iakus wrote...
Did I not say Bioware wasted that opportunity with ME2? Am I just mumbling to myself in a corner?
You did, but I thought it was important to explain why foresight wasn't a relevant factor.
There are only innumerable Reapers because Bioware said there were innumerable Reapers. Bioware could as easily have said there were only a few hundred.
Well, that and ME2's ending panel. I suppose you could point to that quite literally count how many Reapers appear on screen, but I think that's omitting the general vibe the cut-scene is meant to give, that we're about to get our asses kicked. Someone made a KotOR 2 comparison earlier in this thread and I think that's a great point. It's a great game, but the basic premise, especially light side, is very jarring after an ending cut-scene gives the impression that all major conflicts are solved.
I believe in my mumblings in the corner I even said that a protracted war could have been the basis for later Mass Effect games: Shepard gives the galaxy a fighting chance, and later games deal with the war over years, decades, or even centuries.
Which still relies on the central issue that a protracted war (I assume one we win) will have its basis on technology or tactics hitherto unseen, which gives even our special cycle a tad too much credit. What are we meant to come up with that would make a victory, any victory, seem believable?
Modifié par BaladasDemnevanni, 04 janvier 2014 - 05:26 .