3DandBeyond wrote...
ioannisdenton wrote...
It is fantastic alright but ONLY because you have not invested the same ammount of playthroughs in ME1 and ME2 as i and most of fellow Bsners did.
Had you played 4 sheps, paragon-renegade-male-female you would be swearing by now.
Yeah, a big part of it is no matter how you play it you still get to Star Brat and his amazing circle of demented and flawed logic and every Shepard becomes the One Shepard. In the end, there's no personality difference really and none of the choices I made that may have been different from yours lead to anything different from the endings you get.
I love it when people say this is like real life. Hmmm. If I smoke, eat donuts all day long, can still get up off the couch and go extreme skiing, engage in all sorts of risky behavior, and I like to shoot people, will I still leave this world in exactly the same manner as everyone else?
The beginning of ME3. Shepard's in detention for no really good reason at all. If Shepard did any bad things, then Hackett knowing that the reapers are on the way and seeing Shepard as the best hope, would have covered for him/her. What ensues is bad dialogue (this isn't about strategy or tactics followed by we fight or we die). The kid in the vent, stupid dialogue (you can't help me). Yeah, did anyone actually read what they wrote? And then Shepard hs this emotional response to the kid, but never seems to have another emotional reaction ever again-great, immersive. Get to Mars and Liara doesn't have any idea why Shepard would be there-do the words eaper ray eapon way (reaper weapon) really not mean anything, Liara? And then wonders why Cerberus is there too. And this is minor.
There's the crucible, that big lug in space that everyone works to make but that they have no working understanding of. WTF will it do-no one knows. In fact, Shepard raises that issue by saying it would be nice to know what it does before using it or it could be reeeeelly dangerous. At the end, Shepard still has no independent knowledge of what it will do and that it won't be reeeeeelly dangerous, but s/he shoots it off anyway. Great. The idea that no rational person would even ask the question "what the hell are we making and what will it do?" is ridiculous to me. And that anyone would use it without knowing who created the plans is equally ridiculous. It's described in a conversation with Conrad as a dark energy weapon-well, it's amazing that dark energy can somehow add tech to all organics (trees, puppies, fishies, and daisies) and give full understanding of organics to synthetics, as well as kill Shepard and give him/her complete control of huge serial killers or just outright destroy all synthetics (just the people?) and damage all tech. It's the ultimate wonder energy-it does everything.
We could get into the incredible missions to get people to leave their home worlds and protect Earth-Earth that never was the focal point of these games. In fact, in one interview Mac Walters just prior to ME3's release said that ME was different from other human-related SF in that humans were not the center of the universe. Great idea, but of no relevance in ME3 when the story (that Mac Walters wrote a large part of) becomes acutely focused on humans being the center of the universe. In fact, the story becomes one of humans being the race above all races, unique and special.
The fetch quests with reaper tag. A kid's game in a game that many see as grim dark. Sure thing, grim dark my eye.
Autodialogue was referenced by the OP, and the major effect it has is that it turns ME3 into more of a huge cutscene with some interativity. I don't want to watch a video game, I want to play it. Lack of choice on the dialogue wheel is another side issue here. Even superficial middle choices fleshed out the story before and made you understand your character better. A neutral choice that didn't effect paragon or renegade sometimes seemed appropriate and those are gone, except with Synthesis at the end.
Two main missions and story arcs encompass the whole game. Every other race except for the Krogan, Quarians, and Geth get second or bottom tier treatment in the game. I've begun to get very sick of the Krogan personally. Sure, that's just the effect of being annoyed that they get the majority of coverage in the lovely slide shows at the end and the writers seem to think that everything is fixed if you just add more Krogans to it. The thing is here, the story of the Krogan abuse and treatment is one that is forgotten at the end. The Genophage use and the advancement of the Krogan before their time is a parallel to Synthesis.
And I've started to find the Quarians to be whiny and very self-centered. They created a problem that they as yet have never taken full responsibility for-sure they paid a heavy price, but in the end they as a whole still blame it on the Geth. And the Geth, well in ME2 they wanted to earn their knowledge wanted to work for it but then in ME3 decide they'd like to have it now, please. Why'd the heretics have to suffer for this? The story of the Geth evolution and revolution is one of the two main tales told in ME3 and yet it is completely ignored at the end of the game. It's like whoever wrote the endings never even heard of the Geth.
Then, we get to Kai Leng and well there's nothing good to be said about certain characters. Diana Allers as well. She existed to help make sure the game got good reviews from IGN and she seems to have replaced Emily Wong who died on Twitter.
