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Post by themikefest on Jul 22, 2020 16:12:44 GMT
Most of these variations don't seem to be all that worth the effort No one said you have to make the effort. It's a thread about what can be missed or didn't know about. Then post that you have a problem with that in the things that don't make sense thread
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Post by SirSourpuss on Jul 22, 2020 16:16:38 GMT
No one said you have to make the effort. It's a thread about what can be missed or didn't know about. I know about some of them and the ones I don't know about, I'm really not curious to find out. Then post that you have a problem with that in the things that don't make sense threadIt can make sense, but it's out of the blue. Listen, I half expect to see that my mom is TIM in disguise, at this point. I won't even be surprised.
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Post by Kappa Neko on Jul 22, 2020 16:39:37 GMT
Anyways. Here's a thread that folks can look at about content that can be missed and/or no one knew about. Most of these variations don't seem to be all that worth the effort and some don't even make sense. Like giving the Collector base to Cerberus, makes the default Crucible option be "Control", instead of Destroy. Like, why? How? Unless it means to imply that Alliance scientists were comprised of Cerberus. Which isn't entirely implausible, but completely out of the fucking blue. My guess is because Control is the Illusive Man/Cerberus mindset. Destroy is Anderson. And Synthesis is Saren. So in other words, there is only one sane option, lol.
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Post by Iakus on Jul 22, 2020 19:20:52 GMT
Most of these variations don't seem to be all that worth the effort and some don't even make sense. Like giving the Collector base to Cerberus, makes the default Crucible option be "Control", instead of Destroy. Like, why? How? Unless it means to imply that Alliance scientists were comprised of Cerberus. Which isn't entirely implausible, but completely out of the fucking blue. My guess is because Control is the Illusive Man/Cerberus mindset. Destroy is Anderson. And Synthesis is Saren. So in other words, there is only one sane option, lol.
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Post by themikefest on Jul 22, 2020 19:46:30 GMT
My guess is because Control is the Illusive Man/Cerberus mindset. Destroy is Anderson. And Synthesis is Saren. While I agree with that, a new player would not know who Saren is, if he were to be seen in the vision for green. Since Bioware decided to not have a vision for green, my Shepard doesn't choose it because she/he has no idea what to do. She/he plays stupid.
The decision of what happens with the collector base only effects a low-ems(below 1750) playthrough. The player will only get red or blue. In the case of a default ME3 playthrough, it will be destroy.
That's right, destroy.
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Post by Kappa Neko on Jul 22, 2020 21:14:57 GMT
My guess is because Control is the Illusive Man/Cerberus mindset. Destroy is Anderson. And Synthesis is Saren. While I agree with that, a new player would not know who Saren is, if he were to be seen in the vision for green. Since Bioware decided to not have a vision for green, my Shepard doesn't choose it because she/he has no idea what to do. She/he plays stupid.
The decision of what happens with the collector base only effects a low-ems(below 1750) playthrough. The player will only get red or blue. In the case of a default ME3 playthrough, it will be destroy.
That's right, destroy. BioWare was being deceptive like the Catalyst trying to trick people into choosing green, the happy ending where nobody dies because they're all enlightened by the DNA of Jesus Shepard now... Seriously, I DID pick green on my first playthrough, paragon, because I was convinced this ridiculous shit was supposed to be the ideal solution BioWare was pushing at me. So I thought, OK, I gotta see this space magic in action! Then it played and I was like... WTF?! NO!
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Post by themikefest on Jul 22, 2020 22:10:34 GMT
BioWare was being deceptive like the Catalyst trying to trick people into choosing green, the happy ending where nobody dies because they're all enlightened by the DNA of Jesus Shepard now... Seriously, I DID pick green on my first playthrough, paragon, because I was convinced this ridiculous shit was supposed to be the ideal solution BioWare was pushing at me. So I thought, OK, I gotta see this space magic in action! Then it played and I was like... WTF?! NO! My first playthrough I didn't have enough ems for green. Turned out to be a good thing.
