Dieb
N1
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Mass Effect Andromeda
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Post by Dieb on Aug 11, 2017 11:43:32 GMT
The "exploration".
The vastness of ME1's rocks may have been cheap for most, but for me, as the kid who spent most of his childhood inside his own weird little head, it worked. In that I spent forever standing on Klendagon looking at the skybox, or wandering on foot around the sulfur deserts of whats-its-name. Then I stood ontop of a mountain (/randomly generated elevation) and used my sniper rifle too peek at the peculiar looking thing in the distance, and took out bandits from a kilometre away. Sure, all these planets had long ago been explored & registered, yet still I felt like an explorer on an "Interstellar"-type, bland, uncharted rock, composed of the most basic raw chemical elements, not even bothering to just entertain you. It sure was a lucky break for the level designers, and it is boring compared to scripted levels, but for what I saw in them, it worked.
In MEA, ironically, I don't feel like the first person to set foot on a surface. I feel like the last person.
In a classic episode of BioWare reacting to criticism, they made sure no one called their planets randomly generated and empty; and that made them seem exceedingly overcrowded, and very charted. What am I supposed to do here? Someone even named that valley already. What you need is an infrantry grunt, not a pathfinder.
I loved the opening mission. Boy, was I ever so careful and scared of the new aliens; I scanned literally everything, getting excited over how detailed the information was I got for everything around me. I treaded carefully, looked at every machine and every cave, and tried to figure out what exactly awaited us. It felt like a modernized, streamlined Star Trek-ish science fiction at its best. But all these positive impressions quickly either dissolved entirely, or took far to the background. Is there not a single non-hostile animal in the cluster? Are there really only like 6 of them? I loved the flying mantas and the bioluminescent whales, I don't really care about shooting more random kett drones to no real end.
The thing is, it's all in there, but it seems they forgot about all of it the moment they implemented it once.
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Post by sil on Aug 11, 2017 11:56:42 GMT
The "exploration". The vastness of ME1's rocks may have been cheap for most, but for me, as the kid who spent most of his childhood inside his own weird little head, it worked. In that I spent forever standing on Klendagon looking at the skybox, or wandering on foot around the sulfur deserts of whats-its-name. Then I stood ontop of a mountain (/randomly generated elevation) and used my sniper rifle too peek at the peculiar looking thing in the distance, and took out bandits from a kilometre away. Sure, all these planets had long ago been explored & registered, yet still I felt like an explorer on an "Interstellar"-type, bland, uncharted rock, composed of the most basic raw chemical elements, not even bothering to just entertain you. It sure was a lucky break for the level designers, and it is boring compared to scripted levels, but for what I saw in them, it worked.In MEA, ironically, I don't feel like the first person to set foot on a surface. I feel like the last person. In a classic episode of BioWare reacting to criticism, they made sure no one called their planets randomly generated and empty; and that made them seem exceedingly overcrowded, and very charted. What am I supposed to do here? Someone even named that valley already. What you need is an infrantry grunt, not a pathfinder. I loved the opening mission. Boy, was I ever so careful and scared of the new aliens; I scanned literally everything, getting excited over how detailed the information was I got for everything around me. I treaded carefully, looked at every machine and every cave, and tried to figure out what exactly awaited us. It felt like a modernized, streamlined Star Trek-ish science fiction at its best. But all these positive impressions quickly either dissolved entirely, or took far to the background. Is there not a single non-hostile animal in the cluster? Are there really only like 6 of them? I loved the flying mantas and the bioluminescent whales, I don't really care about shooting more random kett drones to no real end. The thing is, it's all in there, but it seems they forgot about all of it the moment they implemented it once. H-074c was the only planet that gave me the sense of wonder I had during ME1.
