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Post by colfoley on Jul 9, 2017 1:52:14 GMT
OK so I have discussed the narrative strengths of MEA before, but recently...thanks to a user comment on the weaknesses of MEA... I remembered that I have not talked about some other things MEA did well. And since this is one of my favorite concepts of writing, and since I was intending to talk about it, and don't think I have, here we go. Now in fiction there is this concept, I call it narrative reversals, but Maurice Suckling in her book on game design called it reverals/ and revelations. Revelations are of course when characters discover something about the world, the plot, or another character. These are usually plot twists that cause both the audience (and sometimes the characters involved) to go *gasp*. Probably the most classic revelation is the "Luke I am your Father" line from the Empire Strikes Back. And while Andromeda does have a few good plot twists I wanna focus on the first half..... Reversals are concepts which usually heighten the tension in a story world. They are the 'but moment'. The obstacle that the main character has to overcome before being able to move on with their life and claim ultimate victory. Or die. These turn boring old smooth running stories with dull characters into truly tense moments where the character has to rally or work their way through a problem. The difference between a smooth trip to the grocery store and one frought with danger and struggle. It is these Andromeda does really, really well. And maybe its only because BioWare hasn't always been good at this that it caught my attention so much in Andromeda, after all the only game that BioWare has done to this point with a good "BUT" then climax in their games has been the original Mass Effect. They have struggled in almost every game. In Dragon Age Inquisition the but moment felt almost like an and moment (a smooth transition). When you start Doom Upon the World you find out, that out of nowhere, Corypheus has torn open the veil and because of his frustration and defeats he would rather spite the world and see it burn rather than continue with is goal of ruling it. The Inquisitor sees this, rallies what forces they can, and goes to stop Corypheus. Sure, this is tense, in its own way, but Corypheus is operating out of desperation...not strength. In Mass Effect 3 we got a tremendous moment of a narrative reversal. We get to Cronus station, find out that the Citadel is the Catlyst, BUT the Reapers also know and have moved it to Earth forcing us into one final show down. And the the ending did not capitilize on this and sort of fell apart at the end. I mean the Extended Cut got the ending back to playable...but it still has its issues. In Mass Effect 2 we get another good BUT moment. Shepard goes off to do a mission taking the whole squad, which he has never done before, a mission that we never get to play, BUT the Collectors show up and abduct the crew. Its a good moment, but I hope the issues with it are apparent from the way I structured that sentence up there. Still, the payoff for that shaky but moment leads to still perhaps the finest video game ending ever...so... Which finally leads us to Mass Effect 3. Its Main plot has plenty of But moments. On Eos: We activate the Vault BUT THEN the purification field activates which threatens to wipe you out and kill you. This then leads to you establising your first outpost, and because of the stakes, it felt earned, and I cheered. In the Kett Base: We find out that the Angarra are actually the Kett so killing them you are kind of killing an Angarra...and... You get to the end and discover what the facility is for, you get the option to destroy it or not, BUT if you do destroy it then all the Angarra in the facility will be killed. On the Archon's Ship: We board the Arcon's ship in an attempt to save the Salarian Arc and deal with the Kett BUT the Kett flagship has its guns trained on the Salarians. We then find the location where the Archon keeps his possessions, including the location of Meridian, BUT he captures us and learns our secrets. We then come up with a plan to deal with the guns BUT we discover that Krogan have been captured on the ship, they could be exalted at any time, and we only have time to save them or a Salarian strike team which boarded the arc. On Khi Tessara: ...I actually do not think there is a but moment in this quest...interesting. If I think of one later I'll add it. On Meridian We finally know where Meridian is located, what it is, BUT the Archon has captured Ark Hyperion, your sibling and is taking all of it in a giant fleet that you have to rally the forces you have gathered to stop it. Anyways in each main quest, or pretty much each major quests, there is one, and sometimes multiple but moments which raise the stakes and gives a problem for the protagonist(s) to solve. And these often lead to problems which, depending on which actions you take, could lead to the death of many people throughout the game. The second thing Andromeda is good at is something I like to call Narrative Cohesion. Andromeda has a tight narrative that constantly changes and builds on one another. Each quest we constantly learn new information which is then paid off later in the game, especially in the climax of the main story. Doing the same examination we gave the Main Quest in the but chart.... On Eos: We learned how to activate the Vaults, we also learn about the purification field and that there is a special vault on Aya. We also decide what form our outposts will take, more militaristic, or scientific. On Voeled: We learn about the Angarra's connection to the Kett. What the facilities are for, we get emotional context for our struggle against the Kett. And in a seperate quest we also learn that there are internal struggles within the Kett's heirarchy and the Archon may not exactly be popular. On Aya: We learn about Meridian and who might have knowledge of its location. On the Archon's Ship: The Archon learns 'what makes Ryder special', abut SAM, and Ryder's sibling. We also get a glmpse into the Archon's motivations. And we also learn that the Krogan are close to being exalted. On Khi Tessara: We learn about the connection between the Angarra and the Remnant, and some information on what happend with the Scourage. We also learn what Meridian is, and eventually, its final location. On Meridian: The Archon uses what he's learned to enact his final plan to achieve his character motivations and we use what we have learned throughout the game about the Remnant and ourselves, plus all the hard work we've done (if we've done it) to stop him. Rallying the forces of the cluster. In this way side quests effected side quests, side quests effected main quests, main quests effected side quests, and together it formed one cohesive Narrative. Maybe not the best BioWare has done, but still, good for a video game, and after some recent misteps a step in the right direction.