I watched on youtube to see what people were choosing. Some of the comments from people saying they wanted red, but got green because they had their Shepard walk a bit too far that ended up activating the cut scene for the green. I see what you did there Bioware.
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Post by cipher on Jul 23, 2020 15:35:17 GMT
^ I did exactly that... it isn't obvious (on a first playthrough) what to do, I'm still sitting there glazed out after talking to Starkid, and Shepard just starts sprinting while I'm trying to simply look around and think... like a moth to the flame. Anyways. Here's a thread that folks can look at about content that can be missed and/or no one knew about. Most of these variations don't seem to be all that worth the effort and some don't even make sense. Like giving the Collector base to Cerberus, makes the default Crucible option be "Control", instead of Destroy. Like, why? How? Unless it means to imply that Alliance scientists were comprised of Cerberus. Which isn't entirely implausible, but completely out of the fucking blue. It would've made sense if the game allowed you to stay allied to Cerberus. That's kind of something I wish would've been allowed in ME3, the chance to side with whatever faction you believed to have the best chance at dealing with the Reapers. Cerberus would've been less overtly evil in this scenario, and more in the grey area like ME2. In fact, blowing up the CB gives them no choice but to be more evil as they have less resources, but that's just how I would've handled it. I remember early concept art of ME3 someone on here posted showing the ME2 squadmates, so perhaps that may have been an idea or Shepard would've had the option of not returning to Earth for the trial, instead focusing on stopping the Reapers. I highly doubt any ME3 remaster would add entirely new narrative(s) at this scale, but it's not impossible either. If basic fans are able to do shit like Expanded Galaxy Mod (I've yet to actually try but it seems quite extensive) or overhaul Priority Earth then the above should theoretically be within Bioware's capacity to achieve.
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Post by SirSourpuss on Jul 23, 2020 15:45:44 GMT
I remember early concept art of ME3 someone on here posted showing the ME2 squadmates In one of the early concepts of ME3, it showed the Normandy bridge with Jack in there, as she was supposed to be a party member, but according to one of the "Art Of" books, she was scrapped in favour of Tali. Also, there's a Miranda mod on PC that restores her content and makes her a full recruitable squadmate.
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Post by gothpunkboy89 on Jul 24, 2020 12:27:11 GMT
People liked ME3, yes. There were also a lot of people who did NOT like ME3. That's why the base is "broken", it is split (a fact you seem to refuse to acknowledge) The "fact" that the majority was fine with the ending is completely unfounded and is not backed up by any evidence. Even Bioware has finally gotten around to acknowledging that, hey maybe they "misstepped" with ME3. And yet you can not quantify this amount leading to your heavy use of the logical fallacy argumentum ad populum that you continue to desperately try to validate while ironically at least to me to actually using the logical fallacy ref at me. It is the height of bad logic, poor reasoning and appealing to the popularity of an idea to validate your argument. And you brought it up as some magical defense for your stance.
No it isn't bad writing and the fact you keep trying to compare apples to fish sticks to validate your argument continues the bad argument and bad logic train you are riding at full steam. If you are going to compare and contrast you have to compare and contrast similar games with similar set ups. A stand alone game is not the same as the 3rd game in a trilogy. A game were you constantly switch protagonists so you get more a kin to Easter eggs for your actions is not the same as following a continual story.
By your logic the Witcher series is terrible because compared to the Soul's series there isn't any depth to the combat. As Dark Souls 1,2 and 3 gives you a wide variety of weapon fighting styles to build your character around. Doom 2016/Eternal is terrible because Call of Duty has more weapon options and the enemies are not just bullet sponges.
Boy this is pretty easy to just take vague connections between games and declare one is clearly better then the other because they do more then the other. Even though the games are very different when examined closely and thus making them bad comparisons. But why should I bother with close examinations when vague generalities like "both use swords" or "both use guns" or "they have choices"?