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Post by Psychevore on Aug 11, 2017 15:26:43 GMT
Is it weird that reading the word 'heroism' brings back memeories of the old BSN? I just can't remember the dude's name for some reason. David? Yes! haha
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Post by traks on Aug 11, 2017 15:44:04 GMT
The "exploration". The vastness of ME1's rocks may have been cheap for most, but for me, as the kid who spent most of his childhood inside his own weird little head, it worked. In that I spent forever standing on Klendagon looking at the skybox, or wandering on foot around the sulfur deserts of whats-its-name. Then I stood ontop of a mountain (/randomly generated elevation) and used my sniper rifle too peek at the peculiar looking thing in the distance, and took out bandits from a kilometre away. Sure, all these planets had long ago been explored & registered, yet still I felt like an explorer on an "Interstellar"-type, bland, uncharted rock, composed of the most basic raw chemical elements, not even bothering to just entertain you. It sure was a lucky break for the level designers, and it is boring compared to scripted levels, but for what I saw in them, it worked.In MEA, ironically, I don't feel like the first person to set foot on a surface. I feel like the last person. In a classic episode of BioWare reacting to criticism, they made sure no one called their planets randomly generated and empty; and that made them seem exceedingly overcrowded, and very charted. What am I supposed to do here? Someone even named that valley already. What you need is an infrantry grunt, not a pathfinder. I loved the opening mission. Boy, was I ever so careful and scared of the new aliens; I scanned literally everything, getting excited over how detailed the information was I got for everything around me. I treaded carefully, looked at every machine and every cave, and tried to figure out what exactly awaited us. It felt like a modernized, streamlined Star Trek-ish science fiction at its best. But all these positive impressions quickly either dissolved entirely, or took far to the background. Is there not a single non-hostile animal in the cluster? Are there really only like 6 of them? I loved the flying mantas and the bioluminescent whales, I don't really care about shooting more random kett drones to no real end. The thing is, it's all in there, but it seems they forgot about all of it the moment they implemented it once. H-074c was the only planet that gave me the sense of wonder I had during ME1. H-047c even feels like an homage to ME1 for me.
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Post by kotoreffect3 on Aug 11, 2017 16:13:15 GMT
I would have made the planets smaller and used the extra resources to create more playable planets giving the game more environmental variety. I would have made it so the player had to choose between outposts sites instead of the simply making the four outposts sites that we got. It could have created more branching paths. I also would not have gotten rid of the old class system or the power wheel. I always felt that my Shepards had a greater sense of identity than my Ryders did due to the fact with Shepard I knew who I was from a tactical standpoint whether it was as a soldier, vanguard, engineer etc... Also with the power wheel I felt like I had more control over my squad and I could actually tell them which weapons to equip. The lack of squad control in Andromeda is a design decision that I will never understand. I'd also bring back a slightly more binary dialog system. With Shepard I could influence their personality. Whether I wanted to be a diplomatic minded paragon or a badass takes no crap renegade. On paper I thought the idea of getting away from paragon/renegade was a good decision but after playing without it I miss it. Also I don't know who was in charge of the soundtrack for Andromeda but I would have made them sit down and play the Shepard trilogy and take note of how the soundtrack in those games helped set the moods and themes of those games. MEAs soundtrack wasn't bad it was just flat. It felt generic and not Mass Effect like at all.
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Post by abaris on Aug 11, 2017 18:26:05 GMT
In MEA, ironically, I don't feel like the first person to set foot on a surface. I feel like the last person. Because they made it so that you are the last person. My major point of criticism. Also what I alluded to in my last post.
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Post by sil on Aug 11, 2017 18:29:24 GMT
ME:A could have really done with an Unexplored World's DLC that adds a handful of small planets to explore.
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Post by lilyenachaos on Aug 11, 2017 18:41:48 GMT
I would have made the planets smaller and used the extra resources to create more playable planets giving the game more environmental variety. I would have made it so the player had to choose between outposts sites instead of the simply making the four outposts sites that we got. It could have created more branching paths. I also would not have gotten rid of the old class system or the power wheel. I always felt that my Shepards had a greater sense of identity than my Ryders did due to the fact with Shepard I knew who I was from a tactical standpoint whether it was as a soldier, vanguard, engineer etc... Also with the power wheel I felt like I had more control over my squad and I could actually tell them which weapons to equip. The lack of squad control in Andromeda is a design decision that I will never understand. I'd also bring back a slightly more binary dialog system. With Shepard I could influence their personality. Whether I wanted to be a diplomatic minded paragon or a badass takes no crap renegade. On paper I thought the idea of getting away from paragon/renegade was a good decision but after playing without it I miss it. Also I don't know who was in charge of the soundtrack for Andromeda but I would have made them sit down and play the Shepard trilogy and take note of how the soundtrack in those games helped set the moods and themes of those games. MEAs soundtrack wasn't bad it was just flat. It felt generic and not Mass Effect like at all. They went out of their way NOT to do this. It doesn't feel like (apart from a few very minor deaths like Dunn or the krogan/salarian choice) there were ANY differences in what our decisions were. Maybe we will see more of the consequences of our choices in the next game...if there is one.
