Hardly the most important moment.
Perhaps a better question, (in order to place the burden of proof properly), would be 'How does a tutorial being present compromise the Reaper invasion of Earth'?
Well, it's one of them, seeing as it's the moment that Shepard and company have supposedly been preparing for since the Sovereign reveal in ME1 (Shepard's final line of dialogue in ME1 is, after all, "Sovereign was only a vanguard. The Reaper fleet is still coming. Hundred of ships, maybe thousands. And I'm going to find some way to stop them"). The problem is that during a tutorial, your focus is divided between trying to acclimatize yourself to the mechanics and absorbing the story, whereas it is desirable, during the most important moments, to allow the player to focus solely on the story without having to worry about which buttons do what. Is it the worst problem in the world? Probably not; one of my favorite games, Hotline Miami, does a terrible job teaching you how to play it as it progresses. Still, the ME3 tutorial is less than ideal IMO.
I'm not sure where else, or how else, they could've done it, though, unless they cooked up some bull mission for Shepard.
Or, hm, maybe something literal like Bond's reentry tests in Skyfall, before **** hits the fan.
That's a fair point, and I understand the pressure that the writers must have felt to introduce the Reapers as early as possible. You don't want to build them up for two games only to introduce and then dismiss them within just a relatively small portion of the final one. A reentry test like you suggest could work; alternatively, they could have had Shepard on some kind of advance scouting mission where the first real signs of the invasion are discovered, and then have everything go to hell right after the tutorial is wrapped up.
EDIT: Fixed spelling.





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