Yes you should have because it is clear from the first game based on your own words that the series was not for you. Made even more odd that you sat though the 2nd game which was so against what you wanted you should have simply moved on. But you played the 3rd game which gave you more then the 2nd one did and yet you complain that the 3rd game isn't your type of game.
And then 8 years give or take you are still haunting an unofficial forum taking your every chance to complain about how shitty the game is and how shitty the trilogy is and how shitty BioWare and act like they forced you to watch as they shot your dog or something. And thus you are bound to the forums to haunt and curse BioWare's name for all eternity until you get your revenge against them. I don't know if I should call an exorcists or a web developer to free your spirit from these earthly bonds.
So you were expecting no divergent path in the ending even though the game is based on divergent paths (to an extent) and your main comparisons to why the game is shit are games that are based on divergent paths.....WHAT? You were literally saying not long ago that other games like Machina are better because it gives you divergent paths and 4 possible endings.
And I've asked you at least twice to give specific examples that could be done without the need to rewrite the entire game story and have 2 or 3 or 4 stories build into the same game and so far you have done nothing but deflect and refuse to actually reply about it. But hey I already know that this will be a waste of time but lets try it again.
How would you write the Rachni into the narrative of ME3 to give them more impact but still allowing the complete and total removal of them without causing problems in the narrative for the game.
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Post by Iakus on Jul 24, 2020 16:14:52 GMT
People liked ME3, yes. There were also a lot of people who did NOT like ME3. That's why the base is "broken", it is split (a fact you seem to refuse to acknowledge) The "fact" that the majority was fine with the ending is completely unfounded and is not backed up by any evidence. Even Bioware has finally gotten around to acknowledging that, hey maybe they "misstepped" with ME3. And yet you can not quantify this amount leading to your heavy use of the logical fallacy argumentum ad populum that you continue to desperately try to validate while ironically at least to me to actually using the logical fallacy ref at me. It is the height of bad logic, poor reasoning and appealing to the popularity of an idea to validate your argument. And you brought it up as some magical defense for your stance. False. I acknowledge that many people liked ME3. The case could not be broken otherwise. You, otoh, are claiming (without evidence) it's just a tiny vocal minority who didn't like it. Can anyone else translate what this has to do with ANYTHING I said?
Heh, better (or worse) people than you have tried to run me off this forum for wrongthink. Some with actual authority, so don't try that tack on me. At any rate., Bioware hasn't COMPLETELY f*cked up Dragon Age (yet) And there are off-topic forums here. Plus I've actually gotten to like a number of people on these forums. So...
Umm...what? Mission chain A
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Post by SirSourpuss on Jul 24, 2020 16:25:39 GMT
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Post by Iakus on Jul 24, 2020 16:49:18 GMT
Yes, I know. I'm trying to fix them. But one can only quote so much on Proboards before it starts rebelling.
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Post by SirSourpuss on Jul 24, 2020 16:52:34 GMT
Yes, I know. I'm trying to fix them. But one can only quote so much on Proboards before it starts rebelling I am the master of multiquotes. I have tamed the Proboards. That was way too dramatic for what the point was.
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Post by Sanunes on Jul 24, 2020 18:39:12 GMT
And I've asked you at least twice to give specific examples that could be done without the need to rewrite the entire game story and have 2 or 3 or 4 stories build into the same game and so far you have done nothing but deflect and refuse to actually reply about it. But hey I already know that this will be a waste of time but lets try it again.
How would you write the Rachni into the narrative of ME3 to give them more impact but still allowing the complete and total removal of them without causing problems in the narrative for the game.
