Last Game You Played

I picked up Death Stranding 2 last week. I liked the first one. I'm a big fan of Metal Gear and I'm always willing to buy into the nonsense that Kojima comes up with in his games.

This one hit my limit. On paper it's a great sequel because it is just more of the same, with some nice quality of life touches, and great new features on top of just looking very beautiful. It also has some of the best acting I've ever seen in a video game, mostly because it's got quality talent behind most of the roles.

But there's way too much start and stop between the gameplay (that I do enjoy) and story beats. So many cutscenes. So much talking. And I just want to immerse myself in the world and be a delivery man.

I knew this going in. Like I said, I like the first game and I understand everything Kojima does. I just lack the energy or attention span for this anymore. It's kind of a bummer, I was looking forward to this.
 
I played through G.I. Joe: Wrath of Cobra yesterday with a buddy. It's not a great game by any stretch, doesn't even hold up to the TMNT side-scroller that came out a few years ago, but it is mindless fun and hits nostalgia buttons.
 
Playing through the gex trilogy, and this year is just determined to make me feel like a kid again. Love it.
 
Shadow of the Erdtree is exactly the kind of game whose existence I do not understand. But I really don't get the Soulslikes or FromSoft in general. I don't understand the appeal of a franchise where you bury your content and all your hard work behind 'it's so hard 50% of players will fucking hate it and never finish it.' What a stupid fucking idea. I can't imagine any other studio, in 2025, being applauded for their accessibility options being 'No.'

ve also been playing Mass Effect 3. Last month, I documented my issues with its predecessor. I was surprised by how harsh I was, considering Mass Effect 2 is one of my favorite games ever. Well, my time with Mass Effect 3 clarified those feelings. When I think of the series, its gameplay, player choices, and jaw-dropping moments, I'm really thinking of Mass Effect 3. The third game is a huge improvement on 1 and 2 in every area.
Yes. I've talked about this with my wife, as we're both big BioWare fans; ME3 is a better game. They took everything they learned from the previous 2 games and refined it into basically a perfect shooter-RPG. I don't think there's a single aspect of the experience that wasn't better in 3 than it was in 2.
Although, it may be worth arguing that the story was better in 2? That could still be largely due to bias against the ending of 3, though. If 3 had stuck the landing, it may have gone down as the best without question. But damn... that ending makes it hard. To be fair, I also played them long enough ago that I could easily mix up elements of the story from one with the other. But even during my multiple playthroughs for 3, I seem to remember thinking that overall I enjoyed the story in 2 better.


Holding A to sprint is a nightmare. I'm playing it in the Legendary Edition, and while a full remake would be nice, something more than a basic remaster would've made all the difference. All we needed was the ability to customize the controls. Once you've sprinted by clicking the left stick, everything else feels antiquated (just ask Elden Ring after Nightreign finally moved sprint off the B button). In 1 and 2, Shepard feels like a runaway train. In 3, she's a little better, maybe like an out-of-control toddler.
This is definitely a holdover from the original idea being that sprint was ONLY for that quick 'rush' in a fight to get from one chest-high wall to another, or from cover to the enemy you wanted to shotgun in the face. Hell, it was called 'Storm,' rather than Sprint. I don't necessarily think it was a good decision, but I do understand why it's handled the way it is with all that in mind.


The Renegade/Paragon system is too reductive. I'm someone who has too much conscience. I've only played a "bad" character twice in my life, and both times I felt terrible about it. I'm the model Paragon player. However, in all three Mass Effect games, the Paragon option is a "win" button. It's always the better choice. Choosing the paragon option never has negative consequences. Strictly speaking, I'm not opposed to this. People have no media literacy. Like, half of the people who see The Wolf of Wall Street think Jordan Belfort is the hero. While I love movies with protagonists who are various shades of gray, mainstream audiences can't handle it. It's probably good that Mass Effect says Be a Good Guy or Else, but it sticks out like a sore thumb in a series full of nuance.

Yeaaah. I had my problems with this as well. I really appreciate that they didn't want players to be able to do that middle road thing where you either choose the least offensive option or just pingpong back and forth between nice and mean options. If you wanted the best/coolest endings, you had to commit. My problem was two-fold:
1) Renegade options were sometimes just better, even for a paragon player. Shep -is- supposed to be a soldier, and it seemed like he was too willing to put himself at a disadvantage and even put other peoples' lives at risk because he didn't want to like.. be mean, or rude. And that is actually not very fun to play.
2.) As a companion to the above - Renegade options were also often singularly fucking insane. And that made it impossible to play Renegade, which is something I was originally interested in doing. I want to play a tough, sarcastic, guns-first kind of anti-hero lawman space guy. And some of the Renegade options were GREAT for that. But Renegade Shep oscillates between being an anti-hero and being a legit fucking psychopath. It made no sense to me.
Sometimes you're just quick to shoot bad guys because they get the drop on you while still, you know, actively leading a beloved crew that is trying to defend the entire galaxy. And sometimes you're a half-step above a BGIII Dark Urge serial killer. Which, essentially, made Renegade-Shep a non-option for a lot of people, AND made it the stupidest choice because it made no sense within the context of the story.


