Mass Effect 3

Actually that indicates about 48% are playing as Sentinel, Adept, or Engineer. The later is probably the least common, but it still has to be at least a very close split as all should be under 16%.
Which means that the classes are actually pretty close to each other.
 
heh ya, I was thinking there were 8 classes for some reason which would have been 12.5% each, but with 6 those numbers are super close to the random average.
 
Well you can actually play each class like a shooter anyway. You can outfit your adept with a rifle and shotgun or a sniper and a shotgun, etc if you wanted to now. So they were successful at getting people to play the other classes that weren't just Solider with a few tweaks of the skill alignment, just let them pick any gun they want to use and they'll still play it like a Solider :p.

How about you win the 'Cpt. Obvious Award' the default selection is 50% more common than completely random. What a revelation.

What? I don't winz the internet?

But it's only obvious to you now that it's apparent. :p
 
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You can call it a plot hole with the destruction of the Mass Effect relays at the end, but it's pretty obvious that it was not meant to imply you wiped out the universe. The game really doesn't have a sad ending. The universe is changed, but you accomplish what you'd set out to do, which is save civilization. You can ask questions like, "What happened to all of the ships around Earth?” but it really does not matter. The only complaint that's raised frequently that I agree with is wondering where the Normandy was going when it was hit by that shock wave. It just seems awkward, like they wanted that scene with the Normandy crashed on that lush planet, but couldn't figure out how to get it there. I would consider it a fairly minor problem, especially relative to the 100+ hours the series had gotten right beforehand.

In fact, it is explicitly shown that the "kill switch" sent by the Crucible does not destroy solar systems. That's what happens when you accelerate an asteroid at an active Relay, but they show the mass relay in the Citadel blow up and the humans on Earth were safe. That is canon.

I think the Normandy thing is a little weird, but it's not hard to assume Hackett ordered them to withdraw when it appeared the assault on the Beam had failed. Maybe they were on their way to seed the galaxy with the plans for the Crucible for the next cycle would have a chance. The fact that Bioware didn't want to interrupt Shepard's climactic final moments to cut away to the Normandy picking up your team and beating a hasty retreat is hardly a franchise destroying blunder...
 
Well you can actually play each class like a shooter anyway. You can outfit your adept with a rifle and shotgun or a sniper and a shotgun, etc if you wanted to now. So they were successful at getting people to play the other classes that weren't just Solider with a few tweaks of the skill alignment, just let them pick any gun they want to use and they'll still play it like a Solider :p.

Heh your ridiculously flawed argument get's shot down and you still go on with that garbage...

I play as a soldier, but story is by far my main focus. The class one chooses in single player has little to do with why one wants to play the game, let alone what class people play in multiplayer, yet you look incredibly even multiplayer stats and extrapolate that to mean that people only play the single player due to shooting haha, makes no sense whatsoever.

Still waiting to see them release single player stats for action/RPG/story division and see if RPG is only marginal as you claimed.
 
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It appears if you have enough points, over 5000, and pick the Destroy ending the earth is saved, the Reapers are killed, your ship/crew survive, and Shephard lives (gasp at the end). That is a relatively happy ending. After seeing Kotaku's piece on the endings it really reminded me of the ol' King's Quest games, in particular VI which I remember well. In KQ the story is fairly linear, as in here, but depending on what you did / did not do the ending was slightly variable. e.g. You may not have saved your parents and so you won a bride but were sad because the King and Queen were not saved, and so forth. Ironically the ending in King's Quest VI was (a) determined by your activity throughout the game and (b) had a high degree of detail-variable. The ending was fairly static--best the antagonist, win the girl--but all the details about how successful you were in righting wrongs and restoring the kingdom were dependant on how many "side quests" you accomplished.

In this regards the ME3 ending seems more simple but the difference is the endings are totally different. I can feel for those who say their actions throughout the game don't impact the endings much. It seems it just lets you choose whatever ending? It would seem that being an asshat throughout the games should open some different options and close off others? Also, as I mentioned before, it is a tad ironic that a game that emphasizes choice has a fairly linear end game, but that is more of a limitation of the story ark. It would be a little too epic of a game if they had a dozen totally different endings, some accessible only by different traits like Paragon, with 3-5 variables (e.g. the Normandy surviving) based on things you did in the game, e.g. the Normandy survived the crash only if you had upgraded it to X amount or whatever. It isn't as if they didn't include some deviations but I could see how a game that emphasizes your choices would have an ending that related to those choices. It seems you really only get 3 choices and only so many variables from such.

