How did you want ME to end?
#101
Posté 26 août 2013 - 01:24
#102
Guest_Trust_*
Posté 26 août 2013 - 01:33
Guest_Trust_*
Modifié par I1 Trust, 26 août 2013 - 01:59 .
#103
Posté 26 août 2013 - 01:33
The Night Mammoth wrote...
Well I thought it was well written.
Thank you, then? Thanks to anyone who took the time to read that textual behemoth, anyways.
#104
Posté 26 août 2013 - 01:53
#105
Posté 26 août 2013 - 01:59
Can't believe I'm saying this, but the ghost kid idea isn't totally flawed---based upon your choices up to that point determines the image the catalyst shows. Indoctrinated? You get those goofy dreams and star child at the end. Not indoctrinated but going for control? You see a reaper (perhaps harbinger). Going for the destroy route? Maybe something like glyph...or nothing at all.
#106
Posté 26 août 2013 - 02:32
I do understand why only Shep made it to the Catalyst, but it did feel rather lonely. I guess I'd keep it that way, though, rather than deal with the squad trying to throw themselves on the metaphorical grenade instead of Shepard.
I also would have had the ghost child do the rather cool and creepy thing the Leviathan did: switching between 'faces' to interface with Shepard. Seriously, if it went from Virmire death to Thane to the kid to Mordin to Samara, switching back and forth between casualties, I would have lost my @*#&@ in a very good way. Staying as the kid made it feel a bit too much like Avina. I have an irrational hatred of Avina.
Modifié par Hadeedak, 26 août 2013 - 02:33 .
#107
Posté 26 août 2013 - 02:32
KaiserShep wrote...
I expected to have the entire Normandy squad on the ground similar to the suicide mission, with certain choices or perhaps a mix of EMS and max surviving squadmates determining their various fates. I didn't expect the Crucible to straight up destroy the reapers without a catch, but I expected the catch to make more sense.
^-That. I figured there'd be a grand SM, splitting squaddies into multiple teams and even helping assign the ME2 squaddies too. Then leading a squad, fighting though Reapers forces to the beam, during the mission(s) to reach the beam some of the teams would be lost (unlike the SM some will die no matter what). Then once on the Citadel a little regrouping and more missions to reach the controls to open the arms. I actually expected the Crucible would require Shepard (or someone) to stay behind and trigger it. I started ME3 fully expecting my Shepard to die.
#108
Posté 26 août 2013 - 03:09
I was expecting/prepared for a Shepard death.. so long as I felt that it was worth it. The Walking Dead, for example, was not a happy ending, but I felt satisfied and that I had done all I could. I didn't feel that way at all when I finished ME3 the first time. One just simply had a sense of closure and ending that I felt was fitting. Though maybe it's also having spent so many years playing ME, while TWD was just a stand alone. IDK. I guess you could say my expectations had been built up too high?
I also wanted to have that same feeling as the Suicide Mission. Where I felt like this was MY team and we were going to do this together, knowing the risks involved. I found that component to be a huge mistake in not including. There was no sense in pride of all the accomplishments, just a small child blindsiding me.
At the end of the game, I felt like that there was more that needed to be told afterwards.. it didn't at all feel like an accomplishment that it should have. I felt like how the writers probably wanted me to feel at Thessia.. like I was so close but hadn't done enough. And that just kind of left me disappointed. I didn't feel like I wasted my time per se, but it was just so underwhelming.
Modifié par M U P P 3 T Z, 26 août 2013 - 03:15 .
#109
Posté 26 août 2013 - 03:34
Shepard, the head Leviathan, and Harbinger are pulled into that mystical Matrix psychotic water-world you get in the Leviathan DLC. Of course, you get an awesome view of the battle above Earth. There, Harbinger explains the Reapers can't waste anymore resources harvesting humans, for they have a more pressing war of their own going on. Harbinger explains the Reapers have been at war for millions of years, and they've sped up the cycles to gain access to resources, the civilizations, quicker. But their enemy, XXXXXX who rebelled similar to the way the Reapers turned on Leviathan.
Now, Harbinger, exhausted at the resources wasted in completing this cycle, is asking for help to defeat XXXXX once and for all. In return, the Reapers will cease all harvesting and never disturb this part of space again. Leviathan objects, and is ready to kill Harbinger right then and there.
