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Why wasn't there a final boss battle with Harbinger?!


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#151
MrFob

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grey_wind wrote...

There didn't have to be an actual boss battle at the end, but there should have been a simultaneous narrative and gameplay climax that substituted for one. And Harbinger is a bit implausible to design as a boss battle (unless, of course, you're fighting an avatar).

One way this could work is if Harbinger is the Reaper defending the beam in London (not some useless Destroyer), and Priority: London is basically you fighting through waves of enemies in order to get to a good strategic position from which you can aim the Rannoch syncing laser at him in order for your war assets to rain hellfire down on him. Could have been much better than the uninspired "defend the missiles" nonsense.


I mostly agree with this, although my personal favorite solution would have been different. Instead of a boss battle, how about a boss level.
Shooting at Harbinger obviously doesn't work but how about infiltrating him. Fight against him on his hull and inside. The player would not only have to deal with enemies (in the form of reaper creatures, oculi and maybe new enemies which are part of Harby, extending form it) but would essentially have the whole level structure against him. Moving elements, cover that suddenly shifts or retracts into the ground, exposing the player. It would be an extremely dynamic combat experience. All of this while you are on the reaper's hull, enveloped in its mass effect field. Harby could take off during the fight and you'd have a shifting skybox as he rises up over London, through the atmosphere where gunships fight occuli and Harvesters and finally into orbit where we can see the space battle raging. There might be unexpected events like a damaged fighter impact or a hit by a thanix cannon.

A fight like this could have been spectacular and unique without diminishing the Harby (or any reaper) to a simple boss with glowing targets to hit. It would have been a challenge to create such a level but hey, this was supposed to be the finale of the trilogy. What better place to come up with something that might be difficult to do but unexpected.

I do agree with the designers that a regular boss battle (like the planned one against a reaper-TIM) would really have been too video gamey. However, it is questionable if the best alternative was to omit it entirely or if it wouldn't rather have been better to come up with something more innovative and interesting instead.

Modifié par MrFob, 01 mai 2013 - 03:52 .


#152
StoneSwords

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MrFob wrote...

grey_wind wrote...

There didn't have to be an actual boss battle at the end, but there should have been a simultaneous narrative and gameplay climax that substituted for one. And Harbinger is a bit implausible to design as a boss battle (unless, of course, you're fighting an avatar).

One way this could work is if Harbinger is the Reaper defending the beam in London (not some useless Destroyer), and Priority: London is basically you fighting through waves of enemies in order to get to a good strategic position from which you can aim the Rannoch syncing laser at him in order for your war assets to rain hellfire down on him. Could have been much better than the uninspired "defend the missiles" nonsense.


I mostly agree with this, although my personal favorite solution would have been different. Instead of a boss battle, how about a boss level.
Shooting at Harbinger obviously doesn't work but how about infiltrating him. Fight against him on his hull and inside. The player would not only have to deal with enemies (in the form of reaper creatures, oculi and maybe new enemies which are part of Harby, extending form it) but would essentially have the whole level structure against him. Moving elements, cover that suddenly shifts or retracts into the ground, exposing the player. It would be an extremely dynamic combat experience. All of this while you are on the reaper's hull, enveloped in its mass effect field. Harby could take off during the fight and you'd have a shifting skybox as he rises up over London, through the atmosphere where gunships fight occuli and Harvesters and finally into orbit where we can see the space battle raging. There might be unexpected events like a damaged fighter impact or a hit by a thanix cannon.

A fight like this could have been spectacular and unique without diminishing the Harby (or any reaper) to a simple boss with glowing targets to hit. It would have been a challenge to create such a level but hey, this was supposed to be the finale of the trilogy. What better place to come up with something that might be difficult to do but unexpected.

I do agree with the designers that a regular boss battle (like the planned one against a reaper-TIM) would really have been too video gamey. However, it is questionable if the best alternative was to omit it entirely or if it wouldn't rather have been better to come up with something more innovative and interesting instead.


I agree, and to add onto this idea, just set it up like the SM from ME2, where your whole squad participates, and you have to select certain characters for certain roles throughout the level.  Would have been epic

#153
N7 Banshee Bait

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Instead of fighting him I took control of him.

#154
Wolfva2

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Heh, I just had the mental image of the boss fight....
Shepard: "Harbinger! I challenge you! One on one!"
Harbinger: <step>
Harbinger: "Shepard? Where are you? And why is my foot so sticky....uhhhhh.....nevermind."

Boss fight with a 50 story sentient space ship...what is this, 'Gods of War'?

#155
Killdren88

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N7 Banshee Bait wrote...

Instead of fighting him I took control of him.