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Post by Revan Reborn on Aug 11, 2017 23:56:00 GMT
They went out of their way NOT to do this. It doesn't feel like (apart from a few very minor deaths like Dunn or the krogan/salarian choice) there were ANY differences in what our decisions were. Maybe we will see more of the consequences of our choices in the next game...if there is one. Truth be told, I think BioWare Montreal was scared. Look at what happened with ME3 due to all of the player choices one could make in ME2 (every companion could die). Every single ME2 companion (besides Garrus and Tali as they had immunity) was relegated to a minor role in ME3. Because players had the choice to kill these characters off, BioWare couldn't dedicate too many resources to these alternate branches. It ended up really ruining some aspects of ME3 for me, because I was hoping Miranda would play a bigger role in ME3. That's why I believe BioWare Montreal went with the decision to not kill off any companions, to avoid sabotaging player agency later. It also might be why there aren't any major branching choices at all. In all honesty, I didn't personally mind it that much, as I saw this as an origin and foundational game. With future sequels, I think it would have been more appropriate for BioWare to incorporate more game-changing choices, leading to more player customization. It's far easier to do those kinds of drastic choices at the end of a trilogy (TW3's drastically different endings) than at the beginning of a trilogy.
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Iakus
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Iakus on Aug 12, 2017 0:12:46 GMT
They went out of their way NOT to do this. It doesn't feel like (apart from a few very minor deaths like Dunn or the krogan/salarian choice) there were ANY differences in what our decisions were. Maybe we will see more of the consequences of our choices in the next game...if there is one. Truth be told, I think BioWare Montreal was scared. Look at what happened with ME3 due to all of the player choices one could make in ME2 (every companion could die). Every single ME2 companion (besides Garrus and Tali as they had immunity) was relegated to a minor role in ME3. Because players had the choice to kill these characters off, BioWare couldn't dedicate too many resources to these alternate branches. It ended up really ruining some aspects of ME3 for me, because I was hoping Miranda would play a bigger role in ME3. That's why I believe BioWare Montreal went with the decision to not kill off any companions, to avoid sabotaging player agency later. It also might be why there aren't any major branching choices at all. In all honesty, I didn't personally mind it that much, as I saw this as an origin and foundational game. With future sequels, I think it would have been more appropriate for BioWare to incorporate more game-changing choices, leading to more player customization. It's far easier to do those kinds of drastic choices at the end of a trilogy (TW3's drastically different endings) than at the beginning of a trilogy. And that is why I think they should ditch player imports altogether. Make your choices matter IN THE GAME WHERE YOU MAKE THEM. Let future games take care of themselves.
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Post by Revan Reborn on Aug 12, 2017 0:29:33 GMT
And that is why I think they should ditch player imports altogether. Make your choices matter IN THE GAME WHERE YOU MAKE THEM. Let future games take care of themselves. That's fine, if BioWare essentially wants to go the Dragon Age approach, with standalone stories that don't necessarily impact other games. However, Mass Effect was originally built as a trilogy series. Not that MEA was confirmed to have sequels, but that was heavily implied by how MEA ended. I think there are pros and cons to both approaches, and I do like aspects of the import system. It truly does give me that impression that I am tailoring the game around my choices. With the ME franchise currently on the shelf, and not likely to be revived until after Anthem and DA4, it may give BioWare some time to consider what it wants to do with Mass Effect going forward.
