetics aren't wired for sex by default, and EDI is a ship AI and not a sex bot, and I'm not willing to suspend my disbelief for this nonsense. This really makes me go up the wall. Bah. Why is it that at any time sex comes into things, consistency and common sense fly out of the window?
Another meeting I have to mention is Miranda's. The encounter is fine, and the romance extension fitting. At last Shepard makes a believable boyfriend, and her goodbye with "no promises" is perfect. On the other hand, making her off-screen story center around Oriana again was a bad idea. Not that it's unbelievable, but this focus on family (you know, using family as a story hook when other hooks are screaming for attention got old a hundred years ago) detracts from her more interesting traits. She was Cerberus 2IC, damn it, and yet her part in the Cerberus arc is minimal and to add insult to injury, completely accidental? Miranda's story potential got cut off with a dirty axe. It's a storytelling crime. More about that when I get to Sanctuary.
Another oddity: I meet Ashley and break up with her, and she takes it matter-of-factly. That's perfectly fine with me, but it's odd seeing it when so many other opportunities for drama are exploited to the limit of the credible - and sometimes beyond.

Priority:Sur'kesh
[visuals +, sound +, combat gameplay -, gameplay/story integration ++, story ++, dialogue ++, roleplaying +]
With Priority:Sur'kesh begins what's usually regarded as one of the best-realized story arcs of the game, and it is a very good story arc indeed, with Bakara and Wrex/Wreav providing different perspectives on the krogan and giving the sides of your decision different weights depending on who's present. Over the five missions of the genophage arc, there are also several good opportunites for roleplaying, culminating in the decision to cure the genophage or not itself. However, I'd like to point out a few incongruities:
It is established that the krogan have a sustainable population, if barely. That means that on average, every krogan female has 2+X children. Given this number, I feel that the cultural effect of the genophage is critically overdramatized. Also, curing the genophage will increase krogan fertility a thousandfold - from this sustainable level. Given those numbers, I have some trouble believing that anyone thinks a complete reversal is a good idea - not even the krogan. Treating the genophage as a disease doesn't do it justice. As I see it, it is a necessary adaptation of the krogan natural fertility, and the only bad part is that it results in so many stillborn children. If I took my roleplaying seriously, I would never, ever cure the genophage regardless of how Paragon my Shepard is otherwise. As it is, I go with the story in spite of these objections because it's just too good not to. The Shepard in this playthrough has Wrex dead and Bakara alive, so the decision hangs on a finer balance than in any other scenario, and both cure and sabotage can be justified. I feel this scenario is the most interesting variant. 
Having said that, Priority:Sur'kesh and the following talk on the Normandy provides excellent exposition and dialogue as well as some opportunities for roleplaying, though Padok Wiks' line "we should let the evolutionary process decide who lives and who dies, not galactic politics" shows, yet again, the writers' cavalier attitude to biology: when, ever since the rise of intelligence, has the "evolutionary process" not been inextricably entwined with politics? Politics are a part of what we are as a social species, and for a social species, more evolutionary relevant than many more physical issues.
The enemy in this mission is Cerberus, which raises the question: why are they here? I think some information should've been given on that. It's reasonable to assume they want to breed "integrated" krogan shock troops like Saren did, but this should not be left open to speculation. Also combat-wise, the hordes of Cerberus goons get old fast here. There are simply too many of them, and more popping in with rocket-boots reminds me unpleasantly of the teleporting enemy waves in DA2.
At the end of the mission, Bakara's badass exit and Hackett viewing progress on the Crucible are scenes I always like to revisit, and the converations with Mordin and Bakara on the Normandy are some of the best in the game. Just had to be mentioned. Now, on to wrapping a few extras up before getting back to Tuchanka.   

Attican Traverse:Krogan Team
[visuals ++, sound ++, combat gameplay ++, gameplay/story integration o, story -, dialogue +, roleplaying o]
Now we come to the mission with the most blatant ass-pull of the trilogy, nullifying the outcome of an important choice made in ME1. "We need rachni enemies, so if the old queen is dead, we'll pull another one out of a dark place". Story-wise it's hugely annoying - there should be no rachni if you killed the queen, that's what it was all about - but I can understand why they did it. The rachni enemies are refreshingly different, and the game would be poorer without them, gameplay-wise. The rachni are also one of the very rare "alien alien" species (or shout I say Alien species). In this game, I saved the queen in ME1 so I didn't have any story problems.
The mission itself is, again, refreshingly different. Giving the queen a krogan voice was a good decision, so we wouldn't be distracted in our decision by a pleasant voice. Also worth mentioning: Charr's dying message you'll give to Ereba later, a very touching moment. Annd.....Grunt's survival is a great moment. It surprised me when I played it for the first time, and the feeling I got when I saw him stagger out of the caves, asking for something to eat, still lingers.

N7: Cerberus Abductions
[visuals +, sound +, combat gameplay --, gameplay/story integration o, story o, dialogue -, roleplaying -]
One of the more annoying missions. Why don't they just call it "Cerberus:the Horde"? Also, the dog tag is hard to find even if you know where it is. The location looks interesting, though, a city space with a unique architecture. Nonetheless, I'm always glad when this mission is done.

N7: Cerberus Attack
[visuals +, sound +, combat gameplay -, gameplay/story integration o, story +, dialogue -, roleplaying -]
Yet another Cerberus mission, almost as annoying as the last one but nicely integrated into the Tuchanka story arc. At this point, I'm getting mightly sick of Cerberus enemies. I appreciate the opportunity to hone my sniper rifle skills, though. Shooting Guardians through the slits in their shields is fun.

Tuchanka: Turian Platoon:
[visuals +, sound +, combat gameplay +, gameplay/story integration ++, story +, dialogue +, roleplaying +]
Standard but fun Reaper mission, the first part of Tarquin Victus' story. The sense of location is a little diminished here compared to most other missions, but I guess that makes sense when fighting through heaps of rubble. In-mission comments from your squadmates are noteworthy here. I set myself a gameplay challenge: kill all three harvesters before they fly off. Works on Hardcore or lower. On the bad side, there's another instance of drama over common sense: So, Tarquin Victus made a bad call.....and his troops are mutinying? That doesn't make sense. He didn't show the least bit of incompetence, he just guessed wrong. Once!
Anyway, a good roleplaying moment at the end when you tell him how to motivate his troops. Given my opinion of their behaviour, the Renegade variant seems appropriate.

Tuchanka: Turian Platoon:
[visuals +, sound +, combat gameplay ++, gameplay/story integration ++, story ++, dialogue ++, roleplaying ++]
This is one my of my personal "five star" missions I'm always looking forward to. Beside being interesting gameplay-wise again with the crossing of the bombardment area and protecting Tarquin, it has the honor of featuring one of only two believable on-screen heroic sacrifices in the game (the other is Mordin, three if you count Prangley in non-Jack missions I guess). A convincing part of the Tuchanka story arc, this mission features much of what is exemplary in ME3: after the end of the mission, the exchanges between Shepard and the squadmates on the shuttle, between Shepard, Wreav and Victus and between Shepard and Victus on the Normandy are among the best scenes in the game, with perfect writing combined with good roleplaying moments.
Also, the map makes the combat interesting - what a difference to the "Cerberus Horde" combat of the preceding two N7 missions. 

Interlude: Normandy conversations:
[visuals +, sound +, combat gameplay n/a, gameplay/story integration n/a, story +, dialogue +, roleplaying o]
This may also be the time for some remarks about he Normandy conversations between Sur'kesh and Priority:Tuchanka. First, the good parts: Liara's conversation about the message to the next cycle presents a nice roleplaying opportunity, with the question of how you'd like to be remembered. The friendship with Liara is a little closer than I'd like, but acceptable. Also, nice interaction beween James and Steve again. These two are always good for a laugh. Garrus talking with Liara....just "this and that", LOL. Then Garrus and Javik after the Bomb mission - I never cared much for Garrus before ME3, but here he really comes alive. His writing and voice acting are excellent. Last but not least, I like Samantha's dry humor.
A cause for annoyance: EDI's comment on transhumanism. Some writer must have an anti-transhumanist agenda, putting words in Shepard's mouth this Shepard would never say. Thrice-damned character-derailing autodialogue!!!!!!! To top it all off, they got it all wrong. I should remember in my final playthrough not to speak with EDI between Sur'Kesh and Utukku. Also, when Samantha comments on turian secret communication before the Bomb mission, she says it would be wrong to listen in....What? Our allies expect us to pull their asses out of the fire and don't even tell us why? Get some sense for realism, girl! I'd damn well listen in as much as I can with no qualms at all.

