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ME2's alleged faults and impact on ME3 and Reaper story


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#76
Mlady

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Hey, I was arguing back in 2010 that ME2 did nothing to advance the overall plot.  And how wtf-inducing Cerberus' metamorphosis was.  :D

 

But given ME2 dumped just about everything ME1 related, crew and all, I find it surprising people were surprised when ME3 did the exact same thing to ME2's story and crew.  Complete with a brand-spanking-new iteration of Cerberus.

 

But really, I don' think ME3 would have been any better  if they did carry over more stuff.  Because frankly, ME2 was mostly flying around recruiting random people, solving their personal (often daddy-related) issues so everyone can team up (for a given value of "team") to fight bug-people who appear in exactly three missions.

 

Could a "dark energy" ending have been implemented?  Maybe?  Would it have been "better"?  hard to say (though I hardly think it would have been any worse)  But we'll never know because it doesn't sound like it got past an idea stage. We simply don't know what final form it would have had. 

 

Funny thing for me is, after all my time with DAI, ME2 felt like coming home LOL my poor Inquisitor was the babysitter of her companions, so coming into ME2, I was prepared for that. I also found the fetch quests in ME3, where you overhear something and then give it to the person was just like how they did those mini quests in DA2. ME came last for me. I was a DA girl long before ME.



#77
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You're not using "strawman" correctly there. I was not discussing that dark energy idea as a way to attack your idea that ME3 should have used ME2 plot points. I wasn't discussing that at all. I thought MrFob took care of that upthread by pointing out that your proposals didn't actually improve anything, and Dean's working the angle that there's no theoretical possibility for this to work.

And I didn't create the side topic. You posted a bad idea as an example. I pointed out that the idea was bad, and you kept the discussion going. If you didn't want to discuss that bad example itself, you could have simply said: "OK, that was a bad idea" and moved on. If you keep discussing a topic yourself, don't blame others for keeping the topic going.

"Premise" as in "the basic preconditions for the proposed idea." If those preconditions aren't true, adding more details can't help anything; you'd just pile more structure on top of a broken foundation.

 

I saw it as you side tracking the debate about DE (and by extension possible ME2 plot points in ME3) to one about viability about supernova destruction waves opposed to Reaper FTL capabilities (which made a small subset of my suggestion). Example, in this case, points to a possibility. A possibility that can be fleshed out with further details. If you want to nitpick about a subset of my example (which is also a tiny summary of how that suggestion would work out in a fully fleshed story), fine. Go ahead. If you are using it to rubbish the possibility of using DE (or another ME2 plot point in ME3), then it does become a strawman.

 

If you had been on the board of writers of ME3, perhaps the debacle that did happen would not have happened, seeing as the mess we got was after developing a game and story over 2-3 years (rather than one that was conceptualized in 2 minutes and over 2 paragraphs).

 

"Persisted with" is a strange way to describe it. Persist with.... something that was mentioned twice in the course of ME2 and had no real significance there?

So the concept you're pushing is that simply having the words "dark energy" pop up somehow would have fixed something?

 

Not really; I meant improving and adding on to what (little or substantial) was put forward in ME2, rather than creating and hand waving an entirely new concept (Crucible) in ME3.

 

Hey, I was arguing back in 2010 that ME2 did nothing to advance the overall plot.  And how wtf-inducing Cerberus' metamorphosis was.  :D

 

But given ME2 dumped just about everything ME1 related, crew and all, I find it surprising people were surprised when ME3 did the exact same thing to ME2's story and crew.  Complete with a brand-spanking-new iteration of Cerberus.

 

But really, I don' think ME3 would have been any better  if they did carry over more stuff.  Because frankly, ME2 was mostly flying around recruiting random people, solving their personal (often daddy-related) issues so everyone can team up (for a given value of "team") to fight bug-people who appear in exactly three missions.

 

Could a "dark energy" ending have been implemented?  Maybe?  Would it have been "better"?  hard to say (though I hardly think it would have been any worse)  But we'll never know because it doesn't sound like it got past an idea stage. We simply don't know what final form it would have had. 

 

Yeah, if you look at the track record from ME1 to 2 to 3, there is barely enough evidence to show that implementations of 'choices' and 'consequences' were understood, especially over multiple games. Even the grudgingly celebrated Tuchanka and Rannoch arcs were resolved solely in the 3rd game (as self contained stories). Sure they were introduced earlier, but there were no related decisions in prior games that directly affected them in the 3rd.



#78
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But really, I don' think ME3 would have been any better  if they did carry over more stuff.  Because frankly, ME2 was mostly flying around recruiting random people, solving their personal (often daddy-related) issues so everyone can team up (for a given value of "team") to fight bug-people who appear in exactly three missions.

