Yeah, but is it the acting, or the lines she was forced to deliver? I blame the writing.
Little from column A, little from column B.
Yeah, but is it the acting, or the lines she was forced to deliver? I blame the writing.
Eh, Benezia still bothers me a bit more than Kai Leng.
She doesn't bother me. If anything she makes me laugh with that stupid line "Have you ever seen an asari Commando unit before? Few humans have." A few moments later she's dead along with her asari commando's
I wasn't arguing that it was either. I'm just saying justifying something that doesn't make sense is unnecessary. There's no reason why he's walking towards the tube. He's just trying to look cool all for the sake of making a cool image. I'm not saying I liked it though.
Well, there's the entire idea of Shepard making sure the damage was sufficient to the tube. That is one reason.
And hey, Shepard's not a piddly organic anymore either, equipped with all kinds of heavy physiological weaves.
I think it's one of those instances where, because it doesn't make sense I just kinda ignore it. It's like in the original endings before EC and the Mass Relays exploded, I quickly thought "They can't mean they're destroying the entire galaxy, right!?" so I assumed the explosions were different kinds of explosions, or just to signify "the mass relays are forever turned off" but not that they were killing off everyone within their solar system, like in Arrival DLC. Likewise I just tend to ignore the fact that Shepard is actively killing himself by walking towards the tube.
A rational assumption, since Earth and the planet the Normandy landed on were both fine. There's a difference between a controlled energy explosion and brute-force collision with an asteroid.
I get the idea. He shoots it and is shown walking towards it because he knows he's not gonna make it or something along those lines, but that's about it.
Personally, I think it's less about knowing s/he's not gonna make it and more about not being afraid if s/he does, thus making sure the job's thoroughly done.
I didn't grieve because Shepard died for a "worthy" cause.
I grieved because it was the most asisine character death I have ever seen.
I have no issues with my PC dying when you know it's decent. (I mean I'm a MEGA fan of Persona 3's ending and they beat you over the head with Memento Mori.) That ending had me crying in a good way. ME3's ending didn't make me sad but nodding cause it was fitting. It made me annoyed and angry because it was random.
If Shep had died with Anderson watching the Crucible hit I'd be a little
but dragging starbrat out of freaking nowhere and hurr durr the Reapers were trying to protect organic life and Shepard dying at that point was adding insult to injury.
You would have a point if that were actually concretely brought up prior in the game during Shepard's health-check on the Normandy. Funnily enough, it's all fine, however: nothing whatever is mentioned that the implants have a very limited expiration date or similar - at most it is advised by the doc that Shepard be less "tense" if they are sporting Renegade scars.
It's not even Shepard's most asinine death in the trilogy!
The death itself was fine. It's bringing Shep back from the dead that was the issue. (Should've just put him in a damn coma. If they needed the face excuse say he/she suffered heavy burning and had to have severe cosmetic surgery).
Now I don't think the endings are good; they're the culmination of a lot reflections of plot-inconsistencies that suddently clashed in my head, plus a completely left-field and derailed final 10 minutes (the Catalyst conversation) of a trilogy. But with this said, I can't be the only one in here who would've hated to see the Crucible go off and "everybody wins; reapers die, Win-win" right after TIM was done and Anderson passed away, can I? Seriously, I would've thought it was even more anti-climactic.
But with this said, I can't be the only one in here who would've hated to see the Crucible go off and "everybody wins; reapers die, Win-win" right after TIM was done and Anderson passed away, can I? Seriously, I would've thought it was even more anti-climactic.
What's the difference between that and high EMS destroy?
What's the difference between that and high EMS destroy?
Actively rejecting the Reapers' agenda.
The ending is a complete mess and deserves every scrap of scorn it gets.
But...Citadel is an even bigger mess. Tonally jarring, flat characterization, autodialogue. And players gobbled it up. I think Weekes has a point.
A little something like this?

Shadow Broker's similar to Citadel in that regard, and it's often considered one of the best pieces of Mass Effect content out there. It's amusing.
Thankfully, the Citadel DLC content can be spread out across the entire second half of the game.
And I'm still trying to figure out where a thresher maw tackling a Reaper and James Vega making hangover eggs fits into the hyperbolic grim graph.
Yep. I agree with every word of the review that came from too. The ending us bad. But Citadel is also bad. I just wanted an ending that followed from the story, whatever form that took.A little something like this?
I think it's one of those instances where, because it doesn't make sense I just kinda ignore it. It's like in the original endings before EC and the Mass Relays exploded, I quickly thought "They can't mean they're destroying the entire galaxy, right!?" so I assumed the explosions were different kinds of explosions, or just to signify "the mass relays are forever turned off" but not that they were killing off everyone within their solar system, like in Arrival DLC.
How dare you people. YOU PEOPLE! question the glorious masterful talent and skills of Mac Walters and BioWare writers!!!
These people went to 2nd rate universities and Write comic books!!! How dare you question their talent!!!
Why would the shots be wobbly? Once the gun is fired the round hits whatever the gun is aiming at. If you mean Shepard been wobbly and not able to group together a good shot group, maybe. All Shepard has to do is fire one shot, take a breath and fire another till the tube goes boom. She doesn't have to rush herself
And Shepard is hitting a big stationary target, unlike the husks, Marauder Shields and Illusive Man (well, at least my Shepard shot him).