Shepard has two choices: blue and red.
Blue: Make peace between the Reapers and Leviathan, and pledge human allegiance to synthetics when they return to ask for help against XXXXX.
Red: Let Leviathan kill Harbinger, disorienting the Reapers and allowing for their destruction. XXXXX will probably win the war against the Reapers and eventually come to you, but we don't know when that is.
Either way, XXXXX will be a problem for the future, whether it be 30 years or 1,000. Whatever, I just wrote the first thing that came to my head. I didn't hate ME3's ending, but the motives behind the Reapers could have been cooler.
Edit: yeah Shepard explains this to galactic civilization. Afterward, his/her team gives them the thumbs up, amazed that Shepard was able to amass a force strong enough to bring the Reapers to a stalemate.
Jack grows more hair and Shepard marries her. The first kid dies in childbirth but the couple doesn't give up. A year after the Giant Panda goes extinct, Jack gives birth to twins, Luke and Leia. Shepard goes crazy and kills Jack only to be killed by his children. But then they come back to life and ride horses as a happy family.
Modifié par Faerloch, 26 août 2013 - 03:43 .
#110
Posté 26 août 2013 - 03:47
For example, the Catalyst would have made much more sense if he was not the creator of the Reapers. It didn't make any sense that the Protheans and other organic races before them would design a weapon that requires cooperation from the "Reaper God" in order to work, and it doesn't make sense that the "Reaper God" does indeed cooperate to destroy his own creations. I think most versions of Shepard (especially a renegade Shep) were in no mood to have a conversation with the Catalyst once he reveals that he created the Reapers. It's supposed to be this big lore moment, but I think most people were just thinking "when do I get to kill this bastard?"
Instead the Catalyst should have been a creation (AI maybe?) of one of the earliest races that fought the Reapers -- maybe the species that most of the Reaper ships' appearance is based on. Since the appearance of the Reapers is based on the races that they have "processed," the Catalyst could have looked like a Reaper except organic (and much smaller). Since so many Reaper ships look like this race, they are probably the most powerful species that the Reapers ever "culled" and learning their story would have been much more interesting and less frustrating than basically being talked-down to by the creator of the enemy you've been trying to destroy for 3 games.
This change wouldn't fix everything with the ending, but it's one significant piece of the puzzle that would have made the ending much more acceptable to me.
Modifié par ForceXev, 26 août 2013 - 03:49 .
#111
Guest_Imanol de Tafalla_*
Posté 26 août 2013 - 04:15
Guest_Imanol de Tafalla_*
"How many of your own men did you crawl over to make sure you survived?"
Many would be asking my Shepard the same question.
Modifié par Imanol de Tafalla, 31 août 2013 - 09:33 .
#112
Posté 26 août 2013 - 09:42
#113
Posté 26 août 2013 - 10:11
I'm always against "someone will die no matter what." As I've said before that just comes across as the writers dicking with you. On the other hand if someone dies because you made a mistake then it really hits home and is infinitely more effective.Kunari801 wrote...
KaiserShep wrote...
I expected to have the entire Normandy squad on the ground similar to the suicide mission, with certain choices or perhaps a mix of EMS and max surviving squadmates determining their various fates. I didn't expect the Crucible to straight up destroy the reapers without a catch, but I expected the catch to make more sense.
^-That. I figured there'd be a grand SM, splitting squaddies into multiple teams and even helping assign the ME2 squaddies too. Then leading a squad, fighting though Reapers forces to the beam, during the mission(s) to reach the beam some of the teams would be lost (unlike the SM some will die no matter what). Then once on the Citadel a little regrouping and more missions to reach the controls to open the arms. I actually expected the Crucible would require Shepard (or someone) to stay behind and trigger it. I started ME3 fully expecting my Shepard to die.
I'd split the teams with various other parts of the ground forces, needing maximum points in whatever war asset they're associated with for them to survive (probably need lots of points in others to keep the Reapers busy in space instead of taking potshots at people on the ground too). Better still if it could be different every game somehow, so you need to work out what to do for every playthrough instead of just being able to metagame the outcome you want.