I don't even know why Renegade was an option in the game. Should have been just like the newest two Dragon Age games where you are always the good guy, but you can choose to be nicer or meaner about it.


The Quarian/Geth war. Going into this playthrough, the only thing I wanted to remedy was the resolution to this conflict. The first time I played the game,
I've heard of people having an issue with this, but I never did.

I can't figure out how to do the spoiler box.... but I never looked at how to get the perfect 'everyone stays happy and gets along in the end' resolution. I just got it. Every time I've played. I legitimately don't even know how you do paragon and don't get it. I've heard it has something to do with WHEN you do the missions and having the correct ratio of paragon points (it's not about your actual paragon level, for some reason). Very weird decision. BioWare is good at making it hard to navigate what you're supposed to do to get the best endings. I imagine they think that makes you want to play it again. It does not.




It also has some of the best acting I've ever seen in a video game, mostly because it's got quality talent behind most of the roles.

But there's way too much start and stop between the gameplay (that I do enjoy) and story beats. So many cutscenes. So much talking.
These statements inform each other.
Never has a game designer so badly needed to just make movies than this guy. Too high on his own supply, as it were.





I played through G.I. Joe: Wrath of Cobra yesterday with a buddy. It's not a great game by any stretch, doesn't even hold up to the TMNT side-scroller that came out a few years ago, but it is mindless fun and hits nostalgia buttons.
I love that side-scrolling beat-em-ups are a thing again. Disappointed to hear this one didn't turn out. I was really hoping it would be better than the TMNT one (which I love dearly).
 
Damn, I think y'all are kinda missing the point of ME's Renegade runs because 90% of Intimidate options are exactly that 'space hero but meaner' thang you're asking for: they give exact same outcome as the Charm one, only you shout at some arsehole into submitting instead of sweet talking and fawning over them. And frankly, outside of your crewmates and a few select pals, there are a hell of a lot of people in the game who deserve a good yelling at instead of sucking up to them like a fuckin' loser. The Quarian Admirals? Fuck them, they suck, I'mma yell at them to stop scapegoating Tali or warring with the Geth. The Council, the dismissive dickbags who ignore every warning I give them? Fuck them, they suck too. A rich human who pays a kid to assassinate a politician he doesn't want winning an election? Damn right, I'm bad copping the shit out of him in the interrogation room. Salarian dalatrasses, merc outfits that are basically just gunrunners, kidnappers and organised crime gang , arseholes pressurising their sister-in-law over their pregancy, dickhead merchants exploiting kids on pilgrimage, fuck all of those people, they don't deserve my good side.

If anything, the fact Paragon players do just get everything handed to them without ever making a single damn difficult choice irks the hell out of me. Which is why I like Bring Down The Sky because it's a rare case where they don't: the choice is save 3 or 4 hostages, or apprehend a terrorist who literally almost caused an extinction level event to an entire planet. Yeah, no, I'm never letting that guy walk away, and I kinda hold in contempt anyone who does.

But anyway. I typically have a 100% Renegade bar on an ME 1 playthrough and yet Wrex is alive, the Council are alive, hell pretty much everyone's alive bar Fist, Ashley (lol), and the warlord the Alliance want dead anyway. It revereses a bit for ME2, say 100% Paragon/90% Renegade because so much of it is focused around your teammates but anyone who doesn't take every single Renegade Interrupt is a sucker, especially when it comes to Krogans and merc groups.

As for currently playing...

Finished Clair Obscur: Expedition 33 and, as someone who avoids turn-based games like the proverbial plague...just give it the GotY award now. All the awards. Absolutely incredible and sad and beautiful. My only complaint is that it has to end.

Also been playing the Metroid Prime remaster on the new Switch. It's still brilliant, although I'm about to fight Ridley again and I'm kind of dreading it because I remember him being a total git back in the day.
 
Damn, I think y'all are kinda missing the point of ME's Renegade runs because 90% of Intimidate options are exactly that 'space hero but meaner' thang you're asking for: they give exact same outcome as the Charm one, only you shout at some arsehole into submitting instead of sweet talking and fawning over them.
My first playthrough I did Paragon in the first, then full Renegade for the rest because it made sense to me given how 2 started.

I reversed it for the Remaster playthrough.

I agree with you.
 
I picked up Death Stranding 2 last week. I liked the first one. I'm a big fan of Metal Gear and I'm always willing to buy into the nonsense that Kojima comes up with in his games.

This one hit my limit. On paper it's a great sequel because it is just more of the same, with some nice quality of life touches, and great new features on top of just looking very beautiful. It also has some of the best acting I've ever seen in a video game, mostly because it's got quality talent behind most of the roles.

But there's way too much start and stop between the gameplay (that I do enjoy) and story beats. So many cutscenes. So much talking. And I just want to immerse myself in the world and be a delivery man.