As far as I can see it for me the only way to have the Rachni or any other major choice have the impact it should have is a nullification approach in the game it is offered. So no matter what the Rachni are dead by the end of Mass Effect 1. You can kill her during the Mission or during some other mission in the game even at the very end she dies helping to defeat Sovereign. At that point you can have something to demonstrate the choice such as a cinematic or a conversation between a few members of the crew and that gives that choice weight. I just don't think it is possible to have something that can have such a significant impact on the game or at least development cycle to be really able to carry forward without it not feeling like a major choice anymore. The Collector Base could be that you destroy it or if you choose to keep it the destruction of the Human Reaper caused the station to malfunction sending a beam out to the relay causing it to become unstable and unreachable and you can have some fancy cinematic of Joker frantically flying the ship out of the area while everything else is being destroyed. I think that is why there didn't feel like there was the same major choice in Andromeda is BioWare saw all the complaints and didn't want to raise expectations of players, but of course there were people that took it as "lazy writing".
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Post by Iakus on Jul 24, 2020 19:16:46 GMT
And I've asked you at least twice to give specific examples that could be done without the need to rewrite the entire game story and have 2 or 3 or 4 stories build into the same game and so far you have done nothing but deflect and refuse to actually reply about it. But hey I already know that this will be a waste of time but lets try it again.
How would you write the Rachni into the narrative of ME3 to give them more impact but still allowing the complete and total removal of them without causing problems in the narrative for the game.
As far as I can see it for me the only way to have the Rachni or any other major choice have the impact it should have is a nullification approach in the game it is offered. So no matter what the Rachni are dead by the end of Mass Effect 1. You can kill her during the Mission or during some other mission in the game even at the very end she dies helping to defeat Sovereign. At that point you can have something to demonstrate the choice such as a cinematic or a conversation between a few members of the crew and that gives that choice weight. I just don't think it is possible to have something that can have such a significant impact on the game or at least development cycle to be really able to carry forward without it not feeling like a major choice anymore. The Collector Base could be that you destroy it or if you choose to keep it the destruction of the Human Reaper caused the station to malfunction sending a beam out to the relay causing it to become unstable and unreachable and you can have some fancy cinematic of Joker frantically flying the ship out of the area while everything else is being destroyed. I think that is why there didn't feel like there was the same major choice in Andromeda is BioWare saw all the complaints and didn't want to raise expectations of players, but of course there were people that took it as "lazy writing". PC Gamer: So it's not like, if I let the Rachni live, now I can't complete the game because they've killed everyone. But maybe I can't get the ultra-nice ending where everything works out perfectly? Casey Hudson: I think a way to think about it is if you made decisions early on, you'll see them affecting this. And the decisions you might want to make that go against those prior things are gonna be harder. Killing the Rachni might present opportunities in Mass Effect 3 that you wouldn't otherwise have, but if you don't take those opportunities and you try and do something in opposition to that, then it would be harder for you than if you work with it. Similarly with the decisions at the end of Mass Effect 2, for whether you saved the base or destroyed it. And so all the different things that you do, if you do a little side quest, or you go off and do a major plot, these things contribute to the war effort. If you just rip straight down the critical path and try and finish the game as soon as you can, and do very little optional or side stuff, then you can finish the game. You can have some kind of ending and victory, but it'll be a lot more brutal and minimal relative to if you do a lot of stuff. If you really build a lot of stuff and bring people to your side and rally the entire galaxy around you, and you come into the end game with that, then you'll get an amazing, very definitive ending.www.pcgamer.com/bioware-on-how-your-choices-determine-mass-effect-3s-ending/Turns out all he was talking about were War Asset numbers, though.