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Post by alanc9 on Aug 12, 2017 0:39:49 GMT
In a classic episode of BioWare reacting to criticism, they made sure no one called their planets randomly generated and empty; and that made them seem exceedingly overcrowded, and very charted. What am I supposed to do here? Someone even named that valley already. What you need is an infrantry grunt, not a pathfinder. And yet, ME:A got plenty of criticism for the worlds being empty anyway.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Posts: 21,290 Likes: 50,647
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Post by Iakus on Aug 12, 2017 0:47:11 GMT
And that is why I think they should ditch player imports altogether. Make your choices matter IN THE GAME WHERE YOU MAKE THEM. Let future games take care of themselves. That's fine, if BioWare essentially wants to go the Dragon Age approach, with standalone stories that don't necessarily impact other games. However, Mass Effect was originally built as a trilogy series. Not that MEA was confirmed to have sequels, but that was heavily implied by how MEA ended. I think there are pros and cons to both approaches, and I do like aspects of the import system. It truly does give me that impression that I am tailoring the game around my choices. With the ME franchise currently on the shelf, and not likely to be revived until after Anthem and DA4, it may give BioWare some time to consider what it wants to do with Mass Effect going forward. That's just it, though. The MET ended up making me think my choices didn't mean jack sh*t. Any "tailoring" I felt was decorative at best. in the end, nothing mattered. I get the same feeling from Dragon Age imports too. But at least that's not as integral to the game. I suspect any MEA import system and sequel will be similarly pointless. I got more sense of accomplishment from "Clementine will remember that" moments in Telltale games, tbh.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Posts: 21,290 Likes: 50,647
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Post by Iakus on Aug 12, 2017 0:49:38 GMT
In a classic episode of BioWare reacting to criticism, they made sure no one called their planets randomly generated and empty; and that made them seem exceedingly overcrowded, and very charted. What am I supposed to do here? Someone even named that valley already. What you need is an infrantry grunt, not a pathfinder. And yet, ME:A got plenty of criticism for the worlds being empty anyway. I think the specific complaint is't so much as it was "empty" as "everything we encounter is pretty much the same as what we encounter on every other planet".
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by malgus on Aug 12, 2017 1:09:31 GMT
If jason's article is true, what I would have done is to be realistic about the game itself, I would have NEVER try the procedural thing, That may have been good thing for a purely exploration game like no man's sky with no story, but for a BW game I think its a terrible idea.
I would have told to the people working on it to make hand crafted worlds instead of trying randomly created ones, BW should have never wasted all this time and ressources on this and concentrate on their strenght, story, companion, after that improving the gameplay and make open world planets to bring back the exploration and make it the best as possible.
I like what MEA is, but if what kotaku says is true, I just imagine what it could have been if BW had a fixed objective since 2012.
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Post by themikefest on Aug 12, 2017 1:44:16 GMT
And that is why I think they should ditch player imports altogether. Make your choices matter IN THE GAME WHERE YOU MAKE THEM. Let future games take care of themselves. They can still have imports for the next game. Import romances. Import if your character was naughty or nice. I do agree that choices made in the game should be confined to that game. Or put the choice in the hands of someone else. Like for instance the rachni queen. Instead of Shepard having the choice to kill her or free her, he/she informs the council. They decide the queens fate
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Post by themikefest on Aug 12, 2017 1:58:50 GMT
Every single ME2 companion (besides Garrus and Tali as they had immunity) was relegated to a minor role in ME3. Because players had the choice to kill these characters off, BioWare couldn't dedicate too many resources to these alternate branches. It ended up really ruining some aspects of ME3 for me, because I was hoping Miranda would play a bigger role in ME3. Garrus and Tali were ME1 characters. That was their immunity. Instead of Garrus being a squadmate, he is on the Normandy helping Victus. After the genophage mission, he leaves with Victus.Tali didn't need to be a squadmate to achieve peace. She could do what Xen and Raan did. I would say time was the major factor why ME2 squadmates were reduced to a cameo. Even Wrex was made a squadmate for the Citadel dlc. He was in ME1. I do agree that it would have been nice if Miranda had a bigger role. Maybe she will when Bioware remakes the trilogy. excellent Is that also the same reason why the player didn't have the choice to recruit squadmates or not?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Posts: 21,290 Likes: 50,647
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Post by Iakus on Aug 12, 2017 2:27:20 GMT
And that is why I think they should ditch player imports altogether. Make your choices matter IN THE GAME WHERE YOU MAKE THEM. Let future games take care of themselves. They can still have imports for the next game. Import romances. Import if your character was naughty or nice. I do agree that choices made in the game should be confined to that game. Or put the choice in the hands of someone else. Like for instance the rachni queen. Instead of Shepard having the choice to kill her or free her, he/she informs the council. They decide the queens fate Yeah, cause importing romances worked SO WELL in the trilogy.
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Post by themikefest on Aug 12, 2017 2:38:45 GMT
Yeah, cause importing romances worked SO WELL in the trilogy. Can you expand on that?
