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Post by zallister on Apr 19, 2017 21:50:35 GMT
What do you think? At what moment/time the Bioware officals noticed, that the game need a main story?
For me it looks like someone has created the main story of the game in the last days before the release of the game.
That is for me the only explarnation why the plot has so many holes and look so unfinished like someone thought about it only one time and not again and again and that could be better, and that....
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Post by Deleted on Apr 19, 2017 21:53:17 GMT
It needed to focus on the main story, but instead I had to drive around for 30 minutes and compleatly forget about main plot. Please Bioware no more open world games
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Post by Fogg on Apr 19, 2017 21:56:07 GMT
The pacing was a bit off. Also, there were three missions that could've been the point of no return from my unspoiled perspective. They should just cut a lot of dumb fetch content, make the game 30 hours to complete everything.
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Post by zallister on Apr 20, 2017 7:18:04 GMT
For me it was the Beginning!
They promise to make a complete new game in a new galaxy. And what are the doing? They use the Ark Hyperion like a frigate!
"We have only Basic Information, let´s jump into that System!" "The Nexus don´t answer our call´s, let´s dock the ark at the Nexus!"
We are completely without backup or reinforcements in Andromeda and the writers take risk the Ark without Need. Both times it would be more Logical to send a shuttle first to investigate the Location and Situation but they send directly the Ark.
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Conquer Your Dreams
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Post by Conquer Your Dreams on Apr 20, 2017 7:29:50 GMT
Main plot ? Archon is a fail of the year, story is WAY to short and not very interesting. Also, sometimes i got the felling that they write the story at the very end of the production stage, cause when i was doing my last 2 planets /around 10 hours!/ i completely forgot what was the plot about, as i didn't do - cause i didn't find ! - anything really related to the main story.
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Post by Element Zero on Apr 20, 2017 7:38:42 GMT
I honestly like it just fine. Tastes vary, of course, but I think the "method of attack" also affects one's enjoyment. I view this game as having two main plots: the colonization effort, and dealing with the Archon's threat. It's good that we are left to chart our own course, since choice is so important. I've found that I enjoy the game most with the following approach.
I first focus primarily on establishing and strengthening our colonies, since that's what is most needed. The Nexus requires resources that colonies will provide; and only strong colonies will survive (We get as far as outposts, rather than true colonies, but it's a start.)
Hand-in-hand with this is the building and strengthening of any alliances;, thus the time spent helping the angara.
Finally, the Archon has shown that he's a threat that must be confronted. Doing so secures both our future and that of our new allies.
So, in gameplay terms, this translates to the following: I focus on establishing outposts and bringing them to 100% Viability in the first half of the game. Tied up with this are many missions alongside the angara. I also knock out the loyalty missions for variety and good measure. This leaves the bulk of the Archon/Meridian plot for the back half of the game. It makes for an enjoyable, purposeful opening, and an exciting, climactic conclusion.
Cutting out side quests that you may not enjoy or feel like doing is optional. I'm a happy completionist, but we are each left to choose. That being the case, it's entirely possible to adjust the above approach to personal preference.
I think "buying into" the spirit of the Initiative, the excitement of establishing a new home, is essential for this game's plot and pacing. (The novel likely helped me, in this regard.) If you view the colonization efforts as more than "busywork", your cup is always full of fun tasks to be done. If not, I guess the game will feel like 50-65% busywork.
