The_KFD_Case wrote...
Naltair wrote...
There is no real Shepard. On top of that it would diminish the idea of choice. They will not limit saves. If they did why even have the suicide mission to begin with. They expect people to die. They know most people won't save everyone, crew included.
You can think that way all you want but it goes against everything they have tried to build with Mass Effect as a trilogy.
Speaking of which, I am continually surprised at some of the butcher bill stories I read on this forum from people who lost X amount of team members. It seemed fairly straightforward to ensure success for the entire team: Upgrade as much as you can - especially defense and combat systems for the Normandy. Take the time to recruit the entire team and see to their needs - this gets them firmly on board and it nets you valuable experience to further enhance your Shepard dealer of death. If any player has just done a cursory bit of reading and has a modicum of sense (though if they are very young players perhaps they haven't reached a certain stage of cognitive development yet - although if that is the case they shouldn't even be playing ME2 from a legal stand point) during their time playing ME2 they should be able to put two and two together (ex. opening an electronic lock is likely best left to a tech member. Even if one is confused by such terms the fact that Legion is a super computer in a robot body should be triggering alarm bells, etc.)
Then again, I do tend to be methodical in my desire to deeply explore and "conquer" the RPG worlds I visit. Perhaps some players figured "Eh, I've got four members on board and that'll have to do. Joker, Edi, hit it!" Big mistake and short sighted.
I think that's wisdom gained by a lot of experience with RPGs or games in general.
Me, I saw going to the Reaper to get the IFF as being a major plot point from a mile away. I made sure before I left for it that I had every upgrade available, and every loyalty mission completed before I went there. It's the subconscious (or completely conscious) awareness that in games there's usually a point of no return where the story takes off in a new direction that leads me to take a completionist approach as well.
Modifié par marshalleck, 05 février 2010 - 05:53 .




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