That said what I have seen looks like some entertaining scifi. The quandary of choice versus a unavoidable series of endings really isn't a negative in that it is the old freewill versus predestination argument. Heck, I wouldn't count out an Mass Effect 4 and fans to discover that regardless of the ending they choice Bioware finds a way to quickly dispatch your choice to reconcile them all together and then you start afresh on "new" choices that, again, lead to the same inevitable conclusion. It is the illusion of choice ;) That, and it allows for sequels!

I am not too offended by the man in the machine (literally, lol) or the "seed planters" concept. It kind of hits back at the issue of choice as well as purpose, how we got here, and the relation to all the other races (maybe Bioware watched Matrix: Reloaded too many times?) as well as answering mysteries.

But it isn't "my game" to say if the ending is good or not as I did not invest time in the series. The 2nd comment on Kotaku pretty much answered my statement that I thought the best Destroy ending was good when he responded to someone who made the same statement: "Problem with the endings isn’t the endings themselves, but the way that show that you had zero effect in the galaxy beyond the 3 final choices. Mass Effect is a game built upon choice and consequence; throughout the 3 games you are constantly weighing up whether or not this is the right or wrong choice to make in terms of future decisions (some which can come back to hurt you). The endings take all the choice away from you and make you pick from 3 slightly different cut scenes that show zero effect of what the choices you’ve made in the previous games. It’s harder to explain to people who haven’t invested the hours into the 3 games. "

I can see why someone would be upset by that... but I am not sure how Bioware could avert such. I guess if Mass Effect 3 was really it, the end, and they really invested in the time to create a wide array of endings with permutations of each based on your achievements and morals and opened, and closed, options based on such you could do such... But it seems the budget for such is quite astronomical in today's games. I don't think I would want to be the one who had to create the technology and story that both was very open but yet still had to get the player to set points AND then also offer them branches from there. I guess you would design it as is and depending on what you did in the series only certain options are available and from there how good that option plays out depends on how well you played the game. That still seems fairly static. I was playing Flotilla a couple months back and your game can actually END during it and back in the old days with Starflight you had a timer and whatnot and all kinds of secrets that could be totally skipped if you did not play well... or missed a planet. But they don't make games like that anymore because back then it was just an issue of text here and there to branch the story. Now there is major investment in the scenes and art. It is an interesting dilemma and I guess I better understand why people are upset but I am not sure Bioware really could have delivered even they had set out to.

For those upset, how would Bioware have done differently? Simply more endings, your choices impacting which ones you are offered, and your performance dictating how good/bad that ending is?
 
For those upset, how would Bioware have done differently? Simply more endings, your choices impacting which ones you are offered, and your performance dictating how good/bad that ending is?

how about
This whole deal with reapers and universe reminds me of a simplified babylon5 plot (tv-series) where there were two ancient races shadows and vorlons meddling with the business of new races(like humans).

Shadows causing wars periodically was quite similar in concept to that what reapers are doing(though opposite in intent, shadows believed conflict evolves races rather than the reaper way of wipe it out). How the ultimate conflict was handled in B5 between the new races, shadows and vorlons could have been copied to mass effect pretty nicely.

"win" by reasoning(paragon)/extortion(renegade) if your personality allows for it. Both missions could have been similar where the ending either is just dialog to convert reapers to believe life is worth preserving or have appropriate doomsday device setup to extort reapers. Also have alternatives where everything was destroyed by reapers(if you didn't gather enough resources+alliances or was not extreme enough to get to reasoning/extortion part done) or you could beat the reapers in their own game by just pure force.

So I would have wanted to have reasoning/extort ending, reapers win and reapers are wiped out.

This was anyway end of trilogy so there is no need to be worried the sequel would be too complicated if game can end in different ways... Or sequel or whatever Mass Effect universe has next could just pick the starting point game designer wishes instead of continuing from ME3 save preserving all the complexity of past choices.

To me it's fairly funny phenomenon how first after ME2 people who wanted to play RPG(like me) started to diss ME2 for being too shooter like and simplified. Now after ME3 even the shooter crowd goes to rampage =D I doubt not too many people disappointed with ME2 went and bought the ME3, I know I didn't I will not. Though I was curious enough to spoil myself how trilogy unfolds and ends.

