What exactly about 'Priority: Earth' didn't you like?
#51
Posté 04 février 2015 - 08:49
#52
Posté 04 février 2015 - 09:06
The Good:
The bleak tone
The farewells with squadmates
The Bad:
The art style. Granted London is mostly rubble...but it looks like the ruins of a modern real world city rather than a Sci Fi city from the 22nd Century. Also the red phone booths everywhere.
The gameplay. Priority Earth is one of the weaker missions in the game as far as gameplay goes.
Too many humans, not enough war assets
The final mission of the game is not set up like ME2's suicide mission with the entire squad involved
It felt rushed.
No Harbinger
The unnecessary turret sequence
#53
Guest_john_sheparrd_*
Posté 04 février 2015 - 09:22
Guest_john_sheparrd_*
the good: ME 3 squadmates goodbyes
the bad: everything else
where was the SM 2.0? Why did they cut that (we know something like it was planned)? Where are our war assets?
Where are the ME2 squadmates?
Where is the Harbinger bossfight? etc. I could go on and on
I also hated that there were almost only humans in the fight, I wanted to see the races I united fighting alongside the humans
Priority:earth could have been one of the most epic missions ever but we got was garbage
#54
Posté 04 février 2015 - 10:43
Its possible Shepard told them it has 6 yellow eyes and missing the front leg. That's if Shepard did the Arrival dlc after the suicide mission.
In an ME3 default playthrough, Harbinger is not mentioned from what I remember. I'm sure someone will correct me if I'm wrong
Shepard gets a datapad from Joker after the Suicide Mission with Harbinger's info on it. EDI probably extracted some stuff from the Collector Base.
#55
Posté 04 février 2015 - 11:08
The good:
....
*awkward silence*
Well,I personally liked the EC epilogues,especially the Control and Synthesis ones (despite their lack of closure).
The bad:
- Everything you do in the mission is essentially a leftover and a heavily cut down version of what they had originally planned. "Clearing out the Reaper stronghold",defending the missiles,the run to the beam....all of this is just the core idea of how the mission (including the story) was supposed to go. And yes,there were supposed to be quite a lot of variations depending on your assets and your EMS.
Don't believe me? Check the original script,most of the original mission is there.
- Generally painfully rushed.
- Lack of War Assets.
- Pales in comparison to the rest of Mass Effect 3,in all aspects.
- Reused voice actors (Keneth from the Normandy).
- Reused soundtrack. Over and over again (The Battle for Earth).
- Ridiculously bad writing and dialogue.
- Reused buildings and assets. There were literally two exact buildings placed all over the level.
- Possibly the worst level design used in a final mission I've ever seen.
- Broken story with quite a few plot holes.
- Bad performance from some voice actors. Partially fixed in the EC,though.
- Unnecessary "depressing" and "sad" tone throughout the whole mission. Completely missed the mark,and completely contradictory to what the rest of ME3 was building up to. Not to mention Bioware's emphasis on "Retaking Earth" during the marketing campaign. After all,they based an entire cinematic (Take Earth Back) on the conclusion of ME3.
- All cutscenes,with the exception of the opening cinematic,are exactly the same no matter what you did throughout the trilogy or how high or low your EMS was.
- "The Fleets Arrive" cinematic was disappointing and obviously rushed.
- "This is it." (Get it?
)
- Ithurael aime ceci
#56
Posté 04 février 2015 - 11:20
The good:
....
*awkward silence*
Well,I personally liked the EC epilogues,especially the Control and Synthesis ones (despite their lack of closure).
The bad:
- Everything you do in the mission is essentially a leftover and a heavily cut down version of what they had originally planned. "Clearing out the Reaper stronghold",defending the missiles,the run to the beam....all of this is just the core idea of how the mission (including the story) was supposed to go. And yes,there were supposed to be quite a lot of variations depending on your assets and your EMS.
Don't believe me? Check the original script,most of the original mission is there.
- Generally painfully rushed.
- Lack of War Assets.
- Pales in comparison to the rest of Mass Effect 3,in all aspects.
- Reused voice actors (Keneth from the Normandy).
- Reused soundtrack. Over and over again (The Battle for Earth).
- Ridiculously bad writing and dialogue.
- Reused buildings and assets. There were literally two exact buildings placed all over the level.
- Possibly the worst level design used in a final mission I've ever seen.
- Broken story with quite a few plot holes.
- Bad performance from some voice actors. Partially fixed in the EC,though.