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Post by gothpunkboy89 on Jul 24, 2020 20:33:28 GMT
As far as I can see it for me the only way to have the Rachni or any other major choice have the impact it should have is a nullification approach in the game it is offered. So no matter what the Rachni are dead by the end of Mass Effect 1. You can kill her during the Mission or during some other mission in the game even at the very end she dies helping to defeat Sovereign. At that point you can have something to demonstrate the choice such as a cinematic or a conversation between a few members of the crew and that gives that choice weight. I just don't think it is possible to have something that can have such a significant impact on the game or at least development cycle to be really able to carry forward without it not feeling like a major choice anymore. The Collector Base could be that you destroy it or if you choose to keep it the destruction of the Human Reaper caused the station to malfunction sending a beam out to the relay causing it to become unstable and unreachable and you can have some fancy cinematic of Joker frantically flying the ship out of the area while everything else is being destroyed. I think that is why there didn't feel like there was the same major choice in Andromeda is BioWare saw all the complaints and didn't want to raise expectations of players, but of course there were people that took it as "lazy writing". PC Gamer: So it's not like, if I let the Rachni live, now I can't complete the game because they've killed everyone. But maybe I can't get the ultra-nice ending where everything works out perfectly? Casey Hudson: I think a way to think about it is if you made decisions early on, you'll see them affecting this. And the decisions you might want to make that go against those prior things are gonna be harder. Killing the Rachni might present opportunities in Mass Effect 3 that you wouldn't otherwise have, but if you don't take those opportunities and you try and do something in opposition to that, then it would be harder for you than if you work with it. Similarly with the decisions at the end of Mass Effect 2, for whether you saved the base or destroyed it. And so all the different things that you do, if you do a little side quest, or you go off and do a major plot, these things contribute to the war effort. If you just rip straight down the critical path and try and finish the game as soon as you can, and do very little optional or side stuff, then you can finish the game. You can have some kind of ending and victory, but it'll be a lot more brutal and minimal relative to if you do a lot of stuff. If you really build a lot of stuff and bring people to your side and rally the entire galaxy around you, and you come into the end game with that, then you'll get an amazing, very definitive ending.www.pcgamer.com/bioware-on-how-your-choices-determine-mass-effect-3s-ending/Turns out all he was talking about were War Asset numbers, though. Ah still deflecting away from answering a question. Proving once again that you can't even come up with something that you are complaining about BioWare not doing. You also forgot this part
PC Gamer: With the choices in the series before, there's often been the pressure of, 'If I get this wrong, I'm going to make life difficult for myself later on' – is that actually the case when the consequences kick in in Mass Effect 3?
Casey Hudson: [Deaths in Mass Effect 2] became the grade of scale of your success of the end game, and we have something similar here. You're basically building towards greater and greater degrees of success, in terms of how you're able to fight the Reapers. So similarly you're going to want to do more, and be more successful, and make better choices throughout. And then that, combined with more personal or more moral choices about how to deal with things... those things will ultimately affect part of the end game, which is pretty amazing.
Also By Tom Francis May 17, 2011 The final installment of the Mass Effect trilogy, it was first released in March 2012. Posted 10 months before it was released and the interview possibly 11 or 12 months before release. Things change in that time due to numerous issues. Often needing to scale back game content because they can not finish what they wanted on time. That happens to a lot of games that have cut content due to time constraints.
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Post by gothpunkboy89 on Jul 24, 2020 20:34:36 GMT
And I've asked you at least twice to give specific examples that could be done without the need to rewrite the entire game story and have 2 or 3 or 4 stories build into the same game and so far you have done nothing but deflect and refuse to actually reply about it. But hey I already know that this will be a waste of time but lets try it again.
How would you write the Rachni into the narrative of ME3 to give them more impact but still allowing the complete and total removal of them without causing problems in the narrative for the game.
As far as I can see it for me the only way to have the Rachni or any other major choice have the impact it should have is a nullification approach in the game it is offered. So no matter what the Rachni are dead by the end of Mass Effect 1. You can kill her during the Mission or during some other mission in the game even at the very end she dies helping to defeat Sovereign. At that point you can have something to demonstrate the choice such as a cinematic or a conversation between a few members of the crew and that gives that choice weight. I just don't think it is possible to have something that can have such a significant impact on the game or at least development cycle to be really able to carry forward without it not feeling like a major choice anymore. The Collector Base could be that you destroy it or if you choose to keep it the destruction of the Human Reaper caused the station to malfunction sending a beam out to the relay causing it to become unstable and unreachable and you can have some fancy cinematic of Joker frantically flying the ship out of the area while everything else is being destroyed. I think that is why there didn't feel like there was the same major choice in Andromeda is BioWare saw all the complaints and didn't want to raise expectations of players, but of course there were people that took it as "lazy writing". So in other words what BioWare did was literally the best thing they could possibly do. And yet people are complaining about it as if they purposefully chose the lazy route. Even though people who complain about it are literally incapable of actually giving their own ideas on how they could have been done.
