Whenever this comes up I feel the need to point out that this actually wasn't what happened. The demo that leaked in November 2011 had exactly the same ending, down to the same dialogue, word for word, as that which was in the game in March 2012. There were no rewrites of the ending due to any leaks, and the portions of the game that were different between November and March only dealt with the Prothean's appearances in the story, due to him becoming a DLC character. There were variations in the encounters with Kai Leng as a result of this, but absolutely nothing that affected the last fifteen minutes of the game. If you go into the .tlk files from November 2011, everything from the ending is still there - the same ending options, the same Star Child dialogue, and the conversations with Anderson.
(Ray Muzyka's comments about rewriting the story in November 2011 seem to have taken on a life of their own - in reality, it looks like nothing was changed at all between the leak and the final game. I suspect his comments were intended to calm people down.)
I'll admit that I may have been mistaken. It's only natural given that this all happened over two years ago. If I still had the files, I would go through them again, but I distinctly remember the ending choices being the same due to entirely different reasons. I spent a few hours reading through them and I never saw anything pertaining to the whole synthetic/organic thing. Now I may be wrong, but I remember it having more to do with dark energy than anything else.
I agree with this, and I think ME3 and DA:I could do successful multiplayer precisely because of that tactical combat. Setting up cross-class combos with other players was part of what made ME3's mode engaging, and the same thing could easily apply to Inquisition. ME3 managed to pull off tactical combat without a pause button or party management, and the powers were tweaked from the singleplayer versions to encourage teamwork between players (acting, I guess, as their own party or squad). I think a similar approach could do good things in DA's case.
I wholeheartedly agree. It gave everyone a role to play in combat. Plus, the weapon/character unlock system was fun. It kept you playing. It even encouraged you to try new things.





Retour en haut