- Unnecessary "depressing" and "sad" tone throughout the whole mission. Completely missed the mark,and completely contradictory to what the rest of ME3 was building up to. Not to mention Bioware's emphasis on "Retaking Earth" during the marketing campaign. After all,they based an entire cinematic (Take Earth Back) on the conclusion of ME3.
- All cutscenes,with the exception of the opening cinematic,are exactly the same no matter what you did throughout the trilogy or how high or low your EMS was.
- "The Fleets Arrive" cinematic was disappointing and obviously rushed.
- "This is it." (Get it?
)
The only non-peer reviewed mission in the entire game and written by Mac Walters... it fits right in there with his Foundation comics.
- Ithurael et Orikon aiment ceci
#57
Posté 05 février 2015 - 09:16
#58
Posté 05 février 2015 - 03:50
-Saying goodbye to your Squadmates and friends, even better if your love interest is being evacuated by the normandy before the beam(extended cut only)
The bad:
-No badass final boss battle (marauder shields and the three husketeers dont count, thats just ripping off COd 4 modern warfare), i dont care if its "gamey" as said by the developers (look at the final hours of me3 documentary), just send a harvester dragon controlled by harbinger blocking our way to the beam or something.
-No epic soundrack playing in the background. They could have put the suicide mission in the background instead (or did a variation remix of it, I mean, look at halo 3, some of their battle songs are rip offs from halo 1)
-War assets? (I mean, i love collecting them but to me, its just another codex, would like them to influence the game more besides the extended cut ending)
-The ending (pre extended cut ONLY)
- Orikon aime ceci
#59
Posté 05 février 2015 - 04:19
The good:
-Saying goodbye to your Squadmates and friends, even better if your love interest is being evacuated by the normandy before the beam(extended cut only)
The bad:
-No badass final boss battle (marauder shields and the three husketeers dont count, thats just ripping off COd 4 modern warfare), i dont care if its "gamey" as said by the developers (look at the final hours of me3 documentary), just send a harvester dragon controlled by harbinger blocking our way to the beam or something.
Anderson reports that Hammer has broken through the Reaper defenses, and all units are converging on the facility. Victory is almost certain!
Suddently, Hackett breaks in over radio. Reaper reinforcements are incoming.
CUTSCENE:
A second Reaper fleet arrives in orbit of Earth. Harvesters start launching from the Reapers, and descend towards earth in a massive swarm.
Conversation:
Shepard / Hackett / Anderson decide to move quickly to organize a defense to hold off the Reapers in orbit from reaching the Citadel and to keep the Harvesters away from the London facility.
GUI:
Hammer resolution: summary of performance of the Hammer striketeam and casualty report.
Shield planning: assign strike teams for orbital and planetary operations to defend against the Reaper counterattack. (Suicide Mission FTW)
CUTSCENE:
Shield setup. The device and its escorts enter Sol and move to engage the Reapers.
Conversation:
The APC comes to a stop at the edge of the massive crater which contains the facility.
Shepard decides whether or not his team will accompany him in the final run to the device. (Probably why the squadmates didn't appear pre-EC)
Harvesters start landing in the crater. Anderson reinforces that they can't stay and fight - the Harvester swarm is virtually endless. They just need to get Shepard to the beam at all costs. Anderson and his team will cover one side of Shepard's approach, the henchmen the other side.
Action Moment / Cutscene:
A harvester lands almost on top of Shepard, knocking him down. The Harvester attacks, and Shepard scrambles to avoid it.
Suddenly, gunfire starts hitting the Harvester, distracting it. The henchmen appear, firing at the harvester, trying to get its attention. It moves to attack them - they shout for Shepard to go for the beam, and disappear, chased by the Harvester.
Shepard runs to the beam, ducking around more fire from landing Harvesters, and leaps into the beam.
- zeypher, KrrKs, Vanilka et 1 autre aiment ceci
#60
Posté 05 février 2015 - 04:27
^huh.
Interesting. Not super epic or mechanically sound (eg utilizing war assets) but still better than the derp fest that we got.
- Orikon aime ceci
#61
Posté 05 février 2015 - 04:43
In that case,I think you'll like this.
[Original script - Priority:Earth (Run to the beam)]
Anderson reports that Hammer has broken through the Reaper defenses, and all units are converging on the facility. Victory is almost certain!
Suddently, Hackett breaks in over radio. Reaper reinforcements are incoming.
CUTSCENE:
A second Reaper fleet arrives in orbit of Earth. Harvesters start launching from the Reapers, and descend towards earth in a massive swarm.