Interlude: Citadel Visit #3:
[visuals ++, sound +, combat gameplay n/a, gameplay/story integration n/a, story o, dialogue +, roleplaying +]
Some good moments in this visit as I return to wrap up sidequests. Steve's recording may be odd, but meeting him at the memorial wall is a good moment. The friendship between Shepard and Cortez is not something I'd have gone for intentionally, but Cortez can draw you in and it's working well for me, now and later, too. An unremarkable meeting with Ashley, and then....Aethyta and Liara, another very nice little mini"quest" with funny moments.

Priority: Tuchanka
[visuals ++, sound ++, combat gameplay +, gameplay/story integration ++, story ++, dialogue ++, roleplaying ++]
Starting this mission, I go through some good dialogue scenes and cutscenes, including the talk with the dalatrass. I'll say this in advance: this is one of the best missions for roleplaying in the game, with not only several personality-defining conversation nodes, but the decision about the genophage being both immensely important for the future (even if we only see it in the epilogue, that counts for me) and for who my Shepard is. Also, sabotaging the cure is *the* Renegade decision of the trilogy. everything the Renegade path is about. It's too bad that the designers reduced the net war assets benefit to a measly 30 EMS, but the narrative impact is as great as it should be. 
But before that, the mission. Entrance Bakara with the arguably best speech in the game. Why doesn't Shepard ever get such an awesome speech instead of the conventional crap he spouts (I'll get to that in Priority:Earth)? Also, Bakara's speech is both inspiring and perfectly krogan.
The next part has, sadly, another instance of drama over logic. Why the hell can't the turian fighter wing abort its attack when Shepard calls? Why can it abort it a minute later after having taken losses? That makes no sense.
Going underground and back up again, more insights into krogan culture, the ancient one Bakara seeks to revive. You see the potential architectural beauty, but unfortunately, this Shepard doesn't believe the krogan will get their act together. I don't like the intensity with which the game tries to invoke guilt to make you reveal the sabotage, but I like that the different perspectives of Wreav and Bakara make the decision difficult. 
Kalros is next. Can I say how dramatically appropriate I find it that that Reaper is killed by the fauna of Tuchanka? Before the game was released, I found the idea silly, but the execution is great. I guess a maw hammer is Tuchanka's equivalent of a thumper? It would've been nice to have some exposition here. Anyway, the fight between Kalros and the Reaper is one the best cutscenes in the game. .
And the decision about Mordin - if Bakara or Wrex are alive - one of the hardest, if you want to sabotage the cure. Shooting Mordin makes me feel like sh*t. Not because of the genophage - this Shepard is convinced he's right - but for shooting a friend and because of the monstrous betrayal this represents. I recall that in my first playthrough, I watched Mordin crawl towards the console with trepidation, afraid that everything would've been for nothing. The feeling lingers. Back with Bakara and Wreav, being praised as a hero never felt so empty. Still, there is a sense of accomplishment as I watch Shepard return to the Normandy, thinking about the complexity of emotions invoked by this mission. This is extremely well done. My only other criticism apart from the behaviour of the turian fighter wing is that it's rather short for such an important mission.
Unfortunately, I have no way to opt out of another one of the damned dreams. Actually, I wouldn't mind a nightmare at this time for this particular game, but the vent kid has no business being in my dreams, and for someone who cured the genophage I see no reason at all for being haunted in their dreams. Except if they dreamed of another krogan rebellion. 
Also on the Normandy, Garrus swapping jokes with Joker. Feels odd after the seriousness of the mission. Talking with Garrus after that feels like giving the matter a little closure. Very fitting. The following talk with Javik features yet another misconception of evolution (you know why I hate this with a passion? It gives those who don't yet know the wrong ideas) but also one of Javik's many quotable lines "You and I, Commander, war is our sculptor, and we are prisoners to its design. 

N7: Noveria Fighter Base
[visuals ++, sound +, combat gameplay +, gameplay/story integration n/a, story +, dialogue -, roleplaying -]
An N7 mission where you're not swarmed by endless hordes of Cerberus goons appearing out of nowhere for a change. The fighting makes sense and doesn't extend beyond where it gets annoying. Also, I like this map. Too bad it's the only part of Noveria we can revisit. 

Priority: The Citadel
[visuals +, sound +, combat gameplay +, gameplay/story integration ++, story o, dialogue o, roleplaying +]
The first part of this mission is rather nice as you get to know of the Cerberus attack and free Bailey on the C-Sec docks. After that, a long boring sequence of corridors that appear to have no other purpose than to let players find weapon mods. 
Entrance Kai Leng. Watching the scene between Thane and Kai Leng with a detached eye, it actually looks quite good. Thane has always been a "melee assassin" (see his entrance in ME2) and the fight choreography is good. Still, the scene doesn't work, and I think the reason is lack of dynamic on Shepard's and the squadmates' part. I guess the scene wanted to convey that Shepard can't interfere because they might hit Thane, but the fight scene is too slow for that. So...the fight *is* impressive and showcases Thane very well, but the scene as a whole fails. That Kai Leng's first - and only - line has to be one of the cheesiest in storytelling history doesn't help. "No...now it's fun." Really? I think this line had a significant part in fixing Kai Leng in players' minds as a failed Dragon. First impressions count, and this first impression fails. Neither does the next sequence with the aircar work well for me, and this time, I don't really know why. Things just happen.
Back down on the "ground", you get a great sense of place as you look down over the railings. In my first playthrough, it took me a moment to realize that I'm in the Presidium Ring, but once you realize it this part of the map leaves a much better impression. So the next fighting sequence is yet another long boring straight line, but at least you have a nice view.
The standoff with Udina....works ok. Not really impressive but ok. Only this time I don't use the persuasion options and play that I can't convince Ashley and have to kill her. Wow, isn't her death treated as an afterthought in this variant. Barely two lines about her. That sucks. Once you're back on the Normandy, however, there are extra scenes with Joker, Garrus and Liara which more than make up for that and shed light on a few other things as well. This is the first time I killed the VS, and more as an experiment to see what would happen, but I think I'll keep this save.
In the end, this mission comes across as workmanlike. It does its job, but it doesn't really impress. You'll get the best impression of the difference to other parts of the game if you kill the VS and then immediately go back to the Normandy and speak with Joker, Garrus and Liara. Those scenes are very good, the preceding mission....not so much.

Interlude: Citadel Visit #4 and Normandy conversations:
[visuals ++, sound +, combat gameplay n/a, gameplay/story integration n/a, story +, dialogue ++, roleplaying +]
Wandering around collecting sidequests, I find,as usual, that EDI's conversation when you didn't encourage the "romance" with Joker is much more interesting. It also makes her post-Synthesis line appear in a different light. Then I go up to Thane. The dying scene is very poignant, and the roleplaying options I have here are appropriate. The prayer - Thane's religion has beautiful imagery, and watching his last moments, I see them foreshadowed in the first meeting way back in ME2. It is a fitting end to his story, if a sad one. Unfortunately, this scene is ruined for me at the last moment by character-derailing autodialogue: "You won't be alone long".  This makes me go up the wall every single time. It is so bad that I'm always tempted to skip this scene altogether. Good that there are several good roleplaying opportunities in this visit, or I'd have to give it another "-".
Then, Balak. The scene is very good if you use the Renegade persuade, but can anyone tell me why he is out of Alliance custody? Also, funny how the decision import - great that this one from an ME1 DLC was imported at all, btw - can reveal that I messed up my ME1 playthrough two games later. This Shepard was supposed to have killed him. The scene has a *good* autodialogue line for a change: "I want you to put a bullet in his head, but we're all making some sacrifices today". 
Back on the Normandy, I go through the excellent conversations with Garrus, Joker and Liara about Ash's death, as well as a few others. Good stuff, mostly, though I'm fighting with the dialogue wheel again in James' conversation. The paraphrase "Soldiers are expendable" sounds callous, but what Shepard says is more like "casualties are unavoidable".

