Thermal Clip

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Showing posts with label Mass Effect. Show all posts
Showing posts with label Mass Effect. Show all posts

Saturday, May 6, 2017

Mass Effect: Andromeda Review



It has....taken me a while to be able to write about this game.  The game has some terrible parts and awful narrative structure, the same narrative structure that has plagued open world games despite this game trying to emulate the Witcher 3 to alleviate this (and The Witcher 3 STILL has issues here).  It's also a game that copied some of the worst parts of Dragon Age Inquisition, although ME:A did it better (not much of a compliment).  Yet, some parts of this game are fantastic, and dare I say, the best in the series.  It's a complicated game.

For those that don't know, ME:A is about Pathfinder Ryder and the Andromeda Initiative.  You are part of an Arc that left the Milky Way around the time of ME2 and arrive in the Heleius Cluster of Andromeda 60 years later (there are no Mass Relays here so you are limited to a star cluster but there is still a ton of them you get to visit).  Once you arrive, shit goes wrong, the other arcs (Salarian, Turian and Asari) are missing, golden worlds that looked good from afar have turned dangerous, there is a weird phenomenon called "The Scourge" which is fucking up spaceships and planets alike, and the Nexus (which arrived earlier than the arcs and has other aliens so it's not ALL humans) is in disarray.  The goal of the game, is to fix everything....and oh yeah, establish colonies on planets to live on.  Lofty goals, maybe TOO lofty, as it leads to a pretty good game, sometimes great game, with a ton of flaws.

Lets get this out of the way....yes, the much talked about animations are awful.  They are weirdly at their worst in the first few hours that are heavy on cutscenes, but get better, not great, as the game goes on.  I'm not entirely sure if I just got used to them, but hey.  There has already been one patch for this and they did get better but I swear main character Ryder is an alien in human skin trying to mimic a human smile.

That's not just one emotion. That is ALL of the emotions

BTW, for a good take on the animations, I recommend this Extra Credits video.  It explains how game animation works and talks about what possibly went wrong here.  Most people seem to think the switch to the Frostbite engine was a major reason, as animation coding needed to be rebuilt from scratch, but Dragon Age Inquisition was on Frostbite and it was fine (...if still a bit stiff at times).

I can live with poor facial animations (I never got the walking animation bugs FYI), but the bugs and glitches however, were terrible.  It has MANY of the same ones I had with DA:I.  Rare crashes during autosaves.  One hard crash while flying around on the galaxy map.  Texture pop-in that got worse as the game went on but only for Tempest take-off/landing cutscenes.   And of course, getting to a part of a map that is impossible to get out of because you are surrounded by death pits but there was a container there of loot so why could I get there if I couldn't get out of it also autosave is horseshit in this game I'm rambling.

For funsies, here is a list of other bugs I encountered...
  1. Enemies spawning in mid-air
  2. Enemies spawning frozen and not reacting to player attack (sometimes in mid-air).
  3. Enemies spawning in rooms that don't exist.  
  4. Side Quests that won't let me turn in.  I can go to the quest giver, hold E to talk, and nothing.  
  5. Side Quests that just stop working in the middle of it.  
  6. Side Quests that disappear from my journal.
  7. Vetra's loyalty mission went into limbo after I bumped an enemy into the glitchy void during a "defeat all enemies" section.  I had to load a previous save.  
  8. Lexi's talks after finding memory fragments stopped working all together. 
  9. I had an audio bug on the ice planet Voeld. As Ryder started doing the cold, shivering, whimper audio, I started a Priority Op mission which took me too a stand alone level.  The sound effect carried over and I had to listen to that through the entire mission.   
  10. And finally, I accidentally jumped into some flaming wreckage which then triggered a cutscene.  I talked through that cutscene, while on fire.  (this one was funny at least).  
The game lacks polish and it is by far its biggest flaw.  One patch has already come out and some of it works better, but that's not the point....

EA....just....just delay it again if it needs more time.  The QA team was obviously ignored since these bugs are so blatant.  They are weird, in that I can go 6 hours without a single one then have 5 glitches in one hour, but come on.  This feels like a game a couple months from release but, you don't care do you EA.  It will all be fixed in patches, maybe, assuming DLC doesn't take up more time, which it will.

The animation is fine a lot of the time too.  It isn't constantly garbage.

Anyway....I still like this game.  I think some of the complaints are not warranted.  Some people complained about the UI.  It's fine.  It is needlessly complicated but it's fine.  Some people thought the crafting system was confusing.  It's fine.  You just got to craft things twice, once with "science points" and then again with traditional resources.  It's dumb as hell but I understood it.  Some people thought the dialogue was awful.  It's fine.  It.....okay.....

The writing.  It....it's complicated.  There are times when it is so bad I want to force Bioware into hiring me as a writer because even I am better and I fucking suck at writing dialogue.  However, sometimes, especially late in the game, this is the best dialogue in any Mass Effect game.  I don't understand.  It's like two different teams wrote each half of the game.  Just how much did the Dragon Age team help with this game because a fuck load of the bad dialogue feels like Dragon Age.  I like....er, I am lukewarm on Dragon Age but a lot of the dialogue there always feels forced and exposition heavy.  Same thing with ME:A.  The first few hours are horrendous mostly due to hours of exposition and forced drama in characters we just met. Of course some spoken exposition is always going to be needed but this went wayyyy overboard.

Everything is explained like you are an idiot and the dialogue goes out of its way to explain certain things on the map are optional.  How about not putting side quests in the opening act?  In the part of the game you want to have tight pacing, this is terrible.  This is a crisis situation and you want me to check out some alien lab?  Why?!?!  Can't I come back to this?  (You can't).  The pacing for the entire game is all over the place depending on how you played it (By far the longest standing issue with open world games and yes this one is) but the first few hours is really bad.

After a rocky opening action mission and getting a mountain of side quests as you run around the Nexus (this games version of The Citadel)*,  the game finally gets better once you get on the Tempest (this games version of the Normandy) and go to the first planet, Eos.  Here you really see the structure of the game and again, it's mixed.  They did try to copy Witcher 3 here with "secondary missions" being just as good as the "main missions" and yes, holy shit, actually relate to each other!  It...it's entirely in the narrative though, doesn't really effect gameplay, but it's better than nothing.

*This is oddly similar to previous games where your first time on the Citadel led to unlocking dozens of side quests.  It is something I wish the series would tone down.  Don't have to go blank slate but right now it's a bit much.

I can't tell if the design is paying homage to the Citadel or just being a lazy, slightly altered copy.

Priority Ops are the main story missions and they are generally great.  Allies and Relationships is almost a copy of Witcher 3's secondary quests, where you get missions for your squadmates, various other important characters, as well as finding the missing Arcs.  Here is also where you get the Loyalty Missions which are fantastic and easily some of the best missions in the game.  Most of the stuff in this section is just as well produced as the Priority Ops as well.  The Heleus Assignments section is pretty good and what I wish ALL side quests were like.  They have decent stories themselves, some pretty good even, although they don't quite have as high a production value as the last two sections.

Then....there is the Additional Tasks section where, I mean, come on.  "Additional Tasks".  It's in the name!  These are busy work fetch quests, some of which take a long time to do, some stretch across multiple planets, and the rewards are pathetically useless by the time you complete them.  There isn't even any good story bits.  Unless you are a completionist, you're better off skipping these.*  Why in the hell does game after game feel the need to do the "Ubisoft open world bullshit side quest" thing? It's driving me crazy.  At least here, not all of them appear on the map cluttering it up, but some do.  This is a bit of a Catch-22 though as if you decide to finish up a task later, goooood fucking luck finding the area you need to do it in.  Also, the map is pretty cluttered anyway so, why even?

