AndrewDean84xX
Banned
I never found anything wrong with the game. If anything, I don't like that Bioware bent to the will of internet folk.
The largest problem from my perspective was the Crucible superweapon plot. It was a bad move in retrospect because:
The only improvement was the combat, pretty much.
So no, you are not the only one.
Though the DLCs fixed one big issue, enemy and combat scenario variety
Thank you.You're not alone. The entire game was boring and I hated every moment of it.
I feel like everything you said about the combat can be assumed to be your opinion. I say the combat was significantly better just like the person you replied to believed.I wouldn't even say the combat improved much. I liked the combat way more in Me2. The only improvements in my opinion were medigels and ammo supplements not requiring a recharge, and unlimited sprint.
The largest problem from my perspective was the Crucible superweapon plot. It was a bad move in retrospect because:
- It was never mentioned in past games and showed up out of nowhere in the first act of this one
- It leads directly to Star Child ending stuff, which was handled poorly and is arguably a bad concept to begin with
- It trivialises the other choices you make in the game, since everyone is just acting as a meat shield while you get your plan into operation
- It trivialises the plot of the previous games, because now the Reapers could always just fly back whenever they wanted and nothing you did hurt them, it just delayed them a bit until you randomly happened to stumble upon the thing to kill them with.
Every time this comes up I have to present my alternate ME3 concept, which is that you are fighting for a conventional military victory over the Reapers. Since the Reapers were so potent in ME1 this requires explanation.
Throughout the series, we got a series of events that seemingly led to the Galaxy becoming more prepared for the Reapers.
- In ME1, we discovered the Reaper threat and the council finally realised it was something that needed to be dealt with.
- The body of Sovereign allowed the Turians to reverse engineer the Thanix Gun, which was a weapon that could be fitted to a Frigate which gave them the firepower of a Cruiser. If this weapon was scaled up to Dreadnought size, it is feasible that they could seriously damage a Reaper, bypassing their extremely potent barriers which shrugged off conventional firepower.
- In ME2 cerberus network, we discovered that the Batarians were developing a massive orbital laser network. Lasers ignore barriers, which means they would be ideally suited to combatting Reapers.
- In ME2 we find the massive mass driver cannon in orbit around a planet from a long lost battle which caused the "dead reaper" you find.
- The Alliance developed the brand new torpedo weapon system which was substantially more powerful than anything previously developed.
- Depending on your decisions at the end of ME2, Cerberus could have access to Collector technology including their particle beam weapon (which once again is ideal for bypassing barriers).
- Depending on past decisions you could have the support of the Rachni, the Krogans, the Heretic Geth and so on.
The next piece of the puzzle is "Why didn't the Reapers just fly back 2000 years ago when the Rachni wars failed, instead of waiting and letting the galaxy tech up for ages?" The answer in ME3 is "I dunno lol". My answer is that the Reapers could get back, but only at an extremely severe cost. Since drive cores build up a massive charge using conventional FTL travel, and the Reapers are in dark-space, there is nowhere to discharge on the return trip. Thus, the only way to get back home would be to cannibalise the drive cores of some Reapers to give "spares" that could be changed for the long trip. In this scenario, only one third of the Reaper Armada can make it back to the Milky Way, and the remaining 2/3 are floating dead in the water near the Darkspace Citadel Relay. This means that the legacy of the Protheans and the actions of the first game are *extremely important* to the defeat of the Reapers in the final game, because it forces them to use only a small part of their potential strength in the showdown with the galaxy.
The final consideration is that the relay network is in-tact. This means that unlike in past cycles, the defenders can use the relay network for strategic movement and to coordinate actions over large distances. This was handled by Liara in comics or some shit, but at least it would be nice to properly acknowledge it in the game.
The structure of the game need not change greatly, you would still be going around rallying support against the Reapers, and the war would still be tough. But there would not need to be a magic plot device cannon; past continuity would actually be important to the resolution; your allies would NOT just be generic fodder while you deploy the magic weapon, you would have a reason to have cool space battles (something fans have been crying for since the start), and so on.
The largest problem from my perspective was the Crucible superweapon plot. It was a bad move in retrospect because:
- It was never mentioned in past games and showed up out of nowhere in the first act of this one
- It leads directly to Star Child ending stuff, which was handled poorly and is arguably a bad concept to begin with
- It trivialises the other choices you make in the game, since everyone is just acting as a meat shield while you get your plan into operation
- It trivialises the plot of the previous games, because now the Reapers could always just fly back whenever they wanted and nothing you did hurt them, it just delayed them a bit until you randomly happened to stumble upon the thing to kill them with.
Every time this comes up I have to present my alternate ME3 concept, which is that you are fighting for a conventional military victory over the Reapers. Since the Reapers were so potent in ME1 this requires explanation.
Throughout the series, we got a series of events that seemingly led to the Galaxy becoming more prepared for the Reapers.
- In ME1, we discovered the Reaper threat and the council finally realised it was something that needed to be dealt with.
- The body of Sovereign allowed the Turians to reverse engineer the Thanix Gun, which was a weapon that could be fitted to a Frigate which gave them the firepower of a Cruiser. If this weapon was scaled up to Dreadnought size, it is feasible that they could seriously damage a Reaper, bypassing their extremely potent barriers which shrugged off conventional firepower.
