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Bioware: Please No ME3 Ending in ME:A


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#76
Han Shot First

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I never really understood how people couldn't get the Soprano's ending like that. It doesn't even require critical thinking. So either people are critically stupid beyond belief, or they just weren't paying attention to what was happening in that scene.

It was a brilliant ending. And it was a reminder that you never know when the end is gonna come. One moment you're having a conversation, and the next you're

 

It took me a second watch to notice that every time the bell rings on the door as a patron enters, the camera switches from an external view of Tony & his family to one from his perspective as he looks at the door. The last bell of course is Meadow entering, followed by the black screen. 

 

I thought that was brilliant, particularly since as you mentioned...it calls back to the line of dialogue earlier in the season.



#77
NM_Che56

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Care to explain how they could take one of the writers of the endings fiasco and promote him to overall lead in MEA then?

Because outside our little nerd colony, most people didn't have a "traumatic" response to the endings.  

 

Also, the game achieved a high (critics) metacritic aggregate (something that's very important to EA) and sold very well.  As of May 2012, the game made more than $200 million dollars (http://www.videogame...m_in_sales.html).  Given that was nearly 4 years ago, one could imagine that number has grown substantially. 

 

So that's how.  The numbers.  It's all in the numbers and not in subculture butthurt.



#78
NM_Che56

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It took me a second watch to notice that every time the bell rings on the door as a patron enters, the camera switches from an external view of Tony & his family to one from his perspective as he looks at the door. The last bell of course is Meadow entering, followed by the black screen. 

 

I thought that was brilliant, particularly since as you mentioned...it calls back to the line of dialogue earlier in the season.

Some people need to have everything handed to them and wrapped up in a nice bow.  Ambiguity is problematic for some folks.


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#79
AlanC9

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I don't get it? What was space magicky about the Normandy getting blown out of the sky and then prosthetic advances being used to rebuild Shepard? How is that in the same ballpark as a weirdo electronic kid that commands giant sentient space vehicles that destroy civilizations unless someone grabs console and types kill -9?


Don't be silly. Shepard's resurrection is conceptually impossible -- after the length of time she was dead, there'd be no way to reconstruct the decayed neurons in her brain to restore anything resembling the original memories and personality. The data just wouldn't be there. Hence, space magic.

Meanwhile, a computer controlling sentient space vehicles , even if it has bizarre programming, is not space magic. There's space magic in the ending, but that isn't it.

#80
Iakus

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Don't be silly. Shepard's resurrection is conceptually impossible -- after the length of time she was dead, there'd be no way to reconstruct the decayed neurons in her brain to restore anything resembling the original memories and personality. The data just wouldn't be there. Hence, space magic.

 

Hell must be freezing over, we agree on something  :P


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#81
AlanC9

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It's not about wish fulfillment.  It's about telling a coherent story.  The story itself might be a wish-fulfillment one.  But that is not necessarily the case.  It's about having the freedom to tell a happy or tragic story depending on the choices you make.  As it is, no matter how perfect a run Shepard has through the three games, he or she is going to hit a brick wall with the Catalyst.  FailShep is the one the ending caters to.  Not a successful one.


Remember, though, that we have a fundamental disagreement on whether storytelling ought to be the player's job in the first place. (In my ideal RPG I wouldn't get enough information to even consider doing this until the fifth or sixth run, and it would never be possible to do consistently.) Though in this case we end up with the same substantive position on the ending anyway -- it is a mismatch with the rest of the series. I don't think that the way the rest of the series handled choice was very good, so the mismatch doesn't bother me. But even if you're fixing what's broken, the last five minutes probably isn't the place to do it.
 

Synthesis should never have existed as an option, let alone as the "ideal" one.  Moral acceptability aside, it was never something the trilogy ever explored, save perhaps in Reaper reproduction.


Well, Saren excepted. But yeah, it's regrettable that they didn't go with Shepard upgrading himself with Reaper tech. You've seen that concept art, right?

#82
Iakus

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Remember, though, that we have a fundamental disagreement on whether storytelling ought to be the player's job in the first place. (In my ideal RPG I wouldn't get enough information to even consider doing this until the fifth or sixth run, and it would never be possible to do consistently.) Though in this case we end up with the same substantive position on the ending anyway -- it is a mismatch with the rest of the series. I don't think that the way the rest of the series handled choice was very good, so the mismatch doesn't bother me. But even if you're fixing what's broken, the last five minutes probably isn't the place to do it.
 

I come from a tabletop tradition, where cooperative storytelling is very much an aspect of role-playing games.  Possibly the defining aspect (certainly not the simulation of dice rolling).  and cRPGs are a continuing struggle to achieve that experience.  

 

Especially those games that tout the whole "choices and consequences" aspect.

 

 

Well, Saren excepted. But yeah, it's regrettable that they didn't go with Shepard upgrading himself with Reaper tech. You've seen that concept art, right?

I saw it.  And I can't for the life of me figure out why that would be necessary.  I already think TIM was holding the Villain Ball in doing that to himself.



#83
Killdren88

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I doubt that they will. ME3's Ending was the result of two pretentious writers who couldn't see their own faults and refused to allow anyone else on the staff look at it. I doubt that they will make the same mistake again. I am confident that one gets alone time with the scripts at Bioware anymore.
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