*Important note:  The Allies and Relationships mission, "Unlocking SAM's Memory Triggers" sure LOOKS like a pointless fetch quest but please do this one.  The payoff is pretty good (if a bit predictable) and has a lot more story involved than scanning fucking rocks.

Even with a legend, it still took me a while to know what all these icons are.

The meat of the gameplay though is very good.  Combat is the best in the series.  It's even more fluid now, allied AI seems better (or, at least I didn't see the AI do something egregiously stupid, only glitchy stupid stuff), and enemy AI, IMO, is a lot better.  They actually try to flank you now!  Snipers stay far away.  Krogan enemies act like tanks.  They use fucking grenades (what a thought!) to flush you from cover.  You can't just stop and pop an entire fight anymore.

You are given a jetpack like jump/dodge which really helps even if it leads to a tendency (for me anyway) to start hoping around like an idiot if you get in trouble.  Guns come in three flavors; the thermal clip ones, the plasma clip ones, and the energy beam cool down ones.  I....stuck with the N7 Valkyrie the entire game lol.  What can I say?  It's low-medium weight and like the strongest assault rifle in the game.  Don't judge me.  You can also mix and match abilities as classes are gone*.  You can have combat, tech, and biotic powers all in one build.  I...basically just made an Engineer because it worked for me all game.  Again, don't judge me.  Overload/Incinerate/assault turret or Remnant VI?  Come on.  Your defenses are useless against me!  (Though it is weird I went that route.  My first play through is usually biotic heavy).

*The classes are now profiles which you can equip according to what skills you have unlocked for passive buffs.  They feel kind of pointless.  I had the Engineer combat drone passive and I don't really know what it did.  It is nothing like previous games combat drones.  It just hovers over my head and sometimes explodes.

Exploration is good.  For all the bugs and glitches, the game still looks very pretty.  It's not open fields of nothing like DA:I but there is a little bit of that.  You also get the Nomad, this games version of the Mako, which thank the gods, is actually really good.  It can climb mountains Mako style if you want but the important part is that it is a lot faster, upgradeable, and actually handles smoothly.  It's NOT a tank like the Mako, so it has no guns, but you can still run over enemies which is always fun.

Some of the visuals are really great.  

The crucial pillar to the Mass Effect series has always been its story and characters. It's....complicated, just like mostly everything else in this game.  The story is pretty good, great at times, but awful in the first few hours.  I don't want to spoil anything here so I'll write a second spoiler filled post, but just know that this is very much a story setting up a trilogy.  Some stuff does get a resolution but bigger picture things do not.  IMO, it walked that tightrope pretty well, unlike a lot of universe building movies, but mostly because this game is like 80 hours long.  Movies don't have that kind of time.

There are three new aliens.  The Angara, the Kett, and the Remnant (....sort of).  The Angara are the new friendly race and their big things are; they don't hide emotion (leading to some weird acting), they have large convoluted families, they are missing a lot of their history which feels highly improbable even with the explanation of The Scourge fucking things up, they have been fighting a war with the Kett for eons, and they are designed like the Twi'lek from Star Wars only with the head tentacles attached and some have cat faces.  A major character, the Angara called The Moshae, has a creepy doll face instead.

I think she was in a horror game.

The Kett are the new villains.  I didn't like their design at first but that grew on me.  They are kinda Collector-ish, not as much as I previously expected going into the game, but it's still kind of there.  I like that they are kind of a Theocracy which is a government system not yet used in these games.  The main villain, The Archon, is a Kett and decent enough for a villain.  I actually think the game needed more time with him as the potential was there for a great villain, especially after you learn more about him, but much of the game ignores him.  He is there for key moments, and those moments are pretty good, but without enough development he just ends up being kind of forgettable.

They always scowl.   

The Remnant are sort of villains, sort of benign, and definitely robots.  They are not the Geth as they act more like VI's than AI's, which is probably a good thing.  Most of the mystery around the games story deals with the Remnant.  Also, luckily, they aren't that similar to the Protheans, thank your mother, but Ryder is the only one who can use their technology and Shepard was the only one who could read Prothean beacons........yeah.  Fucking plot convenience.

The characters range from pretty average to really great.  The game actually tries to involve NPC's a little more despite most still being exposition dumps.  You can talk to a lot of randos in outposts but it's always a "What brought you to Andromeda?" and "How are you doing?" type of small talk that starts to get grating after a while.  Major NPC's sometimes have quests relating to them and range the spectrum of great to goddawful.  I will say that a lot of them have far more character than previous games in the series.  The Angara, the Nexus leadership, other Pathfinders, Krogan exiles, and Kadara exiles have personality.  Some are heavily related to the B-plot and some just send you on fetch quests.  Overall though, it's more good than bad.

The Tempest crew and Squadmates are good.  Not great, but good.  Kallo is fine but he is no Joker.  Suvi has a nice accent but is boring scientist lady who is also religious?....uh, trying to break archetypes Bioware?  Gutsy.  Not sure if it worked here.  There is also Gil, who is alright.  He is kinda characterized as the "normal guy" but he's not that boring.  His character goes to some weird places later on.  The ships doctor, Lexi, is I dunno.  Gotta take a rain check on her because she was so bugged out for me.

I like, even love, all of the squadmates except Cora.  Cora needed more.  She loves, loves, LOVES the Asari Commandos, to the point where I wanted to ask her what the hell she is doing here and why she didn't just move to Thessia or Illium.  In the next game, I want a subplot where I can get Cora and Lexi hooked up (Peebee doesn't seem her type).  Maybe then she will stop talking about it.

I like your hair though.

The other problem with Cora is, if I had to guess, a dropped subplot about Ryder becoming Pathfinder.  Ryder's dad Alec dies, Ryder becomes pathfinder, and Cora is like, "as his 2nd in command I'm totally okay with this 100% even though I shouldn't be what is this nepotism bullshit?"  Later on, Cora confides in you that she was pissed at Alec for passing her over for Pathfinder but not pissed at you, then, the plot just vanishes.  Poof.  Gone.  What happened?

Why didn't she seem more pissed off about this or hell, she SHOULD have been pissed at you even if that isn't logical (but would still be a normal emotional human response).  Obvious story potential never explored.  Ryder! Could! Have! Had! A! RIVAL!   There is soooo much potential drama there to make for a great story.  Something I want Mass Effect to try to get away from is the "everybody loves Shepard" trope.  Cora could have been easily a rival that you have to win over.  Some of the early game stuff makes me think this was intended but eventually scraped, yet parts of it were left over in the finished game.  Damn man.  That would have been cool as shit.*

*I should note, that a lot of Cora's characterization fails due to plot and not from scenes intended for character development.  Cut scenes with her are okay.  Also, her loyalty mission is really good, even if it takes her Asari worship to agonizing levels.

Liam is great though.  I'd argue he's better than Kaidan and Jacob.  Probably a little better than James even.  He is kind of just in it for the adventure, he's got jokes, he's more laid back, and tries to bring normalcy to the crews new home, aka, movie night.  Also, he brought a couch to Andromeda.  He's great.

Yeah.

Vetra is solid.  I was a little worried she would be female Garrus but nah.  They play up her femininity with a surprisingly good sister story arc* while also making her a badass mercenary who may or may not be doing things legally.  She kept me in the dark about her work and I let her.  She also has a lot of too cool for school going on which is always appreciated.

*Some of it was from world exploring banter.  Peebee and Vetra have a good discussion about this in the Nomad.

