I never really got the sense that the Reapers were this unstoppable thing in any of the games:
ME1 ends with the one Reaper we meet getting blown up, a lot of people died but it did set a precedent that they could be overcome through the themes of the game.
I don't see how you can call the Reapers anyway unbeatable in ME2. Their proxies, the Collectors, come off like the villains in a Chuck Norris movie -- nonsensical and there to be mowed through. ME2 is so much about empowering the player straight from the very first scene that nothing comes off as too large an obstacle for bigdamnhero Shepard and the magnificent 12 to shoot their way through. Not to mention that the Reaper that does show up is unintentionally comedic looking.
ME3 has too many tone shifts. There are great moments like the ruin of ships over Earth and the shot of half of Palaven on fire. Unfortunately, these scenes are too near the beginning. Half the rest of the game is spent mowing through Cobra Command Cerberus, and more than half the game over indulges in TPS bravado. Like Shepard and Anderson arguing on Earth about staying when there's a Reaper just out of scene, fighting Reapers on foot and winning, Space Ninjas, etc; these moments undercut the Reapers being unstoppable. It's also a problem that Cerberus steals so much of the limelight.
There's also some awkwardness that comes from the game's mechanics. There's a bar that literally measures something called 'Effective Military Strength' that largely only goes up. The campaign pushes the multiplayer where you will slay thousands of Reapers -- you know, it really diminishes an enemy in a video game when they only engage the player with easily disposable mooks. Not to mention that screen you get when you open the game that says the Reapers are being pushed back.
Ultimately, the game feels like it's building up to the end of that Take Back Earth trailer. Where everyone hops into their tanks to punch the Reapers in the face. Priority: Earth isn't that, but I can't say it feels desperate either. The mission is a slog, where Shepard just walks through a linear series of corridors killing waves of enemies, just like the rest of the game, only now there's slightly more enemies. I think the mission is missing context. For most of it we hardly see any one else, what's happening to them, how close we are to the Conduit, etc. When something comes over the radio about 80% casualties it feels like 80% of ten people. There's just nothing visceral about it. I think it's why I like the beam run so much (despite the fact that it's an easily broken facade). It actually feels desperate -- there's just something about suicidal charges. But that impact isn't from the writing, it's just the way the literal set piece is laid out: the music, the impact of Harbinger's beams shaking the ground, etc.





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