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originally posted in: Best "3" game to a AAA trilogy?
1/28/2013 3:44:45 AM
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Mass Effect 3 (if you get rid of the ending)
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    Words cannot express how much I disagree. ME3 was my biggest disappointment in entertainment history. Not just because of the ending.

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  • Depressing how far that series fell on both a narrative and RPG-elements level. Tuchanka and Geth History Month were fairly well done, I suppose, but overall I'm very happy that I opted to rent it.

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    would honestly like to rewrite the entire game. And I've been working on a very barebones synopsis so far. I'll put it online when I'm finished though that may not be for a while (first and foremost I have a Halo 4 story analysis to do). Yes, I don't just think the ending of ME3 was flawed. But the entire plot. Think of how a trilogy is supposed to plan out (I'm not saying that all trilogies should pan out like this, but most successful ones do). First story asks all the questions, answers ones pertaining to immediate attention, and leaves many pressing ones at the end of the story despite providing closure to its particular story arc. Mass Effect 1 did this quite well providing a plot that was captivating at every turn and ending off its own story arc with a highly satisfying ending that still leaves open questions for the player to ponder about and for the sequel to develop and use. Second instalment should develop the questions left at the end of the first one and have them as main plot threads. In addition to this, it should also answer some of the pressing questions at different points throughout the game, otherwise the story sort of won't exist. But the most important thing for the sequel to do is to develop its own questions based off of those asked and answered in the original. Otherwise the story will get stagnant, end up feeling like filler plot, and will just flat out have no point whatsoever in relation to the overall arc of the trilogy. And of course, the sequel also has to naturally lead into the third game while providing a satisfying conclusion to its story arc (naturally this is very hard to do). Mass Effect 2 does not succeed as a sequel. The game goes into it's own completely offshoot differentiation from the original, having its plot revolve around things that have little to no relation to any thread in the original game. Collectors? What the hell? Even though they do have some connection to the Protheans, there wasn't even a single reference made in ME1 to them at all. You can't just pull stuff like this out of your a$$ and try relating it to the overarching plot despite there not being any relation to the plot so far in the series to begin with. Also, the game just doesn't even have enough of a plot to use questions posed in ME1 as main plot threads in the game. The amount of actual plot and not character side story in the game is tiny. And finally, the third instalment. Ideally, the third instalment should further develop the plot threads left at the end of the sequel. It should bring up new plot threads derived from its preceding instalments and interweave them into the main story arc of the game. And, just like any well written story, it should keep relevancy to the overarching plot of the series at its core. And of course, a satisfying conclusion must always provide both a satisfying end to a story arc, but leave the reader thinking at the end. I'm sure many of you can understand when I say that the conclusion of ME3 is flawed, but I'm not going to focus on that. Right now, I want to focus on the actual plot. It is horrendous. The plot is basically Shepard running around doing some errands for a random race with the occasional interference of the ridiculously portrayed Cerberus. Aside from four instances, two of which are totally minor and one of which is completely narrative destroying, the plot ignores its connections to the overarching plot and lore of the trilogy. Let's count the instances. 1) Reaper talk at the end of Rannoch (which was a fantastic end to that particular side arc, by the way). Okay, so what do we learn? Reapers have something to do with bringing order to the galaxy? No, we heard that in ME1, though I suppose the connection with the game is interesting. So basically nothing is learned. Fantastic. 2) Talk on Thessia with Prothean VI. Okay, so we actually learn something this time around. The Reapers are actually just following a "code" or "directive" to end "chaos" throughout the galaxy. Now these terms aren't really explained in great depth because Mr. Space Assassin decides to cut us off, but we're at least given some exposition and development of a main plot thread/question (which is why the Reapers are doing what they're doing). 3) Talk with VI on Cerberus Base. THERE WE GO. FINALLY. SOME ACTUAL DEVELOPMENT. TOO BAD THE GAME IS 90% OVER RIGHT? We learn about how the Protheans had their own "Cerberus", how the Reapers have plans with the Citadel, how the Reapers recognize the Crucible as a threat, etc. This is good. However, what follows... 4) Catalyst talk. Let's not even go into the logical fallacies present here. But seriously, this is the fourth and final recognition and development of a main plot thread throughout the entire game. These last ten minutes attempt to explain, develop, and answer every single one of the threads and questions ignored by the rest of the game. That is not how you write a f*cking game Bioware. You cannot hope to advance an entire 30 hour game's worth of development within ten minutes. It doesn't work, you've clearly missed many questions/threads, driven almost all the others into oblivion, and flat out ruined the series. So as you can see, the game's plot is clearly, and damn near completely, flawed. Wow that was a long post. I'm sorry if it just degraded into me rambling on about random stuff, but as the Goat/Neutralism says, [I]It's good for you.[/I] (TM) Taken from one of my other threads. Again, I apologize if it just sounds like incessant rambling.

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