11/25/2023 0 Comments Mass effect 3 endings arent badThis type of character has a completely different psyche, and so the dream sequences would have to be downright nightmarish for it all to mesh well together. Renegade is the ultimate hard-ass and badass, unfazed by anything and ready to do even the unthinkable for the sake of the mission. Why not have the dream sequence slo-mo for Paragon, with reflections on those we’ve lost, the people we’ve left behind, and something much more sinister and perhaps violent for the Renegade, to whom the death and destruction were just another day. Bioware is now infamous in my mind for making good-aligned characters Lawful-Gullible, because you have to be a complete sap to be good in their games. And again, a Paragon player might not see the difference, as Paragon is the epitome of Goodie-Two-Shoes. I understand there’s a point in that this is part of the plot, to show the Catalyst’s influence on Shepard, a form of indoctrination if you believe most forums, but in forcing both Shepards down the same dream sequences they invalidate the characters we, the players, have built over the course of the different games. Same dream sequences for both character paths…why? And when a critical mission came around, even they were expendable, as the mission was the most important thing. We protected and cared for them, but weren’t afraid to show them who was in charge. I eradicated the Rachni, killed people begging for mercy, lied and cheated my way through the game and the only thing my Shepard and I held sacred was the lives of our crew. Under that characterisation, that roleplay-a central thing since this is a Role Playing Game-she wouldn’t have even batted an eyelash at the little kid, nor would she be traumatized at the sight of his shuttle blowing up. By the time Mass Effect 3 rolls around, I had already played two entire campaigns as a Renegade and Darth Femshep and I had committed our fair share of despicable acts in the galaxy. When you first meet him, your Shepard has two options, warn him or actively try to protect him. Take the small child that unfortunately and tragically bites the dust five minutes into the game. Her responses will be weak, almost noncommittal, where she used to be a complete hard-ass. She’ll act nice to others, she’ll be more compassionate and even her Renegade actions will lose their edge. But if you’re playing full Renegade, then your Shepard, as you played it in the other installments, will suddenly act out of character. If you’re playing a Paragon character you most likely won’t blink an eye at the characterisation, as the deep thought of the nature of loss and the trauma of watching innocents die will resonate with your frankly “good” character. The first issue, one I discovered only recently as I make my way through the game playing Darth FemShep, my Renegade protagonist, is that Mass Effect 3 changes your protagonist the moment you start the game. There are good things as well and I’ll make sure to mention them, of course. Instead what I’d like to focus on are the other often-ignored shortcomings in Mass Effect’s writing, be it general storytelling or characterisation. The endings themselves aren’t bad but they commit the serious crime of wrestling control away from you, making all your choices be in vain.īut we’re not here to talk about the endings because to be fair, that subject’s been beaten so much it’s no longer a dead horse, it’s an undead one. When people think of storytelling and Mass Effect 3, they immediately think of the highly controversial ending, where all your choices up to that point boil down to a three-door scenario: control, destruction and fusion.
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