GimmeDaGun wrote...
Well you wrote a non-defined, quite open statement concerning the game as a story. So I took the chance and interpreted it in all ways I could and wrote my reasons why I did not agree with it.
You don't need to get offended because of it.
But here it goes: my question to you. Why do you think that ME was a ****ty story that did not address all its elements properly? What elements were you talking about? And why did these unaddressed elements or the fact that they are unaddressed make ME a ****ty story to you?
In other words: could you elaborate?
The standout issue I already mentioned above. The Krogan. That was one of the better quests of the game, yet it's only enjoyable as you play it. You see none of the results though. Except two EC panels (if you cure the Krogan, or if you sabotage and had the rachni alive at the same time. Then the Krogan are wiped out from their planet.).
Generally speaking though, there's a lot of issues with the balance of power. The Krogan are just one part of it (and that in itself has many variables). The story only works in one way - and it sucks if you don't play it that way. It works if you bundle everything, every asset and every species, into one big barrel, and introduce a "one size fits all" solution like Synthesis. All problems solved, everybody's happy. Everything is concluded. Control works too, since you can keep it all in check as Reaper Shep, I suppose. Destroy creates more questions however. The Catalyst warns how Destroy creates chaos when it comes to synthetics -- but it's chaos with everything actually. We're left with no clue on how the power will be balanced, how people evolve, if and how the Council restructures or becomes obsolete, or especially where humans stand (especially led by Renegade Shepard's actions. Paragon is easier to predict). For a game called Mass Effect, I'm just left with more questions on what the "effects" even are.
Modifié par StreetMagic, 06 février 2014 - 10:40 .





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