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fenghuang
Mar 29, 2012


Android Blues posted:

Yeah when you're ascending the elevator on Therum, and Joker is like "bad things are happening!" you can pick like "encouraging 'get us out of here'" or "mean 'get us out of here'" but Shepard says the exact same thing either way and I don't think it even gives you Paragon/Renegade points.

It's pretty clever. Most people won't pick an option, save, and go back and pick another one; also, by the time they've played through and are trying again with a differently aligned character they probably won't remember clearly what the response was the first time.

Also there are a bunch of choices in ME2 at least where the options are middle and bottom, or middle and top. I think that probably looks more 'complete' than just top and bottom options, which is why people noticed their presence in ME3 more.

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Mage_Boy
Dec 18, 2003


Superstring posted:

It really IS

You just made me realize, they did stick to their promise. They aren't doing a ending, it's the BEGINNING of the series!

AlternateAccount
Apr 25, 2005
FYGM

New creepiest ever Shep-face spotted:

QuantaStarFire
May 18, 2006



He looks like Nicolas Cage in that last frame.

Aristobulus
Mar 20, 2007

Slap omni-gel on
everything.



These avatars paid for Lowtax new boat.


Why is that salarian green. Either way, that comic is absolutely amazing. Really shows off how weird Shep gets doing all those fetch quests.

Milky Moor
Aug 27, 2006

"a terrific soldier"
-cmr shepard


Mr.Unique-Name posted:

I wonder how many cycles they just didn't make a new Reaper because they couldn't decide on a race or the race they picked couldn't be turned into one, like the Protheans.

I wonder if there's any cycles where they found a race they could use and then killed too many of them. Like they need 12 billion to make a dreadnaught but only ended up with, like, 11.5?

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Bongo Bill posted:

Everything that was good about the Reapers' lines was better when the Ur-Quan Kohr-Ah were saying it.

"Our nature, the fulfillment of our fate, requires your destruction."
"You are no longer filth. You are a threat. Threats deserve greater attention than filth."
"You will soon die. Make whatever rituals are necessary for your species."
"Over five thousand races have made such a claim. We survived. They did not. Nor shall you."
"We are self-sufficient. We need nothing. We want nothing beyond the destruction of all non-Ur-Quan sentients."
"You are right. You are not our enemy. We have no enemy. [...] You are simply... a spore, a seed. Today you are nothing... insignificant."
"Before we destroy other thinking beings, we share with them this comforting fact: This life of yours, which shall end immediately following this statement, is but one of many you will live. Perhaps, in your next incarnation, you will be born as an Ur-Quan."

At least the Ur-Quan told you why they were murdering everyone in the galaxy when you asked, in great detail

Killer robot
Sep 6, 2010

REMEMBER ME!


Luigi Thirty posted:

At least the Ur-Quan told you why they were murdering everyone in the galaxy when you asked, in great detail

When you put it that way I reread the post and realize that's what the Prothean Reaper would have sounded like if they made one. In Javik's voice, heavily magnified with lots of reverb.

Sanschel
Aug 9, 2002



Milky Moor posted:

I wonder if there's any cycles where they found a race they could use and then killed too many of them. Like they need 12 billion to make a dreadnaught but only ended up with, like, 11.5?

Somewhere in the Reaper fleet is a dreadnaught that's a little slow and has to wear a bright yellow vest with mittens attached.

Amateur Saboteur
Feb 5, 2010

The galaxy's most dangerous cereal killer.

I'm more concerned how apparently the epitome of evolution in most cycles is resembling either a cuttlefish or aphid.

Mr.Unique-Name
Jul 5, 2002

Good. You read this avatar.
So you survived disagreeing with me about video games. The legend of Mr.Unique-Name needs to be rewritten.

Now it gets fun!

Cap'n Crunch? What is this shit?


Amateur Saboteur posted:

I'm more concerned how apparently the epitome of evolution in most cycles is resembling either a cuttlefish or aphid.

Cephalopods are what will inherit the planet after humanity is gone. It is only right that they are the epitome of evolution.

wasianchickn
Sep 4, 2006

welp


For some godforsaken reason I finally did my renegade playthrough of ME3. Hearing the child VA in the post-credits scene, it's clear to me the senile Stargazer just added some random bullshit with some magical ghost kid to appease his grandson, the end.

Jonathan Yeah!
Jul 13, 2009



Mr.Unique-Name posted:

Cephalopods are what will inherit the planet after humanity is gone. It is only right that they are the epitome of evolution.

Crysis 2 in real ending of ME3 shocker. In fact the nanosuit in that combined DNA with synthetic materials. DON'T YOU SEE? IT ALL TIES IN!

e: I AM SHEEEEEEPHARD!

