i think me2 just wasn't as good at it because they didn't bother making the connections that you just did
the cerberus plot really ruined everything...they could have done things in a way where it would have been awesome and worked, but they didn't.
i mean, we shouldn't have just been dealing with cerberus the entire time -- that made the game feel too restricted and it largely felt cut off from the rest of the universe. the terminus systems weren't interesting enough to make up for this because all we got was omega, which paled in comparison to the citadel. it didn't have to be completely lackluster. it felt weird that the council just let shepard go...there should have been more council interference idk.
and shepard being forcefully grounded in me3
lol come on
that game had the shakiest intro by far. i had to hide my eyes through most of it because i was embarrassed.
I think I like the idea I talked about earlier of making Cerberus just be an alliance black ops division rather than this nebulous terrorist organization/corporation/illuminati thing.
It gives you a fluid way to introduce them during ME1 plot (as alliance secret service types, they would naturally be interested in the spectre business) without needing to derail everything, as happened in ME2/3. Plus Miranda and Jacob map over to that kind of group pretty cleanly, plus there are a lot of similar organizations/situations in the kind of media nerd writers can be expected to be familiar with (ONI in Halo, for instance, Section 13 in Star Trek) for them to steal ideas from.
You could introduce them in ME1 as a shadier faction within the Alliance that heavily influenced Shepard's Spectre appointment, then slide them into more focus during ME2 without having to go through an elaborate digression
and yeah, Arrival and the associated fallout were really dumb and should be omitted from people's re-writes and fics. Only purpose ended up being to provide an explanation for Shepard's grounding, which is easy to do without it.





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