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Post by KaiserShep on Jul 9, 2017 2:02:44 GMT
I love Mass Effect Andromeda, and in some ways enjoy it more than ME1, but it can be considerably shaky here and there. But beyond the writing where I had some serious issues was with the NPC voice acting. They're never universally outstanding in the previous games, but some are noticeably terrible here.
That being said, I like the Archon much more than I do Saren. I always thought Saren was corny as fuck. Honestly, despite Benezia's cheesy ass delivery in her death scene, I think I would have preferred her being Sovereign's sub-baddie over proto-Marauder.
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Post by colfoley on Jul 9, 2017 3:47:03 GMT
I just remembered too that khi tessera does have a but moment.
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Post by OdanUrr on Jul 9, 2017 4:51:56 GMT
Well, you'd probably disagree with my analysis then. Several of the But moments you mention felt forced or convenient, like having to choose between the Salarian and the Krogan (when you have plenty more people aboard the Tempest you could use) or how the Archon (somehow) manages to capture Ark Hyperion but wastes the opportunity to destroy the Nexus (and thus the Initiative's leadership). It reminded me of when Cerberus decided to attack the Citadel in ME3 because reasons. The Archon never was, to my mind, a compelling enough villain for me to feel invested in that particular storyline (he wants to destroy everything because... that's what villains do I guess). Funny thing about the outposts. I thought I'd be able to shape different outposts according to different needs. Instead I was tied to that one choice I made at the beginning. Why?
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Post by griffith82 on Jul 9, 2017 4:58:17 GMT
Well, you'd probably disagree with my analysis then. Several of the But moments you mention felt forced or convenient, like having to choose between the Salarian and the Krogan (when you have plenty more people aboard the Tempest you could use) or how the Archon (somehow) manages to capture Ark Hyperion but wastes the opportunity to destroy the Nexus (and thus the Initiative's leadership). It reminded me of when Cerberus decided to attack the Citadel in ME3 because reasons. The Archon never was, to my mind, a compelling enough villain for me to feel invested in that particular storyline (he wants to destroy everything because... that's what villains do I guess). Funny thing about the outposts. I thought I'd be able to shape different outposts according to different needs. Instead I was tied to that one choice I made at the beginning. Why? It's clearly mentioned that that choice will shape the things to come.
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Post by OdanUrr on Jul 9, 2017 5:02:08 GMT
Well, you'd probably disagree with my analysis then. Several of the But moments you mention felt forced or convenient, like having to choose between the Salarian and the Krogan (when you have plenty more people aboard the Tempest you could use) or how the Archon (somehow) manages to capture Ark Hyperion but wastes the opportunity to destroy the Nexus (and thus the Initiative's leadership). It reminded me of when Cerberus decided to attack the Citadel in ME3 because reasons. The Archon never was, to my mind, a compelling enough villain for me to feel invested in that particular storyline (he wants to destroy everything because... that's what villains do I guess). Funny thing about the outposts. I thought I'd be able to shape different outposts according to different needs. Instead I was tied to that one choice I made at the beginning. Why? It's clearly mentioned that that choice will shape the things to come. Hmm, the only thing SAM says is that your first outpost will be seen by many to represent the Andromeda Initiative's intentions in the Heleus Cluster. Having said that, what's the reason to prevent you from building a military outpost on, say, Kadara?