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Post by Ieldra on Apr 20, 2017 8:39:47 GMT
I think "buying into" the spirit of the Initiative, the excitement of establishing a new home, is essential for this game's plot and pacing. (The novel likely helped me, in this regard.) If you view the colonization efforts as more than "busywork", your cup is always full of fun tasks to be done. If not, I guess the game will feel like 50-65% busywork. The problem for me is that the colonization effort doesn't feel like a story, or even a loose collection of stories of any quality. Establishing colonies is your job as the Pathfinder, similar to how killing monsters is your job as a Witcher in TW3, and so you have a significant amount of quests relating to that which have little to do with the main plot. That may not be to everyone's taste, but it is not a flaw, in neither game. However, I think too little effort was made to make the colonization-related quests enjoyable on their own, as opposed to most of the Witcher contracts and similar sidequests in TW3. I think there are several factors contributing to this: First and foremost, the interaction quality in most colonization sidequests is of significantly lower quality than in the talks with your team, some of the loyalty missions and the later main plot missions (just forget the awful prologue and the cheesy Archon during the final encounter). That applies to the presentation as well as the writing and the voice acting. Compare that to TW3, where every quest, as little interaction as it may have, feels as if the writers and scene designers had given it their best. Similarly, btw, in ME2 and ME3, where the scene design and voice acting was unfailingly excellent, even where the writing itself was bad. MEA overall has a signficantly lower production quality than ME2 and ME3 (and TW3 even more so), but it's in the colonization-related quests where you notice it most. Second, the world of MEA is too static to support an open-world-like game. ME2 and ME3 didn't need to be dynamic as much because they weren't open-world like, so you don't miss it most of the time, but an open-world-like game needs to be dynamic, with people moving around doing their stuff, and many people at that in hub regions. The Nexus - at least from mid-game onwards - should've felt like an SF version of Novigrad in TW3, but in comparison it feels almost dead. Similarly, the outposts should feel like living settlements, yet you never see more than half a dozen NPCs (most often just one or two) at the same time, and they remain disappointingly static on top of it. Meanwhile, the Remnant mystery and Meridian were engaging in a particularly SF-like sort of way, unlike the colonization efforts on planets with landscapes much to familiar to evoke a sense of wonder (excepting Havarl to some degree) and quests much too pedestrian to be engaging on their own. As a result, I find it easier to forgive the main plot its writing and presentation failures (which it had fewer of to start with). There are very few memorable quests on the new planets and even in the loyalty missions, while most of the main plot is memorable.
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Post by colfoley on Apr 20, 2017 8:41:51 GMT
So far, as of Hunting the Archon, best ME story since ME 1 so...
Honestly the more I look into it the more I have to wonder if this complaint about open world throws off story might not have to do with the audience. I cannot speak for anyone else mind you but I cut my teeth on novels like Game of Thrones/ ASOIF, Harry Potter, shows like Babylon 5 and the Walking Dead, Doctor Who, and well...Game of Thrones. Plot lines and sub plot lines that go on for a looooonnng time. Things that require one to pay attention to things. Because something might be mentioned in one episode and not be brought up again for like 50 episodes later.
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Post by VanSinn on Apr 20, 2017 8:53:41 GMT
I think "buying into" the spirit of the Initiative, the excitement of establishing a new home, is essential for this game's plot and pacing. (The novel likely helped me, in this regard.) If you view the colonization efforts as more than "busywork", your cup is always full of fun tasks to be done. If not, I guess the game will feel like 50-65% busywork. The problem for me is that the colonization effort doesn't feel like a story, or even a loose collection of stories of any quality. Establishing colonies is your job as the Pathfinder, similar to how killing monsters is your job as a Witcher in TW3, and so you have a significant amount of quests relating to that which have little to do with the main plot. That may not be to everyone's taste, but it is not a flaw, in neither game. However, I think too little effort was made to make the colonization-related quests enjoyable on their own, as opposed to most of the Witcher contracts and similar sidequests in TW3. I think there are several factors contributing to this: First and foremost, the interaction quality in most colonization sidequests is of significantly lower quality than in the talks with your team, some of the loyalty missions and the later main plot missions (just forget the awful prologue and the cheesy Archon during the final encounter). That applies to the presentation as well as the writing and the voice acting. Compare that to TW3, where every quest, as little interaction as it may have, feels as if the writers and scene designers had given it their best. Similarly, btw, in ME2 and ME3, where the scene design and voice acting was unfailingly excellent, even where the writing itself was bad. MEA overall has a signficantly lower production quality than ME2 and ME3 (and TW3 even more so), but it's in the colonization-related quests where you notice it most. Second, the world of MEA is too static to support an open-world-like game. ME2 and ME3 didn't need to be dynamic as much because they weren't open-world like, so you don't miss it most of the time, but an open-world-like game needs to be dynamic, with people moving around doing their stuff, and many people at that in hub regions. The Nexus - at least from mid-game onwards - should've felt like an SF version of Novigrad in TW3, but in comparison it feels almost dead. Similarly, the outposts should feel like living settlements, yet you never see more than half a dozen NPCs (most often just one or two) at the same time, and they remain disappointingly static on top of it. Meanwhile, the Remnant mystery and Meridian were engaging in a particularly SF-like sort of way, unlike the colonization efforts on planets with landscapes much to familiar to evoke a sense of wonder (excepting Havarl to some degree) and quests much too pedestrian to be engaging on their own. As a result, I find it easier to forgive the main plot its writing and presentation failures (which it had fewer of to start with). There are very few memorable quests on the new planets and even in the loyalty missions, while most of the main plot is memorable. This is perhaps my biggest gripe with ME:A. The colonization effort, setting up the outposts and everything involved, is a huge part of the main story. That's the whole reason the initiative was founded. At the same time, however, you have the Archon/Meridian story arc, which is also a part of the main plot. Dealing with a huge threat to the colonization/viability effort to keep people from starving. Both of these story arcs are just a little too separate from each other. I would have preferred fewer tasks, and more "side content that's actually main content" that ties the two parts of the narrative together. Even though I think all of the side content was well done from a world building, lore establishing perspective, dropping some of it for more main story arc integration would have been very welcome. I'm with Element Zero in that I really liked both arcs of the main story, and I'm on record as saying ME:A is probably my favorite Bioware game to date, but I ain't gonna lie. Instead of two main plots that work best by playing them separately (colonies first, then Archon/Meridian) I would have liked seeing them "tightened up" into one more cohesive narrative.