Anyway, I think that all of this is really a matter of just how terribly anticlimactic ME3's ending really was. That, and the whole teamwork angle that you can nurture in the series kinda goes out the window. Priority: Earth bears a striking resemblance to Dragon Age Origins' endgame in the way its constructed, but where Origins succeeded was that it allows you to embrace teamwork. ME3 all but abandons it. Goodbye scenes are nice, but the whole point is to have your entire group fight alongside you, which makes it even more maddening in the fact that the previous game already did this.
And Shepard is hitting a big stationary target, unlike the husks, Marauder Shields and Illusive Man (well, at least my Shepard shot him).
Anyway, I think that all of this is really a matter of just how terribly anticlimactic ME3's ending really was. That, and the whole teamwork angle that you can nurture in the series kinda goes out the window. Priority: Earth bears a striking resemblance to Dragon Age Origins' endgame in the way its constructed, but where Origins succeeded was that it allows you to embrace teamwork. ME3 all but abandons it. Goodbye scenes are nice, but the whole point is to have your entire group fight alongside you, which makes it even more maddening in the fact that the previous game already did this.
They had everyone fighting in the archives during the Citadel dlc. Why have that in a dlc and not on Earth?
And Shepard is hitting a big stationary target, unlike the husks, Marauder Shields and Illusive Man (well, at least my Shepard shot him).
To be fair, it's a stationary target that'd need to be built to withstand transportation and debris collision (and docking with the Citadel), so it's going to be fairly durable.
The ending is a complete mess and deserves every scrap of scorn it gets.
But...Citadel is an even bigger mess. Tonally jarring, flat characterization, autodialogue. And players gobbled it up. I think Weekes has a point.
Meh it was sugar after the salt that was ME. It accomplished its goal for me. I was entertained, laughed and enjoyed the ride. Citadel didn't try to be anything other than that.
Patrick Weekes is wrong.
The main reason for the rage at the ending is... well, let's make an analogy.
You're on a roller-coaster. It's a long, thrilling ride. Some parts were duller than others, but then came the high drops and the loop de loops and the barrel roll tunnels.
Now, the coaster's on the downhill slope, slowing to come into the station. It's right there. The coaster pulls in, coming to a stop.
And then the safety bars don't lift. You can't get free. There's no attendent, you don't know what's going wrong. This continues for long enough to get frustrating, and then a park employee comes up to you and starts telling you about why the park chose to build the ride. He drones on and on about tax rebates, tourism incentives, and how you filling out this survey will make the ride better. You still can't get free. You can't get free until after you fill out the survey. And when you read the survey, every question on it is clearly biased towards one form of "I was completely satisfied, I loved this ride, ESPECIALLY THE END."
You fill out the survey, confused, bored, frustrated, even enraged. And then before the safety bars *finally* let you go, you're forced to watch a five minute trailer that was a concept piece about how roller coasters are wonderful and sit through an advertisement about buying tickets for when they extend the track another segment.
THAT is why people were angry about the ending. Not that the ride came to an end, but that it *kept going* when it should have *stopped*.
Patrick Weekes is wrong.
The main reason for the rage at the ending is... well, let's make an analogy.
You're on a roller-coaster. It's a long, thrilling ride. Some parts were duller than others, but then came the high drops and the loop de loops and the barrel roll tunnels.
Now, the coaster's on the downhill slope, slowing to come into the station. It's right there. The coaster pulls in, coming to a stop.
And then the safety bars don't lift. You can't get free. There's no attendent, you don't know what's going wrong. This continues for long enough to get frustrating, and then a park employee comes up to you and starts telling you about why the park chose to build the ride. He drones on and on about tax rebates, tourism incentives, and how you filling out this survey will make the ride better. You still can't get free. You can't get free until after you fill out the survey. And when you read the survey, every question on it is clearly biased towards one form of "I was completely satisfied, I loved this ride, ESPECIALLY THE END."
You fill out the survey, confused, bored, frustrated, even enraged. And then before the safety bars *finally* let you go, you're forced to watch a five minute trailer that was a concept piece about how roller coasters are wonderful and sit through an advertisement about buying tickets for when they extend the track another segment.
THAT is why people were angry about the ending. Not that the ride came to an end, but that it *kept going* when it should have *stopped*.
I'm sure there's some people who dislike the ending for the reasons Weekes wrote. There's so many different camps on why people dislike the ending. I think the problem with the statement is that he tried to corral players into a single such camp, when there's a dozen or more people fall into.
Meh it was sugar after the salt that was ME. It accomplished its goal for me. I was entertained, laughed and enjoyed the ride. Citadel didn't try to be anything other than that.
I'm inclined to agree.
In most other games Citadel would be considered a silly, overly saccharine DLC which is dubiously canonical.
But after the train wreck that is ME3 and its endings, it felt like a breath of fresh air. A last chance to smile and laugh with familiar characters. Some ultra-sweetness to counter the ultra-bitterness, and perhaps a chance to put down the game and walk away before the soul-destroying end game.
I'm inclined to agree.
In most other games Citadel would be considered a silly, overly saccharine DLC which is dubiously canonical.
But after the train wreck that is ME3 and its endings, it felt like a breath of fresh air. A last chance to smile and laugh with familiar characters. Some ultra-sweetness to counter the ultra-bitterness, and perhaps a chance to put down the game and walk away before the soul-destroying end game.
I think it's a nice way to end it, despite the bulk of it being too saccharine and tone breaking for me. Going through Cerberus HQ and Priority: Earth, especially Priority: Earth, is a difficult and an occasionally frustrating experience. Although, you can get the full party before Thessia, so I guess you can skip that entire part of the game.