Earth-the Priority. Wow, and not just Earth but London. I have no quarrel with London but I guess if you add red phone booths to any generic landscape we will know it's London, right? Somehow Shepard's crew members get to the FOB-hard to do since the shuttle crashed. Did they parachute there? Ok, then you get to phone home and say goodbye-great dialogue, poor execution. "Hey Shepard I'm in the middle of a firefight, but let's have a conversation. Hugs, kisses, goodbye". The Liara gift scene-touching, but what is it? Did she just use Shepard even if not an LI to impregnate herself? The Normandy evac scene-it swoops down in front of Harbinger (the fact is this was said to be impossible in the game as the Normandy had too much mass-the reapers in fact have to lower their mass and become more vulnerable to go planetside). Harbinger takes a bathroom break as Shepard has a touching (great dialogue unless the teammate is EDI-then it's hilarious unintentionally) goodbye to a friend or LI.
Shepard then proceeds to run headlong in the open toward the huge monster with the killer beam. Uh, how about providing a distraction Normandy because Shepard must get to the conduit? Shepard's armor is shot off and then Shepard has this amazing pistol that can shoot foes at a distance, but later on cannot shoot a frickin tube from 6 feet away. And it has no effect on keepers or Anderson (I tried to shoot them). Later on when controlled by TIM, it can shoot Anderson and Shepard seems ok with that.
The kid, the choices, the wake up call. Ok, this is a mess times a million. The kid isn't killing people, but he is. The kid isn't credible, but he must be in order for Spineless Shepard to make a choice. The choices themselves when metagamed are intended to be good things (but are laughably so) and when roleplayed should have evoked more than this ho hum response from old Spineless. They are each things in my game, Shepard never wanted to do and two of them are things that in my game, no rational person ever would have gone for. It's worse when the kid says the reapers (his solution) no longer works. If it doesn't then he would no longer use them. A computer, an AI will not keep using a non-working solution to try and solve something. So, if Shepard refuses to make a choice, the reapers should be non-functional. In meta-gaming terms, refuse is the only option that actually reveals that all of the choices serve a flawed ideal and flawed logic. Play Leviathan and then see whose problem all of this is meant to solve-the dumbest apex race that ever existed.
In the end, you get cutscenes with various issues. EDI says they're alive-well, she already thanked my Shepard for that. She says they may become immortal (transcend mortality), but the writers already said that synthetics were immortal. And if organics are then the Rachni and Krogan who like to make babies will create problems. You have ominous tones and music in control and huge serial killing monsters and variants that are now the galactic police. Lovely. Destroy is a mess and the description makes no sense, the view of what it does makes no sense, and so it really seems laughable to me to think that Spineless wouldn't ask more about it-since s/he seems to believe the kid.
Ultimately, we get left with dying Shepard's having the skin burned off of them and we see that in all its amazing detail. A living Shepard lays gasping in a pile of rubble like garbage, with the implication that his/her friends are on their way. Goody. Putting that together with what Destroy should have meant leaves the scene bereft of closure and feeling like ambiguity. And for many (outside of the MEHEM) that is the best we can hope for.
The further debate surrounds pre-release hype that was used to spur pre-orders. The explanation for what the endings would and would not be was a promise that was not kept. They were supposed to answer all questions-they did not. They were supposed to be widely varied based upon how you played the game-they are not. They were supposed to be outcomes based upon all your previous choices-they are not. They were not supposed to be ABC choices-they are. They were supposed to be less linear than ME1 and 2 because they didn't have to lead into another game-they are extremely linear and are so because all they really take into account (with some slide show and tone variation) is a number-EMS. The endings were supposed to be based on your experiences in the story, but in fact can be based on little more than MP and not really related to the story at all.
The kid is a character with no emotional connection to the rest of the story and no emotional relevance to the player. The kid usurps the role of antagonist that the reapers held but then becomes a quasi-antagonist mired in ambiguity. Unless you pick refuse, you have no idea that in effect he is the reapers not just tangentially but fully. It should cast more doubt on his intent, if that's possible.
Yeah I know this is long and maybe no one will read. It's almost impossible to write a really short version of all of this because if a person does then they get accused of not having a reason for disliking this. If you write the longish version like I have, you know most will think it's TL;DR. And yet, this is not all that is wrong by any stretch. And it does not take into account other versions of Shepard's from the main one I've played-but the problems exist for each and every variety. The main thing being that no matter how you play Shepard, at then end with enough EMS you can still get the exact same choices and same basic endings as someone who played a completely different one. Choices don't matter.
I didnt read all of that, but i agree with a good chunk of it. the normandy evac scene will touching, made no sense sense its right in front of harby. the rest of the ending stuff is just the ending, and i know its bad, so im not going to bother going there (why i just quickly noted that its dumb in my list). I could make a list of reasons of whats wrong with it but i dont feel like it





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