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Conquer Your Dreams
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Post by Conquer Your Dreams on Apr 20, 2017 9:15:01 GMT
As we all know, Helius looks bit funny because we have just 2 races: Kett and Angarian. That's it. I don't know - BioWare didn't have time to do that, or their writers are really so bad, but it could be so well explained if:
Let's say we are on EOS. We are doing exploration, usual stuff, and we start to find some really unknown tech, some really old, almost completely destroyed buildings, some hard to translate, half destroyed datapads... then we are going to other planets and we are finding some remains of completely different culture, much less developed, almost like from the Stone Age... Just 2-3 planets like that. Of course SAM could help us to get some info, just a small bits from those remains, and we will be looking for the answer what's happened... Then, at some point during main story we will find out, that Helius system hundreds years ago was inhabited by many more races, much smaller and less advanced than Angarians, but then Kett came and... utterly destroyed them. Piece by piece, planet by planet, taking their people and... well, no spoilers. All of them, except Angarians, the last living race from Helius system still in fight.
If they will include something like that, of course well written, all those empty planets will have SO MUCH MORE SENSE, and it will be story-wise too. And exploration will be also so much better. It's not so difficult, doesn't it ?
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Post by Deleted on Apr 20, 2017 9:19:40 GMT
I honestly like it just fine. Tastes vary, of course, but I think the "method of attack" also affects one's enjoyment. I view this game as having two main plots: the colonization effort, and dealing with the Archon's threat. It's good that we are left to chart our own course, since choice is so important. I actually slice it a little thinner than that, and consider 3 primary plotlines: - The colonization effort - making planets habitable and securing outposts. Working the rem tech is pretty cool. ---- Sort of a sub-plot here is strengthening the Nexus. We have missing arks to find, stolen property to retrieve, and exiles to deal with. - Dealing with the angara - there's quite a lot of content here. I really appreciate the whole diplomatic process and their factional strife. We started MET with those relationships already formed, the various species and their history were mostly codex entries (some walking, some stationery). - The kett/Archon. I vastly prefer this approach over being spoon-fed a branching narrative one chapter at a time. I get to be a much more active participant in creating my character's story. I'm about 1/3 of the way through my second run, and it is very different from the first. I'm with Element Zero in that I really liked both arcs of the main story, and I'm on record as saying ME:A is probably my favorite Bioware game to date, but I ain't gonna lie. Instead of two main plots that work best by playing them separately (colonies first, then Archon/Meridian) I would have liked seeing them "tightened up" into one more cohesive narrative. Does it help if you consider the Pathfinder's primary objective as establishing a new home in Andromeda, and all of those other activities, plots, sub-plots contribute to that goal?
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Post by clips7 on Apr 20, 2017 9:31:38 GMT
Ugh...I hate asking questions, but here it goes. I'am currently on Veoild? (spel)....My question is I'am really trying to do all or most of the side missions without running into Cora's or Peebee's,...but unfortunately on the way to doing another side quest, I ran into Peebees without really talking to her about it...I solved the glymph puzzle related to her quest, at least i think i did (Ryder said something about, ok lets do this for Peebee or something along those lines) but that is where i saved it....so if i finish say Cora's loyalty mission or Peebees, will that do anything in regards to the side missions?, because again i really am trying to complete side missions first before doing main story missions.
