Ok ok, I know Bioware doesn't always do this, but often there are 3 or 4 major parts to do for the main storyline. KOTOR, ME1 etc. ME2 kind of broke the mold in that there were a ton of new places to visit (albiet each was just a starter, not a main course) and while I did enjoy that, I found the 'fewer locations, but much, much larger' approach of ME1 a bit better.
So, going by this "Bioware Code", what do you think the 3/4 main parts of ME3 should be? The potential here is massive, obviously. With the coming invasion of the Reapers, time is short. That's how I interperated the ending of ME2. Sovereign failed to activate the Citadel, and so now the Reaper horde has to fly to the Milky Way using FTL and they are close...
While no one can really know what the writers have up their sleeves, I think it would be awesome if ME3 played out like this:
Part 1: Whether you destroyed the collector base or not determines whether you still work for Cerberus and TIM (saving the base) or rejoin with Anderson, Hackett and the Alliance (destroyed the base). In the beginning of the game you discover that you are now one of the most wanted men/women alive. Your combined exploits from ME1 and ME2 come back to haunt you and stopping the Reaper invasion is going to be difficult with Batarian slavers, merc groups, possibly Aria, all after you. So, either TIM or Anderson (depending on your 'faction), give you the option to under-go facial reconstructive surgery to hide your identity and give yourself some room to breath. This gives new players a chance to make their own Shepard, or alternatively, you can reject it, keep your face, and on various missions things change. Maybe you also get attacked from time to time.
Like Dragon Age: Origins, Part 1 of the game is unique to your Collector Base choice, so either you start on the main Cerberus station and get quests from TIM and Cerberus Operatives, or you start on the Citadel with Anderson et al. and the plot moves from there: The Reapers are coming, there are claims of several Reaper sightings but nothing can be verified.
The Citadel and Cerberus HQ are the two huge stations in the game. Each is as big as the Cidatel from ME1, with tons of quests, things to do etc.
Part 2: This is the "meat" of the game. You are given 3 objectives from either Anderson/The Council or TIM: Find out where the Reapers are and how many of them there are, where they plan to strike first and how to defeat them. Each section will obviously be greatly expanded, with lots of dialogue, meeting old and new friends, interesting twists and revelations etc. Finding out how to defeat them could involve rallying your allies (similar to DA:O I know) so that means heading to the Migrant Fleet, the Turian Heirarchy, maybe even using Legion to rally the Geth to your aid.
Part 3: When you've completed 2 of your 3 objectives, you recieve word that an unknown ship has been spotted entering the Sol cluster, and could be heading for Earth. This is your '4th' objective and you must identify the vessel and stop it. It's a Reaper, and you get to it just in time to stop it. What that involves, I have no idea. Maybe boarding it A LA the Derelict Reaper in ME2, maybe getting the Alliance Fleet to take it out. Who knows. What I do think would be cool, is if you don't destroy it in time, or make a mistake or something, the Reaper manages to get off a few shots at Earth and several million people are killed, or maybe you can even fail to save Earth completely? Wouldn't that be a shocking twist?!
Part 4: You proceed to do your final objective and as you complete it, the Reapers begin to invade. They attack all over the galaxy and you have to travel around to different systems to finish them off. A cool possiblity is if you don't get the Migrant Fleet prepared for their attack, then when you get to the endgame, the Fleet is completely destroyed along with 95% of all Qurians in the galaxy.
Yeah, that's my thinking so far on what I would consider an awesome blueprint for ME3. What do you think?
Following the Bioware Code, how should Mass Effect 3 play out? My thoughts...
Débuté par
matt-bassist
, févr. 14 2010 06:47
#1
Posté 14 février 2010 - 06:47
#2
Posté 14 février 2010 - 08:01
In your part 3 with the reapers glassing earth (sorry my Halo reference) but that seems like a waste of time for the reaper don't you think? I mean what good would it do in they end.
#3
Posté 14 février 2010 - 08:10
timedrake32 wrote...
In your part 3 with the reapers glassing earth (sorry my Halo reference) but that seems like a waste of time for the reaper don't you think? I mean what good would it do in they end.
Agreed, destroying a whole planet and killing a species before taking enough of them sounds counter productive. Plus the whole idea of the attack on earth sounds, just boring, its been does countless times now.
#4
Posté 14 février 2010 - 09:23
It might be counter productive, but maybe they've given up on trying to harvest humans and are trying to eliminate them at the source? Maybe they are pissed off at Shepard?
#5
Posté 14 février 2010 - 10:17
matt-bassist wrote...
Ok ok, I know Bioware doesn't always do this, but often there are 3 or 4 major parts to do for the main storyline. KOTOR, ME1 etc. ME2 kind of broke the mold in that there were a ton of new places to visit (albiet each was just a starter, not a main course) and while I did enjoy that, I found the 'fewer locations, but much, much larger' approach of ME1 a bit better.
Mind telling me how ME1's locations were much much larger?
Every single main hub planet in ME2 has more main content than Noveria.
#6
Posté 14 février 2010 - 11:06
Part one: Dealing with the fallout from the second game.
-If you chose to keep the base you have to regain the support of the council / alliance. This could be as complicated as assassinating the council or perhaps just providing proof of the reaper's existence.
-If you chose to destroy the base you must eliminate the remnants of Cerberus who are now hostile towards you. The 'big choice' of this chapter will be eliminating TIM or threatening him into cooperation.