Conversation:
Shepard / Hackett / Anderson decide to move quickly to organize a defense to hold off the Reapers in orbit from reaching the Citadel and to keep the Harvesters away from the London facility.
GUI:
Hammer resolution: summary of performance of the Hammer striketeam and casualty report.
Shield planning: assign strike teams for orbital and planetary operations to defend against the Reaper counterattack. (Suicide Mission FTW)
CUTSCENE:
Shield setup. The device and its escorts enter Sol and move to engage the Reapers.
Conversation:
The APC comes to a stop at the edge of the massive crater which contains the facility.
Shepard decides whether or not his team will accompany him in the final run to the device. (Probably why the squadmates didn't appear pre-EC)
Harvesters start landing in the crater. Anderson reinforces that they can't stay and fight - the Harvester swarm is virtually endless. They just need to get Shepard to the beam at all costs. Anderson and his team will cover one side of Shepard's approach, the henchmen the other side.
Action Moment / Cutscene:
A harvester lands almost on top of Shepard, knocking him down. The Harvester attacks, and Shepard scrambles to avoid it.
Suddenly, gunfire starts hitting the Harvester, distracting it. The henchmen appear, firing at the harvester, trying to get its attention. It moves to attack them - they shout for Shepard to go for the beam, and disappear, chased by the Harvester.
Shepard runs to the beam, ducking around more fire from landing Harvesters, and leaps into the beam.
This was in the original script? Seriously! If this is true then bioware had a wasted opportunity....
- SilJeff et Orikon aiment ceci
#63
Posté 05 février 2015 - 05:09
Copy-pasted from the script.
Source (if you wanna check it out for yourself just word search "GUI" and you'll find it)
Dont worry, i believe you. I knew there was something cut out from the final product as soon i found out about the ending fiasco.
This is a total facepalm right here.
- Ithurael et Orikon aiment ceci
#64
Posté 05 février 2015 - 06:37
Forgot one thing. Anderson on the Citadel. How? When? Why didnt he get out at the same place Shepard did?
here is my opinion:
1. Anderson came up right behind Shepard. He didn't go up at the same time, this will become important later in this post.
2. Take a look around the chasm when you're walking to the center place where Anderson is and TIM later appears. You can see things shifting [Anderson makes note of this and says the place is changing]. I think the central room where the controls are can rotate, like a wrench rotates around a screw. I think those huge flat panels are the gears that makes the room spin. Now, I don't think it is constantly spinning, but rather it can tell [I'm not saying it is sentient, but rather programmed to detect when someone gets near the end of the hallway shepard walks to] when someone nears the room, and shifts to it. Until someone wants to go into that control room [such as a Keeper reacting to the reaper signal and goes to activate the citadel relay before the protheans severed the connection], it stays in place.
3. Because Anderson didn't go up with shepard at the same time, he probably was sent to a different identical hallway [I imagine that central room to be the hub of several hallways like the one Shepard entered]. Maybe the beam switches hallways each time, as to keep the amount of harvest victims/bodies a roughly even amount per hallway.
4. Anderson got a head start on walking to the end of the hallway, so the central room rotated to his hallway first, so he could be there by the time shepard got to the end of his hallway. Then when the room rotated to him, Anderson would already be there.
5. I think TIM was in a separate hallway from both Anderson and Shepard, waiting for orders from the reapers [he is indoctrinated after all]. Then when told, he too walked to the end of his hallway, and thus was also able to enter the room. Since shepard was already in the room, he wouldn't notice it rotating.
#65
Posté 05 février 2015 - 07:28
- the what-the-crap evac scene. I couldn't stop laughing hearing femshep call for the Normandy and actually seeing it in front of the beam. What a joke. All that to explain how both squadmates got back on the Normandy. Priceless. I would rather they explain how Steve got back on the Normandy. The other was to put in another goodbye when the goodbye was already said a short time ago. I wanted Harbinger to fire on the Normandy.
Reading this made me wonder - if the Normandy can just drop down in front of the beam, right in front of Harbinger, and not be shot at. Why didn't they just do this in the first place?
Shepard: "Hey guys, we need to make it to the beam, we'll have to travel all through London, fire off a few missiles, distract the....".
Joker: "Wait wait wait. Why don't I just fly us all in there? I can set us down right at the front of the beam. Remember that Reaper IFF we had installed? Yeah, we'll be completely invisible to them. The whole team can jump out and into the beam, right?"
Shepard: "Wait. What? That'll work?".
- Jukaga, Ithurael, Orikon et 1 autre aiment ceci
#66
Posté 05 février 2015 - 07:41
Also... do they really have red phone booths in 2185? Or were those put there for the benefit of us Americans. If the latter, I'm insulted.