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Post by SirSourpuss on Jul 24, 2020 20:44:44 GMT
So in other words what BioWare did was literally the best thing they could possibly do Regardless of what Bioware could do and I'd just like to interject that Anthem was also the best they could do, if the end result is not satisfactory, it means nothing. I do not say this to diminish anyone's work, but there's no award for "best game made [under circumstances]". Even though people who complain about it are literally incapable of actually giving their own ideas on how they could have been done. I've given many ideas, which all end with Hanako Ikezawa posting a gif of an anime girl going no and backing away. Because he likes what Bioware gave him and will not accept any alternative, even if it means the death of ME, the closure of Bioware and at the cost of hundreds of people's jobs. Oh wait. That did happen.
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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 Jul 24, 2020 21:19:43 GMT
PC Gamer: So it's not like, if I let the Rachni live, now I can't complete the game because they've killed everyone. But maybe I can't get the ultra-nice ending where everything works out perfectly? Casey Hudson: I think a way to think about it is if you made decisions early on, you'll see them affecting this. And the decisions you might want to make that go against those prior things are gonna be harder. Killing the Rachni might present opportunities in Mass Effect 3 that you wouldn't otherwise have, but if you don't take those opportunities and you try and do something in opposition to that, then it would be harder for you than if you work with it. Similarly with the decisions at the end of Mass Effect 2, for whether you saved the base or destroyed it. And so all the different things that you do, if you do a little side quest, or you go off and do a major plot, these things contribute to the war effort. If you just rip straight down the critical path and try and finish the game as soon as you can, and do very little optional or side stuff, then you can finish the game. You can have some kind of ending and victory, but it'll be a lot more brutal and minimal relative to if you do a lot of stuff. If you really build a lot of stuff and bring people to your side and rally the entire galaxy around you, and you come into the end game with that, then you'll get an amazing, very definitive ending.www.pcgamer.com/bioware-on-how-your-choices-determine-mass-effect-3s-ending/Turns out all he was talking about were War Asset numbers, though. Ah still deflecting away from answering a question. Proving once again that you can't even come up with something that you are complaining about BioWare not doing. You also forgot this part
PC Gamer: With the choices in the series before, there's often been the pressure of, 'If I get this wrong, I'm going to make life difficult for myself later on' – is that actually the case when the consequences kick in in Mass Effect 3?
Casey Hudson: [Deaths in Mass Effect 2] became the grade of scale of your success of the end game, and we have something similar here. You're basically building towards greater and greater degrees of success, in terms of how you're able to fight the Reapers. So similarly you're going to want to do more, and be more successful, and make better choices throughout. And then that, combined with more personal or more moral choices about how to deal with things... those things will ultimately affect part of the end game, which is pretty amazing.
Also By Tom Francis May 17, 2011 The final installment of the Mass Effect trilogy, it was first released in March 2012. Posted 10 months before it was released and the interview possibly 11 or 12 months before release. Things change in that time due to numerous issues. Often needing to scale back game content because they can not finish what they wanted on time. That happens to a lot of games that have cut content due to time constraints.
I've answered your question several times at this point, so unless you've got something new to say I'm going to stop responding to you.
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Post by gothpunkboy89 on Jul 24, 2020 21:25:56 GMT
Ah still deflecting away from answering a question. Proving once again that you can't even come up with something that you are complaining about BioWare not doing. You also forgot this part
PC Gamer: With the choices in the series before, there's often been the pressure of, 'If I get this wrong, I'm going to make life difficult for myself later on' – is that actually the case when the consequences kick in in Mass Effect 3?