 

 

To add to this, this is what is most infuriating about the transition from 2 to 3. The squad and characters are the most valuable assets of the 2nd game and the 3rd so casually disposes of them.

 

****, if a universe in which Shepard survives is canon, why can't a few select characters get the same treatment? Him dying in 2 and the unavailability of an import in ME3 means nothing because the main protagonist is still Shepard. Not a different character like not-Mordin or not-Legion but the only Shepard of that Universe which has been built up over 2 games.

 

Hopefully, lessons have been learned from that mess. Preserve and build upon your strengths. Leave pseudo-philosophical plot contrivances and grim-dark-wannabe-gothness to those who have a talent for them.


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#79
StarcloudSWG

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 Even the grudgingly celebrated Tuchanka and Rannoch arcs were resolved solely in the 3rd game (as self contained stories). Sure they were introduced earlier, but there were no related decisions in prior games that directly affected them in the 3rd.

 

Reeally? So the conversation on Virmire with Wrex, where he could be killed or saved, had no influence on the outcome of the Tuchanka arc? The decision to save or destroy Maelon's data in Mordin's ME 2 loyalty mission had no effect on the outcome of the Tuchanka arc?

 

The destruction or rewrite of the heretics in Legion's loyalty mission had no effect on the numbers of Geth you faced on the Rannoch missions? Whether Tali was exiled or exonerated in her loyalty mission in ME 2 had NO effect on deciding whether or not peace was a possibility? How about the presence or absence of Legion?

 

None of these directly affected the Tuchanka and Rannoch arcs? Are you sure?


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#80
Mlady

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Reeally? So the conversation on Virmire with Wrex, where he could be killed or saved, had no influence on the outcome of the Tuchanka arc? The decision to save or destroy Maelon's data in Mordin's ME 2 loyalty mission had no effect on the outcome of the Tuchanka arc?

 

The destruction or rewrite of the heretics in Legion's loyalty mission had no effect on the numbers of Geth you faced on the Rannoch missions? Whether Tali was exiled or exonerated in her loyalty mission in ME 2 had NO effect on deciding whether or not peace was a possibility? How about the presence or absence of Legion?

 

None of these directly affected the Tuchanka and Rannoch arcs? Are you sure?

 

Let's not forget Kirahee and Thane. If you don't save Kirahee and let Thane die in ME2 or ignore him in ME3, the Salarian Councilor is killed.


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#81
StarcloudSWG

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Still, the point is taken. Because ME 3 was written to be as stand alone as possible, the entire arc is summarized and resolved in the third game, and there are default states that the story uses.

 

With some benefits to the player's story if previous games were played and imported.



#82
Mlady

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Still, the point is taken. Because ME 3 was written to be as stand alone as possible, the entire arc is summarized and resolved in the third game, and there are default states that the story uses.

 

With some benefits to the player's story if previous games were played and imported.

 

I guess some might play it just for the shooting part for MP also, but for me the story and choices and why certain characters know each other is all missed if you don't play the first 2. Heck I just bought the trilogy in Nov and the first one I played was ME1. I wanted to know my squadmates and feel connected to the story.

 

If I played ME3 alone, I could easily wrap up the story but there are certain things you miss if you just play it first and I even noticed hidden dialogue only heard if you do insignificant missions in the previous games. The world just becomes more believable and interactive if you take the time to explore each game and import you own perosnal choices you witnessed your character make. Maybe it's just me *shrugs* but that feels more rewarding despite their intentions to make ME3 a standalone game for newcomers.



#83
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Agree with Kathryn. One of the major faults of ME3 was that they forced the "best place to start" thing, which was done purely for marketing reasons (i.e. it was stupid).

 

The problem here is that on the one hand, trying to force this idea put some really heavy constraints on the writers who were in enough trouble as it was.

On the other hand, it just didn't really work either because either you don't really care about the whole story and then it doesn't make a difference or you do care about the story and then there is just no reason you wouldn't at the very least have played ME2. The lore of ME is so massive by the time ME3 rolls around that there is no way to capture it all for people who are new. IMO they shouldn't even have tried.

 

Look how Assassins Creed Brotherhood starts. If you didn't play AC2, you'll be so completely lost, you probably won't even get through the tutorial. Was that a problem for the game? Of course not because people would have played AC2. If you want to make a trilogy (or any coherent series for that matter), there is no way around going all in and make sure that your previous games are good enough that you can assume that there will be enough of an audience so that you don't need to jeopardize continuity for the sake of adding new people at the last minute who are not willing to catch up.