- iM3GTR aime ceci
#67
Posté 05 février 2015 - 07:48
Also... do they really have red phone booths in 2185? Or were those put there for the benefit of us Americans. If the latter, I'm insulted.
There's about 6 left, mainly for tourists to do photos in. So yes, I assume it is for Americans to realise they were in London. Surprised they didn't have the Coldstream Guards manning the FOB.
- Jukaga et iM3GTR aiment ceci
#68
Posté 05 février 2015 - 07:54
This was in the original script? Seriously! If this is true then bioware had a wasted opportunity....
I always had a feeling that War Assets was supposed to work like that but that Bioware simply couldn't make it work this time due to the time constraints.
They said on a panel two years ago that they almost gave up on the Suicide mission checking for variables and such because they could just barely get it to work. Such a shame.
Sometimes I think they would've been better off just not developing ME3 for PS3 for a simultaneous release or something.
#69
Posté 05 février 2015 - 07:56
Reading this made me wonder - if the Normandy can just drop down in front of the beam, right in front of Harbinger, and not be shot at. Why didn't they just do this in the first place?
Shepard: "Hey guys, we need to make it to the beam, we'll have to travel all through London, fire off a few missiles, distract the....".
Joker: "Wait wait wait. Why don't I just fly us all in there? I can set us down right at the front of the beam. Remember that Reaper IFF we had installed? Yeah, we'll be completely invisible to them. The whole team can jump out and into the beam, right?"
Shepard: "Wait. What? That'll work?".
Yep. This is another place where "suspension of disbelief" takes a serious hit ...
#70
Posté 05 février 2015 - 08:16
Also... do they really have red phone booths in 2185? Or were those put there for the benefit of us Americans. If the latter, I'm insulted.
I don't know if they were put there for us Americans, but I do know one thing, they're indestructible. The one booth near the first set of missiles made for excellent cover when fighting the uglies
#71
Posté 05 février 2015 - 08:28
I don't know if they were put there for us Americans, but I do know one thing, they're indestructible. The one booth near the first set of missiles made for excellent cover when fighting the uglies
Having lived in the UK all my life, long enough to remember red phone boxes - they weren't just in London, by the way - I do have to admit, they did feel damn near indestructible. Not sure what they were made of, but it felt like solid steel.
#72
Posté 05 février 2015 - 08:36
Having lived in the UK all my life, long enough to remember red phone boxes - they weren't just in London, by the way - I do have to admit, they did feel damn near indestructible. Not sure what they were made of, but it felt like solid steel.
Those doors, so heavy! It's like they were nicked from a submarine!
#73
Posté 05 février 2015 - 09:41
Before that it was utterly mediocre, failing to make use of any of the war assets and devoid of choices.
Not a particular fan of the forced gloomy goodbyes, the phoned in goodbyes from the me2 cast they couldn't even both to include in person. On a generous day I might give the whole thing 1/10.
- Jukaga, themikefest et Calinstel aiment ceci
#74
Guest_john_sheparrd_*
Posté 05 février 2015 - 09:48
Guest_john_sheparrd_*
Well everything from the utterly stupid 'let's try and charge this beam' was an utter trainwreck full of holes and on rails.
Before that it was utterly mediocre, failing to make use of any of the war assets and devoid of choices.
Not a particular fan of the forced gloomy goodbyes, the phoned in goodbyes from the me2 cast they couldn't even both to include in person. On a generous day I might give the whole thing 1/10.
yep the whole last mission is pure garbage
its VERY clear that they ran out of time at the end so they had to rush it like hell
#75
Posté 06 février 2015 - 12:40
Reading this made me wonder - if the Normandy can just drop down in front of the beam, right in front of Harbinger, and not be shot at. Why didn't they just do this in the first place?
Shepard: "Hey guys, we need to make it to the beam, we'll have to travel all through London, fire off a few missiles, distract the....".
Joker: "Wait wait wait. Why don't I just fly us all in there? I can set us down right at the front of the beam. Remember that Reaper IFF we had installed? Yeah, we'll be completely invisible to them. The whole team can jump out and into the beam, right?"
Shepard: "Wait. What? That'll work?".
Exactly. Not to mention that if the beam goes through space,we could have just jumped from the Normandy directly into the beam,without having to land on Earth in the first place. Plus jumping from the Normandy in middle of a huge space battle would make for a much better cutscene than Shepard just limping towards the beam and killing Marauder Shields.





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