FlutterPuffs
Member
You'll never guess what you get at 100%!
Yeah, I've heard. I just can't be bothered anymore. Try finally getting something in your grasp only to be denied from it by a stupid rule.
You'll never guess what you get at 100%!
The burnt grass is a plot inconsistency. There's no way the Collectors can land that ship "without a trace," and Horizon proves it.
Like I said, hundreds of thousands of people are gone and nobody does anything. None of the evidence lines up to support that it is pirates. It's a flimsy excuse to retcon nearly the entire ending of the first game and put Shepard on his own again. It's stupid, nonsensical, portrays the galaxy as complete morons rather than simply flawed, and has no consistency. There's no justification for them doing nothing, we're just supposed to believe this bullshit "DOWN WITH THE MAN, MAN" mentality.
There's no way that the Reapers would manage to leave behind juuust enough evidence for their existence so that they were an actual threat to the player.
Look at the world we live in. Most the people are morons. And I hardly think it's down with the man mentality when, for a good proportion of the game you're working with the most manliest "man" (in that sense of the word) in the universe.
Mass Effect 2 and moreso with Mass Effect 3 felt like Bioware realizing that they would need to create and cut players off from scenarios to truly achieve what was promised and that meant a lot of work for content that would only be seen by someone obsessive enough to play through the trilogy with a set of characters that encompass all possible choices.
The Illusive Man stuff in 2 felt weird if you went Paragon because it felt like I was openly defying Illusive Man and he just got upset. I would have expected him to turn on me at the midpoint in the game and it become my crew vs. Cerberus.
Plus, if I was Paragon in 1 and saved the council HE SHOULD HAVE FUCKING SEEN IT COMING!!!
The two things in ME3 that pissed me off more than anything were Jessica Chobot's character just showing up on my ship after I had completely ignored her (Part of the "Fuck you and your choice, we paid for her VO and you're gonna hear it, goddamnit" mentality) and the romance between EDI and Joker which, honestly, felt like something straight out of fanfic.
In fact, all the romance options felt like fanfic bullshit and I hated that being friendly with your crew = You want sexy time with them.
Mass Effect's trilogy is one solid game with potential that had two sequels that could not live up to what the first promised, and as long as you're OK with that it's not a bad experience.
My problem with the storytelling in Mass Effect 3 is that it decided to focus on Shepard the person, and the plight of Earth as the climactic conflict. Problem: Shepard is my goofy-faced avatar, and Earth is a place I've been to once in the games against my will and found an annoying planet to be on. Suddenly Earth is the place where the Reapers all want to hole up, suddenly Commander Shepard has a far more independent personality than the past two games, and will even engage in long conversations with little to no input from me.
My love of Mass Effect's storytelling is when it focuses on other characters and cultures, focuses on the unique alien setting that I love. It's why I (and many others) found the Tuchanka and Rannoch missions to be the best in the game and some of the best in the entire series. That's also why the rest of Mass Effect 3 annoys me, because it spends the rest of the game destroying that setting and focusing on a boring trite mythos regarding the robot space squids with nonsensical motivations, and how a huge bombastic war makes Shepard sad and angry.
woah woah woah let's not say something in the heat of the moment that we're going to regret later.To put it bluntly, it's like Star Trek TNG transitioning into the Star Trek TNG movies.
woah woah woah let's not say something in the heat of the moment that we're going to regret later.
God, between Titty McSexbot, that reporter woman, Prinze Jr's Bolt Vanderhuge and that ninja, was there even a good character created for ME3?
ME2 had so many good ones.
Not even counting the ending, Mass Effect 3 winds up being completely worse than Mass Effect 2 in almost every single way.
ME3 was dumbed down in terms of story, content, character development, combat, etc.
Oh yeah, forgot about Javik. He was really good. Great character.Eve? Maybe?
Javik. That's it. But you have to pay $10 for him, so does he still count?
The two things in ME3 that pissed me off more than anything were Jessica Chobot's character just showing up on my ship after I had completely ignored her (Part of the "Fuck you and your choice, we paid for her VO and you're gonna hear it, goddamnit" mentality) and the romance between EDI and Joker which, honestly, felt like something straight out of fanfic.
In fact, all the romance options felt like fanfic bullshit and I hated that being friendly with your crew = You want sexy time with them.
Mass Effect's trilogy is one solid game with potential that had two sequels that could not live up to what the first promised, and as long as you're OK with that it's not a bad experience.
