but it wouldn't actually change anything.
No, it wouldn't. That's why I can still be OK with the basic ideas. But presentation is still important for games (or action).
Guest_StreetMagic_*
but it wouldn't actually change anything.
No, it wouldn't. That's why I can still be OK with the basic ideas. But presentation is still important for games (or action).
Maybe that's not the story the developers felt like telling?
Then they shouldn't crow about player agency and choices mattering. Just call it a TPS and be done with it.
I understand that, but putting Shepard in front of the wall is only part of maintaining "integrity". The shuttle extraction works against that, immensely.
::shrug: your mileage may vary. But since I was specifically talking about what both mods offered (the memorial scene) that's not really relevant to what I was talking about.
The two mods offer different views on how Shepard was rescued. But in the end, they both Show Shepard clearly alive. Rather than leaving it up to "a ray of hope". It helps balance the explicitness of Shepard dying in every other option the player is presented with.
Guest_StreetMagic_*
Then they shouldn't crow about player agency and choices mattering. Just call it a TPS and be done with it.
::shrug: your mileage may vary. But since I was specifically talking about what both mods offered (the memorial scene) that's not really relevant to what I was talking about.
The two mods offer different views on how Shepard was rescued. But in the end, they both Show Shepard clearly alive. Rather than leaving it up to "a ray of hope". It helps balance the explicitness of Shepard dying in every other option the player is presented with.
Maybe stop thinking of it as a ray of hope. You either believe Shepard is that badass or he isn't. It should be effortless. "There is no try."
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Then they shouldn't crow about player agency and choices mattering. Just call it a TPS and be done with it.
In no way does "player agency" or "choices mattering" necessitate that the developers offer a "cliche happy ending."
Nor does not offering it mean people should just throw up their hands and call it a TPS (as if genre wankery is ever important).
In no way does "player agency" or "choices mattering" necessitate that the developers offer a "cliche happy ending."
Nor does not offering it mean people should just throw up their hands and call it a TPS (as if genre wankery is ever important).
And it in no way necessitates developers offering an "artistic bittersweet" ending when up until that point they were offering an alternative. Those darn "choices" ![]()
If they want to take the reins and say "no, this is how it needs to end" fine, but be upfront about that from the start. Don't bother telling me it's my character or my choices drive the narrative.
Because yeah, that "genre wankery" (your words) are kinda important when it comes to which developers to trust.
Maybe stop thinking of it as a ray of hope. You either believe Shepard is that badass or he isn't. It should be effortless. "There is no try."
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What I wanted is my Shepard to be smart. To recognize this was an idiotic situation and find another way.
Not dumb enough to walk into a fireball. ![]()
I was actually referring to the memorial scene, which bothmods have.
Shepard is shown clearly alive. Even without Shep speaking, it provided the "clarity and closure" a lot of people craved.
Guest_StreetMagic_*
What I wanted is my Shepard to be smart. To recognize this was an idiotic situation and find another way.
Not dumb enough to walk into a fireball.
Where you see dumb, I see crazy.
I played head-to-head chicken once in a car though, so I can kinda relate. ![]()
Maybe stop thinking of it as a ray of hope. You either believe Shepard is that badass or he isn't. It should be effortless. "There is no try."
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Where you see dumb, I see crazy.
Where some folks see dumb and crazy, I see someone Not Afraid To Die.
Guest_StreetMagic_*
It was effortless for me. Then again, I wasn't particularly invested in Shepard's survival. There does seem to be an inverse correlation there.
I actually picked Synthesis the first time, tbh... and then.. regretted it. I got too attached to EDI. I started with the EC and it made me realize how ridiculous it was.
Guest_StreetMagic_*
Where some folks see dumb and crazy, I see someone Not Afraid To Die.
Yeah, I haven't attained that level of badassery. In that case above, I ducked in my car and went straight for that guy... and I was hoping that by bracing myself, I'd live.
And then.... nothing happened. He swerved right at the last second. I got up and saw him going all over the place in the rear view.. and yelled at the top of my lungs. It was pretty awesome... I was stll alive. i was happy about that. ![]()
Where some folks see dumb and crazy, I see someone Not Afraid To Die.