 

Ultimately, this shows a great deal of insecurity and a lack of respect for your own work, which the ME series really did not deserve. I tend to lean in the direction that this was a management issue more than a development issue though. It looks to me like there were too many choices made for the sake of marketing rather than for the sake of the product itself.

 

That said, I think given all these constraints that were put on the writers, the Tuchanka and the Rannoch arc are brilliantly made. Even if you don't agree with certain aspects of them (and I do have issues e.g. with how the geth are handled), one has to admit that the way the massive impact of ME1/2 choices (different main plot relevant characters, decision options and outcomes) are expertly woven into the new and original plot for these arcs that the game demanded. Just in terms of sheer complexity, the Tunchanka arc for example must have been a massive undertaking and getting it all to come together is indeed a stroke of writing genius, maybe not in every single line of dialogue but at the very least as a whole.


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#84
Abedsbrother

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Mass Effect 2 is my favorite game of the three. But - yeah, if I'm honest, it doesn't tie in that well. Primarily because a real reason for the Collector abductions is never given. Yeah, yeah, baby Reaper, whatever. Why they were making a baby Reaper is never properly explained. Even when Chakwas is rescued and talks about watching bodies being melted into gray liquid and pumped through tubes, Shepard immediately says, "What do they want with our genetic material?" How did (s)he know that's what the bodies were being reduced to? Like there was some bigger explanation coming, but it never happens. Instead we're given, "It's how the Reapers preserve a species before they harvest it."  Mac Walters' additional explanation was just absurd imo. (paraphrasing: "Reapers have similar outsides, but the inner core contains a replica of a harvested species"). Yeah, they wanted to simplify the Reapers for cut-scenes and ease of modeling (lower costs). Doesn't make the explanation any better.

 

Cerberus becoming big and powerful in ME2 actually isn't a problem for me (rachni and possibly funding and/or salvaging Exogeni projects indicate significant resources). And how many Cerberus soldiers do we actually face in ME3? Four squads on Mars, but otherwise they only appear in dribs and drabs - the exceptions being the Citadel Coup, the Ex-Cerberus Scientists mission, Sanctuary (the dead, since Shepard fights Reaper troops for that mission), and of course Chronos station. Strong enough to "divide from within," but only capable of staging a coup on the Citadel with help from within. And when C-sec got their communications back online, Cerberus fled (Bailey's phrase: "They beat feet into the Keeper tunnels.") Big and powerful? Not really imo. They just tend to be wherever Shepard is. Cerberus' size and reach was well-established prior to ME3, but in the Karpyshyn novels, not in ME2.

 

I tend to take the same few squad-mates who set up combos, so more squadmates doesn't necessarily = better. ME1 worked this way, didn't really have a problem that ME3 reverted to it. Would have expected Miranda or Samara to be a part of the crew.

 

Btw, Gianna Parasini also has a line about Dark Energy in ME2. Dark Energy would have been the perfect idea - if ME1 hadn't already established the lore that the Reapers built the mass relays. 

 

Maybe the Mass Effect franchise - the first three games, that is - would have fit better inside a 5-act structure instead of three. 


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#85
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Reeally? So the conversation on Virmire with Wrex, where he could be killed or saved, had no influence on the outcome of the Tuchanka arc? The decision to save or destroy Maelon's data in Mordin's ME 2 loyalty mission had no effect on the outcome of the Tuchanka arc?

 

The destruction or rewrite of the heretics in Legion's loyalty mission had no effect on the numbers of Geth you faced on the Rannoch missions? Whether Tali was exiled or exonerated in her loyalty mission in ME 2 had NO effect on deciding whether or not peace was a possibility? How about the presence or absence of Legion?

 

None of these directly affected the Tuchanka and Rannoch arcs? Are you sure?

 

Still, the point is taken. Because ME 3 was written to be as stand alone as possible, the entire arc is summarized and resolved in the third game, and there are default states that the story uses.

 

With some benefits to the player's story if previous games were played and imported.

 

Starcloud, the way you put it, yes, the previous games do have an effect on the 3rd (looking at Tuchanka and Rannoch here). But I would argue that they still (primarily) work like the way saving or destroying the Collector base does by having an effect on the 3rd game (giving you an additional ending choice by way of a checksum).