Part two: Preparation
-With humanity and the council races now behind you, you proceed to recruit everyone else. This includes Quarians, Krogans, Rachni if you spared them, and Geth. Quests would include making peace between Quarian and Geth, Gathering enough Korgans via genophage cure or taking control of their tribes, and persuading everyone to trust the geth.
-Along the way, vague hints will be given as to how, when, and where the reapers will come from and a super weapon that may be able to deal with them. This will most likely come in the form of technology hidden away by the creaters of the reapers. A sort of failsafe should the reapers ever grow out of control.
Part three: Super weapon
-The act opens with the confirmation of the existence of the weapon. Shepard then begins his quest to hunt down the weapon, by visiting the sites that these 'creators' left behind. This would take place in a manner similar to the beacon / cipher hunt that took place in the first game. Shepard beats the collectors and proceeds with his brand new super weapon, in addition to the information that if Harbinger is destroyed, the rest of the reapers will become inactive / destroyed due to their dependency on Harbinger as the central mind of their interconnected consciousnesses.
Part four: Endgame
-The super weapon operates in a manner similar to a bomb, in that they must get to the center of Harbinger to deploy it. They fight their way to the center as the fleet of reapers and your side fight it out in a huge space battle. When the super weapon is deployed and harbinger realizes his inevitable death, he explains the true purpose of the reapers.
-The reapers themselves are in fact protecting life. They act as a sort of arc for all knowledge in the universe. Once a civilization gets to a certain point, the reapers step in and make a reaper out of said race, containing all of their genetic information and cultural history, to be made use of at a later date. By doing this, they prevent technology reaching a point that would enable intergalactic travel, thus keeping the members of the Milky Way Galaxy away from the true threat, a hostile alien race far more advanced than either the reapers or those that created them.
-Shepard realizes his mistake but can't allow the reapers to wipe out the galaxy, as he knows it is just a matter of time before they are discovered anyway. Harbinger sends waves of collectors at Shepard and his team in order to try and deactivate the super weapon. Shepard tells the team to run while he holds the collectors off. Screen fades to black as the team escapes in the Normandy til an explosion lights up space.
*Queue spin off trilogy*
-If you chose to keep the base you have to regain the support of the council / alliance. This could be as complicated as assassinating the council or perhaps just providing proof of the reaper's existence.
-If you chose to destroy the base you must eliminate the remnants of Cerberus who are now hostile towards you. The 'big choice' of this chapter will be eliminating TIM or threatening him into cooperation.
Part two: Preparation
-With humanity and the council races now behind you, you proceed to recruit everyone else. This includes Quarians, Krogans, Rachni if you spared them, and Geth. Quests would include making peace between Quarian and Geth, Gathering enough Korgans via genophage cure or taking control of their tribes, and persuading everyone to trust the geth.
-Along the way, vague hints will be given as to how, when, and where the reapers will come from and a super weapon that may be able to deal with them. This will most likely come in the form of technology hidden away by the creaters of the reapers. A sort of failsafe should the reapers ever grow out of control.
Part three: Super weapon
-The act opens with the confirmation of the existence of the weapon. Shepard then begins his quest to hunt down the weapon, by visiting the sites that these 'creators' left behind. This would take place in a manner similar to the beacon / cipher hunt that took place in the first game. Shepard beats the collectors and proceeds with his brand new super weapon, in addition to the information that if Harbinger is destroyed, the rest of the reapers will become inactive / destroyed due to their dependency on Harbinger as the central mind of their interconnected consciousnesses.
Part four: Endgame
-The super weapon operates in a manner similar to a bomb, in that they must get to the center of Harbinger to deploy it. They fight their way to the center as the fleet of reapers and your side fight it out in a huge space battle. When the super weapon is deployed and harbinger realizes his inevitable death, he explains the true purpose of the reapers.
-The reapers themselves are in fact protecting life. They act as a sort of arc for all knowledge in the universe. Once a civilization gets to a certain point, the reapers step in and make a reaper out of said race, containing all of their genetic information and cultural history, to be made use of at a later date. By doing this, they prevent technology reaching a point that would enable intergalactic travel, thus keeping the members of the Milky Way Galaxy away from the true threat, a hostile alien race far more advanced than either the reapers or those that created them.
-Shepard realizes his mistake but can't allow the reapers to wipe out the galaxy, as he knows it is just a matter of time before they are discovered anyway. Harbinger sends waves of collectors at Shepard and his team in order to try and deactivate the super weapon. Shepard tells the team to run while he holds the collectors off. Screen fades to black as the team escapes in the Normandy til an explosion lights up space.
*Queue spin off trilogy*
#7
Posté 15 février 2010 - 04:20
@Eain you are totally right with that. I guess the fact that the Citadel was so big, coupled with the fact that while Noveria or Feros wasn't any bigger than the other areas in ME2, it still 'felt' bigger. I guess we have the Mako sections to thank for that! Now that I think about it more, I finished ME1 in 26 hours, including most of the planetary exploration. ME2 took me 42 hours. So it is definitely much, much larger.
@Free Reign Nice man!
@Free Reign Nice man!
#8
Posté 15 février 2010 - 04:43
I hated the MAKO but I appreciated how going from A to B in th MAKO helped immerse myself in the unique levels experience.





Retour en haut