Shaman Ooglaboogla
Jan 11, 2011

Tzeentch can suck it.

There should have been a romance option with Harbinger where you give into his creepy obsession with you.

mackintosh
Aug 18, 2007

In times of heavy tension, use furious masturbation.

Android Blues posted:

Well, Sovereign does the possession thing too. I mean, Sovereign is just as goofy: he possesses Saren's corpse just to try and kill Shepard with it, knowing he risks dropping his shields and being completely destroyed if somehow, some way, his presence animating a dead cyborg isn't enough to kill this human. Of course he's so arrogant that that's completely inconceivable to him, but he still goes very much out of his way to swat a gnat. At least when Harbinger does it, he's not at any personal risk and it's part of a battle strategy rather than Sovereign's frustrated lashing out.

I don't think it was him being frustrated and lashing out. Shepard was there, opening up the Citadel, thus making Sovereign vulnerable to the fleet attack. He had to take Shepard and his companions out somehow and close the Citadel again - cue possessing Saren.

Breetai
Nov 6, 2005

Mah spoon is too big!


Shaman Ooglaboogla posted:

There should have been a romance option with Harbinger where you give into his creepy obsession with you.

“I know you feel this.”

Cellophane S
Nov 14, 2004

Now you're playing with power.


THIS HURTS YOU

Kavak
Aug 23, 2009

Curses are often harder on the cursed


"Shepard, submit now."

“If I must tear you apart, Shepard, I will.”

Sanschel
Aug 9, 2002



"Preserve Shepard's body if possible"

"Harbinger, what are you going to do with one human's bod-"

"Do not question me
oh my love soon we will be together forever"

"What did you say?"

"RELEASING CONTROL OF THIS FORM"

Cellophane S
Nov 14, 2004

Now you're playing with power.

Kavak posted:

"Shepard, submit now."

“If I must tear you apart, Shepard, I will.”

This made me laugh more than it should have

Dolphin Fetus
May 31, 2006

We must kill them. We must incinerate them. Pig after pig. Cow after cow. Village after village. Army after army.

So..don't we get some kind of official confirmation from Bioware at the end of this week at PAX East? With D3 a month away my interests are heavily focused elsewhere but I am kind of excited to see what bioware will do to piss its fans off next.

1st AD
Dec 3, 2004

Brazilian Jiu-Jitsu: sometimes passing just isn't an option.


After watching that major deaths video, I want to know how the hell people like Zaeed and Kasumi can die in their little quests - is it if they were unloyal in ME2 but managed to survive the suicide mission?

Kavak
Aug 23, 2009

Curses are often harder on the cursed


1st AD posted:

After watching that major deaths video, I want to know how the hell people like Zaeed and Kasumi can die in their little quests - is it if they were unloyal in ME2 but managed to survive the suicide mission?

Pretty much. Same with Miranda and others, I believe.

Killer robot
Sep 6, 2010

REMEMBER ME!


I'm nearly finished with ME1, and, well, all plot and general gameplay aside? ME1 does the impossible by being an RPG with a couple of sewer levels, which are actually pretty good.

Banjodark
Jun 10, 2001

Beautiful and good
Punishing with his kindness
Jacob is perfect


Killer robot posted:

I'm nearly finished with ME1, and, well, all plot and general gameplay aside? ME1 does the impossible by being an RPG with a couple of sewer levels, which are actually pretty good.

If you're talking about killing varren on feros, I wouldn't exactly call it 'amazing sewer level design'.

Killer robot
Sep 6, 2010

REMEMBER ME!


Banjodark posted:

If you're talking about killing varren on feros, I wouldn't exactly call it 'amazing sewer level design'.

That wasn't amazing, but wasn't painful either. But the Ilos trench run has all the look and feel of being one even if your path really probably wasn't drainage pipe when the place was still functioning. And that was fun.

Thulsa Doom
Jun 20, 2011

Ezekiel 23:20


Mass Effect 1 is bogged down by all of the lovely things role playing games do. I have a tank, a shuttle, and an interstellar spaceship. Why do I have to walk so loving much?

Durzel
Nov 15, 2005
A Brit cynical

Quite honestly the dumbest thing about ME1 imo is the fact you actually had to get out of the Mako to finish stuff off if you wanted maximum XP (no idea if this was a bug, an exploit or intentional). So you blap a Thresher Maw with the Mako then jump out and plink the last 5% health with your gun. Dumb.

Killer robot
Sep 6, 2010

REMEMBER ME!


Ambiguatron posted:

Mass Effect 1 is bogged down by all of the lovely things role playing games do. I have a tank, a shuttle, and an interstellar spaceship. Why do I have to walk so loving much?