I wasn't afraid to die, especialy since I didn't give it any thought, when I was in combat in 1991, but I for one would not of walked towards something that can blow up in my face while shooting at it when I could shoot at it from 50 feet away
And it in no way necessitates developers offering an "artistic bittersweet" ending when up until that point they were offering an alternative. Those darn "choices"
If they want to take the reins and say "no, this is how it needs to end" fine, but be upfront about that from the start. Don't bother telling me it's my character or my choices drive the narrative.
Because yeah, that "genre wankery" (your words) are kinda important when it comes to which developers to trust.
If you want a cliché happy ending whatever the story is, it's just because you ignore the story, you don't care about it, that's all. Choices mattered in Mass Effect and the narrative was driven by it. Not the way you wanted it to be but it was.
Guest_StreetMagic_*
I wasn't afraid to die, especialy since I didn't give it any thought, when I was in combat in 1991, but I for one would not of walked towards something that can blow up in my face when I could do it 50 feet behind me
There must be a reason for it.... I just haven't figured it out.
Like Control evokes "grabbing the bull by the horns" in a way. Synthesis is open armed... free falling.. There's no fight -- or no desire to fight - left in him. But Destroy.... I don't know what it's really trying to say. For now, I just call it crazy.
What I wanted is my Shepard to be smart.
Then I question how you even made it to ME3 in the first place instead of quitting the franchise long ago.
I wasn't afraid to die, especialy since I didn't give it any thought, when I was in combat in 1991, but I for one would not of walked towards something that can blow up in my face while shooting at it when I could shoot at it from 50 feet away
Shepard was already having major issues with aiming while getting to the Conduit. Getting closer to pop the tube under those circumstances doesn't bother me.
There must be a reason for it.... I just haven't figured it out.
Like Control evokes "grabbing the bull by the horns" in a way. Synthesis is open armed... free falling.. There's no fight -- or no desire to fight - left in him. But Destroy.... I don't know what it's really trying to say. For now, I just call it crazy.
Control I can see with the handles. Synthesis I would believe a blood sample from Shepard would be enough, but apparently its not. But shooting the tube is a what-the-heck moment.
Guest_StreetMagic_*
Control I can see with the handles. Synthesis I would believe a blood sample from Shepard would be enough, but apparently its not. But shooting the tube is a what-the-heck moment.
Maybe they just didn't want it to look more "cowardly" than Control and Synthesis.
Too bad we didn't play as Garrus... "Never saw me coming!"
Shepard was already having major issues with aiming while getting to the Conduit. Getting closer to pop the tube under those circumstances doesn't bother me.
That's a lame excuse. I didn't have to move at all to kill the 3 husks and they didn't get near me at all. As strong willed as Shepard is, especially my femshep, she would be able to hit that tube from 30, 40 even 50 feet away. But no, Bioware has to assume direct control over my femshep.
That's a lame excuse.
I don't think so, especially since more time has passed.
If Shepard is having aiming issues, she can lower herself to one knee to give herself better balance and shoot at the tube hitting it, then take a moment to realign her sights and fire at the tube again and keep doing that till the tube goes boom
If Shepard is having aiming issues, she can lower herself to one knee to give herself better balance and shoot at the tube hitting it, then take a moment to realign her sights and fire at the tube again and keep doing that till the tube goes boom
Guest_StreetMagic_*
Yeah, I'm just going to stick with crazy.
And it in no way necessitates developers offering an "artistic bittersweet" ending when up until that point they were offering an alternative. Those darn "choices"
The mistake here was never following through with the original promise of "hard choices" from ME1, not that they stopped offering people an easy way out at the end.
Of course it wasn't necessary, but it is what the developers chose to do in their game. Also the principle of a "bittersweet" (or harsher) ending fits quite well with the plot of, you know, an apocalyptic war. If anything the "bittersweetness" should have started much earlier.
If they want to take the reins and say "no, this is how it needs to end" fine, but be upfront about that from the start. Don't bother telling me it's my character or my choices drive the narrative.
Because yeah, that "genre wankery" (your words) are kinda important when it comes to which developers to trust.
It was obvious from 2007 that it wasn't your character and your choices didn't do much.
Even if you did have far more control over your character or a more choice-driven narrative that still doesn't require that people get a rainbow and sunshine ending, in fact the exclusion of it could be applauded depending on the story.