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Post by beantony on Apr 20, 2017 10:27:06 GMT
In my opinion, the story and character writings are fine and quite decent, but they are being represented poorly throughout the game, from the start to finish. Plot holes also were not by accident, they could be filled with DLCs in the future, or maybe even explained in ME:A sequel.
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N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
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Post by correctamundo on Apr 20, 2017 10:32:19 GMT
I have no problem following the main story of this game. That is finding a new home for the Initiative. Of course the kett are there and it is clear that coexistence isn't an option. Eventually the needs of the Initiative come at a collision course with the Archon. At that point I let the main story shift focus. I much prefer not to be spoon-fed the story so less hand-holding works fine for me. I could do with even less hand-holding at times.
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Post by Deleted on Apr 20, 2017 10:33:17 GMT
I really liked it. Between the missing arcs, settling the planets, Ryder's personal story, holding together the team and the quest for the promised land, it's one of my favorite story-lines, and the instances were the right length for me. Not overwhelming 4 or 5 level dungeons, but not one room quicky stuff either. Also, I really appreciate it that it was easy to understand what the 5 factions were and what their agendas were as the story progressed.
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Post by blaw on Apr 20, 2017 10:41:27 GMT
Well, for me the main story feels like some ripped out the second half of a book. I do kinda like the main story but the problem is that it feels unfinished. We never get to see the conflict between the Archon and the other Kett, which could have been quite interresting and the story never deals with the scourge and the jaardan. Main plot introduces many plot points and questions but Bioware just doen't go anywhere with it. Because DLCs, future games and money.
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Post by Ieldra on Apr 20, 2017 10:43:32 GMT
Ugh...I hate asking questions, but here it goes. I'am currently on Veoild? (spel)....My question is I'am really trying to do all or most of the side missions without running into Cora's or Peebee's,...but unfortunately on the way to doing another side quest, I ran into Peebees without really talking to her about it...I solved the glymph puzzle related to her quest, at least i think i did (Ryder said something about, ok lets do this for Peebee or something along those lines) but that is where i saved it....so if i finish say Cora's loyalty mission or Peebees, will that do anything in regards to the side missions?, because again i really am trying to complete side missions first before doing main story missions. Loyalty missions are side missions, so you should be fine. A decision in Cora's LM potentially affects the main plot in a minor way, but it doesn't matter if you do it now or just before the final mission. One thing to remember though: LMs are often staged, so if you start them too late, you may not be able to finish them before finishing the main plot. I recommend doing them as early as possible, they're spread out enough between the companions and the quest stages that it doesn't feel as if you had done too much important stuff early. Also apart from Cora's they're... ...completely irrelevant to the main plot, they don't have the impact they had in ME2.
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Post by Ieldra on Apr 20, 2017 10:46:29 GMT
I have no problem following the main story of this game. That is finding a new home for the Initiative. Of course the kett are there and it is clear that coexistence isn't an option. Eventually the needs of the Initiative come at a collision course with the Archon. At that point I let the main story shift focus. I much prefer not to be spoon-fed the story so less hand-holding works fine for me. I could do with even less hand-holding at times. What do you mean "even less"? SAM constantly reminds you that you can mine, that the temperature has dropped or risen, that you can scan stuff to advance a quest, that maybe there's a button around to interact with etc etc.. I don't think I've had as much hand-holding in any other Bioware game to date. It's a huge annoyance.
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N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
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Post by correctamundo on Apr 20, 2017 10:52:04 GMT
I have no problem following the main story of this game. That is finding a new home for the Initiative. Of course the kett are there and it is clear that coexistence isn't an option. Eventually the needs of the Initiative come at a collision course with the Archon. At that point I let the main story shift focus. I much prefer not to be spoon-fed the story so less hand-holding works fine for me. I could do with even less hand-holding at times. What do you mean "even less"? SAM constantly reminds you that you can mine, that the temperature has dropped or risen, that you can scan stuff to advance a quest, that maybe there's a button around to interact with etc etc.. I don't think I've had as much hand-holding in any other Bioware game to date. It's a huge annoyance. Yes less would be fine with me. Even so people are complaining not being able to piece the story together and asking for more hand-holding doing so.
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Post by Ieldra on Apr 20, 2017 10:55:30 GMT
Even so people are complaining not being able to piece the story together and asking for more hand-holding doing so. They are? In a story as simple as this one?