Kallini: Ardat-Yakshi Monastery:
[visuals ++, sound ++, combat gameplay ++, gameplay/story integration ++, story +, dialogue +, roleplaying ++]
This misssion should rather be named "Mesana: Ardat-Yakshi Monastery". Kallini is the neighboring system. I like this mission. A great creepy mood, a visually appealing map, a believable location with a good sense of place. Also, interesting combat and some good roleplaying opportunities.
There are two problems: (1) broken continuity. In ME2, we come to know that only three Ardat-Yakshi exist. Now there suddenly are enough of them to make the two dozen or so banshees we get to kill over the course of the game, and it's implied they're elsewhere, too.
(2) The gratuitous ugliness of the banshees. I have a problem with this "abomination aesthetic", since it appeals to emotion to suggest the existence of some "natural" state that has been "corrupted", and that Reaper minions should be killed for what they are, not for what they do. Samara even uses the terminology. It bugs me in the whole trilogy, but the banshees top everything else. The scene with Rila and the banshee is particularly galling. It comes across as a way to dehumanize the enemy based on appearance, and I'm allergic to it even where they're already dehumanized by their actions. 
None of that affects the mission itself though. I like the various ways you can resolve it. This time, I do not interrupt Samara and she kills herself, but I leave Falere alive. It seems somehow dramatically appropriate, with Samara being something of a relic of a bygone age.
Later, on the Normandy, I hear Javik, Garrus and Ensign Copeland talk about war in the different cycles and the methods of the Reapers....and James and Steve arguing about the merits of the Mako and the Hammerhead. LOL. One of the many funny moments on the Normancy. One of ME3's most noticeable qualities lies in the attention paid to small things like these.

Arrae: Ex-Cerberus Scientists:
[visuals ++, sound +, combat gameplay ++, gameplay/story integration ++, story ++, dialogue +, roleplaying ++]
This is not a femShep game but I'd like to say something about Jacob's romance. As a rule, am not necessarily against LIs breaking up with the protagonist, but it's clearly not storytelling reasons that were reponsible. It was a popularity issue and even worse, it deprived femShep of the second romance option from ME2 so that only those who romanced Garrus had a chance for a happy end. That is not good. Also, for the sake of the player, there should be some foreshadowing. Thane's death is ok because everyone knew what they were in for. Jacob's break-up? Perhaps it might've worked without pissing people off too much if it hadn't been handled like an afterthought.
But back to the mission. This is one of the most important missions for my roleplaying, since it shows that Cerberus - or at least parts of it - were once different and I can play this Shepard - who had no problem working with Cerberus in ME2 - as holding to the "old" ideals of protection and advancement of humanity. It's also confirmation that Miranda's (good) opinion of Cerberus in ME2 wasn't all delusional and that this Shepard and Miranda (his LI) are likely aligned.
There are two good conversations about all that in this mission, as well as a few opportunities for roleplaying. I like it that Brynn reminds Shepard that Cerberus technology saved his life. This mission also does a lot to counter the "science is bad" (or at least "life sciences are bad") vibe I got from large parts of ME1 and ME2.
What I don't like so much is the forced hostility to Gavin Archer. In ME2, I took David to Grissom and used the Paragon interrupt, but here, Archer is clearly repentant and deserves neutrality.
Otherwise, I have to commend this mission for a great sense of place and good visuals as well as the flow of events. Everything follows naturally from what came before, and the fighting has variety enough to keep interesting even though the enemy is Cerberus and as a rule I've long been sick of them. In fact, the fight at the end of the mission could use a little fewer enemies....
Back on the Normandy, I listen to EDI and Javik talk about how she chose to oppose her creators. As I said in the Eden Prime section, Javik provides critical perspective on the organic/synthetic theme.

Interlude: Citadel Visit #5:
[visuals ++, sound +, combat gameplay n/a, gameplay/story integration n/a, story +, dialogue ++, roleplaying ++]
This is the visit with the most significant team member scenes. Garrus and Shepard on top of the Presidium Ring: a great scene with top-notch writing and voice acting. Garrus is the king of the deadpan snarkers. "Raise your hand if you haven't been killed before", LOL! Javik's scene is also very good. I like the Paragon version better but it's worth leaving the interrupt out at least once to see how Javik's standard attitude crushes hope. Cortez...now there's a character I'd never thought would draw me into a friendship, but here it goes. I like him. Also, whoever wrote him created a good, non-awkward line for indicating you're not interested in more.
Then, Miranda at the Spectre terminal... *sigh*. I guess the scene's not too bad, even if it's all autodialogue. If it just wasn't all about Oriana again. I wish Miranda trying to find out details about TIM's plans had been the primary hook of her story arc, and Oriana had come in later and made Miranda take the extra risk of going to Sanctuary without Shepard's backing. 
Conrad Verner. ROFL, every single time. "I joined Cerberus, too", oh my. Also, even after several playthroughs I'm still delighted to see that the ME1 sidequests got some attention here....I'd always hoped doing the collection quests would pay off. Then the "doctoral dissertation", Jenna's intervention. All too obviously comedy, but with enough seriousness behind it that I'm always smiling when they walk off together. Liara's, James' and Zaeed's encounters - all good enough - wrap this visit up.

Omega: Aria T'Loak:
[visuals ++, sound +, combat gameplay ++, gameplay/story integration ++, story ++, dialogue +, roleplaying +]
I'm playing Omega at this point as part of a Cerberus containment strategy that appears appropriate after the coup attempt. Aria's lines in the intro reflect that nicely, and the options in the talk with her are satisfactory. One thing in advance: I dislike that both squadmate slots are predefined, and I find it 100% out of character for Shepard to agree to the condition of leaving his team and the Normandy behind. This and the other roleplaying problem mentioned below are why the roleplaying score is a + instead of a ++, since I don't feel I need to account for technical issues and resource constraints. Otherwise, roleplaying in general is ok to good in this DLC. Conversely, I know about graphics bugs but they aren't enough for a downgrade of the score because Omega looks that good. Most maps are well designed and rich in detail, even though the sense of place is lacking at times.
Having said that, the intro sequences are awesome. What does it say about ME3 and its development that a DLC has an intro that shames the intro of the main game? The same goes for Oleg Petrovsky - at last a convincing antagonist and in my estimation, the best antagonist in ME3. Also, the first part captivates by a sound presentation of the infiltration strategy and interesting combat sequences.
At the command center intro sequence, I run into the main roleplaying problem of the Omega storyline: At this point I know that your overall behaviour with regard to P/R in the conversations here will determine how the encounter with Oleg goes. I find the neutral end sequence where Aria says she can't read you suits my Shepard - and he does indeed end up almost perfectly neutral - best, but I don't like how I must orchestrate that through the other decisions I make here. Also, middle options in most decisions are are severely missing here, since often neither the upper nor the lower ones are to my liking.
The next sequence has a nice intro again and stunning visuals after coming out of the tubes. The maps of Omega are impressive. Minor quibble: Nyreen in a cloak uses a human model, Nyreen in armor looks more convincingly turian. Also, too many medkits. I get more xp from picking them up than from the mission. As everyone knows, Aria's speech scene has buggy visuals, but at least the speech is ok - as opposed to Shepard's in Priority:Earth.
Before the start of the next sequence, I talk to Nyreen. At last some investigation options. Background info was severely lacking until now. Nice to hear that "Oleg's code doesn't exactly match the Illusive Man's". Also, yet again I notice that the mission designers paid some attention to strategy. I wish the same amount of thought had gone into Priority:Earth. The following map is nicely creepy and also a little confusing, I like this kind. In this and the next map the third dimension adds gameplay appeal as well. The Adjutants, however, are laughably easy to defeat. Up the elevator, the mine level is one of the most visually impressive areas. At the end of this sequence, there's the reactor scene which I highly appreciate since I can, at last, determine that this Shepard isn't "just some grunt" with the class-specific interrupt. Oh my, why couldn't the writers avoid the stupid lines in the prologue? Omega does quite a few things better than the main game...
After that, the attack on Afterlife. That part I don't like so much. Too much uninterrupted fighting with nothing else to break it up, and the battle in Afterlife is yet another gameplay contrivance inherited from MP. I don't care for those, but the scene with Petrovsky makes up for it. He knows when he's beaten and gives up calmly, and it's nice that I can save him. I always headcanon that I can convince him to switch sides. Too bad that the writers couldn't resist making him a little pathetic. That was Omega....a significant addition to my game, story- and roleplaying-wise. I don't mind a single € I paid for this DLC.