Ultimately this comes to matters of taste and there is no universal truth there. I just know what I personally would have liked better and I probably am in small minority. RPG fans isn't too many people compared to shooter fans :)
 
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It appears if you have enough points, over 5000, and pick the Destroy ending the earth is saved, the Reapers are killed, your ship/crew survive, and Shephard lives (gasp at the end). That is a relatively happy ending.

For those upset, how would Bioware have done differently? Simply more endings, your choices impacting which ones you are offered, and your performance dictating how good/bad that ending is?

Relatively happy, but it still destroys friendly synthetics that you fought for and who fought alongside you in the game and which was in direct contrast to the the star child's original motivation to bring forth the reapers, because there can't be peace between organics and synthetics. Synthesis was supposed to be the happy ending imo. The ending is out of sync with the rest of the game. Someone said that it's like Star Wars with an ending from 2001 Space Odyssey.

Somewhat hard to explain this to someone who hasn't play the game, but my biggest problem with the ending is not the fate of the galaxy or Shepard, but how we got there (although those could have been improved a lot also). Don't get me wrong the journey was great, Bioware managed to close many important story lines with excellent execution, but the end game wasn't really connected to the rest of the game. In Mass Effect 2 your decisions to upgrade the ship and your choices during the game and during the final mission were directly responsible of how the end game went. In Mass Effect 3 the war assets you collected had only a "butterfly effect" to the end or more importantly events leading to the end.

War assets affected a thing (Crucible energy burst) that was in no logical connection to the war assets. In ME 2 you put a wrong person to do a task = people die, fail to upgrade the shields of your ship = people die, a direct effect based on your choices. in ME 3 end game there is no such correlation between your actions and results. In ME 3 it goes like this I open a can of coke = sun doesn't go supernova, a butterfly effect connection to an ending, that is out of sync with the game. You build the strength of the allied fleet, defenses at key places, but none of that really affects how you reach the end point, just gives you one more option at the end and slightly alters the short ending video.

I actually found the synthesis ending to be quite beautiful and satisfactory, but would have hoped that my actions had more direct feeling of achieving that. During the trilogy most of the time I felt that my actions caused direct and satisfying or at least logical results, stuff you did five years ago in ME 1 still mattered here, that and the interesting Scifi-setting was something great.

The recycled short ending video, which had portions that didn't make sense based on your ending choice (Normandy takes damage and crashes despite the type of energy Crucible releases only would have made sense in the bad destroy ending) and didn't even try to explain things like why and how your ship is fleeing from the battle with your squad mates. Brad Genz actually gave somewhat of a good explanation, something like that should have been in the game.

Imo these things made the end feel like an underwhelming end to a great trilogy. . They left out lot of interesting stuff like a confrontation with Harbinger (the main Reaper) Such a short video is not much better than just having a game over put on the screen.
 
I finally decided to turn on their stupid horde mode and what you do you know? They put the character unlocks behind a stupid randomizer. Went there thinking I was going to own sh*t as a krogan battlemaster....fail...Needless to say I won't be touching it ever again.
 
Well, that's just how they try to get you to play. You start with the basic characters, and then you want the others so badly that you're going to play dozens of rounds just to get the cash to chance an unlock.

I certainly don't place anywhere near the same amount of importance on the character though. Seems like a recipe for disappointment and complaining about getting that disappointment. At least I would have an excuse to try out the different classes in the meantime (soldier seems extremely boring out of the bunch when all you can do is shoot and other people are swinging around their powers).
 
There are ways to do unlocks without making it tedious. Like, I don't know any MP that you can play for years at a time these days. Like oh, Call of Duty or Gears of War or Halo Reach. You know the good MPs. I mean there are like 100k people a week playing horde in Gears 3 and you got 400 levels of unlocks and medals to get through.

Come on, there could be nothing more fun than raging on a alas, a banshee or brute with a krogan. I couldn't do that in single player.
 
Relatively happy, but it still destroys friendly synthetics that you fought for and who fought alongside you in the game and which was in direct contrast to the the star child's original motivation to bring forth the reapers, because there can't be peace between organics and synthetics. Synthesis was supposed to be the happy ending imo. The ending is out of sync with the rest of the game. Someone said that it's like Star Wars with an ending from 2001 Space Odyssey.

Somewhat hard to explain this to someone who hasn't play the game, but my biggest problem with the ending is not the fate of the galaxy or Shepard, but how we got there (although those could have been improved a lot also). Don't get me wrong the journey was great, Bioware managed to close many important story lines with excellent execution, but the end game wasn't really connected to the rest of the game. In Mass Effect 2 your decisions to upgrade the ship and your choices during the game and during the final mission were directly responsible of how the end game went. In Mass Effect 3 the war assets you collected had only a "butterfly effect" to the end or more importantly events leading to the end.