- In ME2 cerberus network, we discovered that the Batarians were developing a massive orbital laser network. Lasers ignore barriers, which means they would be ideally suited to combatting Reapers.
- In ME2 we find the massive mass driver cannon in orbit around a planet from a long lost battle which caused the "dead reaper" you find.
- The Alliance developed the brand new torpedo weapon system which was substantially more powerful than anything previously developed.
- Depending on your decisions at the end of ME2, Cerberus could have access to Collector technology including their particle beam weapon (which once again is ideal for bypassing barriers).
- Depending on past decisions you could have the support of the Rachni, the Krogans, the Heretic Geth and so on.
The next piece of the puzzle is "Why didn't the Reapers just fly back 2000 years ago when the Rachni wars failed, instead of waiting and letting the galaxy tech up for ages?" The answer in ME3 is "I dunno lol". My answer is that the Reapers could get back, but only at an extremely severe cost. Since drive cores build up a massive charge using conventional FTL travel, and the Reapers are in dark-space, there is nowhere to discharge on the return trip. Thus, the only way to get back home would be to cannibalise the drive cores of some Reapers to give "spares" that could be changed for the long trip. In this scenario, only one third of the Reaper Armada can make it back to the Milky Way, and the remaining 2/3 are floating dead in the water near the Darkspace Citadel Relay. This means that the legacy of the Protheans and the actions of the first game are *extremely important* to the defeat of the Reapers in the final game, because it forces them to use only a small part of their potential strength in the showdown with the galaxy.
The final consideration is that the relay network is in-tact. This means that unlike in past cycles, the defenders can use the relay network for strategic movement and to coordinate actions over large distances. This was handled by Liara in comics or some shit, but at least it would be nice to properly acknowledge it in the game.
The structure of the game need not change greatly, you would still be going around rallying support against the Reapers, and the war would still be tough. But there would not need to be a magic plot device cannon; past continuity would actually be important to the resolution; your allies would NOT just be generic fodder while you deploy the magic weapon, you would have a reason to have cool space battles (something fans have been crying for since the start), and so on.
Don't forget also that it was riddled with game-breaking bugs.
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 personnel 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 turret 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 something, 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 armour
- 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 the following was somehow the judgement by "game critics":
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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.
Waid, wad?
[*] The Tuchanka arc is fucking BRILLIANT. And shows that BioWare does know to make decisions matter and resolve a complex situation. We're talking about resolving a conflict introduced way back in ME1 where both of the central characters, Mordin and Wrex, can be both dead, can be alive, one alive or one dead. Then there is whether the player saved the Genophage data, destroyed it, or ignored Mordin's mission altogether. But, the scenario gets more complex as it trows new choices at you such as revealing the Dalatrass' plot or keeping silent. All of this results in a myriad of different endings and scenarios which presumably leads the player to foresee a drastic different future for the Krogan. Will they return to the glory of the Ancients as a more wiser and less violent species or will they return to their violent expansionism of the Krogan Rebellions? Will they be cured and allowed to reproduce freely or forever suffer the effects of the Genophage? And, at the more immediate level did you get Krogan support or Salarian or both?
What happens if you don't reveal the dalatrass' plot, but cure the genophage anyway?
I hated the shift from RPG to action that occurred in ME2 and didn't get far into ME3 at all. I don't know how it ends. The first Mass Effect is definitely in my top 3 favorite games.
That is the ultimate problem with the Crucible, it fails to achieve what it was initially set out to do, provide context and resolution to your decisions.
No its not just you.
But seriously, did people really expect them to have a way of wrapping up a plot featuring huge space faring machines with enormous fire-power vs 3 people running around with hand guns?
The whole concept was clearly nothing they could wrap up while retaining a small squad and on ground based combat.
The Crucible should have disrupted the gestalt Reaper AI and unleashed the thousands of ancient civilizations trapped within. This would parallel what happened to the Geth as each platform became an individual. Imagine each Reaper becoming a collective representation of that society instead of just another cog in the Reaper war machine.The largest problem from my perspective was the Crucible superweapon plot. It was a bad move in retrospect because:
- It was never mentioned in past games and showed up out of nowhere in the first act of this one
- It leads directly to Star Child ending stuff, which was handled poorly and is arguably a bad concept to begin with
- It trivialises the other choices you make in the game, since everyone is just acting as a meat shield while you get your plan into operation
- It trivialises the plot of the previous games, because now the Reapers could always just fly back whenever they wanted and nothing you did hurt them, it just delayed them a bit until you randomly happened to stumble upon the thing to kill them with.
I hated the changes to dialogue. Most of the other 'RPG elements' are unjustified holdovers. I'm happy with many of the changes made. Don't shoehorn in stuff to fit genre conventions. Still hate seeing a level 1 weapon. "Yeah, I'll take your three worst .50 cals and your worst standard sidearms please."I hate when people say this, what shift? Mass Effect was always at its gameplay core an third person-cover based shooter. While ME2 may have streamlined things a bit much. the improvement of the shooter mechanics were much needed and perfected in ME3.
A really sad state of affairs for a franchise that had SO much potential. Some good reasons listed in here. I would like to add the complete lack of urgency in the game. I didn't feel like I was going to save the galaxy until 25 minutes before the end, even that was utterly ruined by an obviously rushed Earth scenario and ending.
The pacing and atmosphere were so much more accomplished in ME1, unbelievable to see how quickly the franchise devolved.