....I don't know what her visor does.

Peebee is almost the exact opposite of Liara.  Reckless, not all that committed, quirky, and a tech geek.  She is basically a Manic Pixie Dream Girl trope but with a smart dork twist.  I know "Remnant Tech Expert" is kind of close to Prothean expert a la Liara, but it's pretty much the only similarity.  Also, I'm glad that "Peebee" is a nickname for Pelessaria B'Sayle (sorry spellcheck) because that name would be so stupid otherwise.  Well...it's still kind of stupid.  I picture a bee taking a piss.

I wonder if the eye paint works like eye black.

Drack is awesome.  No offense to Wrex, but I like having a Krogan around that doesn't talk about the Genophage constantly.  Drack doesn't seem to care, which ties into him being old as shit.  Him being old as shit though.....I'm a little worried he is gonna die at some point in the series.  Seems obvious, but then again I thought the Cora thing was obvious so....meh.  Also, while not on the level of "shoot Wrex", there is a pretty tough decision to make with him later in the game.  It uh, it doesn't really matter but hey it's there.

His armor looks beat to shit.

And of course, Jaal is the super newbie as also being Angaran, which makes him the hardest character to get down.  Jaal ends up being just okay to me.  The whole "showing emotion" thing sometimes leads to some weird acting, as well as the actor and animation teams forgetting that they are supposed to show emotion.  Its a bizarre mix of acting too human or not human enough.  Jaal does have some great moments and can be really comedic at times though.  His loyalty mission is outstanding as well.  It had the same kind of feels that ME2's loyalty missions did.

That is a lot of collar.  

As for how you talk to characters, well, I had already played Dragon Age: Inquisition so I didn't mind the "new" dialogue wheel.  This is practically a carbon copy.  Paragon/Renegade is gone, which is a good thing as you no longer feel compelled to max out points to unlock later options.  You can mix up response styles without damaging a later option.  The options are relegated to emotional vs logical and sarcastic/joking vs "stale seriousness".  Sometimes you can pick one of all four, sometimes only two.  It's mostly fine but occasionally the phrase prompt doesn't seem to match the dialogue that comes after.  Like, "I didn't mean to say that".  I noticed it happens more often during the pick 2 options which is frustrating.  Not a huge gripe with me but I see people complaining about this a lot.

It's adequate. 

So....why is this game so complicated?

The story and characters, Mass Effect's strengths, are good but lacking.  The gameplay is better than its ever been but the lack of polish makes it not always work correctly.  Every single aspect about this game is "it's bad, but" or "it's good, but".  It's just so damn conflicting.

I think a good example might be all the random enemy camps strewn across the maps.  They are just small areas where you fight a group of baddies, many actually have a task attached the first time, but enemies respawn when you leave the area/planet.  These are the equivalent of DA:I's rifts in number and luckily, aren't all grouped into one massive fetch quest and don't appear on maps.  They only seem to exist, after the initial task (if the camp even had one, some don't), for xp grinding, for making the worlds populated, and for....I dunno, getting into a random fight if you are bored?  Their existence from a developer standpoint seems to be so that the planets aren't just large empty expanses, and that is a problem.

The game does have a meta-point to these camps, "make the worlds safer for colonists", but it damages the main structure of the game.  It's hard to make it feel like you are accomplishing anything when the Kett always return.  Sure, large set piece areas don't respawn, but it never feels like the colonies you set up are safe.  This might just be how things are narratively, the Angara have been fighting the Kett forever, but from a gameplay standpoint it's unfulfilling.  In the second half of the game, I am blowing by the enemy camps in the Nomad because I got places to be...but I shouldn't be doing that.  There is an enemy presence here that needs to be dealt with.  Yet, I have no incentive too, knowing they'll just come back.

I don't really have a possible solution to this without making the worlds smaller and/or more linear.  Probably a majority of the game is these camps, even though the disparity isn't nearly as bad as it was in DA:I, but the game might have been better if they were reduced in favor of more attention to the set pieces (or, you know, QA).  It's a dangerous argument to make in gaming because everyone and their mother rips on games being too short, even if they should be a short, but Mass Effect Andromeda might have been better as a shorter game.  It took me around 80 hours to complete.  I think the game could easily be dropped to 60 hours and be better for it.  Less filler, more awesome.

Or just burn the down.

One thing Mass Effect Andromeda did really well is get me excited for a part 2.  There is a lot of potential here with plenty of left over questions for the narrative to explore in future games.  As much as I ripped the first few hours of the game, the last few are the complete opposite.  They are fantastic.  Mass Effect usually "brings the epic" with the last mission and this one too is great.  Hell, it even addressed a minor complaint of ME3's final mission, which was genuinely shocking to me.

As it stands, ME:A is a good but heavily flawed game.  I think some of the hate is overboard especially with the voice acting and writing (there is like a gajillion lines of dialogue so of course some lines are gonna suck).  The game is not a masterpiece either where even the most hardcore of fans must admit there are parts to the game that could be better.  I still enjoyed the game, even though I am biased, but it doesn't measure up to the original trilogy.  Hopefully, Bioware/EA learns from the mistakes, because if part 2 repeats the same mistakes, I might not be so forgiving.

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Friday, April 1, 2016

The Open World Video Game Paradox.



I've hinted at hating open world games in several video game posts but I'd like it to be known, I don't hate them.  I actually like some of them.  But the thing is, I've never loved one.  There are several issues that plague open world games that have kept this barrier up for me and (most) recent open world games seem to be content on keeping these problems going indefinitely.  It only seems like it's going to get worse too as every western RPG in existence is or has gone open world.

It seems like the reason so many games have gone open world, even in franchises that were not previously, is because of...
  1. Skyrim's popularity
  2. GTA5's sales numbers, although I'm not sure why GTA would only now influence game studios.
  3. Stupid complaints of games being too linear.
  4. Sometimes justified complaints of games being too short.
  5. Wanting choice, "player agency", in games.
Just making a game open world solves the linear problem, even though it wasn't a "problem" to begin with.  Great games can be, and have been, linear as hell.  The vast majority of stories are told linear.  Just taking in account this one point, open world games already have an inherent flaw in trying to fix a problem that doesn't exist.

First image when you Google "Linear Video Games"
Like linearity is FFXIII's largest problem....

Open world games typically have a main quest, which is usually linear fancy that, but to solve the problem of "being too short" they fill their worlds with things to do, known as "side quests".  This is my main problem with open world games.  It's not that side quests exist, or even that there are too many, but the side quests are almost always a dozen copies of the same thing.  Studios faced with the dilemma of creating an open world, while also filling it with enough things to do so that the game isn't too short, creates a quantity over quality problem.

"Too short.  Not enough pointless fetch quests and dungeon clearing." - Some Asshole

Metal Gear Solid V: The Phantom Pain, a game I really liked, was praised for having side quests that don't get repetitive by most game journalism outlets.  I...don't know what the fuck they are talking about because the titles of the side quests themselves are repetitive and numbered.  The Side Op titled "Extract the Highly Skilled Soldier" eventually reaches an "Extract the Highly Skilled Soldier 16".  SIXTEEN.  You do the same thing SIXTEEN times.  Yes, the locations vary and thus present different obstacles each time, but at its core, you are still doing the same thing over and over.  There is maybe 7 different "types" of side op but you do each one over a dozen times.*

*Don't get me wrong.  Every game is repetitive about something.  But at least in linear and pseudo-open world games, there is a narrative to give that repetition gravitas.  Also, MGSV's repetitive side missions are probably a good template on how to make them enjoyable....for a while.

What do the dots and boxes and boxes filled in mean?   