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Posts: 21,290 Likes: 50,647
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Post by Iakus on Aug 12, 2017 4:06:51 GMT
Yeah, cause importing romances worked SO WELL in the trilogy. Can you expand on that? Horizon.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Heero the pilot
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Post by Revan Reborn on Aug 12, 2017 5:18:51 GMT
That's just it, though. The MET ended up making me think my choices didn't mean jack sh*t. Any "tailoring" I felt was decorative at best. in the end, nothing mattered. I get the same feeling from Dragon Age imports too. But at least that's not as integral to the game. I suspect any MEA import system and sequel will be similarly pointless. I got more sense of accomplishment from "Clementine will remember that" moments in Telltale games, tbh. Telltale games are nothing more than glorified Japanese visual novels, so I never saw the appeal to those. As far as the MET, I think the import system had its ups and downs. Yes, ME2's player agency screwed over player agency in ME3. That being said, I still liked that some choices that I had made carried through to the end. The biggest mistake BioWare made with the MET was not planning out the story ahead of time. They should have had a basic outline the moment they started ME1. Instead, they took an ad hoc approach and changed lead writers halfway through the trilogy. It led to a lot of plot holes and inconsistencies that could have been avoided with proper planning. Garrus and Tali were ME1 characters. That was their immunity. Instead of Garrus being a squadmate, he is on the Normandy helping Victus. After the genophage mission, he leaves with Victus.Tali didn't need to be a squadmate to achieve peace. She could do what Xen and Raan did. I would say time was the major factor why ME2 squadmates were reduced to a cameo. Even Wrex was made a squadmate for the Citadel dlc. He was in ME1. I do agree that it would have been nice if Miranda had a bigger role. Maybe she will when Bioware remakes the trilogy. excellent Is that also the same reason why the player didn't have the choice to recruit squadmates or not? More specifically, the immunity that Garrus and Tali had was because they were BioWare's favorites. Yes, they were obviously in ME1, but my point was that everybody in ME2 could die, yet both Garrus and Tali would still appear in ME3's main story anyway. Every other ME2 companion was reduced to a smaller role, if not completely optional. Time was definitely part of the problem, as the game had less than two years of development. However, it was also a resources issue. There were too many different branching paths, and BioWare focused their efforts on what they felt was most important for the story. I honestly still believe Miranda was one of the best and most interesting companions in MET. Especially with how close she was with TIM, she should have been there at the end. Whereas Ash/Kaidan are completely tacked on after the Citadel incident. BioWare wants to build all of these squadmates going forward. It wouldn't make sense to have the option of not recruiting them. As I said, it makes sense to kill them at the end of a trilogy, but not at the beginning. I think many would argue Mordin's death was incredibly well-executed.
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Post by alanc9 on Aug 12, 2017 16:00:48 GMT
More specifically, the immunity that Garrus and Tali had was because they were BioWare's favorites. Yes, they were obviously in ME1, but my point was that everybody in ME2 could die, yet both Garrus and Tali would still appear in ME3's main story anyway. Huh? If they died in ME2 they stayed dead.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Heero the pilot
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Post by Revan Reborn on Aug 12, 2017 18:16:39 GMT
Huh? If they died in ME2 they stayed dead. Perhaps I should phrase it differently. Tali and Garrus are the only ME2 companions that have an integral role in the main story of ME3. Everybody else is either optional or plays a relatively minor role in the larger scheme of things. The only reason for this, as I indicated earlier, is because Garrus and Tali were personal favorites of BioWare's. Everybody else in ME2, for lack of a better phrase, were expendable.
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♨ Retired
24
0
Nov 26, 2024 12:38:10 GMT
26,299
themikefest
15,635
August 2016
themikefest
21,655
15,426
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Post by themikefest on Aug 12, 2017 19:54:19 GMT
Perhaps I should phrase it differently. Tali and Garrus are the only ME2 companions that have an integral role in the main story of ME3. Everybody else is either optional or plays a relatively minor role in the larger scheme of things. The only reason for this, as I indicated earlier, is because Garrus and Tali were personal favorites of BioWare's. Everybody else in ME2, for lack of a better phrase, were expendable. What integral role did Garrus have in the main story in ME3?
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Glorious Star Lord
822
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16,819
KaiserShep
Party like it's 2023!
9,233
August 2016
kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Aug 12, 2017 20:38:13 GMT
Huh? If they died in ME2 they stayed dead. Perhaps I should phrase it differently. Tali and Garrus are the only ME2 companions that have an integral role in the main story of ME3. Everybody else is either optional or plays a relatively minor role in the larger scheme of things. The only reason for this, as I indicated earlier, is because Garrus and Tali were personal favorites of BioWare's. Everybody else in ME2, for lack of a better phrase, were expendable. Tali's the only one with a really meaningful effect on a main story mission in ME3.
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