What also annoys me is that you never tell people about this fucked up dream you're having, even the person who you've supposedly been in love with for like a decade. Like, I've known my girlfriend for a year and I'll tell her some random fucked up dream I had last week. The fact that you never talk about how much all this stuff is weighting on you makes it really hard to connect with any of the relationships in the game, because I don't feel like Shepard is being him/herself with them
Surely Shepard is not going to reveal that s/he's having erotic dreams about the child s/he was secretly spying on during confinement. Gotta keep the creepiness under wraps.
I still maintain having the Virmire Dead Person instead of the kid complete with them yelling at you about your failures instead of spooky fire fade out would've been way better.
if you can read this i hope you have a good day partner
I forget that Ashley or Kaidan are even in ME3 because Ashley bugged out from my game and vanished after I invited her back after the citadel coup and I still haven't done another playthrough because I don't like ME3 enough
its no great loss though because the bit on mars with them has them both being insufferable fucking children so I didn't really want either of them on my ship anyway
the side question where you head to the elcor home world for the diplomat to pick people up and when you hand it in
Shepard asks
How many people did you save?
.
.
.
.
Not.
Enough.
Yes, and maybe that would have mattered to me if literally every planet weren't being destroyed by Reapers constantly. Honestly if the game wants to make death matter to me it has to find some way other than "constantly tell the player people are dying even though the player has no choices that can actually change how many civilians die so really it feels like the number of civilians who die has been predetermined before I even play the game so why bother?"
Everybody dies if you don't do anything, sure, but it's not like the Reaper invasion is a legitimate threat that is progressing across the galaxy and you have to race against time to stop it. You can spend 60% of your time in Mass Effect 3 flying around the galaxy firing probes at people and stealing their priceless artifacts and the Reapers won't kill a single person that they wouldn't have killed if you focused entirely on progressing the plot enough for the game to let you legitimately try to stop the Reapers instead of doing pointless diplomacy in an effort to get all the galaxy's ships in one place so the Reapers can annihilate them more efficiently. Even Mass Effect 2 did it better: if you dicked around too much before the end game, some people would die (although your dicking around would be what saved your squad members, assuming the dicking was loyalty quests, so that was stupid too).
Too much realism in games is not a good thing. Punitive time limits suck.
I'm reminded of the UFC fighting game on the brobox. It's so realistic they managed to map everything a fighter does to the controller!
The end result is a control scheme that is so ultracomplex I gave up on the game after investing hours in it and still not being able to do anything other than getting pinned down and beat to a pulp. Compare that to the unrealistic fighting controls of just about any popular fighting game. Unrealistic but fun.
grouch993Both a man and a numberRegistered Userregular
Just finished my insanity game, selected blue ending this time. Watched the credits roll past and no insanity achievement. Reading on this I either need to go back to the last save which means I play the messy crap and a half hour of movie bullshit, or replay the entire game without doing any multiplayer.
Hah, those pesky scamps Bioware and their software bugs.
Time limits suck but Mass Effect 3 did a really shitty job of making you feel the tension of the reaper attacks.
That's exactly my point. However you want to make something like "the Reapers are killing literally everyone" feel like it's actually happening, Mass Effect 3 didn't. I suggested time limits not because I think they are fun but because I think they work. This might mean that the only way to make the Reapers feel scary is to make the game shit. That's totally fine with me - I think they bit off far too much to chew for the Mass Effect trilogy and one of the key reasons I don't like the overarching plot is because "Space Cthulhus have come to kill everyone" just isn't doable for a studio with BioWare's skillset and game design pedigree. It can work in a game like X-COM. I'm not sure it can work in a game like Mass Effect. Mass Effect's gameplay elements are set up for telling different stories than the one BioWare tried to tell.
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CambiataCommander ShepardThe likes of which even GAWD has never seenRegistered Userregular
I generally don't have a difficult time accepting the video game conceit that urgent things are happening urgently (even though I can spend as much time as I want picking daisies with no consequence), but I agree with the sentiment as far as ME3 is concerned. People dying and dying and still more dying allows too much fatigue to set in. The entire set up was flawed from the start.
Still there are some incredibly great personal moments (Mordin, anything that Garrus does, Bakara, etc.) which is where Bioware really shines after all. They should make their Mass Effect games on the ME2 model: A series of character vignettes loosely tied together by a "lets get the bad dudes" plot.
Peace to fashion police, I wear my heart
On my sleeve, let the runway start
Ideally ME3's campaign would have being presented as a Star Map with the Reapers spreading out from Earth and killing systems. Shepard mostly spends his time going to planets and setting up desperate last stands and evacuations as his side-quests as well as dealing with other pressing matters such as Grissom Academy.
Ocassionally campaign missions pop up in the form of major missions that Shepard must embark on immediately. Based on how well Shepard has done with manning resistance in the sector the situation in the mission changes.