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Post by colfoley on Jul 9, 2017 5:37:09 GMT
Well, you'd probably disagree with my analysis then. Several of the But moments you mention felt forced or convenient, like having to choose between the Salarian and the Krogan (when you have plenty more people aboard the Tempest you could use) or how the Archon (somehow) manages to capture Ark Hyperion but wastes the opportunity to destroy the Nexus (and thus the Initiative's leadership). It reminded me of when Cerberus decided to attack the Citadel in ME3 because reasons. The Archon never was, to my mind, a compelling enough villain for me to feel invested in that particular storyline (he wants to destroy everything because... that's what villains do I guess). Funny thing about the outposts. I thought I'd be able to shape different outposts according to different needs. Instead I was tied to that one choice I made at the beginning. Why? ...God there is actualy more I could unpack in this post then I originally gave it credit for. 1. I actually agree with you that the Archon wasn't a very good villain, I intend on unpacking that in a future thread.... But as far as the but moment is concerned well first off and worked much better this time then the last time BioWare pulled something like this. IE the ME 2 scene. And that is one of the reasons why I excuse it. The Rule of Cool sometimes works out, and sometimes it does not. All depends on that ever mysterious execution. But suffice it to say if BioWare spent a long time dwelling on the Archon's movements and plans before the scene where he is standing in SAM node for God sake it would have ruined the surprise. And the Archon figuring out where Hyperion was to steal it makes sense. As for the 'why he didn't destroy the Nexus'...we can't be ONE HUNDRED PERCENT SURE unless BioWare reveals it in future DLC, or a book or blog post or something but the mere fact he didn't destroy the Nexus, and got onto Hyperion without raising alarms, points to an answer. He likely snuck on with a very small strike team and then hijacked Hyperion. Sure, I see your next argument that he had the fleet to destroy the Nexus so why didn't he...answer he made the same mistake as Corypheus and kind of for the same reason. It was conistant with his character because he viewed the Nexus/ Hyperion not as the end, but the means to an end. Remember his end game was to conquer/ exalt Heleus by threatening them with the power of Meridian. Had he wasted his time in a battle on, what he thought, was an insignifcant space station he would be...well wasting time. 2. I think the next point actually points to another systemic weakness in recent BioWare titles from a story standpoint. Not that I blame them because people would probably bitch at them for being too reptitive. But...forgive the rather gross metaphor...but BioWare has a habbit of blowing their story load in one shot...and then afraid to repeat it...again for fear of pissing off their fans. So lets put it this way. In Here Lies the Abyss from Dragon Age Inquisition you, as the Inquisitor, lead an assault on the Grey Wardens, and then you get sucked into the Fade because of the mark. And that was...it...for the Fade. BioWare was afraid, I think, to repeat this. Because had I been writing Doom Upon the World AKA the ending....or the end of What Pride Had Wrought...I would have had Corypheus tear down the Veil and enter the Fade phsysically, forcing the Inquisitor to enter the Fade after him. Cory, being one step away from his ultimate ambition, the Inquisitor having to fight through waves of demons, and had I been writing it I would have had Corypheus die literally on the gates of the Black City. Not in some contrived boss battle with a cliched dragon fight...but an actual ramping up of the dramatic tension. But no, sadly, we pretty much get only one Fade scene per game... And like in Mass Effect you already made the choice, BioWare was afraid of having it repeated, especially since all outposts after Eos are A. optional and B. BioWare did not go deep into the system as FO 4 did (thank God). And that Khi Tessara but moment: You find out that Meridian has moved and you have to find it again.
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Post by isaidlunch on Jul 9, 2017 5:48:26 GMT
The problem is that all of these "but" situations are followed by "but Ryder saves the day and they all lived happily ever after!" anyway. It's so rare for Ryder to lose or do anything wrong in this game which completely ruins the tension. You can fail one side quest on Kadara and accidentally get one major(?) NPC killed, that's pretty much it. Even ME1 had more than that and at least DAI's villain actually won once, unlike the Archon who gets cheated by plot convenience every time he's about to win.
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Post by OneWomanArmy on Jul 9, 2017 5:51:10 GMT
I don't think it's well written at all. It feels rushed and clumsy.