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Post by FeralEwok on Apr 20, 2017 11:45:47 GMT
Well, for me the main story feels like some ripped out the second half of a book. I do kinda like the main story but the problem is that it feels unfinished. We never get to see the conflict between the Archon and the other Kett, which could have been quite interresting and the story never deals with the scourge and the jaardan. Main plot introduces many plot points and questions but Bioware just doen't go anywhere with it. Because DLCs, future games and money. I'm totally cool with DLCs and expansions. I'm always for additional content (especially if they are inserted to add new features or improve the experience in some meaningful way) But...yeah...Andromeda does feel a little guilty of not bothering to finish the story and hoping you're invested enough to buy future DLC. Ideally a game comes out and the story should be able to hold its own without the add-ons. If you want to throw in some DLC for stuff that is supposed to be played sometime in the middle of your story on replays, that's great...or if you are wanting to build a bridge into the next sequel and it's deliberately there to set things up in preparation that's fine too. What you don't do is pull a Dead Space 3. They released that game and the end felt pretty final if not a happy or fulfilling final...and then within a month released DLC that was actually the ending of the game.
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Post by cypherj on Apr 20, 2017 12:11:11 GMT
I thought the story like the game in general was just OK. The Archon and by extension the were not a great villains in the game. They were kind just there like the collectors were in ME:2. Then the whole advanced race leaves ancient tech behind, protagonist somehow is the only one who can interact with said tech. Why try to separate the game from the OT and then borrow any parts of the story from the first game?
The whole colonization part of the story was just OK to me as well, because you never really go to be a Pathfinder. You spent more of the game solving problems in already established colonies than you did world building. Do three remnant towers, solve a vault and then start an outpost at a predetermined location. Do some fetch quests that don't really affect anything. I wasn't doing the fetch quests because they made any type of noticeable difference, I was doing them just to get 100% viability, which ultimately offered nothing in the end.
Why couldn't Ryder and the Pathfinder team explore the planets and determine a good site for the colony. Why couldn't the quests and decisions have noticeable affects on the growth of the colony over the course of the game. Then the quests wouldn't have been throw away fetch quests, they would matter to the colonization aspect of the story. You could have seen the colony grow, expand, make some scientific breakthroughs, start producing plants/food, do research on wildlife you captured, etc. Things that were the result of quests you did on that planet instead of all of this system hopping. That would have made the colonization aspect much better. Imagine coming back to the planet each time and the colony has grown, and you get an update from the leader on just what the colony has done since the last time you visited. Explanations of what they added. Or how they've struggled because maybe you didn't get them something, or made a bad decision.
It was just more of the wasted potential of the game.
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VanSinn
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Post by VanSinn on Apr 20, 2017 13:13:34 GMT
I honestly like it just fine. Tastes vary, of course, but I think the "method of attack" also affects one's enjoyment. I view this game as having two main plots: the colonization effort, and dealing with the Archon's threat. It's good that we are left to chart our own course, since choice is so important. I actually slice it a little thinner than that, and consider 3 primary plotlines: - The colonization effort - making planets habitable and securing outposts. Working the rem tech is pretty cool. ---- Sort of a sub-plot here is strengthening the Nexus. We have missing arks to find, stolen property to retrieve, and exiles to deal with. - Dealing with the angara - there's quite a lot of content here. I really appreciate the whole diplomatic process and their factional strife. We started MET with those relationships already formed, the various species and their history were mostly codex entries (some walking, some stationery). - The kett/Archon. I vastly prefer this approach over being spoon-fed a branching narrative one chapter at a time. I get to be a much more active participant in creating my character's story. I'm about 1/3 of the way through my second run, and it is very different from the first. I'm with Element Zero in that I really liked both arcs of the main story, and I'm on record as saying ME:A is probably my favorite Bioware game to date, but I ain't gonna lie. Instead of two main plots that work best by playing them separately (colonies first, then Archon/Meridian) I would have liked seeing them "tightened up" into one more cohesive narrative. Does it help if you consider the Pathfinder's primary objective as establishing a new home in Andromeda, and all of those other activities, plots, sub-plots contribute to that goal? It's not a game breaker for me, by any means, since both arcs (I consider the angaran story part of the colonization arc, but I can see why you separate it) are well done, and I enjoyed both. But it's a thing that bugs me on some level, and it's one of the main reasons I think ME:A was more poorly received than I believe it deserved. A tighter, more connected critical path could have alleviated some of the criticisms, and since on some level I agree with this one, it bothers me that I agree with people who think this game is shit, even a little. All that aside, though, I would kinda respectfully disagree with the "primary objective" idea. I mean, yes, that's the primary objective, but the objective in and of itself doesn't really equal plot, in my opinion. It INFORMS the plot, but doesn't define it. What we got in ME:A was much better than most critics say. I just think it could have been done better.