Would even tie in well to multi-player having those multiple sectors of readiness. Would have being cool IMO.
Time limits suck but Mass Effect 3 did a really shitty job of making you feel the tension of the reaper attacks.
That's exactly my point. However you want to make something like "the Reapers are killing literally everyone" feel like it's actually happening, Mass Effect 3 didn't. I suggested time limits not because I think they are fun but because I think they work. This might mean that the only way to make the Reapers feel scary is to make the game shit. That's totally fine with me - I think they bit off far too much to chew for the Mass Effect trilogy and one of the key reasons I don't like the overarching plot is because "Space Cthulhus have come to kill everyone" just isn't doable for a studio with BioWare's skillset and game design pedigree. It can work in a game like X-COM. I'm not sure it can work in a game like Mass Effect. Mass Effect's gameplay elements are set up for telling different stories than the one BioWare tried to tell.
so what exactly is the criticism here, that they didn't make a shitty game?
it was the smallest on the list but
Pluto was a planet and I'll never forget
Time limits suck but Mass Effect 3 did a really shitty job of making you feel the tension of the reaper attacks.
That's exactly my point. However you want to make something like "the Reapers are killing literally everyone" feel like it's actually happening, Mass Effect 3 didn't. I suggested time limits not because I think they are fun but because I think they work. This might mean that the only way to make the Reapers feel scary is to make the game shit. That's totally fine with me - I think they bit off far too much to chew for the Mass Effect trilogy and one of the key reasons I don't like the overarching plot is because "Space Cthulhus have come to kill everyone" just isn't doable for a studio with BioWare's skillset and game design pedigree. It can work in a game like X-COM. I'm not sure it can work in a game like Mass Effect. Mass Effect's gameplay elements are set up for telling different stories than the one BioWare tried to tell.
so what exactly is the criticism here, that they didn't make a shitty game?
That the mechanics do a poor job of portraying the themes presented.
I don't remember playing any game with an "oh no urgency!"-plot that actually felt very urgent. Urgency can be portrayed within a single mission/stage, though.
I don't remember playing any game with an "oh no urgency!"-plot that actually felt very urgent. Urgency can be portrayed within a single mission/stage, though.
I don't remember playing any game with an "oh no urgency!"-plot that actually felt very urgent. Urgency can be portrayed within a single mission/stage, though.
X-COM, FTL, almost any roguelike, Atom Zombie Smasher, Jagged Alliance 2 depending on how your campaign is going.
I don't remember playing any game with an "oh no urgency!"-plot that actually felt very urgent. Urgency can be portrayed within a single mission/stage, though.
X-COM, FTL, almost any roguelike, Atom Zombie Smasher, Jagged Alliance 2 depending on how your campaign is going.
Oh, yeah, X-COM. Not sure about most roguelikes, though.
Edit: Persona 3/4 can feel urgent, but the feeling is "I'll miss a date!", rather than "Monsters are coming!"
I don't remember playing any game with an "oh no urgency!"-plot that actually felt very urgent. Urgency can be portrayed within a single mission/stage, though.
X-COM, FTL, almost any roguelike, Atom Zombie Smasher, Jagged Alliance 2 depending on how your campaign is going.
Oh, yeah, X-COM. Not sure about most roguelikes, though.
Edit: Persona 3/4 can feel urgent, but the feeling is "I'll miss a date!", rather than "Monsters are coming!"
Mass Effect 3 doesn't even make "I'll miss a date" feel urgent. Traynor promises to meet you for lunch but she forgets because she gets wrapped up in that space game tournament, but Shepard can meet 7 people for lunch first and then meet Traynor and she'll still have forgotten.
I'm not saying the alternative is better - time limited quests would be a pain in the ass. And there would be no point - why add tension to whether or not you can meet Traynor for lunch? Nobody gives a shit. But the game is trying to make me care about the Reaper invasion, so there should be some tension there if they want the story to work. But there is no tension, and the story doesn't work.
So I just restarted the game, having never beat it because I got sucked into the multiplayer. I bought every piece of story dlc. You fine fellas mind telling me the order and roughly when I should do each piece? Thanks.
Omega and Leviathan you can do whenever. Do Citadel after Rannoch, although I've been advised to leave the party until after beating the game so that's what I've done.
Basically what Tycho said. If you absolutely don't want to wait, though, then the earliest you should do the party is after Horizon.
Cool, thanks. I've got no problems waiting until beating the game. Actually really excited about this run through. Been wanting to revisit this game for...well round about a year now.
Even Mass Effect 2 did it better: if you dicked around too much before the end game, some people would die (although your dicking around would be what saved your squad members, assuming the dicking was loyalty quests, so that was stupid too).