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Post by setokaiba on Jul 9, 2017 5:52:40 GMT
The problem with the writing is nothing is really fleshed out or feels finished. The entire story kinda feels like BioWare is saying "you'll have your answer in dlc or another game", which I don't think was the intent but comes of that way because they ran out of time and resources.
And there are some logic gaps in this game but that can be said for any game.
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Post by colfoley on Jul 9, 2017 5:52:42 GMT
The problem is that all of these "but" situations are followed by "but Ryder saves the day and they all lived happily ever after!" anyway. It's so rare for Ryder to lose or do anything wrong in this game which completely ruins the tension. You can fail one side quest on Kadara and accidentally get one major(?) NPC killed, that's pretty much it. Even ME1 had more than that and at least DAI's villain actually won once, unlike the Archon who gets cheated by plot convenience every time he's about to win. Again agree about the Archon. But honestly this is pretty much describes like ninety percent of fiction since people started passing down stories through the oral method. Sure some of them are a lot bloodier, the stakes are higher, and the path longer but USUALLY the good guys triumph in the end. If you are really complaining about this as a 'bad thing' then I suggest you not direct your ire towards MEA but towards Aristotle and Homer.
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Post by colfoley on Jul 9, 2017 5:54:49 GMT
The problem with the writing is nothing is really fleshed out or feels finished. The entire story kinda feels like BioWare is saying "you'll have your answer in dlc or another game", which I don't think was the intent but comes of that way because they ran out of time and resources. And there are some logic gaps in this game but that can be said for any game. Of course it was intentional. No way its not. And again, just my take, but a lot of the concepts within the game were better fleshed out in the trilogy. Some of the exact same concepts too. I felt Andromeda let these high moral and phislophical ideas the chance to breathe instead of rushing off to the next set piece. the story itself MAY HAVE been rushed, but again, this is the first act in a presumably multi game series, at least it was intended as such, so set up was to be expected because the same thing happened in ME 1.
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Post by isaidlunch on Jul 9, 2017 6:01:01 GMT
The problem is that all of these "but" situations are followed by "but Ryder saves the day and they all lived happily ever after!" anyway. It's so rare for Ryder to lose or do anything wrong in this game which completely ruins the tension. You can fail one side quest on Kadara and accidentally get one major(?) NPC killed, that's pretty much it. Even ME1 had more than that and at least DAI's villain actually won once, unlike the Archon who gets cheated by plot convenience every time he's about to win. Again agree about the Archon. But honestly this is pretty much describes like ninety percent of fiction since people started passing down stories through the oral method. Sure some of them are a lot bloodier, the stakes are higher, and the path longer but USUALLY the good guys triumph in the end. If you are really complaining about this as a 'bad thing' then I suggest you not direct your ire towards MEA but towards Aristotle and Homer. Well, if ME had always been like this then I would just quietly move on, but MEA is a massive step down from a series that brought us missions like Virmire and the Suicide Mission. I've always loved Mass Effect for giving players the freedom to fail and I'm afraid that Bioware want to move away from that.
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Post by colfoley on Jul 9, 2017 6:10:00 GMT
Again agree about the Archon. But honestly this is pretty much describes like ninety percent of fiction since people started passing down stories through the oral method. Sure some of them are a lot bloodier, the stakes are higher, and the path longer but USUALLY the good guys triumph in the end. If you are really complaining about this as a 'bad thing' then I suggest you not direct your ire towards MEA but towards Aristotle and Homer. Well, if ME had always been like this then I would just quietly move on, but MEA is a massive step down from a series that brought us missions like Virmire and the Suicide Mission. I've always loved Mass Effect for giving players the freedom to fail and I'm afraid that Bioware want to move away from that. ..When did Shepard fail? I mean maybe at the end of the trilogy...but again the fan backlack from Shepard 'failing' there no wonder they don't want to try that again. And two things. First of all one of the things that made such missions special were the context and the narrative build up of their respective franchises. The Suicide Mission is...admittedly perfect...but it happend only at the end of 2 games of narrative build up and understanding, Andromeda didn't. And yes MET gave us Virmire, the SM, and many others beside that, but Andromeda gave us Trail of Hope and Hunting the Archon and Journey Home. The second thing that is wrong is 'what BioWare was going for is different then the trilogy'. For the moment the story that they told in Andromeda, the story that they told in the MET, and the story they appear to want to tell in the future are entirely different. MET was dark epic fiction where the character was stuck in an unending cycle of events. Ala Battlestar Galactica. Mass Effect Andromeda is more high adventure and discovering the past like Stargate. It is one of the reasons why I am doing these threads to demonstrate just because something is different, and may not match your personal tastes, does not mean its bad. For example while I think that MEA is well written, and DA I was worse written, I still prefer the story in DA I. Why? Because it is personally more satisfying to me. Though MEA is more like DA I then the MET the biggest difference is there is no sense of 'epicness' in Andromeda...but to define and talk about that is a thead for another day.
