StreetMagic wrote...
Conventional or unconventional, I think the writers got too much in the way of their own story towards the end there. Hudson wanted to do something "memorable", but apparently he thought that was all on him. That creating something memorable is strictly a one side type of thing. When Bioware has always been best at being memorable when the experience is tailored to different player experiences. The whole thing needed more elements that reflected your previous choices. More presence of past friends and squad, more presence of armies you gathered, of choices you made.. little touches like Kirrahe or Wrex joining your side, Jack's students taking an offensive or defensive approach, etc.. The ending didn't have that special magic that made it feel like it was all being custom tailored for you, personally. They need to play ME2 and DAO again. They were on a roll for a second there.
ME2 was a game that made it hard to role towards anything but ME3.
A strong, central, driving narrative supported in theme or relevance by supporting narratives? No check. The crew could hardly have been more removed from the central premise of the Collectors.
Carrying on the key themes and decisions of the first game? No check. at all. Carryover was horrible.
A supporting cast that reinforces eachother as a group for themes and character development? Uh, no. ME3 hit ME2 out of the park as far as shipmate interaction went, rather than a series of isolated character threads.
Creating a supporting cast that can be instrumental in the plot of the next game? No check- making the vast majority of your resource sink cast killable means that the next game has to be able to carry on without them, thus rendering their importance moot. Either they aren't important at all, or their role is fillable by a new stand-in character.
Progress on beating the Reapers? No check, in part to making the Collector Base and all similar potential wonder weapons and alliances destroyable, and in part for how it handled the depiction of the Reapers (and Geth) in ME2 by making everyone forget/stop caring.
Or, equally important, planning the current game with the sequel in mind? Considering that the writers admit they didn't know the major ME3 plot points and decisions until after they started working on it...
ME2 was an enjoyable power trip fantasy, with everyone telling the unaccountable player projection character how amazing he/she is while saving the day, but as a trilogy bridger it was pretty pathetic in its role. It might have made a good spin-off side-game, but a game that resolved nothing and threw dozens of ideas at the wall to see what would stick for the sequel is not the basis for comparison for a trilogy ender.