Priority: Geth Dreadnought and Normandy conversations:
[visuals o, sound o, combat gameplay o, gameplay/story integration +, story +, dialogue +, roleplaying +]
This may be the time so mention that I resent the "audio emulators" excuse to create sound effects for space battles. This may also be the time to mention that I find the space battle around the geth dreadnought much more appealing than the one in Priority:Earth. Also the Normandy conversations following this mission are the only reason I've given it a "+" in dialogue, story and roleplaying.
Anyway, the meeting with the Admirals is ok, but why can't I answer "Are you completely mad?" to their statement that they started a war of their own during a Reaper invasion? The amount of stupidity shown by people in power in the ME trilogy is beyond all credibility
The mission itself starts with the docking tube sequence. Well, I like that there is at least *one* "space-y" scene in the game, but this may be the time to mention how much nonstandard animations plainly suck. Shepard's awkward walk here is affected as well as Samara and TIM falling down after having shot themselves. 
The combat sequences here are not very interesting, though I guess the Hunters can be annoying for less experienced players. The map design is unimpressive, though the story progresses all right until we find Legion. Well, so why should I trust it? "Our architecture prevents control by the Reapers. We are too complex"? Anyone could say that, and suddenly Shepard's OK with it? That makes no sense. One would think that for a mission with so much impact on the main organic/synthetic theme the writers would've taken more care with the dialogue. At least, when we're back on the Normandy, the talks with EDI and Javik give some important perspective. Did I say Javik provides critical perspective on the organic/synthetic theme? This Shepard doesn't agree with most of what he says, but it's still important. More is added if you take him on the mission. In this context I'll also mention the discussion between Chakwas and Adams regarding synthetic life which you'll get after the next mission, as well as Garrus' talk about the ruthless calculus of war. All of that, very good.    

N7:Fuel Reactors:
[visuals ++, sound o, combat gameplay +, gameplay/story integration +, story +, dialogue o, roleplaying o]
A nice little interlude and refreshingly, an N7 mission with Reaper enemies instead of Cerberus. Good. Nice location, ok integration into the war story and as usual for an N7 mission, little dialogue and no roleplaying. Even so, no autodialogue problems so that doesn't bother me overmuch.

Rannoch: Admiral Koris:
[visuals ++, sound -, combat gameplay +, gameplay/story integration +, story +, dialogue +, roleplaying +]
Rannoch looks beautiful. That's the first thing you'll notice when you land. It's almost impossible not to just stand and look around for a moment or two. Not so good: recycled music from Tali's loyalty mission in ME2 creates a cognitive dissonance, since the environments are so drastically different. Combat is nice and somewhat variable, the mission has its funny moments if you choose James for the jamming tower deactivation, and also some good roleplaying moments with the admiral near the end of the mission. Rannoch leaves a lasting impression, and I'm almost sad when the mission ends. 

Interlude: Reaper base strategic meeting:
I'll give this an extra section because it's so important story wise. This is the meeting you will always get after the first Rannoch mission, where Legion explains the Reaper upgrades, and that they'll turn the geth into "fully evolved AI". In other words, it gives them full sapience and self-awareness as individuals which they didn't have before.
I wonder how many players there are who overlooked the fact that this means that the Reapers are the source of a fundamental good? The story explicity points that out when mentioning that the model of a geth with Reaper upgrades is beautiful and lifelike, and Shepard can agree and say "this is a living being by any measure". Especially viewed in the sublime light of the later scene where you make peace between the quarians and the geth, this war room scene is, perhaps, the most significant event in the trilogy that tells us, on a thematic level, that the Reapers aren't just "evil abominations", that there is more to them, and that "we destroy them or they destroy us" may just be a little too simplistic a perspective on beings who have this knowledge that transcends our understanding. And Shepard treats this narratively critical revelation matter-of-factly, as if it were nothing special? I am tempted to call this the most significant storytelling blunder of the whole trilogy. It was clear the writers wanted us to see that there's more to the Reapers than their first impression as "evil abomations" indicates, so why didn't they elaborate on that? A big part of players' confusion about the endings resulted from a lack of narrative support for the ambiguity of the Reapers. Shepard's Paragon answer to Raan "Maybe they don't ALL have to die" foreshadows the ending, where you are called to make a decision about whether or not to give the Reapers the same consideration. It is unfathomable to me why this was not elaborated on.

Rannoch: Geth Fighter Squadrons:
[visuals +, sound ++, combat gameplay n/a, gameplay/story integration +, story ++, dialogue ++, roleplaying ++]
Yet another of my favorite missions, and not only because it's so refreshingly different. You enter the geth consensus (or rather, a subsection of it)! You need to think about what that means for a moment. Think back on when you fought the geth in ME1. Did you ever think to land here a few years later? The possibility of events like this is what a sequence of games telling one story adds to video game storytelling. As far as I know, outside of games set in the big SF universes established through movies and TV, this is unique to the Mass Effect trilogy. The tasks here are simple - just shoot the infection - but the story content is all the more significant, and the small touches ("Why a gun?", self-repairing Reaper code) add significantly to the mood. I've heard people say the te story is heavy-handed in "whitewashing" the geth, but I do not agree because that's not the point. The scenes from the Morning War bring an important aspect to the organic/synthetic theme: in the ending we hear that that synthetics will eventually destroy all organics without intervention. Here in the geth consensus, we come to know that it is typically organics who start that war, and this is supported by evidence throughout the trilogy. It brings important perspective to the ending. Fittingly, we have a number of roleplaying choices where we can express Shepard's take on the matter.
One thing I have to criticize as a trilogy player: we already know that the geth spared the last quarians in the Morning War if we spoke with Legion in ME2. Shepard shouldn't act so surprised. 

This post has now reached the maximum size. You'll find Priority:Rannoch and later missions seven posts down of here.

Modifié par Ieldra, 07 mars 2014 - 12:28 .


#2
Indy_S

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I want to argue the visuals of the prologue. They're terrible. So many animation skips. And did you look at the civilians running away on the ground? Then there's the awesome fighters that just fly in circles without shooting anything, often phasing through solid objects that were planned to be in their path. Seriously, they fly through buildings and Reapers and nobody thought to check that?

Then there's the way the Cannibals spawn at the end of the level. They're meteors, for some reason. Then, without a pause upon impact, they're on their feet and shooting at you. Even the Orks don't enter battle this stupidly.

#3
Kabooooom

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Yeah the previous decisions being rendered irrelevant thing is the primary problem I have with me3. It should be obvious to anyone with half a brain that the game was somewhat rushed. Maybe it was too big an undertaking. Maybe they weren't funded enough. Maybe deadlines were too early. I don't know, but the story was streamlined to give players a more uniform experience.

Lucky for me I chose the path that Bioware inadvertently canonized more or less - romanced liara, saves rachni, destroyed collector base and gave the finger to TIM. But if I hadn't chosen that path Id probably be quite annoyed and would not have enjoyed me3 as much as I did.

Im sure the regular line up of 'bioware can do no wrong' trolls will be here to defend them shortly. But it's unnecessary - I love Bioware and Mass Effect. I even love me3. But it is not their best work. And that's okay - too late now. It's just unfortunate.

Modifié par Kabooooom, 01 mars 2013 - 01:49 .


#4
Legbiter

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Ieldra2 wrote...

 Drama is important in writing. A dialogue scene without tension is most often boring. I suspect the writers thought too much about drama and too little about common sense, character consistency and plot. How else can it be explained that the defense committee comes across as a group of incompetent morons?


Because they are and Shepard is testily calling them out for it?

Otherwise, good post OP.

#5
ruggly

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Indy_S wrote...

I want to argue the visuals of the prologue. They're terrible. So many animation skips. And did you look at the civilians running away on the ground? Then there's the awesome fighters that just fly in circles without shooting anything, often phasing through solid objects that were planned to be in their path. Seriously, they fly through buildings and Reapers and nobody thought to check that?

Then there's the way the Cannibals spawn at the end of the level. They're meteors, for some reason. Then, without a pause upon impact, they're on their feet and shooting at you. Even the Orks don't enter battle this stupidly.


This post for some reason reminds me of this video

#6
Giga Drill BREAKER

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Ugh! I already know how this thread is going to end.

#7
Obadiah

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First, I always enjoy seeing this intro to the mars mission.

One of the things I like about the Mars mission is the combat, because, like many of the missions in ME3, winning them is a bit like figuring out the solution to a puzzle.

There's the area outside the base, where I just get grenade after grenade, and have to figure out how to quickly aim from cover with my controller before cover smoke gets popped. That's actually not too hard because there are only a few enemies, and I've been ninjaed by the squadmates. Then there is the corridor leading up to the decontamination area where I always run out of ammo (think that may be a design flaw/bug in the level). I usually end up using some weapon or tactic I'm not comfortable with, like a pistol, so beating it feels just a little bit cool.

Then the tram exit.

I always find the tram exit at the archives a challenging and enjoyable fight. Usually, I die at least once. Here I can't just duck in the tram, because at this point not only is ammo limited and low, but the enemy will close in. The best tactic I've found is to position a squadmate to the far right corner of the tram corrider in partial cover, to try flank the enemy, while I furtively shoot bad guys and spam powers from within the tram, and dodge grenades in the confined space.

But it just always turns desperate, and when I've finally beaten it, I do a fist-pump with a "Hah! *******F*****!":devil:

Modifié par Obadiah, 01 mars 2013 - 05:15 .