The worst offender, that I've played recently, might be Dragon Age: Inquisition.  Every time you come across a rift (a green vagina in the sky), you fight a mix of 5 demons that you fight a million times in the game, then for some reason, have to fight a 2nd wave of the same demons, then you can "hold X" to close the rift.  There are...........81 rifts in this game.  EIGHTY FUCKING ONE?!?!?*  Well, 81 with the DLC but holy shit.  Oh and don't even get me starting on the fucking shards.  You go to a telescope thing, usually on top of a mountain or cliff, look around to "mark" the shards, then go running around collecting them which sometimes requires platforming in a game NOT EVEN SLIGHTLY optimized for platforming.  You need them to unlock the hardest, coolest dungeon in the game.  How many do you need?.....114.  For perspective, I think I have over 114 books in my house but it took decades to accumulate.  Collecting 114 of anything in a game is downright masochistic.  

*What programmer was like, "You know what?  I think the game needs one more rift".

Sky vagina can be closed with your magical hand.  There is innuendo here......

For reference, Dragon Age: Inquisition has 10 main quests.  Just 10.  These are the only quests that have some uniqueness to them as each one is a bit different.*  MGSV has 38 main missions. OH SURE, it looks like 50 but 12 of those missions are actually just repeating previous missions with different difficulty parameters.  It's a super bizarre design choice in Chapter 2 and a band aid over the content that was supposed to be there (fuck Konami).  

*For those of you reading that have heard about Bioware using Dragon Age: Inquisition as a template for Mass Effect: Andromeda....you have been warned.**  My two theories, No Man's Sky will fail to live up to its lofty promises ie. Spore, and ME: Andromeda will have the same flaws DA:I does.***

**Or not.  

***I WANT TO BE WRONG.  I'm being pessimistic.  Please let me be wrong.****

****AAAAAHHHHHH*****

***** Did you know this is supposed to be Lindsay Lohan?

This is the root of the quantity over quality problem.  I don't care how creative the development team is, you are going to run out of ideas and/or money and just copy paste the same activities over and over again to get that "100's of hours of content" label the publisher seems to think we all want.  This brings me too the elephant in the room, Skyrim (and Fallout kinda).  

For the purpose of this post, I'm going to ignore the fact that Skyrim (and Fallout but it's slightly better) has AWFUL combat mechanics that seem ripped from Ultima 7....released in 1992, only Skyrim is in first person.  Just hack at stuff and hope your stats are better (I know there are laughable stealth mechanics and other garbage that doesn't work as well as it should ).  I'm also going to ignore that Skyrim has the worst inventory management I have ever seen.  I mean, holy hell, most people play with a fan mod that organizes your inventory for you.  Why is everything in just a list of shit?  Why aren't things organized into categories like weapons, armor, items, etc.?   For fucks sake, Final Fantasy still gets that right and that franchise is zombie roadkill. 

Uh....I said I was going to ignore those issues.  Right.

"Hello and welcome to beautiful Vancouver".

Skyrim is the screaming neon sign of my second biggest complaint with open world games; The storytelling is usually awful.

In Skyrim, not only does it have a shitty story, it doesn't even attempt to tell a....story! Never mind a good one. You are the dragonborn for some reason (is that ever explained?), then you go collect things for Jarls/witches/random dudes to help them solidify power/while ALSO wanting your help to fight dragons (not how bargaining works!), then you fight dragons the end.  I mean, look at this ending.  ZZZZZZZZ....uh, I mean, "What an epic RPG!!!!  I especially like the part where you hack at a dragon's butt for 2 minutes."  Come on.  Even fans of Skyrim haven't finished Skyrim. It says A LOT about the game when even its fans don't give a shit about the story.  Almost every review of that game is "10 outta 10!  But, uh, the story sucks."

No they didn't.  That was patched out.

Open world game storylines like Skyrim lack pace.  The player is tasked with pacing the story and that creates all sorts of weirdness.  It's a running joke about open world games having a main story that says the "world is coming to an end unless you defeat this evil immediately!" while their presentation wants the player to take their time and go exploring for shiny trinkets.  Some games have tried to fix this by lowering the stakes (GTA5 with one kidnapping exception), or by deliberately having a story that works with pacing slow as molasses (Most of MGSV, Some of Sleeping Dogs, and Witcher 3). Others, like Deus Ex: Human Revolution, present a story where the world isn't going to end UNTIL you are locked into the linear last 15 hours.

"If only I knew how awful Megan Reed is."

This lack of pacing is a problem that can't really be addressed unless some aspects of player choice are taken away....and that's the paradox.  How can open world games give players a compelling story if the player decides how and when a chapter is played?  This paradox can be expanded to a compelling story, plus meaningful side stories, while also giving the player choice.  This is the philosophical problem with open world games, and no game has really solved it.

Because of Skyrim and GTA, most games don't really bother to even try, though I know I'm not the only one who gets annoyed if not outright angry at these issues.  I have a feeling more people will start thinking this way too since all singleplayer games are turning into 1.) Indie, 2.) episodic stuff like Life is Strange, or 3.)  MEGA BUDGET AAA open world game.  This will get tired.  Even Skyrim fans will get sick of playing Skyrim ripoffs eventually.

"Farcry is Skyrim with guns!!!" -  every idiot reviewer ever.  Farcry is Skyrim with radio towers.

So...am I writing this post just out of spite?  Am I jealous (a little actually) that I can't love these games?  Deus Ex: Human Revolution isn't really open world.  Final Fantasy 9 isn't, nor is any Persona game.  Ultima kind of is but those games had severe level/gear requirements that basically forced it into a linear game.  Is Mass Effect open world?  The first one is actually my least favorite of the three.  Yet even that sure doesn't feel like it.*

*BTW, I'm ignoring JRPG's for this post since they have stayed mostly linear.  That said, how WEIRD IS IT going to be that Final Fantasy XV is open world?  It's not Final Fantasy anymore Jason.  It's not Final Fantasy anymore Jason.  It has the name but it's not Final Fantasy anymore Jason.

Maybe I'm an idealist here because RPG's are my favorite video game genre and nearly every single one has gone open world.  Maybe expecting side quests to be worthwhile, have interesting stories themselves, or even better, actually be related to the main story is too much to ask.  Maybe expecting side quests to have a great deal of variation will never happen because of video game budgets and publishers unwilling to take risks.  Maybe I just have to expect the leader of a religion/army has to go pick fucking flowers because the player character must do everything themselves.  Maybe I have to except being Dragonborn because SERIOUSLY was this ever explained?

IT'S LIKE ANGELS SINGING.

Well.....I'm for the first time, optimistic that these issues may not last forever.  Witcher 3: Wild Hunt is SO good you guys.  Yes, it still has some of these issues, but holy shit there seems to be a drastic jump forward into solving them.  This might be the transitional game we, errrr, I have been waiting for.  I haven't finished it yet as of this writing, but I might, just might, love it.

Witcher 3: Wild Hunt review coming soon.

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A couple notes that didn't fit into my thesis.

1.  In case anybody reads this who isn't one of my Twitter friends or non-Twitter friends, if you like Skyrim...THAT'S OKAY.  I like some objectively shitty things too.  It's okay.  I'm just expressing an opinion.  HOWEVER, the more games try to be like Skyrim, the more games as a whole suffer.  Variety is the spice of life and all that jazz.  We all lose if we just get different versions of the same game.