Casey Hudson: [Deaths in Mass Effect 2] became the grade of scale of your success of the end game, and we have something similar here. You're basically building towards greater and greater degrees of success, in terms of how you're able to fight the Reapers. So similarly you're going to want to do more, and be more successful, and make better choices throughout. And then that, combined with more personal or more moral choices about how to deal with things... those things will ultimately affect part of the end game, which is pretty amazing.
Also By Tom Francis May 17, 2011 The final installment of the Mass Effect trilogy, it was first released in March 2012. Posted 10 months before it was released and the interview possibly 11 or 12 months before release. Things change in that time due to numerous issues. Often needing to scale back game content because they can not finish what they wanted on time. That happens to a lot of games that have cut content due to time constraints.
I've answered your question several times at this point, so unless you've got something new to say I'm going to stop responding to you. You all you have done is complain about how it wasn't done to your satifaction while comparing ME3 to games that have only surface level simlarities. Posting an interview isn't the same as telling me how you would work the Rachni into the over all story while still allowing them to be removed completely to allow the narrative to flow smoothly while still respecting player's choices and not picking canonical choices from previous games. Which you have already stated you are against.
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kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Jul 24, 2020 21:41:40 GMT
I wasn’t really expecting the Rachni to have some huge impact on the story, for the same reason I didn’t expect most NPC’s, even companions, to really affect the story all that much if they didn’t already have some meaningful tie to a major subplot of the trilogy, like Tali, Wrex, etc.. I would have simply been satisfied to see them in action, even if they didn’t really shift the narrative one way or the other. Saving an entire species doesn’t need to dramatically change the outcome of the story. Just the idea that I got to change *their* outcome and be rewarded with some visual cues might be enough. The sad thing about the Rachni is that just seeing them doing something, even just hanging around the battlefield fighting their warped ravaged counterparts or swarming over husks might have been fun to see. I’m also sad that there’s not even a visual representation of the geth on earth unless you sacrificed the quarians.
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Sanunes
N6
Just a flip of the coin.
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, Anthem, Mass Effect Legendary Edition
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Just a flip of the coin.
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sanunes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Jul 25, 2020 0:00:59 GMT
So in other words what BioWare did was literally the best thing they could possibly do. And yet people are complaining about it as if they purposefully chose the lazy route. Even though people who complain about it are literally incapable of actually giving their own ideas on how they could have been done. To me they did. With the Rachni I would have appreciated two different side missions for the different choices instead of just a different set of dialogue for the Rachni Queen, but I understand there is only so much they could have done. A lot of the complaining about things in general I normally see as a response to what players were saying loudly in the past about the prior games and trying to find some reason to justify their complaints.
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Post by gothpunkboy89 on Jul 26, 2020 15:01:12 GMT
So in other words what BioWare did was literally the best thing they could possibly do. And yet people are complaining about it as if they purposefully chose the lazy route. Even though people who complain about it are literally incapable of actually giving their own ideas on how they could have been done. To me they did. With the Rachni I would have appreciated two different side missions for the different choices instead of just a different set of dialogue for the Rachni Queen, but I understand there is only so much they could have done. A lot of the complaining about things in general I normally see as a response to what players were saying loudly in the past about the prior games and trying to find some reason to justify their complaints. It seems like for everyone were they did because the alternatives seem to be build an entirely different game story which would require much more time and resources and be unrealistic to have multiple versions of the same story in the same game. All without restricting player choice or dictating player's choices in past games which they are fully against. At least when it suits their needs.
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sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
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Post by SirSourpuss on Jul 26, 2020 15:09:35 GMT
At least when it suits their needs Given the choice - Make a divisive finale to the trilogy that will forever mar your name and follow you around for nearly a decade later - Take your time, leverage the financial backing EA brought you, make a wildly varied game with fulfilling conclusions to character and plot arcs, even if it takes you 5 years and $100 million CAD. Would you choose the first one or the second one and why?
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