#8
Ieldra

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Continuing my review from the OP:

Priority: Rannoch
[visuals ++, sound +, combat gameplay o, gameplay/story integration o, story +, dialogue +, roleplaying ++]
For a priority mission, this mission is disappointingly short. You land near the Reaper base, fight your way through some geth, and encounter the Reaper controlling the geth. It's saving grace is that so much else is top-notch, and event though dialogue scenes are lacking on-mission, what comes at the end makes up for it. Also, the location looks stunning, again I find that the Rannoch maps are some of the most beautiful in the game. Even though I've played this often, I still stop to admire the view occasionally.
There is a story incongruity here. All the time before, you fought the geth in order to give the quarians time to escape. Now, the admirals' comments you get while advancing through the base sound as if they're on the attack again, and things sound like a major offensive instead of a surgical strike at the Reaper base.  I don't recall agreeing to help the quarians to retake Rannoch...
The fight against four geth primes near the end of the mission can be tricky on higher difficulties. On Insanity, there are rare cases where you're dead before you have any chance to get to cover. I see that as a small design flaw. Then, the fight against the Reaper. May I mention how useless it is to shoot at a Reaper with a machine gun? Why was that sequence included? Also, while I think the targeting laser is a neat way to rationalize what Shepard does here, I would like to ask Bioware one question: does your telemetry data tell you where people abandon their games? How many games have been abandoned at the fight against the Reaper? I'm an experienced player, but I recall my screaming frustration when I played this part first. I died about half a dozen times before I found out how to target the Reaper without being blasted. There are three problems with this sequence: it is not dependent on difficulty setting (at least I could see no difference between Casual and Insanity), it depends on precisely timed movements like nothing else in the whole game, which I therefor hadn't practiced, and there is no autosave in the whole sequence. I've learned precisely timed movements since then and I don't die here any more, but for a casual player this sequence can be a real stumbling block.
With that out of the way: the sequence with the Reaper and most of what follows is great in almost every way that matters. Well-orchestrated, looks and sounds epic, and you got some dialogue and meaningful roleplaying options in the end. More than anything else, this Shepard wants to know what it's all about, and - I recall how unexpected that was in my first playthrough - the dialogue wheel gives me just the right option. Also epic: the tension in the following sequence where you try to end the war. This is extremely well designed. This Shepard uses the Renegade persuade to end the war and let geth gain individuality - which I experienced as the most sublime moment in the game when I played first. SInce then, my impression has been marred a little: Legion's sacrifice makes as little sense as Shepard's in the Synthesis ending. The geth are still software, as later events prove, and software can be copied, so why does he need to "disseminate his personality"?
Also not good: the Reaper's assertion is obviously proven wrong if you succeed in making peace. Making
peace can be seen as a natural percursor to the Synthesis ending, but making peace here, while not exactly proving anything beyond Rannoch, is narratively significant enough to suggest that such a drastic step as Synthesis is not necessary and that the Catalyst's assertion of an inevitable extinction of organics by synthetics is wrong. This is an absolutely critical story design flaw whose importance cannot be understated
. I have given this mission nonetheless a "+" in story because this is more a matter for the ending.

Citadel: Shore Leave (mission part)
[visuals ++, sound +, combat gameplay +, gameplay/story integration +, story +, dialogue +, roleplaying +]
Let me first say how much I like the locations (everything but the archive). The "cities" in the ME trilogy always felt too empty to me, including the Citadel. Not big enough, not enough people. ME3's Citadel is drastically improved from the earlier games, but only now I feel the "city bustle" while I play. It's nice to have a place of my own though the apartment is sadly old-fashioned. Didn't interior design change at all since the 1980s?
The first parts of the mission sequence are refreshingly different. Also, you notice that the style is different in the very first scene, with Brooks coming up and telling you that.....what a surprise....people are trying to kill you. Later, the humor gets a bit over-the-top but at this point the storytelling style is a perfect mix. It is obviously not perfectly in tone with the rest of the story, but for the player, it's a much-needed distraction from the encroaching darkness while staying true enough to the universe that you can believe in the story. I think the ME3 team hit the right balance here for a DLC that's as much a light-hearted goodbye as part of the universe.
So after I get out of the sushi place, I make my way along the Citadel's skylanes - did I say I like the locations - armed only with a suppressor pistol and low on health. This sequence is interesting, but I have no idea how a non-power-oriented Shepard can get through this with just the pistol. Also, Liara's voice sounds off when I meet her.
The casino infiltration sequence is refreshingly different and suits my Engineer Shepard perfectly. Brooks even comments on it. Also, the casino looks nicely alive with all those people and even has an old acquaintance we can meet (Sha'ira).  
The next mission starts with a short fight and the reveal of your enemy: a clone of yourself. The "evil clone" trope is stereotypical, but in this case it's actually believable, and it fits the tone of this mission sequence, so i don't mind. What I like a lot less is the fight in the archive entrance. It's incredibly frustrating since you can't separate the Cat6 heavies from their shields, and the slits in those shields are harder to target than those of Cerberus Guardians. Consequently, in the right environment - and this place fits - they beat even a banshee in resilience, though thankfully they do less damage.
The Citadel archives look impressive but the walkways are all too obviously a gameplay contrivance. They're intentionally confusing and that's not at all believable. Also, the squad banter in this sequence is too over-the-top for my taste, though there are some gems like Garrus' "That's the time when the universe ran out of ammo." I'm fighting my way through the archives and watch the archive excerpts on the way. Too bad, no world-shattering revelations, but some interesting historical info nonetheless. Then we get face-to-face with our clone...
I must admit I had no idea how Shepard would get out of the vault. That was a nice touch. And while I suspected Brooks about halfway through the mission sequence, I wasn't convinced she was a traitor with her "inexperienced desk job officer"  act. However, the scene with the clone and Brooks was too over-the-top for me, with the drawn-out gloating and Brooks slithering about him like the villain's female companion in hundreds of B-movies. Really, there should be a limit for such things.
Back to the Normandy, there's another fighting sequence waiting for me - and the boss fight of the century. I like the idea of confronting someone with the same powers the real Shepard has. It gives you an idea of what run-of-the-mill enemies face when they encounter Shepard, and that powers are used on you on a regular basis gives an additional sense of "realism". But since I actually agree that super-hard boss fights are "too video-gamey", I'll make this easier on myself by lowering the difficulty. It's nice that this boss fight exists, but the harder versions are not for me. After the fight, there are some roleplaying options about how to deal with the clone and Brooks. I'm feeling somewhat sad for the clone, and I actually like Brooks in spite of what she's done, so I use the Paragon options here.
So, what's the resumé? The clone plot works surprisingly well, the mission sequence is convincing, and the first two missions play great. The archive mission I don't like so much - too drawn-out - though there were some good scenes. The humor, too, is good in the first half but got out of control in the second. Maybe that was the point, but I still could've done without things like the toothbrush scene. The end sequence on board the Normandy works well for me again, with the message in the last scene if you let Brooks live summarizing the theme of this mission sequence nicely: "You can't clone everything".
The R&R part of the CItadel DLC I'll deal with after Sanctuary. Playing on Hardcore since the start of the game with two exceptions, I am now level 60 and have nothing more to gain in terms of character powers.