2.  I didn't really address how video game publishers are influenced by GTA's sales but OF COURSE they are.  It's the reason every movie is Star Wars now.....or.....wait, no they aren't.  Granted, most big budget movies are "Star Wars" or "Marvel Movie Empire" or "Same Thing" but at least we get a Mad Max: Fury Road....and high budget war dramas...and high budget period dramas....and weirdly high budget comedies that usually tank but is kinda okay....and....and....

Okay, so those too are kind of rare, but the thing is, movies have learned how to do medium budget movies.  Why can't games do this?  It's either AAA or indie.  Almost no in between.  The only recent two I can think of is Alien:Isolation and Xcom2.  I'm sure I could Google more (Bayonetta 2 maybe?) but my point is, I can think of only a few off the top of my head while I could list more movies.

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I never finished Skyrim either.  

Monday, January 11, 2016

5 Games I'm Looking Forward To In 2016

I declare 2016 as "The Year of Jason".  Somehow, someway, there are five sequels to video games all coming out in the same year that I really want to play.  Three of them are sequels to games in my top 10 list, while the other two are sequels to games I really liked but thought a sequel would never happen in a million years.  What is going on here?

Part of me wonders if this is the last year I can look forward to a loaded slate of games that appeal to me.  This is a climate that is constantly pushing games in a direction that I don't care too much about.  Multiplayer only games. Open world games that put quantity over quality.  Microtransaction laden mobile games.  Annualized games.  Square Enix continuously making every mistake possible (lemme give you money!).  Approximately 17,000 shooter MOBA's are coming out this year as well which I'm sure the crowded marketplace will let all these games do well......

Because of these trends though, the games I list here might actually attract others as they stand apart from the rest.  And maybe, just maybe, this may keep me interested in AAA games for years to come.

Persona 5 


If I'm completely honest, I'm probably more excited about this game than any other on this list.  Every trailer and interview makes this game look like Persona.  It doesn't look like it could have been fucked up.  All the cool life sim, dungeon crawling. turn based RPG combat seems to be intact.  Atlus, the studio who makes Persona, is on a roll and doesn't seem to know how to make a bad game (the gamblers fallacy in me says they are due for a stinker but, again, fallacy).

Yes, this game is anime as hell so some of you are already passing on this one.

I still need to temper expectations.  Persona 4 is GREAT and expecting Persona 5 to even match that game, nevermind surpass it, is stupid.  There is something in the trailers and developer interviews that has me worried.  Atlus has a tendency to add something new to every game and for Persona 5 that new thing is.........................................

Okay, you know me right?  What is the one thing I continuously complain about in almost every blogpost?  I love games that use it but I'm always annoyed when they do it "Shitally"....

You guessed it, Persona 5 is going to have stealth mechanics because reasons.  I hope these are isolated incidents and not a main part (kinda like Persona 3's full moon events) because this can really defeat the purpose of EXP.  You gain EXP through battles, yet, a good stealth game wants you to AVOID combat.  What is the purpose of stealth in a game like this?

I hope Atlus knows what they're doing here.  They have never done stealth before.  It's the part I'm the most worried about.

Mirrors Edge: Catalyst


I'm not sure if this game counts as a "sequel".  It seems more like a reboot, which pisses me off because the story of the original Mirrors Edge is pretty damn good but there are loose ends.  You never see the "governor" who is in control of the city and the guy who is pulling the strings.  I want to explore more of that damnit!

Still though, this game sold poorly, so a sequel/reboot is a minor miracle.  This game has easily one of the most fascinating free run systems I've ever seen, requiring the player to input commands to do climbing, jumping, wall running, flipping, etc.  It's the exact OPPOSITE of the Assassins Creed free run system which is press forward to do everything.  The combat system is ass, yes, but the beauty of Mirrors Edge was that most of the time you could avoid combat not by stealth, but by pure fucking speed and your ability to parkour.  There were times using combat was mandatory though, which sucked, but the great parts of this game were not overshadowed by them in my opinion.



That said....looks like VICE fixed the combat because that is all they fucking talk about leading into this game.  But, why tho????

Mirrors Edge is about the parkour damnit.  I don't give two shits about the combat*.  And what is this open world nonsense?  Mirrors Edge had great level design due to mostly linear levels.  I am beyond worried on this one.

*I'm fine with them fixing a broken combat system but the previews seem overbearing to the point that combat is a major feature of the game.  THAT'S A PROBLEM.  I'd like more great level design where you can run away and parkour away from guards spraying bullets at you rather than giving you a better way to fight them....because that eats into your parkour controls and all of a sudden we are playing Assassins Creed again.

Dishonored 2


Uh....spoiler for this game even existing.  The main trailer shows the girl you go out to save becoming your apprentice like some sort of Leon:The Professional shit except she's like a teenager or early 20's which makes Corvo ancient......whatever.

Dishonored was awesome.  It seemed to be a spiritual successor to Deus Ex (wait for it) and handled stealth beautifully.  As an assassin, you often can take a route that leads you to not kill your target, and the game GODDAMN CHANGES.  Unlike some other heavy choice orientated games, that only affect dialogue, actual GAMEPLAY changes according to your actions.  It is amazing.  Kill most targets and overall people?  More zombies show up in town.  Go a pacifist route, and it's a bit easier in town but harder to pull off in missions since seemingly every cool toy is for the homicide route.

As far as this sequel goes...I have no idea what to expect because we know nothing.  I just hope it's as good as the original.  Anybody who has played the original Dishonored might wonder how this game can even exist with the endings but OH MAN, it gets way worse.

Authors note:  Thanks for not letting me embed your TRAILER video Bethesda.

Deus Ex:  Mankind Divided


Calling it now...DELAYED UNTIL 2017...or, it seems like the game that is most likely to be delayed.

How does this game exist considering the multiple endings to Deus Ex: Human Revolution?  What we know is this game takes place a few years later where augmented humans are ostracized lower class citizens.  This of course leads to a terrorist group and Adam Jensen gets involved though he probably didn't ask for it.  The Illuminati's involvement has been kept hidden of course and who knows what Megan is doing.  Luckily, this has potential to tell another existential, question your morals, social commentary, type of game that was done SO well in DE:HR. I really love the story in Deus Ex.



However, a world like this makes one of the endings to DE:HR impossible.  Another ending makes this outcome highly unlikely.  Out of the 4 endings to DE:HR, only 2 are really viable, maybe 2.5*

*SPOILER to the endings of Deus Ex: Human Revolution (highlight to read).  [I always liked the refusal ending.  It seemed more like what Adam Jensen would choose rather than play god and control the message.  Too bad the game treated it like the bad ending.  I guess the developers hated it too cause Jensen dies in this version. Also, the Sarif ending makes this world highly unlikely because it eluded to society becoming more accepting of augments.]

The trailers are annoying me more than hyping me though.  It looks like the game is a 3rd person cover shooter which, yes, DE:HR was sort of that, but it was a stealth game first. If it goes more shooter heavy, will it even be Deus Ex anymore?  Hopefully the trailers are only showing off one style of play because that stealth system is SOOOO good.  I can see some people being put off from the game because the shooting mechanics were kinda wonky IF you wanted to treat the game as a shooter, so maybe they are appealing to those people?  Just don't let it come at the expense of the stealth please.  MGSV did it.  You can too.

Mass Effect: Andromeda


Have you seen my blogs header?  You knew this was coming.