As for the " I didn't expect the Crucible to straight up destroy the reapers without a catch, but I expected the catch to make more sense" unfortunately when you've got something with such stupendous arbitrary power then any negative outcomes are going to make as little sense as the positive ones so will always feel like they got chucked in there just to avoid making things look too good, rather for any sensible reason. That's why I'd prefer a Crucible that just gave enough of the edge over the Reapers that victory would eventually be possible, but isn't an instant win button. But that would never get put in because it doesn't allow for the big final solution moment (think for a bit why just about any story based on a real war concentrates on individual missions rather than the whole war - they never end in a big, dramatic conclusion).
#114
Posté 26 août 2013 - 11:06
Don't get me wrong, if someone could come up with a way to make a suicide mission structure in ME3's finale work I'd be impressed. But until then, I'd prefer a Priority: Earth that has just a little more variance in allies and enemies.
#115
Posté 26 août 2013 - 01:00
Kataphrut94 wrote...
The problem with doing a suicide-mission style thing in Mass Effect 3 is that the squad is too small and too easily defined. Even if you add in the non-playable ME2 squaddies, the fact still remains that you can enter the final battle with everyone bar Liara, James and EDI dead. Dismiss it all you like, but you'd need to take that outcome into account when programming it. Mass Effect 2 didn't have that problem because you had to recruit at least 8 people before launching the mission.
Don't get me wrong, if someone could come up with a way to make a suicide mission structure in ME3's finale work I'd be impressed. But until then, I'd prefer a Priority: Earth that has just a little more variance in allies and enemies.
Don't see why that should be an issue, If you've managed to get both your entire squads wiped out then that should have a serious negative impact if there was an ME3 suicide mission.
#116
Posté 26 août 2013 - 01:23
@Kataphrut94 - A suicide mission might have been possible, if some War Assets had been interchangeable with surviving characters -eg Situation A could be solved by either Character A, Character B or War Asset 1 - else if none present then Situation A fails- that kind of idea. As it is the WAs are pretty much irrelevant to...well...almost everything. (Readiness Level is admittedly -slightly- different)
How would I have liked ME3 to end - Squadmates!
OK so going in we get the blueprints (shudder) from the get-go - fine, we'll have to deal with that. Now as you spend the next few hours doing STUFF ALL that's relevant to building that Shiny Gold Altar of the All-Powerful Space Hamster (hey Crucible is shorter!
Then, during Priority: Earth (assuming we're sticking with the Earth's Special school of reasoning
Now the final choice Destroy or Control (bye, bye Not Very Plausible Synthesis
The Epilogue. [deleted by author] To be honest I liked the concept of speculations, cut-to-black idea -excluding the New Eden schtick- but it was handled poorly and seems to be unpopular so you'll probably need something here ala Fallout/DA:O. Afterwards, thank the player, mention your team's hard work and dedication, DON'T end with Buy More Stuff!
Summary: Squad-mates, influence, final decision isn't made by player at end (via glowing pop-up) but by actions and conversations in game.
Instead we got Earth, Mars, Pointless Filler, and then pick your favourite colour. (Yes I'm being intentionally derogatory here, in case anyone was wondering!
Modifié par Fatiguesdualism, 26 août 2013 - 01:30 .
#117
Posté 26 août 2013 - 01:27
Devoured by the old gods... Even the... "God child" with rEApers...
#118
Posté 26 août 2013 - 01:32
#119
Posté 26 août 2013 - 01:44
Boss battle with harbinger (me1 ending choice)
Storming the citadel (if citadel is fortified bailey and aria survives)
Plot twist reapers designed the crucible (lots of speculations)
Illusive man-control destroy choices (no f****** starbrat or synthesys)
Me1 ending
Modifié par Dubozz, 26 août 2013 - 01:54 .
#120
Posté 26 août 2013 - 02:40
#121
Posté 26 août 2013 - 02:57
ME2 was so great because the SM truly was the culmination of everything you worked for up until that point. The grand finale of ME3 should have been the culmination of everything you have done in the Mass Effect universe (all 3 games) up until that point - and it just wasn't. That, to me, is where it fell short. As others have said, it just felt disconnected with the rest of the series. So, to remedy that:
Priority: Earth lauches as a true "all hands on deck" effort. All squadmates left available are part of your push to the London command center, a la the Citadel DLC. You observe them as they push parallel to you through the fight, even being called upon to make a tough decision or two (what to do/who should do it). Poor choices, based on squadmate skills and even available war assets, can lead to squadmate deaths through this sequence. And all throughout this sequence you should be shown the larger battle raging around you and your squad, which only comprise the "tip of the spear" in this assault. Poor galactic readiness or few surviving squad members prior to the start of this mission should manifest itself in heavy losses for the good guys, and a growing sense of hopelessness/dread. Better galactic readiness and lots of other squadmates to help in the fight should see you breaking through to the London command post in higher spirits, with a sense that the battle can be won.