Priority: Thessia
[visuals o, sound +, combat gameplay +/-- (see below), gameplay/story integration +, story (++/--, see below), dialogue o, roleplaying +/-- (see below)]
Priority: Thessia could've been a good mission, even an excellent one. It isn't impressive gameplay-wise, especially by the standards of priority missions, and the lack of accompanying optional missions makes the Thessia story arc feel like a minor one, but the shuttle conversation before you start is memorable, especially if you have Javik, the fight through a city being attacked by the Reapers works well enough, and the conversation with the Illusive Man provides some roleplaying opportunities. You also get fascinating historical information about the asari in the revelation that the asari held back critical information that could've won the war much earlier. The temple scene is critical to the plot and presents the new picture well. Until the fight with Kai Leng starts, story-wise this is an excellent mission, if not exactly thrilling in gameplay.
However, any dramatic or emotional impact the mission could've had is ruined - and I don't say that lightly - by two elements: Kai Leng and the debriefing. I am in the fortunate position to write this at a time where Bioware has presented us with a new boss. One done right. Shepard's "evil clone" in the CItadel DLC, that's how Kai Leng should've fought. The medi-gel would've given him endurance, with no need to cower in the open recharging shields while a gunship which inexplicably hovered around without shooting at us while we were fighting provided suppression fire, and the gunship could've appeared to make him win when the medi-gel had run out. As it is, this fight gets the prize for the worst.designed boss fight in the ME trilogy. Kai Leng came across as an incompetent, a pretender to the position of the Dragon rather than the real thing.
As if that wasn't enough, the aftermath has the worst example of forcing Shepard - and not just mine but all - out of character for the sake of drama. The talk with the asari councilor is fine - this was a crushing defeat after all since this mission could've been the beginning of the end of the war. After that, however, things descend into contrived drama. "I should've known" that Cerberus was there? "Not good enough"? What crazy logic is that? Liara is right - Shepard couldn't have known and this is so obvious that Shepard comes across as ultra-stupid if he doesn't realize this. How the hell can he expect supernatural foreknowledge of himself? And then "The loss of Thessia is on me / wasn't on the table" (P/R)? More stupidity. It's plainly impossible to think that the Crucible could've been built in time to save Thessia. Thessia was lost before the mission even started with no way to prevent it by any even remotely rational strategy. This is the single worst case of contrived drama in the whole trilogy because it comes at the expense of the protagonist's believability. How did this critical f*ckup ever pass QA? And even that is not the end. Now Shepard pans Joker for trying to lighten the mood. This Shepard would never, ever have done such a thing.
The only saving grace is that Shepard shakes this off fast and I can forget about it as I play the next missions. It's just too bad....until the fight with Kai Leng started, I loved the story and roleplaying parts of this mission. All that went down the drain for a handful of lines of contrived drama. Bioware, you sacrificed too much.  
Honorable mention, though, of the excellent scene between Javik and Liara on the Normandy. That helps to forget. Good roleplaying opportunities, too, and some actual consequences for Liara's wellbeing. Nice. 

Citadel: Leviathan
[visuals ++, sound ++, combat gameplay +, gameplay/story integration ++, story ++, dialogue ++, roleplaying +]
I'll say this in advance: this three-mission sequence has only one major flaw: the fact that it is DLC and not part of the main game. It adds critical background information on the Reapers and the Catalyst. I take it that the economic pressure of game development has forced Bioware to keep back something really interesting as DLC. While I'm glad that we got the full story eventually, this is a regrettable state of things. I'll leave it at that.
Apart from that, Leviathan is for ME3 what LotSB was for ME2: an extremely well done story mission sequence with a few new gameplay elements. It adds elements of investigation and exploration, which I highly appreciate. In addition, it has a mood of its own - uncovering mysteries, creepy situations and locations, and at the end a extremely well-realized underwater sequence. Ann Bryson is brought across convincingly by writing and voice acting, and with a few lines after the death of her father she catapulted herself into the position of my best-liked minor character from ME3.  
The gameplay contrivances taken from MP are a minor annoyance but don't matter much since there is no incentive to play Leviathan at higher difficulty levels. There are a number of roleplaying opportunities, but apart from the situation where Ann Bryson helps you locate the Leviathan, they have minimum impact in terms of consequences or even in expressing personality.
A nice touch: Before each mission, there is a sequence where you must locate the next target: Dr. Garneau, Ann Bryson and the Leviathan itself. The investigation parts are simple but if you don't care for them, you can just explore the relevant star systems, which you'll probably do anyway for the war assets. I tend to use all investigation opportunites because that results in a better story, and it is very much in character for this Shepard, whose main goal after stopping the cycle has always been to understand the Reapers, what they are and why they do what they do.
So much for the good stuff. Unfortunately, Leviathan is not free of ME3's most prevalent flaw: contrived drama which adversely affects the intelligence of the protagonist. When entering the mining colony, Shepard should realize after a few lines that the miners are under a mental influence. Indoctrination is a well-known danger, and the Leviathan is known to be connected to the Reapers. That it takes Shepard half of the mission to figure this out is implausible and makes him come across as dense.  
Leviathan is best played after Priority: Thessia, where we get the first hint of a "master of the pattern", the existence of which is confirmed by the Leviathan. It is not a completely natural fit, since after Thessia we're in a hurry to find Cerberus at Horizon, but it's still better than to play after Sanctuary, where we must follow Kai Leng's tracer to Cronos Station.
All in all, I think Leviathan may be the best DLC in the trilogy. The combination of Its great mood, its beautiful locations and its investigation and exploration opportunities set its missions apart from most others in ME2 and ME3 both. 

Interlude: Citadel visit #6
[visuals ++, sound +, combat gameplay n/a, gameplay/story integration n/a, story o, dialogue o, roleplaying o]
I come here to deliver the assets from various fetch quests and to speak to Tali and Miranda. I'll go into Miranda's third Citadel scene in some detail because it illustrates ME3' most prevalent flaws so well.
So Miranda needs Alliance resources? What kind of resources? Intelligence, personal equipment, spaceships, money? She can't really expect Shepard to write a blank check for her, nor can any Shepard be expected to give her one. This is a prime instance of contrived drama again: the writers wanted a scene where you have to trust Miranda or not, and to hell with anchoring it in the world in a convincing manner. Shepard doesn't even ASK what kind of resources she needs? How out of character is that?
Next problem: there is no reason at all why she can't tell Shepard what she needs the resources for. At least not for this Shepard, who agreed with her almost from day one in ME2, helped her save Oriana, had a seamless rapport with her throughout ME2 and came to love her on top of it. Why doesn't she tell him? Well, she doesn't tell him because if she did, then our surprise at meeting her at Sanctuary would be ruined. Also, we would need the option "We're going to Horizon anyway. Come with us", and that's not to be. In-world reasons for that? Irrelevant to the writer, apparently.
In other words, a decision decision and "drama over consistency" result in both Shepard and Miranda to be out of character. In the light of that, the equally jarring phrasing of the control chip conversation (on her side, Shepard is fine) is almost not worth mentioning. As if that wasn't enough, things get even worse in the following mission.

Priority: Horizon
[visuals -, sound ++, combat gameplay +, gameplay/story integration +, story +/-- (see below), dialogue o, roleplaying +]
There are some good points about Sanctuary. It has a nice creepy mode, created by the emptiness where there should be lots of people, almost like an abandoned city. Also, following Miranda's path created a lot of tension. When I played Sanctuary for the first time, I didn't forget for a second that Miranda could be dead, and the mission drew me in completely and made me hurry on to interrrupt whatever danger she might be in. Story-wise, figuring out what Cerberus was trying to do here was as fascinating as it was horrifying to find out about their research methods. NOt that it was really a surprise at this point, but the scale was unprecedented. Combat is standard Reaper fare (at this point, banshees are standard) but works well in the context of the location.
The bad: Apart from the fact that Sanctury looks as if inspired by a 1970s football stadium - all grey concrete - the bad stuff is, like at Thessia, all at the end. From the logs, Henry Lawson had come across as a convincing ruthless scientist (I wouldn't call him mad, he was very much sane). When we finally meet him, however, he has no presence at all. Might as well be your friendly neighbourhood apprentice criminal. And Miranda ran from this? Also, it is implied that Miranda held out against Kai Leng, but what we see on-screen is her wounded and beaten. I don't mind having to rescue her - she did her part for Shepard when she brought him back from the dead. What I do mind is that the presentation of her father and her on-screen appearance conspire to show her as weak, while all of her strengths are relegated to off-screen.    
To give credit where it's due: the scene following Henry's death is nice, especially for a Shepard/Miranda romance. Both have some good lines, and Shepard can appreciate what she did here, including Miranda's outwitting of Kai Leng - of course this, too, happened offscreen. What follows, however, is a storytelling crime of the first order: Miranda leaves. Consider: our next mission is Cerberus HQ. Miranda was second-in-command and knows the station - this is canon from the ME2 intro. Also, Miranda's Cerberus past has, to this point, been ignored as a dramatic concern, an aspect of her which had remained unresolved (and still is, sadly). Third, it would have been most fitting, even beautiful, to have her story end at the place where it began, where we saw her first speak with the Illusive Man in ME2. All the rules of plot, drama, character consistency and aesthetics in storytelling, everything screamed for Miranda to be there at Cronos Station - and she wasn't. Instead, she leaves with Oriana for an unknown location and doesn't even tell Shepard - even if romanced. It's been one year, and I still can't comprehend it.

N7: Communication Hub
[visuals ++, sound +, combat gameplay o, gameplay/story integration +, story o, dialogue o, roleplaying o]
Another unremarkable N7 mission with fights against a Cerberus horde. If I wasn't such a completionist, I'd skip it. It does, however, look very nice and has a good sense of place.  