While absolutely nothing other than "in development" is confirmed about this game, leaked information makes it sound like this game is going to be a Dragon Age: Inquisition clone in space.  A push back to the first Mass Effect's heavier exploration aspects is a mixed feeling.  Looks like the Mako is definitely back, which gives me nightmares, especially if exploring means taking 10 minutes to drive to an anomaly for 1,000 credits or medi-gel.  A lot of the exploring in DA:I lead to a whooooole lotta nothing (those fucking shards) so if ME:A really wants to go that route, please make it worthwhile instead of the same old repetitve bullshit.  The game will likely have a gazillion side quests that have little or nothing to do with the main story, not have a meaningful story themselves, or even worthwhile rewards if DA:I is a good predictor.  I'd prefer more time spent into things with substance than dozens of cookie cutter side quests PLEASE don't let it go here.

One of the best parts of the Mass Effect trilogy has been its intriguing story, its superbly made universe, and its fantastic characters.  Open world games have difficulty being good in these categories even though ME1 did it well and MGSV was open world and came pretty damn close to being great here.  Things are getting better when it comes to story and open world games.  I hear even Fallout 4 improved (or at least gave it some thought).

I will write more about this game and the fact that it's set in the Andromeda galaxy raising a FUCK LOAD of questions I have another time.  For now, let me just say this, this game has the highest potential to be disappointing.  Simply by putting it in Andromeda (fuck it - why are we going there?  Are we getting a new list of aliens?  How many of the old ones are in the game?  HOW did we get there?  Was it a Mass Relay?  What about the Reapers if they should or shouldn't exist?) it makes us look like we are playing the role of the invaders.  This is going to be really tricky if Bioware wants us to be the "good guys"

Authors note:  Thanks for not letting me embed your TRAILER video EA.  

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Click on August of 2015 on the right to see my Mass Effect Month posts.

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Monday, August 31, 2015

How I Would Change the Ending to Mass Effect 3 (Part 3: Addressing the Plot Holes)

Authors note:  Real life bullshit kind of slowed my Mass Effect posts down so I didn't get everything written in August that I wanted to.  BUT, I hope to have two more posts in the relative future, luckily I do this for fun and not as a job otherwise I would be SO fired by now.

One will be an epic, 10,000 word novel e-mail exchange with AJ about all the little stuff we didn't cover this month.  There will be a lot of gushing but we will give some opinions on the negatives as well.  Expect that when we feel like being done.

The second is a hard one to write because it will be the most personal thing I've ever written on this blog.  I have started it 3 times only to delete it.  It will be about how Mass Effect saved my love of gaming as well as....how it helped me with depression.  I want to write this.  I'm just not sure how yet.  Maybe in a few months it will be up.

ANYWAY:  TO THE TOPIC AT HAND.

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I highly recommend reading part 1 and especially part 2 if you haven't already.  Otherwise, this won't make any sense.  

Since I got absolutely ZERO questions about my ending, thanks a lot dicks, I came up with ten questions a reader might hypothetically have.

1.  "If you make the right choices in the Earth Mission, shouldn't you have a bunch of people to take on Harbinger?"

Yep!  Aaaand it's something I didn't think about.  So to fix it, say there is a short cutscene where Shepard and Anderson decide to climb inside Harbinger with just their two teams while all the rest of the forces that made it there set up defenses to hold back a Reaper counter-offensive.  There.  Fixed.

2. "I get Harbinger wanting to use the Crucible as a Reaper weapon, but why bother considering the risk?  Wouldn't the Reapers win without it anyway?"

I'm banking on the Reapers arrogance here. Think of what Sovereign says in ME1 about their intelligence being on a level that is incomprehensible to the races in the galaxy, "I am beyond your comprehension", and so on.  Harbinger, knowing that he has control of the Illusive Man, doesn't even think failure is an option.  The Illusive Man is convinced he is doing this for the betterment of mankind, when in reality, he is just Harbingers stooge.  (Also, remember Harbinger needs a human to use the Crucible at all).

When Shepard makes it inside Harbinger, Harbinger tries to use indoctrination to stop Shepard. Once the Illusive Man is killed/shoots himself, Harbinger then tries to use indoctrination on a wounded Shepard to complete the task.

3. "Yeah, wait. Why does Harbinger need a human again?"

It's said many times in the game that by using the Mass Relays, as well as all Mass Effect technology, that races are using the technology of the Leviathans/Reapers.  The Crucible should be technology that is completely independent of the Reapers.  There would probably have to be some minor dialogue changes throughout Mass Effect 3 concerning the Crucible, but it should be doable in theory.  It will kind of be like why a MacBook shouldn't be able to communicate with the alien mothership in Independence Day.  Harbinger needs an indoctrinated human, or any other race really, because he cannot control it without an intermediary.

4. "About that Reaper motive.  Evolution wouldn't make the thrall races of the Leviathans into Leviathans.  What did you mean by those races not reaching their apex?"

While the Leviathans consider themselves the apex of evolution, they want all their thrall races to become more self reliant while still basically being slaves.  They want their thrall races to reach their apex so that they can be the best slaves, so to speak.  They are not expecting them to magically turn into Leviathans, defying all evolutionary science.

This, I hope, would also drive home the point of the Reapers arrogance.  The Leviathans are also arrogant and never realized that by forcing these races into slavery was the very reason they stopped evolving on a desired path.  (This is over millions of years BTW, so evolution can absolutely be a motive here).


5. "Why exactly does the Leviathan AI rebel?"

In my version, the Leviathans have no qualms with using AI.  This AI is made specifically to figure out why the thrall races are not evolving on a desired path.  I assume, these races would still create AI, like they do in the real version.  The Leviathan AI sees this, claims organics are not integrating or incorporating or whatever Sci-Fi nonsense you want to use, with their AI's correctly.  Because of this flaw, the Leviathan AI concludes that this is why the thrall races are not reaching their apex, and comes up with a plan.  That plan, is the Reapers.

The Leviathans balk at the plan because this means they too have not reached their apex, nor are they the perfect beings in existence.  They try to shut down the AI, then....

6.  "So, WHY is Harbinger?"

I made a mistake here so lets fix this too.

One Leviathan, a single scientist, likes what the AI has to offer and agrees to "merge" with it.  By doing so, Harbinger becomes the first Reaper and infects all the other Leviathan computers with the AI code to start the war.  It uses the Leviathan artifacts (those orb things) and other technology to indoctrinate the thrall races and lead them in overthrowing the Leviathans and processing them into more Reapers.  A tiny number escape of course, but the Leviathans stay arrogant as ever by claiming the war isn't a mistake because a single Leviathan agreed with the AI......or something.

7.  "Why the cycle?"

For the same reason as before only now it's not to stop organics from killing themselves with AI.  Now it's because those organics that use Reaper technology (Mass Effect tech, Mass Relays, etc.) are the best suited to be processed into new Reapers.  The Reapers wait for organics to prove they are worthy.

(I know this makes the Reapers less altruistic, but it makes them more evil and keeps their sense of god-like superiority.  I never liked the altruistic nature of the Reapers anyway.  I like this line from Sovereign, "We impose order on the chaos of organic evolution.  You exist because we allow it.  And you will end because we demand it." It sounds far less like the Reapers are secretly wanting to help everybody and more like forcing everybody into their goals.  The Reapers are better villains when they stick to this kind of writing.)

8.  "Those 3 choices are still dumb."

I know.

9.  "How do you NOT choose one of them."

It's easy.  When the game leaves the conversation scene, simply walk back up to the star child and choose the right dialogue options.  It'll be an option like, "Something doesn't feel right about this", for example.  From there, you can press the issue until an option comes up where Shepard realizes that he/she is being indoctrinated and that all of this is some sort of dream.  I wouldn't make this THAT hard, maybe only three dialogue choices in or so.

10.  "Doesn't this ending have the same problem with being impossible to continue?"