I just finished ME3 for the first time a few days ago, I didn't mind the ending and felt ok with it. Was it because of what?happened to Shepard regardless of the choice you make
It was a fucking shitty rush-job with no heart and thought. It was a simplistic, primitive example of how to create a game with no aspirations for anything other than fulfilling the quarterly report of your parent company. In the course of a playthrough, it manages to include all of the following *basic* deficiencies:
It was a fucking shitty rush-job with no heart and thought. It was a simplistic, primitive example of how to create a game with no aspirations for anything other than fulfilling the quarterly report of your parent company. In the course of a playthrough, it manages to include all of the following *basic* deficiencies:
- Broken quest log. Even freely available browser games do a better job.
- Recycled N7 missions, i.e. horde-modes multiplayer maps masquerading as singleplayer missions.
- Asspulls out of nowhere. The Crucible is somehow the solution to the Reaper problem? Really? That's the best you could do as a writer?
- Lazy writing: Cerberus are apparently no longer a paramilitary organisation, but have millions of personell and are able to cover the entire galaxy wherever Space Jesus goes
- Even more lazy writing: In-your-face exposition, like having a newly introduced character referencing what happened in the earlier games. For example, James asks during the trip back to Eden Prime: "So, Shepard, this is the place where [lists all the things that happened in ME1] took place?" Shepard: "Yes, that is correct, James." I know Bioware wanted to be more inclusive towards people unfamiliar with the universe, but this is just lazy writing and it is entirely possible to convey that information in a believable and intelligent manner
- Fetch side-quests that *only* involved fucking planet scanning.
- Animations were even worse and unpolished. Many, many instances of buggy weapons or items or even switching up weapons between gameplay and cutscenes.
- Removing features that were in the previous two games
- Random turret sequences. A lot of times. One particular main campaign mission involves defending two points from enemy waves, followed by another turrent sequence from the air. Yes, 3 turret sequences in one mission
- Holstering was removed, which goes to show that not once does the game *not* focus on shooting while you're in a mission. Your gun is always constantly pointing towards someting, which speaks volumes about Bioware's design philosophy
- Fanservice én masse.
- Plot pacing was completely terrible. It's either rush to save Earth, unite the warring races versus getting a trinket from some planet for a random citizen
- Kai Leng was not properly established, so he just comes across as an extreme nuisance with a lot of plot armor
- The earlier established villain didn't even say a word in the entire game and has like a 2 minute cameo in the end. Apparently Harbinger's importance in ME2 was entirely worthless.
- A lot of internal logical inconsistencies
- Dialogue moments that used to be interactive with at least some sort of camera work is relegated to pushing a button and a wave-file playing. It screams that Bioware rushed the game by not having the usual dialogue presentation that they had in earlier games.
- The way to start sidequests revolves around walking by some strangers
- Linear, corridor-based level design
- Emphasis on shootbang, meaning a lot of shooting, intense action, explosions, etc The game design never stops to let the atmosphere and setting breathe, but is instead focused on yelling at the player as much as possible, as if he/she suffers from ADHD
- Lame, shitty attempts at affecting the player's emotions. The introduction sequence at Earth with Vent Kid dying is probably the worst example of shitty writing that I've come across in the history gaming. I felt so offended that someone thought such a ridiculous attempt at creating empathy would be successful.
- The ending of ME2 was rendered completely irrelevant. Apparently blowing up a colony of Batarians wasn't such a big deal.
- Shitty, shitty writing. Examples like "We fight or we die!" are plenty.
- Meaningless war assets. They amount to being nothing more than a number-filled spreadsheet. A complete travesty.
- And this is not to talk about the monumental clusterfuck of an ending. I mean, you have to actually commit a tremendous amount of effort to do such a terrible fucking job.
All of the above seems pretty self-evident to me if you expect to be engaged and respected as a human being capable of rational and critical thought when experiencing different fictional media. Yet this the following was somehow the impression by "game critics":
http://www.abload.de/img/me3_metacriticd9pun.png
Seriously, they must all be blind and/or incompetent to gloss over the many deficiencies of Mass Effect 3. But then again, it might all make sense: A game created by incompetent developers will be well-received by incompetent critics.
Holstering was removed, which goes to show that not once does the game *not* focus on shooting while you're in a mission. Your gun is always constantly pointing towards someting, which speaks volumes about Bioware's design philosophy
Yes, I'll give you that one. The final moments leading to the end were kinda rushed. Also, looking into a gameplay perspective, it was a nice change of pacing. I just think that every talk about ME3 turns into a: OMG that's the worst game everrrr, when that's clearly not the case. In fact, I have a feeling it will place really well in Gaf's GoTY poll.
Ps:. I stand my opinion that the end is really, really good, and most people didn't comprehend it or just plain hated it because it wasn't what they wanted.