 

I just finished Rannoch in my current playthrough and did not get an option to make peace between the Quarians and the Geth (apparently because I chose to rewrite them in 2). Now regardless of what I did in 2 (activating Legion, Legion not dying in SM, destroy/rewrite heretics, Tali's LM) the game still starts on the same premise. The Quarians attack and the Geth run to the Reapers with Legion/not-Legion trying to be Pinocchio. And the choice to make peace also depends on whether you have a high enough reputation and whether you do the Geth matrix mission. I see Rannoch (and Tuchanka) as self contained stories of the 3rd building upon the backstory relayed to you in previous games. Whether they should have been central story missions of the game itself is up for debate because then it forces them to *try* to incorporate prior *choices* (I tend to think they should have been resolved organically rather than through the Godly Force of Shepard ™).

 

Anyway, I acknowledge that I am standing on a wavering platform by attacking arguably the 2 best things about ME3's story. But you admitted it yourself in the 2nd post that these arcs were meant to be self contained stories in this game.

 

Agree with Kathryn. One of the major faults of ME3 was that they forced the "best place to start" thing, which was done purely for marketing reasons (i.e. it was stupid).

 

The problem here is that on the one hand, trying to force this idea put some really heavy constraints on the writers who were in enough trouble as it was.

On the other hand, it just didn't really work either because either you don't really care about the whole story and then it doesn't make a difference or you do care about the story and then there is just no reason you wouldn't at the very least have played ME2. The lore of ME is so massive by the time ME3 rolls around that there is no way to capture it all for people who are new. IMO they shouldn't even have tried.

 

Look how Assassins Creed Brotherhood starts. If you didn't play AC2, you'll be so completely lost, you probably won't even get through the tutorial. Was that a problem for the game? Of course not because people would have played AC2. If you want to make a trilogy (or any coherent series for that matter), there is no way around going all in and make sure that your previous games are good enough that you can assume that there will be enough of an audience so that you don't need to jeopardize continuity for the sake of adding new people at the last minute who are not willing to catch up.

 

Ultimately, this shows a great deal of insecurity and a lack of respect for your own work, which the ME series really did not deserve. I tend to lean in the direction that this was a management issue more than a development issue though. It looks to me like there were too many choices made for the sake of marketing rather than for the sake of the product itself.

 

That said, I think given all these constraints that were put on the writers, the Tuchanka and the Rannoch arc are brilliantly made. Even if you don't agree with certain aspects of them (and I do have issues e.g. with how the geth are handled), one has to admit that the way the massive impact of ME1/2 choices (different main plot relevant characters, decision options and outcomes) are expertly woven into the new and original plot for these arcs that the game demanded. Just in terms of sheer complexity, the Tunchanka arc for example must have been a massive undertaking and getting it all to come together is indeed a stroke of writing genius, maybe not in every single line of dialogue but at the very least as a whole.

 

I must agree with the sentiment you present in the first half of your post. Bioware tried to please *everyone* and managed to make it an underwhelming spectacle for everyone. ME2 (and even ME1) put the series on the map. The 2nd game was competing with Red Dead Redemption for GOTY and there is no conceivable way a majority of fans and newcomers to the series wouldn't already have played (or at least heard of the awesomeness of) the middle entry. Indeed, by saying that the preceding two games (or at least the immediate predecessor) would be vital to the 3rd, they could have increased sales. 

 

This seems to be a recurring theme with Bioware decision making that by pretending (or trying) to take care of every thread, they manage to half-ass everything for everyone. This is also reflected in their *intense* desire to cater to every permutation of squad deaths in ME2's SM, thereby destroying (or diminishing) (almost) every character's role in the 3rd.

 

Now, coming to Tuchanka, saving Wrex/killing Wrex, saving the data/deleting the data, Mordin dying/living in ME2 doesn't have an impact on the main Genophage story of ME3, does it? You still have to save Eve, you still synthesize the cure, you still plan to disperse it through the Shroud, you still get an offer to sabotage the operation. I argue that the only thing the previous games do is manage to influence the way you *feel* during this story in the 3rd. Indeed, I think Rannoch has more claim to ME2's decisions having a bigger impact on its arc in 3 than Tuchanka does. I have equal concerns about Tuchanka as I do about Rannoch (magic particles in the air modifying genes of living beings in a matter of seconds vs the Geth having a Pinnochio complex).

 

Again, I repeat, I acknowledge that I am standing on a shaky platform by attacking arguably the 2 best things about ME3's story. Like you said, many of these issues were probably down to marketing decisions taken by management (Bioware rather than EA, IMO).



#86
Mlady

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Starcloud, the way you put it, yes, the previous games do have an effect on the 3rd (looking at Tuchanka and Rannoch here). But I would argue that they still (primarily) work like the way saving or destroying the Collector base does by having an effect on the 3rd game (giving you an additional ending choice by way of a checksum).