Eventually, you push through to the command center where you and the surviving squadmates can catch your breath and regroup. I have no problem with the induvidual "goodbyes" to each squad member at this point.
After the breather, the push to the Citadel beam begins, again with "all hands on deck". This is the battle to end all battles, so it needs to feel it! The scale should be bigger than anything yet seen in ME. Again, your non-direct squad members form other teams and push through parallel to you, and again, tactical choices must be made. These choices should be tougher, with a much higher chance of squadmate deaths taking place. As things look start to look dark(er), you make it though the beam with your 2 direct squadmates. During the battle the beam is damaged, and it closes after you make it through, thereby limiting the number of squad members involved in the final sequence (plus Anderson).
After coming through the beam bruised and bloodied, you and your squad fight your way to the arm controls (the Reapers are in control of the Citadel, right?). You have to leave your two squadmates behind to hold the line and buy you time as you reach the controls to find TIM and Anderson already there. Poor galactic readiness will cause one or both of your squad mates to give their lives holding the Reapers back as you decide the fate of the galaxy.
In a tense, "pressed for time" exchange, the TIM and Anderson give their pitches for Control/Destroy. You make your choice, TIM or Anderson is gunned down after struggling because their choice isn't picked, and you limp on to carry out the final act. Starchild manifests itself as any number of entities based on your previous choices, and tries to dissuade you from your task. Final boss battle takes place, you succeed (or don't, in which case you get a nice "Reapers kill everyone" sequence), and implement Control/Destroy.
Galactic readiness determines the final outcome. Did an amazing job preparing your forces (you have 97-100% total possible readiness)? You kill Starchild, implement your choice, and ride off into the sunset with your squad. Good, but not great readiness? Everyone survives, but controls were damaged during the Starchild fight so your Shepard has to give his life to save everyone (stay behind and trigger the device scenario, maybe even after a few heartfelt goodbyes over the radio). Only decent galactic readiness? You implement your choice, but you bleed out from injuries sustained during the fight and the last thing you hear on comms is Joker screaming about how your entire squad (as well as most of the Galaxy's forces) have been wiped out and everything is about to crumble (so you "win", but most everyone is dead and it doesn't feel like much of a victory).
And of course the epilouge will vary depending on your final choice and your readiness outcomes. A "perfect" ending, with Shep and the crew riding off into the sunset in a "Reaper free" or "Alliance controlled Reapers" galaxy, is achievable, but it really takes a lot of work. Most people will see what they expected - Shep giving his life for the cause.
Obviously the big thing to me is, make all the work before the final push (your galactic readiness) actually matter. And don't tie it to MP! The different outcomes based on readiness need to be a sliding scale from "it's all great" to "man, we won but that sucked" - not A, B, C (or red, blue, green).
#122
Posté 26 août 2013 - 03:08
PavitetaLovesGarrus wrote...
but I'm still disappointed I didn't get see any Turian-Human babies...
Oh god no:blink:
#123
Posté 26 août 2013 - 03:15
#124
Posté 26 août 2013 - 03:20
N7lightingWarrior wrote...
Right after the breath scene I would want to hear from the romance option "Shepard are you ok? Please wake up. The Reapers are gone. You did it!! Please wake up, wake up!!!" and then it ends just like James Cameron movie Avatar. The screen moves up to Shepard's eye as he/she opens it with a climatic epic music.
While a shameless rip-off, something along those lines would be sick, as a "perfect", Shep lives ending.
#125
Posté 26 août 2013 - 03:23
N7lightingWarrior wrote...
Right after the breath scene I would want to hear from the romance option "Shepard are you ok? Please wake up. The Reapers are gone. You did it!! Please wake up, wake up!!!" and then it ends just like James Cameron movie Avatar. The screen moves up to Shepard's eye as he/she opens it with a climatic epic music.
And instead we don't even get to see Shepard's face. I guess that would make the ending not bittersweet enough or something.





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