8 years ago
Is there a 'right' way?
In the other Mass Effect games there were two ways of playing out the storyline. I used to call them "The Good Guy" and "The Douchebag" You could make positive choices or you could be as previously s...
@Philbe63 I have thought about this, and I honestly don't think it really matters. The story isn't really thought out enough that it will really matter anyway. Besides, Drack is only upset for about two seconds and then it's forgotten by the writers just like everything else seems to be forgotten as soon as you get past the moment.
Some of the choices are designed not to have an impact on the future of the story but to have an impsct on the characters and by extension, you.
On the one hand you have the Asari Pathfinder, a pretty important person for the Asari, which being the human pathfinder Ryder would know. Not only that, she also just swooped in and saved your *, do you return the favor?
Or on the other hand you have one of your best buddies right there asking for people he cares about to be saved. You've been through a lot together. He has had your back many times, do you have his back now when he askes for it?
It doesn't need to have a future impact, just an immediate, in the moment one.
I enjoy those kinds of choices as much as the future impact choices.
I have noticed a few things as far as choices go that shows a lack of depth to the story and really lowers the ability for the story to draw you in and immerse you into the 'new' Mass Effect. That is the individual story lines. Your interaction with your crew. There is very little growth. You find out pretty much everything about every npc in the game from the first conversation. There is no depth. Your interaction and the choices you made in the other games effected your conversations with your fellow crew members and other npc's as well as the story of the game itself. The simple side story of Conrad Verner is a great example. Choices made during missions and loyalty missions would effect future conversations with everyone, even nothing npc's. The problem is, there are very few interactions with your crew after the first one or two, and then only a couple for each loyalty mission.
As I said, I left Drack's guys on the Kett ship and it was completely forgotten after the one interaction after the mission. I could really forgive all of the bugs ect. because EA did not give them the extra time to flesh out the game that they (Bioware) asked for. The story however, is the main reason why the original trilogy became so hugely popular and remains so today, years after it was completed. Even the so obvious main choices leave you with a who cares what I decide feeling. They leave you feeling no impact what-so-ever. Those same type of choices in the original felt like they mattered.
I also want to say that Liam is one of the most lame characters in any game ever. Crisis response, but he freaks out over everything and screws up everything he does? Just a lame story line.
Players seem to remember the trilogy with rose colored glasses.
Pick any of the three Mass Effect games. Do you know what made it great?
The other two.
I played Mass Effect 3 first and didn't think it was anything special.
None of my choices mattered at all in the big picture.
It was only after I backed up and played the first two that it started making sense.
But each game...on it's own...was not great.
I've played all three in the past few weeks. I am a huge fan.
None of them are great alone.
Let's see where this game goes.