 

I just finished Rannoch in my current playthrough and did not get an option to make peace between the Quarians and the Geth (apparently because I chose to rewrite them in 2). Now regardless of what I did in 2 (activating Legion, Legion not dying in SM, destroy/rewrite heretics, Tali's LM) the game still starts on the same premise. The Quarians attack and the Geth run to the Reapers with Legion/not-Legion trying to be Pinocchio. And the choice to make peace also depends on whether you have a high enough reputation and whether you do the Geth matrix mission. I see Rannoch (and Tuchanka) as self contained stories of the 3rd building upon the backstory relayed to you in previous games. Whether they should have been central story missions of the game itself is up for debate because then it forces them to *try* to incorporate prior *choices* (I tend to think they should have been resolved organically rather than through the Godly Force of Shepard ™).

 

Anyway, I acknowledge that I am standing on a wavering platform by attacking arguably the 2 best things about ME3's story. But you admitted it yourself in the 2nd post that these arcs were meant to be self contained stories in this game.

 

 

I must agree with the sentiment you present in the first half of your post. Bioware tried to please *everyone* and managed to make it an underwhelming spectacle for everyone. ME2 (and even ME1) put the series on the map. The 2nd game was competing with Red Dead Redemption for GOTY and there is no conceivable way a majority of fans and newcomers to the series wouldn't already have played (or at least heard of the awesomeness of) the middle entry. Indeed, by saying that the preceding two games (or at least the immediate predecessor) would be vital to the 3rd, they could have increased sales. 

 

This seems to be a recurring theme with Bioware decision making that by pretending (or trying) to take care of every thread, they manage to half-ass everything for everyone. This is also reflected in their *intense* desire to cater to every permutation of squad deaths in ME2's SM, thereby destroying (or diminishing) (almost) every character's role in the 3rd.

 

Now, coming to Tuchanka, saving Wrex/killing Wrex, saving the data/deleting the data, Mordin dying/living in ME2 doesn't have an impact on the main Genophage story of ME3, does it? You still have to save Eve, you still synthesize the cure, you still plan to disperse it through the Shroud, you still get an offer to sabotage the operation. I argue that the only thing the previous games do is manage to influence the way you *feel* during this story in the 3rd. Indeed, I think Rannoch has more claim to ME2's decisions having a bigger impact on its arc in 3 than Tuchanka does. I have equal concerns about Tuchanka as I do about Rannoch (magic particles in the air modifying genes of living beings in a matter of seconds vs the Geth having a Pinnochio complex).

 

Again, I repeat, I acknowledge that I am standing on a shaky platform by attacking arguably the 2 best things about ME3's story. Like you said, many of these issues were probably down to marketing decisions taken by management (Bioware rather than EA, IMO).

 

The thing about Tuchanka is it can go many different ways. If Wrex is dead, his brother is the clan leader and you can safely sabotage the cure without killing him, but if Wrex is the leader and you sabotage the cure, you have to kill Wrex. If you destroy Maelon's data Eve dies so the cure fails. If you keep the data, Eve lives and everyone is cured. If you don't mention the plans to have it sabotaged until the very last minute, you can kill Mordin. Each outcome is all about war assets to aid you in your final choice at the ending, but nothing else except for feeling like a jerk for killing a friend, or happy you saved one, etc... but ME2's choices do change how the Genophage cure ends.

 

As for Rannoch, if you did not help Tali or expose her father, it can alter her fate. If you don't get the Paragon or Renegade options when Legion uploads the code, you are either forced to kill Legion if you stop him or Tali will kill herself if you don't and you can't save both the Quarian and Geth and this is connected to choices you made in ME2.

 

The choices in ME2 do affect your outcome in ME3, but sadly it was all reduced to war assets and nothing more meaningful imo.


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#87
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The thing about Tuchanka is it can go many different ways. If Wrex is dead, his brother is the clan leader and you can safely sabotage the cure without killing him, but if Wrex is the leader and you sabotage the cure, you have to kill Wrex. If you destroy Maelon's data Eve dies so the cure fails. If you keep the data, Eve lives and everyone is cured. If you don't mention the plans to have it sabotaged until the very last minute, you can kill Mordin. Each outcome is all about war assets to aid you in your final choice at the ending, but nothing else except for feeling like a jerk for killing a friend, or happy you saved one, etc... but ME2's choices do change how the Genophage cure ends.

 

As for Rannoch, if you did not help Tali or expose her father, it can alter her fate. If you don't get the Paragon or Renegade options when Legion uploads the code, you are either forced to kill Legion if you stop him or Tali will kill herself if you don't and you can't save both the Quarian and Geth and this is connected to choices you made in ME2.