Citadel: Shore leave (R&R part):
[visuals o, sound o, combat gameplay n/a, gameplay/story integration n/a, story o, dialogue ++, roleplaying +]
As opposed to the other parts, this is a more personal account. I can't review the whole thing in detail since that would entail playing it once with each of the different LIs. Instead, I'll mostly restrict myself to describing how it affects this playthrough. I am impressed with the atmosphere of the Silversun Strip but I find the visuals old-fashioned, especially for the apartment. Didn't interior design change since the 1980s? Also, I dislike having no music option I like in the apartment. Not that all this is particularly important. Important, for this Shepard's story, is that this final meetings with his friends - as Shepard can say to Javik, his crew and team have become his family - and the goodbye scene bolsters his resolve. It will carry him through to the end as no other scenes in the game have managed to do. He will stand at the Crucible platform, alone and with no knowledge of whether he'll survive, but he knows that at least, he's had this.
Once common criticism of the party is that it is out of place. I do not agree. As I see it, things like this are how soldiers cope with the permanent confrontation with death and destruction. You cannot be on duty all the time without losing your mind. I don't know soldiers with war experience in RL, but it seems very plausible to me that for a few hours, you need to tune out the knowledge that while you're partying, people are dying at some other place.  
This Shepard loves Miranda and I was looking forward to her scenes. Unfortunately, they don't fix what was done to her in the main game - two important aspects of her are again ignored. At least she gets to comment on Brooks. Also, yet again I get the impression that her writer has a particular obsession with destroying the image of the "driven woman" (Liara) who achieves impossible things like Project Lazarus, the woman this Shepard has come to love. Fortunately, the apartment scene quietly acknowledges their crazy life without Miranda being particularly regretful about it and its romance extension works fine, the wake-up scenes are sweet, and I have a path through the casino scene that works for me (omit the left option and take the lower options). Sadly, this Shepard doesn't have a romantic option in this scene, because that "regular guy" routine is as out of character as it comes, so I have to take the friendship option which works ok. What I would've wished for is an analogue to the femShep "troubleshooting space divas" scene. That would've made me happy. So in the end, I am content, but not quite happy with this part.
After the party is over, and the poignant photo shoot and the goodbye scene has moved me almost to tears, it feels odd to go back to the Reaper War. I recognize why all this cannot be an epilogue in-world so I won't criticize this. However, as an epilogue out-of-world, as my, the player's goodbye to the story and its characters, it works perfectly. The whole DLC - with a story part that doesn't take itself quite seriously and this homage to the characters - would've worked not nearly as well at any other time in the publishing history, and that it was possible to create such a goodbye - for the first time in a fictional universe rooted in a video game sequence - is an indication that video game storytelling is coming into its own. Whatever flaws the story may otherwise have, Bioware has broken new ground. I wish for more of that. Next time, hopefully with better advance planning.  

Priority: Cerberus HQ:
[visuals +, sound o, combat gameplay +, gameplay/story integration ++, story o, dialogue +, roleplaying +]
The intro to Cronos Station strikes me as one of the most impressive space battles of ME3, along with the one at Palaven. It is more convincing than the one at Priority:Earth because spaceships aren't strewn about like breadcrumbs on a table, and the view on the station brings everything into perspective nicely. There's also a particularly seamless switch to the combat sequence in the fighter bay.
Having said that, after you leave the fighter bay the sense of location is severly lacking. The ladders we climb don't traverse sufficient height and the way is generally too short to make me believe I'm in the center of it at the end. While I'm making my way towards that center, the different logs we get to listen to give interesting background information about EDI and the Lazarus Project, and for the first time in the trilogy Shepard can comment on it. Good. However, "I didn't realize it was that bad" is plainly false. Jacob tells you in ME2's prologue you were "dead as dead can be", so this attempt to fix an omission in ME2 doesn't quite do its job and adds to the occasional feeling of disconnection from the protagonist. 
Having reached the center of the station, I am again feeling that sense of wrongness at Miranda's absence. She should be here, to bring closure to that part of her life one way or the other. The fight with Kai Leng is good for a change, nicely challenging on Insanity, and has a very satisfactory outcome in the Renegade interrupt. The talk with the Illusive Man gives me some roleplaying options and confirmation he is indoctrinated - his dialogue tends to get less coherent over time - especially in combination with the log about his Reaper implants. The bad part: before I arrived at Cronos Station, I had just visited the Citadel, and now Vendetta tells me the Reapers have captured it and moved it to the Sol System, all in that negligible time it took me to travel from the Citadel to the Anadius system? I know game time counts for basically nothing, but that is a bad disconnect.
After finishing with Cronos Station, I am yet again treated to one of the inevitable dreams. Yet again, it leaves me completely cold. Did I mention that the vent kid has no business being in my dreams? Did I mention that this Shepard doesn't feel any guilt about not being able to save everyone, that the conscience of a saint was never part of his character? Put Wrex into his dreams, or Mordin, the ones he killed personally because he thought it was necessary. If there aren't any such deaths, restrict those dreams to Shepards who ever expressed strong feelings about deaths they couldn't prevent, or make them different for those who didn't. This Shepard regrets Kaidan's death on Virmire, but he won't lose any sleep over it, and even less about the fate of a child he couldn't have done anything to prevent.  

(Now onward to the final mission, which you'll find in this post....)

Modifié par Ieldra, 07 mars 2014 - 12:33 .


#9
Uncle Jo

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Well written, Ieldra and I'm looking forward for your next review.

However here are some point where I disagree with you:

The Prologue Mission was one of the worst missions for me. It deserves to be in the hall of shame for failed intros.

- The animations are ridiculous, just seeing Anderson walk and run gave me a hard laugh. The graphics, some low-res textures and cutscenes (especially the first reaper arrival and buiding attack) represented for me a big stepback in comparison to ME2 which came a couple of years ago.

- Narratively good integrated? Shepard talking casually with Vega, a guy I don't know a f*ck about, threw me right off the game. The Alliance is still doing nothing after what happened in Arrival. The alliance commitee doesn't have a clue about what Reaper even means. Are you kidding me?

And you conveniently skipped the brat and the goddamn dreams. A perfect example for the "drama over [insert any random word but common sense]", for forced emotions, a problem that repeats itself all along the way.
Didn't saw your edit.

The Prologue was done for the newbies and only them. And it shows.

Edit: Do you have a playthrough where you killed the Council? I'd advise you to hear the new one on the Citadel. They're surprisingly more credible than the older one.

 - ME2's prologue was short, but very effective. In 10 minutes (and aside from the Lazarus mystic and the dumbness of the Council) it achieved all what the ME3 prologue utterly failed at. A simple dialogue between Miranda and TIM was enough to know all what I needed to.

When I remember walking silently in the damaged Normandy to get Joker, sometimes staring at the space through the hull holes, I get goosebumps. The fear and the unknown were there. And then, that scene where Shep, ejected from the Normandy, desperately tries to fix her air hose, fails and falls. Apparently dead.
That was the kind of drama I can suspend my disbelief for. And god knows that you need it to accept that someone can revive a guy who fell from space, experienced atmosphere re-entry and a big splash on a firm ground.

Edit 2: After that I was in the game, craving to play more, to know more.

The Mars mission:

- One word: Crucible. Found conveniently on Mars and right after the Reaper invasion. And you said that we didn't find it but we were building it?

Sure. But the Crucible always stayed in the background. Shep doesn't do a f*ck for the Crucible. Not even a side mission which is related to (protect it, prevent some sabotage or something like that). Or you're counting the planet-scan and the cryptic explanations from Admiral Hacked?

Only one mission is somehow related to it: Thessia.

Asari Councilor: Wow, Shepard, you united the galaxy. I want to help you now, because the Reapers are surprisingly kicking our *sses. Go find a secret prothean thing which is somehow related to the secret big thing you're building. P.S: Save my planet while you're at it.

And then Shep fails because of a space-ninja with plot-armor.

- I don't even want to talk about the Cronos Station because why TIM didn't destroy the data and Vendetta after he got what he wanted is beyond me. Ah yes, he went full retard.

We might as well found it ready, it would have been the same. No, it'd have been better imo. At least we have a plausible reason why we don't know what it is or does.

Edit3: I went too far ahead in the last part. I'll wait for your impressions about Thessia and the Cronos Station.

Modifié par Uncle Jo, 01 mars 2013 - 06:41 .


#10
Ralen1

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The prologue was really underwhelming, even when it was first released as a demo. The groundwork all seems to be there for an epic introduction, and i'm sure it's been debated countless times how well a full-blown trial for your Shepard at the start of the game could have introduced the previous story for the oh-so-treasured 'new players' and given everyone else a fun way to argue whatever crazy decisions they'd made in previous games. Hell, having earth as an explorable area even for 5-10 minutes wouldn't have killed anyone.

Being hauled in front of three redshirts, telling them to abandon strategy and tactics, watching Anderson decide to sit in the middle of a Reaper horde and then hurriedly running away doesn't make for the same sort of epic intro that Eden Prime or the Collector attack provided.