All the key plot missions before the point of no return weren't available until some event happened or information was acquired by others, and then you automatically commenced that mission, so it's not like there was something more effective you could be doing in the meantime. The one point where you can choose at your leisure whether or not to take the quest is the one that punishes you for delaying.
I don't remember playing any game with an "oh no urgency!"-plot that actually felt very urgent. Urgency can be portrayed within a single mission/stage, though.
Even Mass Effect 2 did it better: if you dicked around too much before the end game, some people would die (although your dicking around would be what saved your squad members, assuming the dicking was loyalty quests, so that was stupid too).
Wait, what?! I've done loyalty quests for all the squad members in the base game and was planning on getting the DLC squaddie and doing the Cerberus Network stuff and maybe doing a bunch of mining and upgrading all the things before going after that transmitter. But now there's actually a time limit? Noooo.
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Your idea of Mako combat is rather odd, best way to use that thing was RAMMING SPEED.
Plus, you know, actually having something resembling armor.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Even Mass Effect 2 did it better: if you dicked around too much before the end game, some people would die (although your dicking around would be what saved your squad members, assuming the dicking was loyalty quests, so that was stupid too).
Wait, what?! I've done loyalty quests for all the squad members in the base game and was planning on getting the DLC squaddie and doing the Cerberus Network stuff and maybe doing a bunch of mining and upgrading all the things before going after that transmitter. But now there's actually a time limit? Noooo.
There's only a time limit
After getting Legion and the crew is kidnapped. Before you do the IFF mission you have as much time as you like.
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Registered just for the Mass Effect threads | Steam: click ^^^ | Origin: curlyhairedboy
I hated them both.
its no great loss though because the bit on mars with them has them both being insufferable fucking children so I didn't really want either of them on my ship anyway
Shepard asks
How many people did you save?
.
.
.
.
Not.
Enough.
Want to play co-op games? Feel free to hit me up!
That and even renegade Shepard doesn't strike me as someone who would sit idly when he's given a job that might help the grand scheme of things.
I'm reminded of the UFC fighting game on the brobox. It's so realistic they managed to map everything a fighter does to the controller!
The end result is a control scheme that is so ultracomplex I gave up on the game after investing hours in it and still not being able to do anything other than getting pinned down and beat to a pulp. Compare that to the unrealistic fighting controls of just about any popular fighting game. Unrealistic but fun.
Hah, those pesky scamps Bioware and their software bugs.
3DS: 1607-3034-6970
On my sleeve, let the runway start
Still there are some incredibly great personal moments (Mordin, anything that Garrus does, Bakara, etc.) which is where Bioware really shines after all. They should make their Mass Effect games on the ME2 model: A series of character vignettes loosely tied together by a "lets get the bad dudes" plot.
On my sleeve, let the runway start
Ocassionally campaign missions pop up in the form of major missions that Shepard must embark on immediately. Based on how well Shepard has done with manning resistance in the sector the situation in the mission changes.
Would even tie in well to multi-player having those multiple sectors of readiness. Would have being cool IMO.
so what exactly is the criticism here, that they didn't make a shitty game?
Pluto was a planet and I'll never forget
That the mechanics do a poor job of portraying the themes presented.
FTL does it to a degree.
Oh, yeah, X-COM. Not sure about most roguelikes, though.
Edit: Persona 3/4 can feel urgent, but the feeling is "I'll miss a date!", rather than "Monsters are coming!"
I'm not saying the alternative is better - time limited quests would be a pain in the ass. And there would be no point - why add tension to whether or not you can meet Traynor for lunch? Nobody gives a shit. But the game is trying to make me care about the Reaper invasion, so there should be some tension there if they want the story to work. But there is no tension, and the story doesn't work.
3DS: 1607-3034-6970
Cool, thanks. I've got no problems waiting until beating the game. Actually really excited about this run through. Been wanting to revisit this game for...well round about a year now.
All the key plot missions before the point of no return weren't available until some event happened or information was acquired by others, and then you automatically commenced that mission, so it's not like there was something more effective you could be doing in the meantime. The one point where you can choose at your leisure whether or not to take the quest is the one that punishes you for delaying.
Only in the final stage.
That's what they said about Mass Effect 1's Jello Car. And it was amazing!
Wait, what?! I've done loyalty quests for all the squad members in the base game and was planning on getting the DLC squaddie and doing the Cerberus Network stuff and maybe doing a bunch of mining and upgrading all the things before going after that transmitter. But now there's actually a time limit? Noooo.
On insanity that suuuuucks
Long range sniping removed the difficulty. Didn't make fighting the geth fun, but it kept me sane.
Why I fear the ocean.
combat method: stay away, shoot, jump, shoot, repeat
ME2: fast, lithe tank that can jump super high, spammable homing missiles
combat method: stay away, shoot, jump, shoot, repeat
Plus, you know, actually having something resembling armor.
Warframe/Steam: NFyt
3DS: 1607-3034-6970