Virmire style?
Roderick dies
whoopty freakin do
the guy who you had zero reason to like and many reasons to dislike until Cole/Dorian gives you his last words died
So. It does not mean you did not go through the darkest hour.
it was still a fairly crappy "darkest hour"
Ok fair enough. You are correct that "mundane" isn't a good adjective to use.
Still, until we learn more about the truth of the Elven pantheon, I'd venture to say that he's no more powerful than they are and they're likely not deities at all.
And his entire goal was to get that power.
It's not really concrete numerical losses I'm getting at, but a sense of tension and desperation.
If I'm using Mass Effect as a comparison, Inquisition lacks as much of a sense drama when it comes to that defeat.
Mass Effect wasn't any better at it either
Mass Effect wasn't any better at it either
ME2 and ME3 were better at it
the Suicide Mission for example worked really well, because there was a very real chance of losing multiple squadmates, and if you were particularly bad, Shepard
whoopty freakin do
the guy who you had zero reason to like and many reasons to dislike until Cole/Dorian gives you his last words died
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ME2 and ME3 were better at it
the Suicide Mission for example worked really well, because there was a very real chance of losing multiple squadmates, and if you were particularly bad, Shepard
the Suicide Mission did work well I agree, ME3 however I felt nothing that whole game outside of Tuchanka
If BioWare was interested in going down that route, there's no point in them even having conflicts and antagonists at all. They may as well just have games that consist of 'talk to your friends about stuff' for 50 hours.
Yes, it's really bad.
Not at all. The entire point of the games story was to show the player everything wrong with thedus and revile the truth of much of what's going on. That we may not have all the answer. The story is about the truth in what ever of it's many forms it is and what you do once you know it.
Virmire style?
Roderick dies
Perhaps they needed something more cinematic. And the loss of someone more sympathetic in addition to Roderick.
Of course, it's a matter of taste. I'm not saying it wasn't the Inquisition's darkest hour, just that it lacked the sense of true peril and desperation that I would have liked. It's more about flavor and feeling than something concrete and measurable.
which is completely brought down throughout the entire game, and I get that is most likely the message the writers wanted to send, but it still makes for an underwhelming main ending conclusion
Cory maybe the person making the plot move but the point was not about just him. It's about what he represented and the issues of Thedus.
ME2 and ME3 were better at it
the Suicide Mission for example worked really well, because there was a very real chance of losing multiple squadmates, and if you were particularly bad, Shepard
True, but the entirety of ME2 revolved around recruiting companions and attaining their loyalty for the Suicide Mission.
The function of loyalty was the major factor in determining success rates of the Suicide Mission. So basically the entire premise of the game led up to that point.
DAI doesn't flow the same way.
the Suicide Mission did work well I agree, ME3 however I felt nothing that whole game outside of Tuchanka
it still did a better job of portraying a fight with super powered enemies than DA:I
if ME3 had followed the same story arc, we wouldn't have used the Crucible at all, we'd have won conventionally
Cory maybe the person making the plot move but the point was not about just him. It's about what he represented and the issues of Thedus.
yes, and it was underwhelming
it was still a fairly crappy "darkest hour"
Not really. You near lost everything and you base. It just that it was resolved quickly by a living deus ex machina.
yes, and it was underwhelming
Not at all. The fight may be but not the point. Your looking at the last fight as the major point of the story, which it was not. That was when you meet Flemeth.
True, but the entirety of ME2 revolved around recruiting companions and attaining their loyalty for the Suicide Mission.
The function of loyalty was the major factor in determining success rates of the Suicide Mission. So basically the entire premise of the game led up to that point.
DAI doesn't flow the same way.
I'd argue it doesn't really flow at all, its a messy mix of fanservice, poorly thought out inclusion of alternate media, and dumbed down mechanics, that manages to stay afloat with the characters and beautiful environments with some genuinely good missions and writing
the Suicide Mission did work well I agree, ME3 however I felt nothing that whole game outside of Tuchanka
I wish something in this game had made me feel as much as I felt during the mission on Tuchanka.
It was the only time I cried during the whole series.
Edit: No that's not quite true...There was Legion.
Not really. You near lost everything and you base. It just that it was resolved quickly by a living deus ex machina.
and if this was a book it'd be completely undone on the next page.
Perhaps they needed something more cinematic. And the loss of someone more sympathetic in addition to Roderick.
Of course, it's a matter of taste. I'm not saying it wasn't the Inquisition's darkest hour, just that it lacked the sense of true peril and desperation that I would have liked. It's more about flavor and feeling than something concrete and measurable.
Fair enough. I wouldn't have been opposed to something grittier and darker myself.
Perhaps they felt that the loss of a companion was premature in the story. It only worked in ME1 because of the small cast and the fact that you had them both from the first mission. It doesn't translate well.
Not at all. The fight may be but not the point. Your looking at the last fight as the major point of the story, which it was not. That was when you meet Flemeth.
No, she has too little screen time and impact to be anything more than the source of fun speculation for the lore fans, the game itself revolved around Corypheus and how he was emblematic of the state of Thedas and it made for a weak main plot
Nothing's worse than an ending that fails to even make an attempt to say anything meaningful about the central conflict, the fundamental core of the story.
Then you looking at the wrong part of the story. That happens when you meet and talked to Flemeth. The fight with Cory was just to close things out, nothing more.
Not really. You near lost everything and you base. It just that it was resolved quickly by a living deus ex machina.
The second part hardly speaks in it's favor.
And that's just it. You're measuring the loss as something calculable. You lose Haven, you lose resources.
But what is Haven itself to you? It's a writers job to give you a reason to care about those resources, to show you the loss of life in a way that carries weight.
::shrug:: It just fell a little flat for me.
This is what I meant by applying standards willy nilly. Its hard enough making a AAA video game that allows player choice, where did this requirement for a literate "masterpiece" come from? Why does the final battle with Corypheus require a meaningful comment on the central conflict? There was enough of that at the Temple of Mythal when getting to the Well of Sorrow.If BioWare wants to make masterpieces or anything close to them and continue to generally be considered a company with a strong focus on good writing, it's absolutely necessary.
...
But what is Haven itself to you? It's a writers job to give you a reason to care about those resources, to show you the loss of life in a way that carries weight.
The fact that this is true for a lot of people is more than a little horrifying to me.
can you elaborate
(preferably without a wall of text that puts my term papers to shame?)