That's part of why I liked the Ilos trench run, you're blazing through it in your tank, and none of the stupidly impossible mountainsides like on planetary surfaces.

I'm all with you on the rest though. Especially with how many long, featureless hallways are added to the Citadel and how your sprint button turns into "slow jog" out of combat. (You can only run a half dozen steps before getting winded when you can sprint, so no big loss.) And then of course all the "RPG stuff" with stupidly arranged items, skills, and inventory.

I suppose the time it takes to get around contributes to the "sense of scale" people say they miss in the later games, but once you've made a few rounds the sense of wonder wears off and you're just hiking around tediously to see if any more side quests triggered while you were away.

Thulsa Doom
Jun 20, 2011

Ezekiel 23:20


The Ilos trench run is a blast. The game is the most fun and most like an action movie from Virmire forward. The lead up to it led me to play the game twice and then use downloaded saves from then on.

fenghuang
Mar 29, 2012


I thought art design took a huge leap forward between ME1 and ME2/ME3.

Maybe it was the stupid ME1 side planets with the same three cut-and-paste structures (the stupid round bunker, the big stupid prefab, and the stupid mine). Maybe it was the fact that too much of the game looked like it was built out of stupid ugly Brutalist concrete paneling (Port Hanshan and much of Feros comes to mind). Maybe it was those goofy geth outposts with the funny looking barriers and the watchtowers. I did like the latter part of Ilos and the whole end-game Citadel sequence though. Seeing the Citadel wards from the outside was awesome.

But in ME2 I found that I really enjoyed the environments. I liked the Cerberus lab you wake up in, I liked the Normandy a lot more, and most of the places you visit are actually quite nice looking. Even the Illium or Citadel sidequests that take place inside warehouses are really cool, with huge, towering rooms, cranes and equipment moving stuff around, distant vistas or drop-offs. I even enjoyed the look of the Collector ship and the base. The part of the ship level where you see the huge central cavern with all the pods is a highlight for me.

I also liked ME3's look a lot. Earth was really bleh, but Mars was a delight from the outside and the inside. Tuchanka really hit the spot, with the ancient krogan architecture and the post-apocalyptic landscapes for the side quests (in the orbital cannon one going around the back and seeing the tunnel with the wrecked krogan trucks was neat). The geth architect who designed the Reaper base on Rannoch deserves an award. I think I forgave Horizon for being a weird mission after going through the lab and exploring all the equipment and stuff.

Okay, enough .

fenghuang fucked around with this message at Apr 3, 2012 around 10:32

Killer robot
Sep 6, 2010

REMEMBER ME!


Out of the cheaply done side missions in ME1, the part that's always pretty weird to me is when some try to do something "different" but it just comes out bizarre or pointless. Like the Luna VI that puts up shields which, unattached to any combat, are just annoyance. Or the one bunker that becomes available after Feros where, for some reason, the front room has one of the kiosks from the Citadel markets, complete with neon lighting and everything. For no apparent reason whatsoever.

It's a pity though: some of the ME1 sidequests had concepts that were neat, and which would have had great missions if there had been more programming resources for them beyond "fight swarm of *enemy type* in *standard map* with vaguely customized crates and barriers."

The New Black
Oct 1, 2006

Had it, lost it.

1st AD posted:

After watching that major deaths video, I want to know how the hell people like Zaeed and Kasumi can die in their little quests - is it if they were unloyal in ME2 but managed to survive the suicide mission?

On my first import Zaeed survived but I had totally forgotten he wasn't loyal so when he bled out and died about 5 seconds after meeting him my first thought was 'man those Zaeed fans are going to be pissed'.

Actually I was pretty disappointed but not surprised by how short those two's missions were anyway. At least you can chat with them at the forward base communicator thing I guess.

Kavak posted:

Pretty much. Same with Miranda and others, I believe.

It's definitely true with Grunt. It actually makes that scene really funny because it hits all the notes of the heroic sacrifice death scene and then he just walks out at the end. He also sends you a funny e-mail if Aralakh Company makes it.

Miranda's a bit more complex, you have to have her loyal in 2, I think, and have given her the Alliance assets and warned her about Kai Leng after reading the dossier Anderson sends you. I managed to keep her alive in my first game by pure luck and it made that whole scene with Tali getting drunk kind of weird since I think it was mostly designed to play out after Miranda's death.

eclipse
Mar 12, 2003

It's gone rather dark all of a sudden...

Obviously it's easier to re-use a single set of art assets, but in a way it kind of fits a realistic picture of colony expansion, particularly on the more frontier planets where airdropped standard prefab units make sense. So it's a plausible way to get around that design shortcut.