Well it hasn't stopped EA/Bioware from working around the existing ending for Mass Effect:Andromeda (putting the next game in a different galaxy is a great way to get around that problem but shitty because all the established races should be back home.  If I find out the Asari has been in Andromeda for hundreds of years in secret I'm going to fucking riot!).  I didn't really make up this ending as a way to make ME4 in the Milky Way make sense, knowing entire races may or may not exist in the future.

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And since I have no where else to put this, I really don't know what to think about the future of Mass Effect.  There will be another post about this topic, but for now, the trilogy should be considered it's own thing, ending be whatever.  I'm confident Mass Effect:Andromeda will be great......wait no I'm not.  It looks like fucking Dragon Age:Inquisition, a good but heavily flawed game.  Shit.

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Future links to remaining Mass Effect posts will be updated here if I remember or give a shit months from now.


Monday, August 17, 2015

How I Would Change the Ending to Mass Effect 3 (Part 2: My Solutions)

See Part 1 here.

Another spoiler warning.  While this is "head-canon" territory, I will have to reference the actual ending.  Leviathan DLC spoilers are in here as well.


Assuming Direct Control of this ending

With this alternate, hypothetical ending, I fix my two main gripes while also making the ending better overall. This is TL;DR territory but I hope you give this a chance.  Assume certain things about the ending are the same but here is the 8 steps I would take to make this a better ending. 

Step 1: Change the Catalyst to Harbinger

While not a huge gripe with me, I didn't like that the Citadel is the catalyst.  I basically called that at the beginning of the game, along with I assume, everybody else who played the game.  Why use the Citadel again when the Citadel was the MacGuffin for the first ME?  

The easy fix is, make the catalyst Harbinger.  After having a huge part in ME2, he (it) is barely in ME3.  Sure, he became something of a punchline with his taunts in ME2, but it's weird to have him featured so little in the finale.  He doesn't need to talk much, plus he'd be a better surprise than the Citadel.  He's already mentioned a few times early in ME3 so he already has proper foreshadowing.  You can even explain this as Harbinger having the "master Reaper code" or some shit because he is the original Reaper and why he is needed for the Crucible to only target Reapers.  

I am aware that my solution is cliche but it's still better.  And hey, I said easy fix.

Step 2: Make the Final Mission More Like the Suicide Mission


And maybe add a little color.

While this doesn't address my two main gripes in part 1, and the Earth mission is pretty good as is, it is still a let down after the great ending to Mass Effect 2.  ME3 does not have the same style of build up for its final mission, so it was going to be a let down regardless.  Still though, the final mission could be better.

Instead of choosing squadmates to do specific tasks, how about choosing what war assets to use at certain points.  Say you have Harbinger surrounded on Earth and he's trying to process humans faster because he really, really, hates Shepard or something....whatever....just a reason for him to be on the ground.  Harbinger has now replaced the conduit since the Citadel is no longer necessary and he takes the role of the defending Reaper the missiles are used on.  Reaper forces have built up strong defenses to defend Harbinger, so Anderson brings Shepard in to talk over the assault.

Since there are SO many war assets in this game, lets say you get to pick TWO for each choice.  Here are some examples of what that could be like:
  • Say the north approach to Harbinger is wide open with little cover and has a lot of Brutes and Banshees.  Who do you want to send?  The Krogan forces right!  And who better to send with them than the Turians who now have experience fighting alongside them and are the second best at handling a fight like that.  The Geth would be good at this too since they seem to shy away from cover anyway.
  • Maybe the eastern approach is impassible except through some buildings with a lot of tech issues....choose the Quarians/Geth.  Both though?  Hmmm, maybe there is still some bad blood there and some friendly fire may turn this to shit.  Maybe choose one and the Shadow Broker team or the Spectre unit.  Even Salarian STG.
  • Maybe the western approach has a lot of narrow corridors, perfect for Asari commandos and their biotic barriers.  Jack and her students could get used there too.   
  • Say there is a air strike squad to distract Harbinger like on the Tuchanka mission.  You can choose a slew of fighter ship assets.   
  • Finally, I would do a support squad who maybe take positions atop the buildings as sniper/artillery support.  The Turians would probably be best for this but Salarian STG would be good too.  (I'm ignoring the main Salarian forces because you can only get them by sabotaging the Genophage Cure and fuck that).  The assets you choose for the support role will boost the ratings of the other forces and help determine if anybody dies.
Obviously, Shepard and crew would take the southern approach, maybe along with whatever leftovers and the humans (obvs).  Choose poorly, and former squadmates will die.  Maybe Kasumi is helping with the tech approach, for example.  Jack is with the biotics.  Grunt with the Krogans, and so on.  Pick really poorly and current squadmates die.  I don't really know what to do with the ones you don't choose to go with Shepard, (lead the other squads maybe) but I would have liked to see them be extra friendly AI on Shepards approach.  Maybe you can't control them, just the two you pick, but at least they are there participating.  Maybe they even get a few kills.*

*I have my doubts the game would run well with that many allies and enemies with Shepard in the area but this is all hypothetical anyway.  

This makes the finale so much more like the Suicide Mission.  Everyone is involved, your final choices could get people killed, and just....SOOO much epicness would happen.  Man....I want this.

Step 3:  Add a Harbinger Section


It can be similar to this but not dead.

Once you reach Harbinger, who is knocked out but not dead from the missiles at the end of the Earth mission, you need to kill some time so...Collectors!  Why not fight a handful?  I highly doubt a spacefaring species would have EVERY SINGLE MEMBER in one location.  A few Collectors are probably still alive, only as Harbingers personal black ops squad or something.  Also note, I am eliminating the run to the conduit entirely.

During this brief mission, Harbinger wakes up and starts flying toward the Crucible.  Everyone is wondering what the hell he is doing but continue on mission soldier!

But here is where we smartly change the rules.  Say there is a cutscene and a Collector rushes the squad out of nowhere.  You shoot him, but only after hitting the Paragon interrupt....that's weird.  Shouldn't it be Renegade?  Anyway, you come up on something, maybe a weird door and Shep starts talking to Garrus and a Renegade interrupt pops up.  You hit it, thinking maybe Shep will just break the door down, but no, HE/SHE TRIES TO SHOOT GARRUS but luckily misses.  After each of these. that weird headache wah-wah sound effect happens as well as the "squiggly lines" that happen in the current ending but only after each interrupt......

This sound effect was weirdly hard to find.

While it's obviously not canon, I'm talking about the excellent fan theory, the Indoctrination Theory.  It's a pity Bioware didn't do something like this because it would have been obvious to end with.  While Shepard and the crew is travelling up Harbinger, in a last ditch effort, Harbinger is attempting to do the fast indoctrination on the squad.  You can even have cutscenes where the squad is out of character or even try to kill Shepard.  That said, the game should not OUT RIGHT say Harbinger is attempting to do this.  The player should figure this out on their own with the clues the game drops.

Also, have Anderson lead a 2nd team in there (maybe NOW the mistakes in the previous section kill characters?) with more hints about indoctrination.  Maybe he radios Shepard about James trying to cha-cha with a Collector or something.  

Not sure how to end this section, maybe a crappy boss fight?  Maybe it's Harbingers core or something, I dunno.  It's the part I have the most trouble with.  Either way, this MUST end with Harbinger connecting with the Crucible.

Also, Shepard and Anderson get severely wounded from an explosion or something.  The rest of the crew says their goodbyes and Shepard tells them he/she will finish the job.  The reasoning is that being inside of Harbinger when the Crucible goes off probably isn't too safe.  