War assets affected a thing (Crucible energy burst) that was in no logical connection to the war assets. In ME 2 you put a wrong person to do a task = people die, fail to upgrade the shields of your ship = people die, a direct effect based on your choices. in ME 3 end game there is no such correlation between your actions and results. In ME 3 it goes like this I open a can of coke = sun doesn't go supernova, a butterfly effect connection to an ending, that is out of sync with the game. You build the strength of the allied fleet, defenses at key places, but none of that really affects how you reach the end point, just gives you one more option at the end and slightly alters the short ending video.

I actually found the synthesis ending to be quite beautiful and satisfactory, but would have hoped that my actions had more direct feeling of achieving that. During the trilogy most of the time I felt that my actions caused direct and satisfying or at least logical results, stuff you did five years ago in ME 1 still mattered here, that and the interesting Scifi-setting was something great.

The recycled short ending video, which had portions that didn't make sense based on your ending choice (Normandy takes damage and crashes despite the type of energy Crucible releases only would have made sense in the bad destroy ending) and didn't even try to explain things like why and how your ship is fleeing from the battle with your squad mates. Brad Genz actually gave somewhat of a good explanation, something like that should have been in the game.

Imo these things made the end feel like an underwhelming end to a great trilogy. . They left out lot of interesting stuff like a confrontation with Harbinger (the main Reaper) Such a short video is not much better than just having a game over put on the screen.

I just watched the Synthetics ending at Kotaku, seems a sequel is coming if I am hearing it right. The kid asks the grandfather figure for another story about The Shephard and the grandfather says one more story. And I guess with the Control reaper ending he is changed. Seems each ending leaves a door open for one more Shephard story.
 
We go into ME3 knowing full well that Shepard might not survive. But we also go in being told that Shepard is relieved of command because he blew up a relay causing 300,000 deaths. So we end ME3 blowing up all relays, probably causing an untold number of deaths. What? That's not just unhappy ending, that's bad story telling.

And I get that maybe the devs may be tire of doing ME games, but don't trash the place when you leave.

That has a simple explanation:
in Arrival, Shepard smashes an asteroid into the relay, blowing up with all its might. In ME3, the relays overload by using all their energy to fire like the Crucible. When they explode there's no energy left to cause harm.

The ending could have been better, sure, but people act like it ruined the trilogy forever :LOL:

The only thing I'd add would be an ending where
the Crucible is not fired.
That's it.
 

Bioware has explicitely stated that Shepard's story ends with Mass Effect 3, numerous times.

Single player DLC is in the works, in fact we'll probably get multiple releases - but they're all said to take place before the ending.
 
Bioware would not be the first ones to say this is the end... and for it not to be. A great selling point, especially on a story driven story arch... A new post-ME3 Super-Shep tale will always be on the table per the EA money counters :p
 
Bioware would not be the first ones to say this is the end... and for it not to be. A great selling point, especially on a story driven story arch... A new post-ME3 Super-Shep tale will always be on the table per the EA money counters :p

Mass Effect was all a lie, it was in fact a simulation ( ala The Matrix ) and the real Shepard wakes up in a machine galaxy plugged into one of their control nodes called "Earth", where organics are being harvested for energy. You, Jesus of Nazareth( aka this avatar called "Shepard" ), will lead another Resistance and must transcend God once again to stop the Reapers for real this time in an all new poorly written cliche trans-media hopping trilogy. It's funny really, people are so looking for an excuse to placate "games as art" so badly that they set the bar so low to willingly call something so childish as Mass Effect as good writing. Though I don't know if it truly sad, funny or just plain pathetic they never notice the Irony.
 
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Games tell stories differently than books which tell stories different from old radio theater of the mind which tells stories different than movies.
 
Bioware has explicitely stated that Shepard's story ends with Mass Effect 3, numerous times.

Single player DLC is in the works, in fact we'll probably get multiple releases - but they're all said to take place before the ending.

There is one version of the ending where Shepard
is seen gasping/waking up from the wreckage and in the others you don't see him explicitly dead, you just assume he died. So it's possible to bring him back.
Heck, they killed him off at the end of Mass Effect 1, and still resurrected him for ME 2
 
Ghostz, I think by this time everyone has understood that you don't like the game. So there's no need to re-enforce it again.
 
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