I rather kill him. He melted thousands of people into an orange goo. He is a sick monster as are the rest of his kind. He deserves no mercy.

#156
KaiserShep

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What would have made the beam run vastly more satisfying is if we found ourselves doing the same thing we did in Mass Effect 1 during the run to the conduit. Of course, not with a timer, but rather just avoiding getting zapped into oblivion, after which, Harbinger, in a panic, flees from the Citadel beam to try to take you out up there in space, so then it would become another race against time to find the controls to open the arms, dock the Crucible to the Citadel, and make your way to the link so you can send a nice dose of destroy between Harbinger's glowing eyes. 

Modifié par KaiserShep, 01 mai 2013 - 06:43 .


#157
Ecrulis

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MrFob wrote...

grey_wind wrote...

There didn't have to be an actual boss battle at the end, but there should have been a simultaneous narrative and gameplay climax that substituted for one. And Harbinger is a bit implausible to design as a boss battle (unless, of course, you're fighting an avatar).

One way this could work is if Harbinger is the Reaper defending the beam in London (not some useless Destroyer), and Priority: London is basically you fighting through waves of enemies in order to get to a good strategic position from which you can aim the Rannoch syncing laser at him in order for your war assets to rain hellfire down on him. Could have been much better than the uninspired "defend the missiles" nonsense.


I mostly agree with this, although my personal favorite solution would have been different. Instead of a boss battle, how about a boss level.
Shooting at Harbinger obviously doesn't work but how about infiltrating him. Fight against him on his hull and inside. The player would not only have to deal with enemies (in the form of reaper creatures, oculi and maybe new enemies which are part of Harby, extending form it) but would essentially have the whole level structure against him. Moving elements, cover that suddenly shifts or retracts into the ground, exposing the player. It would be an extremely dynamic combat experience. All of this while you are on the reaper's hull, enveloped in its mass effect field. Harby could take off during the fight and you'd have a shifting skybox as he rises up over London, through the atmosphere where gunships fight occuli and Harvesters and finally into orbit where we can see the space battle raging. There might be unexpected events like a damaged fighter impact or a hit by a thanix cannon.

A fight like this could have been spectacular and unique without diminishing the Harby (or any reaper) to a simple boss with glowing targets to hit. It would have been a challenge to create such a level but hey, this was supposed to be the finale of the trilogy. What better place to come up with something that might be difficult to do but unexpected.

I do agree with the designers that a regular boss battle (like the planned one against a reaper-TIM) would really have been too video gamey. However, it is questionable if the best alternative was to omit it entirely or if it wouldn't rather have been better to come up with something more innovative and interesting instead.


This is brilliant

#158
Killdren88

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Ecrulis wrote...

MrFob wrote...

grey_wind wrote...

There didn't have to be an actual boss battle at the end, but there should have been a simultaneous narrative and gameplay climax that substituted for one. And Harbinger is a bit implausible to design as a boss battle (unless, of course, you're fighting an avatar).

One way this could work is if Harbinger is the Reaper defending the beam in London (not some useless Destroyer), and Priority: London is basically you fighting through waves of enemies in order to get to a good strategic position from which you can aim the Rannoch syncing laser at him in order for your war assets to rain hellfire down on him. Could have been much better than the uninspired "defend the missiles" nonsense.


I mostly agree with this, although my personal favorite solution would have been different. Instead of a boss battle, how about a boss level.
Shooting at Harbinger obviously doesn't work but how about infiltrating him. Fight against him on his hull and inside. The player would not only have to deal with enemies (in the form of reaper creatures, oculi and maybe new enemies which are part of Harby, extending form it) but would essentially have the whole level structure against him. Moving elements, cover that suddenly shifts or retracts into the ground, exposing the player. It would be an extremely dynamic combat experience. All of this while you are on the reaper's hull, enveloped in its mass effect field. Harby could take off during the fight and you'd have a shifting skybox as he rises up over London, through the atmosphere where gunships fight occuli and Harvesters and finally into orbit where we can see the space battle raging. There might be unexpected events like a damaged fighter impact or a hit by a thanix cannon.

A fight like this could have been spectacular and unique without diminishing the Harby (or any reaper) to a simple boss with glowing targets to hit. It would have been a challenge to create such a level but hey, this was supposed to be the finale of the trilogy. What better place to come up with something that might be difficult to do but unexpected.

I do agree with the designers that a regular boss battle (like the planned one against a reaper-TIM) would really have been too video gamey. However, it is questionable if the best alternative was to omit it entirely or if it wouldn't rather have been better to come up with something more innovative and interesting instead.


This is brilliant


Not to mention the Indoctrination attempt while Shep is in there. Because let's face it. Shep is inside of a living Reaper. A Repaer who has wanted Shep for awhile.