Not denying that it gets a bit dull, but that's likely how we'd go about it in reality. Standardised modular units akin to how shipping containers work. This is of course providing that we don't nuke our planet's balls off in the next 50 years.

eclipse fucked around with this message at Apr 3, 2012 around 10:45

fenghuang
Mar 29, 2012


Killer robot posted:

It's a pity though: some of the ME1 sidequests had concepts that were neat, and which would have had great missions if there had been more programming resources for them beyond "fight swarm of *enemy type* in *standard map* with vaguely customized crates and barriers."

Absolutely. There's one mission where you go meet with the leader of these biotic cultists, and you find out that they've established this little colony where they can live out their lives in the middle of nowhere. The way they did it was a bunch of non-hostile NPCs milling around in one of the prefabs, but there was so much potential.

Have a bunch of prefabs arranged together, with a bunch of vehicles and maybe a shuttle pad parked outside. Have each prefab dedicated to something- maybe one is filled with hydroponic plants, maybe one has beds for sleeping, maybe one has computers and labs, etc. Have a bunch of named NPCs you can talk to who'll tell you about themselves and about the colony. Maybe even have it be a jumping off point for a sidequest or two.

eclipse posted:

but in a way it kind of fits a realistic picture of colony expansion

That would be fine, but at least make more props (I think ME2 and ME3 had far, far more ambient props and objects than ME1) so you can gussy up different prefabs as serving different sorts of functions. You can make hydroponics labs, equipment rooms, computer/server rooms, living quarters, etc. In ME1 no matter what the prefabs were supposed to represent they'd always have this inexplicable mix of shipping crates, drill heads, and computer terminals scattered randomly.

Dan Didio
Apr 6, 2009

Should've sent a poet.

eclipse posted:

Obviously it's easier to re-use a single set of art assets, but in a way it kind of fits a realistic picture of colony expansion,

I could not give a single flying gently caress about a realistic picture of colony expansion, to be honest.

eclipse
Mar 12, 2003

It's gone rather dark all of a sudden...

fenghuang posted:

That would be fine, but at least make more props (I think ME2 and ME3 had far, far more ambient props and objects than ME1) so you can gussy up different prefabs as serving different sorts of functions. You can make hydroponics labs, equipment rooms, computer/server rooms, living quarters, etc. In ME1 no matter what the prefabs were supposed to represent they'd always have this inexplicable mix of shipping crates, drill heads, and computer terminals scattered randomly.

Oh I agree completely, in ME1 it very quickly goes down the route of filling space with an assortment of differently sized crates without any thought to making it a realistic space in practice. ME2 and 3 had more apparent thought behind "ok, what would make this appear to be a viable colony" as opposed to just having some cover to duck behind.

Not saying everything in a game has to be ultra-realistic, but if you're going to the effort of creating a huge sprawling sci-fi universe, then some thought has to go into it. It's obviously happened in some regard, the Normandy has bathrooms for no reason other than someone thought to add some realistic touches to the ship, even though people's total interactions with them are: "Heh, they actually thought to include a bathroom." and "Why can't I go into the mens/ladies room? I'm Commander Shepard dammit!"

eclipse fucked around with this message at Apr 3, 2012 around 11:00

Decrepus
May 21, 2008

All that you have found is your inevitable punishment.

QuantaStarFire posted:



Yes. It looks like a mouth.

Breetai
Nov 6, 2005

Mah spoon is too big!


Does actually doing the moon mission in ME1 and importing your save change the dialog with EDI where she reveals her origin much?

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TheLoquid
Nov 5, 2008


eclipse posted:

Oh I agree completely, in ME1 it very quickly goes down the route of filling space with an assortment of differently sized crates without any thought to making it a realistic space in practice. ME2 and 3 had more apparent thought behind "ok, what would make this appear to be a viable colony" as opposed to just having some cover to duck behind.

Not saying everything in a game has to be ultra-realistic, but if you're going to the effort of creating a huge sprawling sci-fi universe, then some thought has to go into it. It's obviously happened in some regard, the Normandy has bathrooms for no reason other than someone thought to add some realistic touches to the ship, even though people's total interactions with them are: "Heh, they actually thought to include a bathroom." and "Why can't I go into the mens/ladies room? I'm Commander Shepard dammit!"

My biggest complaint with level design in 2 and 3 is that there is a curious abundance of chest high walls in the future. The Collector Base and the Geth station were particularly egregious about this, since there was no plausible reason either one would have random chest high walls scattered around. It's a little thing, but every time I stopped to notice it, it made the levels seem a little absurd.

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