 

The choices in ME2 do affect your outcome in ME3, but sadly it was all reduced to war assets and nothing more meaningful imo.

 

 

You're right. I overlooked some things like Maelon's data and Eve's fate and others.

 

You're also right about the war assets. But what's done is done. That's the structure they chose to build the game around (and the Crucible).



#88
Mlady

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You're right. I overlooked some things like Maelon's data and Eve's fate and others.

 

You're also right about the war assets. But what's done is done. That's the structure they chose to build the game around (and the Crucible).

 

Yeah it's sad but true, but I never walk away feeling like it was for nothing. It may be nothing in the game itself and lacks the meaningful intentions that should be more expressed by the characters, but I always smile when my choices from previous missions show results and I feel I accomplished something that was (to quote Tali) "totally worth it!" :)



#89
MrFob

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The thing about Tuchanka is it can go many different ways. If Wrex is dead, his brother is the clan leader and you can safely sabotage the cure without killing him, but if Wrex is the leader and you sabotage the cure, you have to kill Wrex. If you destroy Maelon's data Eve dies so the cure fails. If you keep the data, Eve lives and everyone is cured. If you don't mention the plans to have it sabotaged until the very last minute, you can kill Mordin. Each outcome is all about war assets to aid you in your final choice at the ending, but nothing else except for feeling like a jerk for killing a friend, or happy you saved one, etc... but ME2's choices do change how the Genophage cure ends.

 

As for Rannoch, if you did not help Tali or expose her father, it can alter her fate. If you don't get the Paragon or Renegade options when Legion uploads the code, you are either forced to kill Legion if you stop him or Tali will kill herself if you don't and you can't save both the Quarian and Geth and this is connected to choices you made in ME2.

 

The choices in ME2 do affect your outcome in ME3, but sadly it was all reduced to war assets and nothing more meaningful imo.

 

Yes, this. But it actually goes beyond the mere fact that characters are changed. One of the reasons why I find it brilliant is because these character changes have an impact on the tone of the entire mission and the implications for the galaxy. If Wrex and Eve are alive, the perspective the player gets on the krogan and the implcations of curing the genophage can be completely different than if Wreav is in charge. This again impacts how people think about sabotaging the cure. It's a simple change of a character model and a few dialogue lines but the ramifications and the impact on player perspective and therefore on the entire story, even the lore are immense. That is the real trick.

 

Because of course LineHolder on the surface you still do very much the same thing in all the circumstances. And honestly, what did you expect? That they make three or four different games? Forget it. If they had the time and money to do that, there would even be less skill necessary to pull off something cool. The brilliance in the writing of this arc is not there because anything is possible, it is there (as I wrote in my previous post) BECAUSE of the constraints the the writing team must have been under. Limited resources, limited time, limited budget, limited disc space. Under these conditions, to pull off a mission that has so much variety from previous games and STILL allows the player to make decisions here and now (tell the krogans about the salarians' plan, kill Mordin, etc.), it's fantastic.I have to respect the fact that they got all of this into less than 750MB of data and that they got it working with barely any bugs or inconsistencies.

 

Now, who knows me also knows that I am by no means a fan of ME3 or everything it does but the underlying structure of the Tuchanka story line really is one of the shining beacons in this story IMO and even if I have a lot of problems with the game and even with some aspects of the Tuchanka arc as well, I think it's important to give credit where it is due.

 

EDIT: Wrote this while you guys wrote your last 2 posts, so I didn't read those.


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#90
Mlady

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Yes, this. But it actually goes beyond the mere fact that characters are changed. One of the reasons why I find it brilliant is because these character changes have an impact of the tone of the entire mission and the implications for the galaxy. If Wrex and Eve are alive, the perspective the player gets on the Krogan can be completely different then if Wreave is in charge. This again impacts how people think about sabotaging the cure. It's a simple change but the ramifications and the impact on player perspective are immense. That is the real trick.

 

Because of course LineHolder on the surface you still do very much the same thing in all the circumstances. And honestly, what did you expect? That they make three or four different games? Forget it. The brilliance in the writing of this arc is not there because anything is possible, it is there (as I wrote in my previous post) BECAUSE of the constraints the the writing team must have been under. Limited resources, limited time, limited budget, limited disc space. Under these conditions, to pull off a mission that has so much variety from previous games and STILL allows the player to make decisions here and now (tell the krogans about the salarians' plan, kill Mordin, etc.), it's fantastic.I have to respect the fact that they got all of this into less than 750MB of data and that they got it working with barely any bugs or inconsistencies.

 

EDIT: Wrote this while you guys wrote your last 2 posts, so I didn't read those.