Step 4:  Illusive Man 

This can be virtually identical only now it takes place in Harbinger....near the top, I suppose.  Anderson still dies I guess.  You can still maybe shoot the Illusive Man or talk him into shooting himself.  Whatever.

At this point, Harbinger is docked with the Crucible.  The game drops a few hints that the obviously indoctrinated Illusive Man was there to do something on a control panel....but what, the player doesn't know yet.

Shepard passes out from his injury and starts the Star Child sequence the same.

Step 5:  Star Child and The New Reaper Motive

I am indifferent to the Star Child as a thing.  It's okay I guess.  Now though, we can use the Star Child as a manifestation of Harbinger since his indoctrination attempts means he has read Shepards mind.  Shepard is speaking to Harbinger but isn't aware yet.

So evil.

Here, the Star Child explains to Shepard what the Reapers are and why they are doing this.  This is where I change one of my two main gripes.  The Leviathan DLC should be INCLUDED in the main game to help explain this too.

In the Leviathan DLC, the Leviathans explain that they created the Reapers.  Yes, yes, that is the same, but here I run with their big deal of being the apex race, as in the apex of evolution.  

The Leviathans controlled the galaxy and enthralled all the lesser races, but over time, they determined those other races were not reaching their apex of evolution fast enough or progressing correctly or whatever.  So they had top Leviathan scientists look into it and to help them, they created an AI to watch over every race in the galaxy.  After a while, they asked the AI why other races were not catching up to them.  The AI concluded that they are incapable of reaching their apex and that EVEN THE LEVIATHANS are not the "apex of evolution".  The Leviathans ask the AI what is the apex, the AI describes something like a Reaper, the Leviathans attempt to shut the AI down, it then goes to war killing off the Leviathans and so on.  

The Star Child (Harbinger) explains that the Reapers are the apex of evolution and monitor the advanced races of the galaxy.  If they are not progressing in a way that makes them LIKE Reapers, they are destroyed.  The Reaper motive is about evolution now.  No more "we don't want you to get killed by synthetics so we created synthetics bullshit."  Sure, this is another rogue AI story now, but at least the motive is unique.  A rogue AI that monitors evolution?  Shit man.  Hire me now Hollywood.

......wait.

Step 6:  The New Choices

For shits and giggles, lets just keep the choices to the main 3 but with several tweaks.  And for the record, I would get rid of the refusal ending entirely....because it's kind of important in my completely different version.

The Star Child (Harbinger) would explain all three endings the same only now the "headache wah wah sound effect" and those "squiggly lines" would happen after questioning him.  Shepard is still unaware that he/she is being indoctrinated but dialogue choices should sound skeptical of the Star Child.

Then the Star Child explains the hidden 4th choice that violently murders every puppy in the Galaxy.

If the player chooses one of these, the indoctrination will have worked.  
  • The Destroy (red) Ending now has the crucible target all organics. With the Geth alone, they don't last much longer and are destroyed or assimilated as well.  Everyone dies.  Bad ending.
  • The Control (blue) Ending now is reversed with the Crucible letting the Reapers control every human.  Shepard and every human squadmate turns against their allies.  Maybe a cool cutscene happens in the Normandy with the humans turning on the alien squadmates but they escape. The rest of the aliens in the Galaxy continue the war but over time they eventually lose just like the Protheans.  Maybe we get a few more cutscenes of characters going out in a blaze of glory/desperation
  • The Synthesis (green) Ending lets the Reapers control everyone. It ends the war right there.  Maybe we get a cutscene with Shepard and friends living out the rest of their lives, waiting to be processed, with a narration talking about how they have accepted their fates and how the Reapers are actually correct and blah blah blah.  
Step 7: The Bittersweet Ending

Or, if the player realizes they're being tricked, they can refuse to do any of those choices.  Shepard questions the Star Child more and uses dialogue like "something isn't right here", "why should I trust you?" and "(confused muttering)".  Shepard then can have another dialogue boss fight, similar to the Illusive Man one, and break free from the indoctrination.  Shepard snaps out of the dream conversation with the Star Child to find him/herself just about to push a button on that same control panel The Illusive Man was going to use!  

Shepard realizes the plot twist that Harbinger was going to use the Crucible against the races of the Galaxy, but needed a human to change the controls because the Crucible was built by Humans and others and what not.  By doing nothing, the Crucible charges up, and targets only the Reapers now that it has uploaded the master Reaper code from Harbinger.  Bam!

The Crucible fires, killing Reapers throughout the Galaxy just like in the destroy ending but this time doesn't destroy the Mass Relays cause that plot hole was not necessary.  However, as Harbinger too starts dying, Shepard races to an escape pod, or, one of those Reaper fighter "jet" things you see in cutscenes and during the suicide mission of ME2.  

In this ending, Shepard dies.  He/she makes the escape pod but succumbs to his/her injury.  The Normandy finds the pod but he/she is just a corpse upon arrival.  There is a funeral scene, then the slideshow still happens showing all your choices affects on the galaxy.  Then it cuts back to a sombre party with the crew as they await the unveiling of a Shepard statue on the Citadel.  The end.

Kind of like this but without the gasp.  

Step 8:  The Good Ending

Or Shepard survives!

I'm not sure what the criteria for this should be but I think using the choices in the final Earth mission is a good idea.  Get a certain number of characters killed, Shepard dies.  If you only get a few characters killed, or all of them survive, Shepard lives.  I'm open to other options on this though.  Maybe you have to make specific dialogue choices in your final talk with Star Child?  

Anyway, Joker fears the worst but notices only one Reaper signal remains on the censors.  They fly up to the escape pod, open it, and find a barely alive Shepard.  -Cut-.

One month later or so, we see the Citadel Council talk about rebuilding efforts as well as (choices dependent) the Krogan, Quarians, Geth and so on getting embassies on the Citadel as well as opening the council up to every race.  Maybe they say something smart-assed like, "I wish Shepard was here to help us" only to keep the suspense going.  Then, the slideshow happens.  

Afterward, we see the crew having a sombre party just like the bittersweet ending only this time, the camera pans up to see a statue of Anderson (!!), then you hear Shepard say, "he was like a father to me", then the camera turns around and shows him/her still in bandages and putting his/her arm around the romance option character. Credits (skippable).  

In only this ending, you get a long after credits scene where a now fully healed Shepard has a joyful party with the crew, ending with a kiss to the romance option on some balcony overlooking a beautiful night sky and holy shit I'm going to Starbucks to write this screenplay.

"Then Shepard, Master Chief, and Batman stepped inside the Bang Bus......"

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I love this idea and wish it was real.  The Reapers motive is no longer stupid and based on flawed logic.  The choices are now a ruse.  A game that made player choice a big deal suddenly uses an in canon reason to not trust any choice and forces you into an ending that is essentially more linear,* but would be better received across the board.  And this alternative ending isn't even entirely my own idea since I borrow heavily from the Indoctrination Fan Theory (which again, is not true....but damn is it clever).  

*I know some people will bitch here but come on.  What did you expect from Bioware?  For them to make 67 totally different 50 minute long ending scenes?  That is not going to happen.  I like the idea of changing the rules this time.  Indoctrination, plus giving you choices but all of them are bad, and the only way to win is to choose no choice.  It makes narrative sense.  

I'm planning on a part 3 of this series but I need your help.  I assume my alternate, hypothetical ending still has big plot questions that haven't fully been solved or explained so I'd like you to ask me.  Either in the comments below or on Twitter, ask me a question you have regarding this ending.  I'll probably think of some questions of my own too, but I'll include yours and mine in the next part and try to answer them the best I can.  Uh....hopefully you read this far.

Part 3 is now up.  

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