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VanSinn
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Post by VanSinn on Apr 20, 2017 13:29:44 GMT
Well, for me the main story feels like some ripped out the second half of a book. I do kinda like the main story but the problem is that it feels unfinished. We never get to see the conflict between the Archon and the other Kett, which could have been quite interresting and the story never deals with the scourge and the jaardan. Main plot introduces many plot points and questions but Bioware just doen't go anywhere with it. Because DLCs, future games and money. Please believe me that I'm not trying to be rude or antagonistic, just in case my post "reads" that way. I don't get this particular complaint about ME:A. I've seen it from a few sources now, and it just doesn't make sense to me. Many, MANY forms of entertainment set up plot hooks for use later down the line. Having a plot hook for a sequel to latch on to is a GOOD thing, in my opinion. Not every sub-plot needs to be resolved in the "episode" in which it was revealed. Hell, the Reapers were still on their way at the end of ME1! And if you played Arrival as the last bit of ME2, they were STILL on the way! That was a "plot hook" that was left after the first game, mentioned briefly in the second, then fully grabbed onto in ME3. "Cliffhangers" have been a thing since serial novels were popular, TV, comic books...all of these things. I don't understand why it's suddenly a problem in ME:A.
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Post by dm04 on Apr 20, 2017 13:51:35 GMT
My issue with the story (also see it split intwo two arcs: colonization/exploration - kett) is... there seems no time passing, no (visible) progress. Prodromos have the same size at the end of game just like at the beginning... with increasing viability and getting more people out of cryo, why arent the outposts groving a bit? All the missions are loosely tied together... on my first playthrough I did Voeld first, rescued the Moshae, then got Coras mission for the Asari Ark, as she then said "dont get it, kett are more into capturing and not killing" I were like "ok". On my second playthrough I went to Havarl first, after that I got Coras mission, did it before rescuing the Moshae and Cora still said "dont get it, kett are more into capturing and not killing"... eh what? NOONE knew this at this point in the game. Or various emails... after the Angara are "befriended" they open an embassy on the Nexus and you meet a concerned citizen, you can advice her to learn the Angara first... I did it, while heading to the Tempest, 2min later on the Tempest I check the emails and what do I read? This very NPC said "followed your suggestion and learned angar, they are decent"... eh what? So fast? At least even in ME3 they did wait a couple of missions before giving us an email update. If we do all the missions in a certain order, check emails in a certain order, the story feels about right, but if we do something in the wrong order, everything feels just wrong and we say "the game sucks", the problem: we have no idea what order was intended by BW.... heck, on my first playthrough I ignored the NPCs "urgency", I rescued the Moshae and did other stuff before heading to Aya... and had a little nice chat with her on the Tempest, even with Jaal accompanying us. Second playthrough... Moshae rescued and they tell us "go to Aya" so I did. No chat with her on the Tempest, no Jaal... it is just blergh. Btw this is not about linearity, but consistency between the various story arcs/side missions. My issue with the story (or lets say two story arcs) is the lack of consistency. If you do, through a lot of luck, all the side missions in the correct "intended" order, everything feels right (my first playthrough), but if you do it wrong... oh boy... everythng feels off and wrong (2nd playthrough). This actualy kills the Kett storyline. Example: 1st playthrough: I went to Voeld first, rescued the Moshae, and got Coras mission about the Asari ark... at some point I went there and she said, upon finding the transponder "I dont understand, Kett are more about capturing and not killing" and that is true. 2nd playthrough: I went to Havarl first, after that I got Coras Asari ark mission... went to Voeld, but made Coras mission first, before rescuing the Moshae. And what does Cora say? "I dont understand, Kett are more about capturing and not killing"... eh what? There is NO way anyone can know that at this point. It just felt way off. And this is just one example, there are more. Also, there is no sense of time or urgency. There are side missions that tell you how important and urgent that is, or something goes wrong. But no matter when you do the mission, you can as well wait till the end of game and Archon is defeated, nothing changes, you can still do it. Any isnt there some outpost growth? Prodromos have the same size by the end of game as by the beginning of the outpost, Viability 100%, dozens of cryo pods deployed and no change to our outposts. This actualy kills the colonization storyline.
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