 

One of the biggest amusements for me is the Conrad Verner story wrap-up in ME3. If you helped Jenna in ME1, found all the Asari Matriarch writings in ME1, bought the Elkoss Combine license in ME1 and helped Gavin on Feros in ME1 with his data, it all adds up lol that tiny little effort really made me smile.


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#91
MrFob

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One of the biggest amusements for me is the Conrad Verner story wrap-up in ME3. If you helped Jenna in ME1, found all the Asari Matriarch writings in ME1, bought the Elkoss Combine license in ME1 and helped Gavin on Feros in ME1 with his data, it all adds up lol that tiny little effort really made me smile.

 

Yep, I am always thinking, if I had been on the ME3 dev team, I would have wanted to hide a whole lot of Easter Eggs in the game that only people who have insane choice combinations can see. Wouldn't have to be much, just a few funny emails here and there. But the potential for hiding Easter Eggs in ME3 via plot variables was phenomenal.


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#92
LineHolder

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Yes, this. But it actually goes beyond the mere fact that characters are changed. One of the reasons why I find it brilliant is because these character changes have an impact on the tone of the entire mission and the implications for the galaxy. If Wrex and Eve are alive, the perspective the player gets on the krogan and the implcations of curing the genophage can be completely different than if Wreav is in charge. This again impacts how people think about sabotaging the cure. It's a simple change of a character model and a few dialogue lines but the ramifications and the impact on player perspective and therefore on the entire story, even the lore are immense. That is the real trick.

 

Yes, I acknowledged that the differing perspectives you get from Wrex and Wreav can alter your perceptions of the story (although Wrex does veer dangerously into Wreav territory on the last leg of the journey).

 

 

Because of course LineHolder on the surface you still do very much the same thing in all the circumstances. And honestly, what did you expect? That they make three or four different games? Forget it. If they had the time and money to do that, there would even be less skill necessary to pull off something cool. The brilliance in the writing of this arc is not there because anything is possible, it is there (as I wrote in my previous post) BECAUSE of the constraints the the writing team must have been under. Limited resources, limited time, limited budget, limited disc space. Under these conditions, to pull off a mission that has so much variety from previous games and STILL allows the player to make decisions here and now (tell the krogans about the salarians' plan, kill Mordin, etc.), it's fantastic.I have to respect the fact that they got all of this into less than 750MB of data and that they got it working with barely any bugs or inconsistencies.

 

All fair points that I accept.

 

Which is also why I had mentioned that these two arcs were grudgingly celebrated (although that grudgingly part may have been down to only a few people including me).



#93
MrFob

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Yep, I guess we went a little off topic with the Tuchanka arc there.

 

Look, I have no problem saying that ME3 has huge problems. The entire beginning of the game is a complete mess, everything involving Kai Leng is awful, the listen-and-fetch quests are dull, the dialogue wheel has basically been castrated and don't even get me started on the ending. Most of these issues are in large part on ME3 alone, no doubt.

 

My problem with this thread, especially the title and the OP is more the term "alleged", implying that ME2 has no actual problems because that is simply not the case and I find it an especially inappropriate claim as seeing how many of ME3's story problems arise from the way ME2 screws up the traditional trilogy format. It still has problems of it's own but ME2 has a lot to do with what went wrong in the end.

 

But we already discussed all that on page 1, so no point in going into it yet again I guess.


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#94
StarcloudSWG

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ME 2 was basically a 'side story' in and of itself. It feels like it was developed to test new gameplay, level design, and graphics design and the story was mostly an afterthought to show off the work of the environment and character artists.

 

Because ME 3 hadn't even been outlined during ME 2, ME 2 inevitably was developed as a stand alone game with a few vague plot threads that might or might not feed into a third game.

 

Contrast that with the Dragon Age series, where each game was in fact a stand alone game, but there is a strong "behind the scenes" history / outline of events tying the games together; Dragon Age has a story bible. 

 

Mass Effect does not, and it shows.


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#95
Jukaga

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I just beat the trilogy again, and the only way I managed to connect Cerberus in ME2 to ME3 is by destroying the Collector's Base, and having Miranda at the final fight with Jacob and her telling TIM she's resigning. It fits perfectly with ME3 because Jacob tells you in ME2 after the SM that Cerberus is going to hunt me down now and they also go after Miranda and Jacob too in ME3.

 

Sadly if you keep it and don't take Miranda, it seems as if Cerberus screwed you over despite how wonderful you were to TIM and they also decided to take out Miranda for kicks. That part should have been changed if you sided with Cerberus imo.