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Post by jclosed on Jul 9, 2017 6:19:03 GMT
The problem with the writing is nothing is really fleshed out or feels finished. The entire story kinda feels like BioWare is saying "you'll have your answer in dlc or another game", which I don't think was the intent but comes of that way because they ran out of time and resources. And there are some logic gaps in this game but that can be said for any game. Of course it was intentional. No way its not. And again, just my take, but a lot of the concepts within the game were better fleshed out in the trilogy. Some of the exact same concepts too. I felt Andromeda let these high moral and phislophical ideas the chance to breathe instead of rushing off to the next set piece. the story itself MAY HAVE been rushed, but again, this is the first act in a presumably multi game series, at least it was intended as such, so set up was to be expected because the same thing happened in ME 1. I can fully agree with that. ME:A is (in my humble opinion) meant to be a starting point for another series. If that is the purpose, you do not finalize and tie up all loose ends, because they are to be picked up in an coming DLC or ME:A 2. That is the reason it would be a shame if we would no get a DLC or ME:A 2. People still make the mistake to compare a first part of a series to the completed ME:OT. Let's not forget ME1 had a LOT of loose ends too. Those loose ends where picked up in ME2 and ME3 (but not all), so I would suggest to see ME:A in the same "light" as ME1.
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Post by zaeedisking on Jul 9, 2017 6:22:37 GMT
Well, if ME had always been like this then I would just quietly move on, but MEA is a massive step down from a series that brought us missions like Virmire and the Suicide Mission. I've always loved Mass Effect for giving players the freedom to fail and I'm afraid that Bioware want to move away from that. It is one of the reasons why I am doing these threads to demonstrate just because something is different, and may not match your personal tastes, does not mean its bad. For example while I think that MEA is well written, and DA I was worse written, I still prefer the story in DA I. Why? Because it is personally more satisfying to me. Though MEA is more like DA I then the MET the biggest difference is there is no sense of 'epicness' in Andromeda...but to define and talk about that is a thead for another day. The problem is you aren't objective at all when anyone criticizes MEA because of how much you personally liked it. ME:A is not on the same level writing wise as DA:I... honestly I wouldn't even say it's close. ME:A has moments where it shines in the writing department... but it's just so completely overshadowed by the corny/cringeworthy moments.
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Post by colfoley on Jul 9, 2017 8:02:21 GMT
It is one of the reasons why I am doing these threads to demonstrate just because something is different, and may not match your personal tastes, does not mean its bad. For example while I think that MEA is well written, and DA I was worse written, I still prefer the story in DA I. Why? Because it is personally more satisfying to me. Though MEA is more like DA I then the MET the biggest difference is there is no sense of 'epicness' in Andromeda...but to define and talk about that is a thead for another day. The problem is you aren't objective at all when anyone criticizes MEA because of how much you personally liked it. ME:A is not on the same level writing wise as DA:I... honestly I wouldn't even say it's close. ME:A has moments where it shines in the writing department... but it's just so completely overshadowed by the corny/cringeworthy moments. A. I did not call MEA the 'best written game ever'. Its not. But, this thread was focusing on A. story writing and B. Mass Effect Andromeda's main plot. And while its not the best written thing ever, not even the best game, from a plot standpoint it is among the best. B. Maybe I just like corny dialogue, but then again criticising dialogue was not really the point of the thread. Dialogue writing belongs to character, not story or plot. And yes the character writing in this is pretty great too, but there is a lot better. But to address your comments about dialogue...and character...I found Robert Ryder to be a very young, very inexperienced, not so melodramtic, version of Abigail Shepard. A professional/ logical Ryder is....well just as professional and logical as Shepard was. I think in fact that Robert and Abigail would have gotten along very well, just that Robert wouldn't have that Abigail was hard core enough.