It was a fucking shitty rush-job with no heart and thought. It was a simplistic, primitive example of how to create a game with no aspirations for anything other than fulfilling the quarterly report of your parent company. In the course of a playthrough, it manages to include all of the following *basic* deficiencies:
Lol, the end obviously wasn't "good", they wouldn't have fixed it if it was simply an artistic thing. They didn't explain anything and each ending looked almost the same except with such small differences you end up wondering why you wasted your time playing through the entire series.
All they needed to do was explain a bit more than they did and the ending, whether you liked it or not, would have felt less rushed.
The re-do also silently acknowledged that Bioware didn't really understand the universe they had created, when they stepped back fromthe relays being destroyed after fans pointed out that based on The Arrival, that should mean that you just nuked the entire known universe and everyone should be dead.
The re-do also silently acknowledged that Bioware didn't really understand the universe they had created, when they stepped back fromthe relays being destroyed after fans pointed out that based on The Arrival, that should mean that you just nuked the entire known universe and everyone should be dead.
That whole aspect was so strange.
BioWare creates DLC that they bill as the "bridge" between Mass Effect 2 and Mass Effect 3 that establishes an important bit of lore by creating a rule about the technology used. They mostly gloss over the events of the DLC in Mass Effect 3, meaning nothing was really "bridged." Then the ending of Mass Effect 3 contains something extremely pertinent to the lore established months before in the DLC. Then BioWare, in response to people pointing out the ramifications of this, tries to "clarify" with the Extended Cut; notably, while most of the Extended Cut does simply extend the ending scenes to make more sense and give more context, they do rewrite at least that one aspect, showing that they probably didn't even know what the other team behind the DLC had established.
My love of Mass Effect's storytelling is when it focuses on other characters and cultures, focuses on the unique alien setting that I love. It's why I (and many others) found the Tuchanka and Rannoch missions to be the best in the game and some of the best in the entire series.
Was I alone in thinking that the Rannoch section was terrible? From what I recall I managed to get Tali and one of the admirals to agree that what they were doing was stupid, but because one general was fucking insane everything went to shit. A whole race had to die and Tali kills herself totally disregarding what we went through together or the fact she was siding with me because of one crazy who could have been easily stopped.
It was such a sharp contrast to Tuchanka which was excellently written. I actually felt awful for intending to prevent the cure, when I was rolling with Wrex and the female I picked a dialogue option to come clean however I was cut short by a quake before I could and reconsidered my choice when I was given the same option to go through with it or not moments after. Then having to gun down Mordin was legitimately a hard thing to do, but I knew I had no other choice. The section was so well written that it made the rest of the writing in the game look utterly stupid in comparison.
Was I alone in thinking that the Rannoch section was terrible? From what I recall I managed to get Tali and one of the admirals to agree that what they were doing was stupid, but because one general was fucking insane everything went to shit. A whole race had to die and Tali kills herself totally disregarding what we went through together or the fact she was siding with me because of one crazy who could have been easily stopped.
i thought the ending to Rannoch was well. Having to choose between one or the other was intense to say the least
Was I alone in thinking that the Rannoch section was terrible? From what I recall I managed to get Tali and one of the admirals to agree that what they were doing was stupid, but because one general was fucking insane everything went to shit. A whole race had to die and Tali kills herself totally disregarding what we went through together or the fact she was siding with me because of one crazy who could have been easily stopped.
It was such a sharp contrast to Tuchanka which was excellently written. I actually felt awful for intending to prevent the cure, when I was rolling with Wrex and the female I picked a dialogue option to come clean however I was cut short by a quake before I could and reconsidered my choice when I was given the same option to go through with it or not moments after. Then having to gun down Mordin was legitimately a hard thing to do, but I knew I had no other choice. The section was so well written that it made the rest of the writing in the game look utterly stupid in comparison.
I guess we'll have to agree to disagree, because I fail to see how in any way ME2 is linear, short of the fact that the corridors are always leading in one direction.
Holstering was removed, which goes to show that not once does the game *not* focus on shooting while you're in a mission. Your gun is always constantly pointing towards something, which speaks volumes about Bioware's design philosophy
What did you do with your game? You let the quarians die and prevented the genophage? There's no reason at all not to cure the genophage if you have Wrex, and it's not even difficult to get the peaceful ending for Rannoch. Just a matter of meeting Mass Effect's arbitrary "good/ bad guy" quota (high reputation).
Of everything on your list, this one somehow stands out as the worst to me. Such a shitty design decision. "Holster your weapon? Why on Earth would they want to do that? You still have things to shoot!"