 

I try to resolve that with a bit of head canon: Shepard is a secret Cerberus operative in ME3, fulfilling Cerberus' true goal: to save and elevate humanity. TiM gets indoctrinated between 2 and 3 but Shepard keeps to the mission. Works for destroy or control and fits with the 'Cerberus was supposed to be humanity's shield not a dagger in the back!'

 

and answering Vega's 'Didn't you tell the illusive man to f*ck himself after you irradiated the collector base?'

 

Shepard: 'er. more or less'.

 

It isn't perfect but I can make it work in my head. :D


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#96
themikefest

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As for Rannoch, if you did not help Tali or expose her father, it can alter her fate. If you don't get the Paragon or Renegade options when Legion uploads the code, you are either forced to kill Legion if you stop him or Tali will kill herself if you don't and you can't save both the Quarian and Geth and this is connected to choices you made in ME2.

Even if Shepard exposes Tali's father, the player still can have peace between the geth and quarians. I've done it.



#97
Mlady

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Even if Shepard exposes Tali's father, the player still can have peace between the geth and quarians. I've done it.

 

I read in a guide that Tali most be loyal, I guess someone goofed on that. Back then I can imagine all the many options made people wonder why and how things were happening certain ways, like Miranda just kept dying on me, though she was loyal. I only kept her alive by shooting her sister. I just don't get why the other options weren't working. I gave her the data, talked to her each time, talked about Kai Leng. She would always die unless I shot the sister. I must have messed up somewhere. 



#98
themikefest

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I read in a guide that Tali most be loyal, I guess someone goofed on that.

Exposing her father to the admiralty board loses her loyalty, but it doesn't make her an exile which prevents a chance for peace in ME3

If you choose to expose Talis' father, the player will have to destroy the heretics in Legions loyalty mission, obviously make sure Tali and Legion survive ME2, save Admiral Koris, complete the geth fighter squadron(geth consensus) and have at least 4 bars of reputation filled to have the opportunity for peace.
 

like Miranda just kept dying on me, though she was loyal. I only kept her alive by shooting her sister. I just don't get why the other options weren't working. I gave her the data, talked to her each time, talked about Kai Leng. She would always die unless I shot the sister. I must have messed up somewhere.

If you didn't get the red or blue dialogue on the left, its most likely you didn't have a high enough reputation. That has happened to me before. Shooting Oriana in the leg is from using the renegade interrupt.

As a suggestion, I would do as many missions, including a dlc, if you like, to have your reputation high enough to get the red and blue dialogue on the left.

Just to make sure. When you mentioned gave her the data, you mean gave her access to Alliance resources? If so, it sounds like what I said. Your reputation may not of been high enough. I have no idea how high it has to be to get the choice of red or blue on the right
 

Here's another suggestion. Avoid shooting Oriana in the leg and watch what happens. The end result will not matter if Miranda is loyal or not

 

If you want to know, let me know.


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#99
Mlady

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Exposing her father to the admiralty board loses her loyalty, but it doesn't make her an exile which prevents a chance for peace in ME3

If you choose to expose Talis' father, the player will have to destroy the heretics in Legions loyalty mission, obviously make sure Tali and Legion survive ME2, save Admiral Koris, complete the geth fighter squadron(geth consensus) and have at least 4 bars of reputation filled to have the opportunity for peace.
 

If you didn't get the red or blue dialogue on the left, its most likely you didn't have a high enough reputation. That has happened to me before. Shooting Oriana in the leg is from using the renegade interrupt.

As a suggestion, I would do as many missions, including a dlc, if you like, to have your reputation high enough to get the red and blue dialogue on the left.

Just to make sure. When you mentioned gave her the data, you mean gave her access to Alliance resources? If so, it sounds like what I said. Your reputation may not of been high enough. I have no idea how high it has to be to get the choice of red or blue on the right
 

Here's another suggestion. Avoid shooting Oriana in the leg and watch what happens. The end result will not matter if Miranda is loyal or not

 

If you want to know, let me know.

 

First time I didn't have it high, but second time I did (blue/red) and she still died, so I think I did mess up somewhere, maybe the import was messed up. It still confuses me.

 

Thanks for all your help and I will definitely try what you suggested :)



#100
themikefest

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First time I didn't have it high, but second time I did (blue/red) and she still died, so I think I did mess up somewhere, maybe the import was messed up. It still confuses me.

If you did have red and blue on the left, she died either because she wasn't loyal, you didn't tell her about Leng, didn't give her access to Alliance resources or you were in a romance with her and broke up with her the first time you see her. All of those will lead to her death

You may know this, but if playing a default ME3 playthrough, Miranda will always die no matter what.
 

Thanks for all your help and I will definitely try what you suggested :)

No problem


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