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Post by haolyn on Jul 9, 2017 8:23:37 GMT
what i liked most about the twists in MEA (the "but" moments as you call them) was that they were foreshadowed throughout the game. i remember each time there was a revelation my reaction was to be surprised, but also think "of course! that makes complete sense!". it made the twists feel much more satisfactory.
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Post by colfoley on Jul 9, 2017 8:25:11 GMT
what i liked most about the twists in MEA (the "but" moments as you call them) was that they were foreshadowed throughout the game. i remember each time there was a revelation my reaction was to be surprised, but also think "of course! that makes complete sense!". it made the twists feel much more satisfactory. Someone complained that the plot was predicable the other day, and on the one hand I get it, but on the other its a sign of good storytelling that you can leave breadcrumbs behind that you can then figure out.
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rahavan
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Post by rahavan on Jul 9, 2017 8:27:56 GMT
I do agree with you on the point of the story being good with building on itself. To bad SAM doing everything for us (for the most part) made the story very meh for me. Then when you do the last mission and this very forced rivalry that starts with the archon ruins the story for me. The fact that Ryder has meet the archon twice for what a total of 5 minutes maybe? and all of the sudden we have this very over done and cliche villain dialogue at the end? terrible. I enjoyed the building outposts/squadmates stories so much more than the main story line because of those two issues.
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Post by colfoley on Jul 9, 2017 8:30:00 GMT
I do agree with you on the point of the story being good with building on itself. To bad SAM doing everything for us (for the most part) made the story very meh for me. Then when you do the last mission and this very forced rivalry that starts with the archon ruins the story for me. The fact that Ryder has meet the archon twice for what a total of 5 minutes maybe? and all of the sudden we have this very over done and cliche villain dialogue at the end? terrible. I enjoyed the building outposts/squadmates stories so much more than the main story line because of those two issues. Well since I disagree that SAM DIDN'T do everything for us I suppose this is one reason I enjoyed the story...
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Post by Deleted on Jul 9, 2017 8:36:46 GMT
Don't you think some of those but moments (snigger ) are rather contrived tho OP? 'Quick, we've achieved our objective, let's get out of here!' 'Oh no wait Ryder, look! Our exit is being blocked by a rock and a hard place!' I felt like these moments weren't too frequent in the trilogy, in fact I was glad that they removed the Ash/Kaidan or Liara moment in Thessia as it would've been overkill, yet in ME:A I felt like this was the writer's lazy go-to method of cranking up the drama.
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Post by tacsear on Jul 9, 2017 8:42:51 GMT
It might be well written for your avarage videogame, but the writing is very poor in ME standarts
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Post by thelonelypoet on Jul 9, 2017 9:01:51 GMT
Don't you think some of those but moments (snigger ) are rather contrived tho OP? 'Quick, we've achieved our objective, let's get out of here!' 'Oh no wait Ryder, look! Our exit is being blocked by a rock and a hard place!' I felt like these moments weren't too frequent in the trilogy, in fact I was glad that they removed the Ash/Kaidan or Liara moment in Thessia as it would've been overkill, yet in ME:A I felt like this was the writer's lazy go-to method of cranking up the drama. Sorry to interrupt, but what was that they removed from Thessia? Content? Never heard of it. About the writing: it relies so heavily on the characters, that if you fail to make player not invested in them, the plot twists don't matter anymore. You have to care about the world you are saving. The only person I was truly interested was Alec Ryder. Second was my brother/sister. They wasted both opportunities and gave me SAM.
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Post by Deleted on Jul 9, 2017 9:11:42 GMT
Don't you think some of those but moments (snigger ) are rather contrived tho OP? 'Quick, we've achieved our objective, let's get out of here!' 'Oh no wait Ryder, look! Our exit is being blocked by a rock and a hard place!' I felt like these moments weren't too frequent in the trilogy, in fact I was glad that they removed the Ash/Kaidan or Liara moment in Thessia as it would've been overkill, yet in ME:A I felt like this was the writer's lazy go-to method of cranking up the drama. Sorry to interrupt, but what was that they removed from Thessia? Content? Never heard of it. About the writing: it relies so heavily on the characters, that if you fail to make player not invested in them, the plot twists don't matter anymore. You have to care about the world you are saving. The only person I was truly interested was Alec Ryder. Second was my brother/sister. They wasted both opportunities and gave me SAM. Originally Ash/Kaidan would be manipulated by Kai Leng. It'd end at the temple where you could only save the Virmire survivor or Liara.
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