CronoDragoon wrote...
Almostfaceman wrote...
Call it what you want, they are choices and they affect the emotional tone of the end of the game, which was my initial point.
They are right choices and wrong choices. In this respect they are completely different from, say, Virmire. Don't you see how tying tone to competence LIMITS choice, instead of expanding it? If I want a sad playthrough, I need to deliberately suck more at playing the game. How is that fair to players who prefer more poignant, artistic stories?
Ugh, don't even try to compare losing a squadmate to the silly low EMS endings of ME3. Bleh.
The Suicide Mission squadmate deaths are stupid. No acknowledgement of their deaths are made either during the mission or after it. Every cutscene plays out the same regardless of who is occupying the "about to die" slot. It's rather poorly done, actually.
The Low EMS endings aren't all that, either. But saying you can't compare them is implying that ME2 did it right. No: ME3 did it right prior-ending. Character deaths in ME3 actually have emotional and narrative impact.
So, let me get this straight. Your logic is that Bioware can't design a wide variety of endings and has to stick to grimdark because a lot of people will like the happy ending and think it's the right ending? Really? That's nonsense.
There's two examples I'll throw out. In DA:O, you can have a "happy" ending and let your warden live by having sex with the strange witch woman, thereby and possibly spawning an old god who will do who knows what in the future.
In the "original" plot of Mass Effect 3, at the end Shep could have a "happy" ending and live, killing the Reapers in the process - and maybe dooming the galaxy if they can't resolve some dark energy problem that's devouring the galaxy.
It only takes a little bit of imagination to insert some of this grimdark and still tie in a "happy" fate for the protagonist and his happy band that we've all come to know and love. Edit: And hey spawn some interesting sequels with a new problem to solve!
I don't really agree with your opinion about the squadmates death (in ME2) for this reason - when I first played the game - without looking at spoilers or whatever - Mordin died. I was gut-punched. There was an emotional response. I had come to like Mordin and the poor guy died. It happened when he died. Then I watched youtube vid's of examples of how the other squaddie's could die. When they died, because I liked them, it sucked to watch them die. There's really no getting around that, despite your points about "acknowledging their deaths". By the way, Shep will definitely mention loss for the Paragon dialogue when choosing to destroy the collector base (don't know about keeping the base).
ME2 did it right enough for me. There's always room for improvement, but on the whole fan response to the first two games was not to get up in arms about the ending. People had fun, and were able to re-play the games and get at least some desired variety in their experience.
Modifié par Almostfaceman, 19 janvier 2014 - 08:51 .