That being said, I genuinely liked the Mars mission - Ashley ranting at you about Cerberus had yet to get annoying, the level had great atmosphere, it's paced well unlike the prologue, and TIM made a good showing that made sense to my paragon Shep, despite how railroaded into being an antagonist he is for a renegade.

#11
MegaSovereign

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I enjoyed reading this review. Can't wait for more.

The problem is rather that the narrative impact of decisions made in past games appears to be inversely proportional to their importance. Compare the few lines you get here about the CB with the five minutes of extra scenes you get if Conrad Verner doesn't die.


Yes, this is the biggest problem when it came to the imported decisions. The biggest decisions that impacted the game were ones that you weren't expecting them to, and the major ones that would seem extremely important to the Reaper War (ME1 Council decision, Rachni, Collector Base, etc) are pretty much dropped.

I would have loved to know Bioware's rationale for this.

#12
Steelcan

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Can't wait to hear what you think on Thessia and its aftermath.

#13
Ieldra

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@Uncle Jo:
I judge the Prologue by lower standards in gameplay, because it doesn't really need to to anything more than introduce you to it.
Also, this is a playthrough where I killed the Council, as you can take from my comments on the Council encounter. I did say they come across as believable, and that I found the reaction I was forced into overdramatic for that reason.

About the Crucible: I happen to know something about stuff archaeologists find and store. You'd be surprised how much stuff stays in the archives, forgotten, for decades at a time. Yes, you'd think things this important would be studied with a hectic intensity, but that's complacency for you. It's not all that unbelievable. Sure, it's a bit convenient to find it now, but then, the story has to go somewhere, somewhen. I just wish I could agree with TIM when he says "The Protheans left all this for us to find, but we squandered it". So true.

#14
Wayning_Star

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Wow,the next ME will just have to play it's self on youtube, no sense in troubling fans with interactivity and pesky immersion. AND Pleaaaaaases NO moral to the story..it won't make any sense.

lol

#15
Ieldra

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Wayning_Star wrote...
Wow,the next ME will just have to play it's self on youtube, no sense in troubling fans with interactivity and pesky immersion. AND Pleaaaaaases NO moral to the story..it won't make any sense.

lol

Would you mind telling us where in this thread interactivity and immersion was considered undesirable?

#16
CronoDragoon

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MegaSovereign wrote...

I enjoyed reading this review. Can't wait for more.

The problem is rather that the narrative impact of decisions made in past games appears to be inversely proportional to their importance. Compare the few lines you get here about the CB with the five minutes of extra scenes you get if Conrad Verner doesn't die.


Yes, this is the biggest problem when it came to the imported decisions. The biggest decisions that impacted the game were ones that you weren't expecting them to, and the major ones that would seem extremely important to the Reaper War (ME1 Council decision, Rachni, Collector Base, etc) are pretty much dropped.

I would have loved to know Bioware's rationale for this.


This is all sometimes true, sometimes not. Those expecting your decisions regarding the geth heretics, Legion, and Tali in ME2 to impact the final Rannoch scenario were duly rewarded.

#17
Wayning_Star

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Ieldra2 wrote...

Wayning_Star wrote...
Wow,the next ME will just have to play it's self on youtube, no sense in troubling fans with interactivity and pesky immersion. AND Pleaaaaaases NO moral to the story..it won't make any sense.

lol

Would you mind telling us where in this thread interactivity and immersion was considered undesirable?


not so much you Ieldra2, this time,but that one about mysticism, maybe... but give'it a minute..it'll be here soon..

But these cross referenced threads are  a bit on the 'it's about me" not ME. Too many un invested micro-devs and not enough fans. (this's the way "I" would do it..etc. but cannot figure out what a canon ending actually is.)

just say'n, you build it, they will come

#18
RedBeardJim

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CronoDragoon wrote...

MegaSovereign wrote...

I enjoyed reading this review. Can't wait for more.

The problem is rather that the narrative impact of decisions made in past games appears to be inversely proportional to their importance. Compare the few lines you get here about the CB with the five minutes of extra scenes you get if Conrad Verner doesn't die.


Yes, this is the biggest problem when it came to the imported decisions. The biggest decisions that impacted the game were ones that you weren't expecting them to, and the major ones that would seem extremely important to the Reaper War (ME1 Council decision, Rachni, Collector Base, etc) are pretty much dropped.

I would have loved to know Bioware's rationale for this.


This is all sometimes true, sometimes not. Those expecting your decisions regarding the geth heretics, Legion, and Tali in ME2 to impact the final Rannoch scenario were duly rewarded.


Yes, and your decisions regarding the genophage situation (Wrex's survival, Maelon's data, Mordin's survival) had a significant impact on the events of Tuchanka. I don't think it's entirely coincidental that Tuchanka and Rannoch are probably the most widely well-regarded parts of ME3.

However: none of those decisions ended up being really pertinent to the whole "stop-the-Reapers" aspect of things.

#19
Steelcan

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Ieldra2 wrote...

About the Crucible: I happen to know something about stuff archaeologists find and store. You'd be surprised how much stuff stays in the archives, forgotten, for decades at a time. Yes, you'd think things this important would be studied with a hectic intensity, but that's complacency for you. It's not all that unbelievable. Sure, it's a bit convenient to find it now, but then, the story has to go somewhere, somewhen. I just wish I could agree with TIM when he says "The Protheans left all this for us to find, but we squandered it". So true.

. Oh how I agree.

#20
Uncle Jo

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Ieldra2 wrote...

@Uncle Jo:
I judge the Prologue by lower standards in gameplay, because it doesn't really need to to anything more than introduce you to it.

It does introduce the game for a new player, but it denies almost all what people who played the first two games did. Here is my problem.

Aside from the two lines about blowing up the Alpha Relay there is absolutely nothing that could lead to think that whatever Shep discovered or accomplished before was taken in account. It's a second reboot. What was already disturbing in ME2 is simply inacceptable in the last chapter of a trilogy.

Also, this is a playthrough where I killed the Council, as you can take from my comments on the Council encounter. I did say they come across as believable, and that I found the reaction I was forced into overdramatic for that reason.

Sorry I missed that part and I agree with you.

About the Crucible: I happen to know something about stuff archaeologists find and store. You'd be surprised how much stuff stays in the archives, forgotten, for decades at a time. Yes, you'd think things this important would be studied with a hectic intensity, but that's complacency for you. It's not all that unbelievable.

Such a discovery never lands on a dusty shelf. It's absurd. That thing or anything prothean related was found 30 years ago and was simply forgotten until the Reapers arrive? I'll never buy it.

Sure, it's a bit convenient to find it now, but then, the story has to go somewhere, somewhen. I just wish I could agree with TIM when he says "The Protheans left all this for us to find, but we squandered it". So true.

I liked the self-irony of the writers. "We forgot about the Reapers during the ME2, made them invincible and we don't know how to get away with it now. Let's go for the overused trope "miraculous ultimate weapon of doom found when everything seemed hopeless."
I agree with you that the auto-dialogue in this case didn't help to, at least, vent out some frustration.

Anyways your review is a real pleasure to read.

Modifié par Uncle Jo, 01 mars 2013 - 05:09 .


#21
o Ventus

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So the visuals get a good rating for the intro? Lolwat?

Anderson suddenly having necrosis on his hands, 8-bit civilians, and Ashley's inability to emote (aside from the quarter-second smirk) constitute good visual fidelity?

Yeah no.

#22
wright1978

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Personally beyond the combat gameplay aspect of the intro there isn't much positive to say. The transition between ME2 and ME3 is handled shockingly badly. The narrative of the intro is weak in of itself and the roleplaying of my Shep has been removed and replaced with a generic autodialogued creation.

#23
Landon7001

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great post OP, I look foward to its continuation.....and I agreed with you on almost everything

#24
ZLurps

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Interesting read.

I found graphics on Earth pretty bad, it's not only things other people have mentioned earlier, but also lighting and perhaps "shaky cam" effect doesn't work as well as it could.

What comes to Mars, something happens to me every time I get inside of complex. It feels like something is off. I thought it might be that it's too sterile, but there actually are signs of battle, bodies, notes left from personnel... Then I thought that it might be scaling issue with Cerberus characters that we encounter there for the first time in game, but no, according to modders Cerb characters aren't scaled larger than others. Still, there is something that bothers me there.

#25
Landon7001

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I loved the earth prolouge, some bad dialouge and lackthereof and lighting issues but they were fixed with patches {there were several graphic problems though}.....it was really a great intro, epic IMHO, if i could choose thats exactly how id start me 3, on earth