I knew this going in. Like I said, I like the first game and I understand everything Kojima does. I just lack the energy or attention span for this anymore. It's kind of a bummer, I was looking forward to this.
I'm in the same spot with it. I loved the first game. It's in my top 50, albeit toward the bottom.

It's got a 90 on Metacritic, and my favorite reviewers were all over it. I generally have a "if it has a 90+ on Metacritic, buy it first and ask questions later" mentality, but for whatever reason, I haven't felt the urge.

In fact, I've been dreading the idea of playing it. The same thing happened to me with Tears of the Kingdom. Although I liked Breath of the Wild, I dreaded playing the sequel. I bought TotK anyway and quit less than three hours in. I felt the same way about Final Fantasy VII Rebirth despite liking FFVII Remake. (I still haven't bought that FFVII Rebirth.) I think I'll wait for the DS2 PC port, and, if I'm feeling it, I'll get it. Otherwise, I'm happy to miss out.

It's a strange place to be in. The obsessive-compulsive in me hates missing out on the complete story. If I like the first game, I should like its well-reviewed sequel. But in the last few months, I decided to stop forcing myself to play games. I think Blue Prince, a game I still haven't touched, caused the change of heart. I have nothing against Blue Prince, but I don't like puzzle games. I bought it knowing this. Either I'm out $30, or I force myself to play a game I'm not into because it's groundbreaking art. Sometimes the groundbreaking art isn't for you, no matter how good it is.

I think my hesitance around DS2 comes from the increased combat. I liked Death Stranding as a zen AAA package-delivery game with light problem-solving elements. I avoided the combat scenarios at all costs. I hated the forced boss fights. While I like Metal Gear Solid V and Death Stranding individually, I hate the idea of combining the two.

That, and I'm honestly over long games. Death Stranding 2 isn't even that long. If you mainline the story, you can finish it in 38 hours. Anything more than 30 feels overindulgent to me these days. Length is the only thing stopping me from playing the Persona series. I probably never will, despite their impeccable Metacritic scores.

I don't know if it's my age, my limited free time, or my attention span. (I feel like my attention span has taken a nosedive since the U.S. went full fash. I've had a lot of trouble focusing on books since the orange fuck was reelected.) I'd rather play a 10–25 hour game and move on to the next thing.
This is definitely a holdover from the original idea being that sprint was ONLY for that quick 'rush' in a fight to get from one chest-high wall to another, or from cover to the enemy you wanted to shotgun in the face. Hell, it was called 'Storm,' rather than Sprint.
Yep. I've been replaying the Halo series with my cousin. You don't notice how attached you are to the sprint button until it no longer exists. Looking back, it's crazy we went like 40 years of gaming history without it. It feels essential now.
1) Renegade options were sometimes just better, even for a paragon player. Shep -is- supposed to be a soldier, and it seemed like he was too willing to put himself at a disadvantage and even put other peoples' lives at risk because he didn't want to like.. be mean, or rude. And that is actually not very fun to play.
2.) As a companion to the above - Renegade options were also often singularly fucking insane.
This, actually, is one of my other complaints with the series. Shepard doesn't feel like a person. I thought it was a Mass Effect 1 problem, but it endures across all three games. Other RPGs, like Fallout, tend to feel this way as well. It's hard to flesh out a character when player agency can take the story in a million different directions. In The Witcher, Geralt has dialogue options, but at the end of the day, they're different flavors of Geralt. Shepard is a generic, wooden soldier regardless.

I agree that the Renegade options are mostly psychotic.

I think the whole system could use work, though. I was playing the Citadel DLC yesterday where
a literal evil Shepard clone tries to steal your ship and crew.
At the DLC's climax, you're up against it. You and your crew are to be executed. As the big bad is walking away, you can choose to shoot an object hanging from the ceiling so it falls on them. It's considered a Renegade choice. Uh, what? If I don't escape and stop the BBEG, every living being in the galaxy will die. Those are literally the stakes BioWare established in the story. What are we talking about here? It was one of the few Renegade QTEs I clicked without a second thought.
Damn, I think y'all are kinda missing the point of ME's Renegade runs because 90% of Intimidate options are exactly that 'space hero but meaner' thang
What about the bigger choices, like eliminating the rachni? I feel like a lot of the Renegade options are genocide or genocide-adjacent.
Finished Clair Obscur: Expedition 33 and, as someone who avoids turn-based games like the proverbial plague...just give it the GotY award now. All the awards. Absolutely incredible and sad and beautiful. My only complaint is that it has to end.
I've been savoring this one. I'm clearing my backlog so I can absolutely marinate in this game. I don't like turn-based games, I don't like rhythm games, and I don't like parrying, but I will suffer through all three for a great story.
 
I actually swapped out DS2 (thanks, Onyx EB card and toys) for FF7-2. Here's hoping.

I wanna do Expedition 33, too, before summer ends.
 
I bought Blue Prince on the back of its stellar reviews, but I haven't touched it yet.
I put in a couple of cursory hours into this on the off-chance that it was my type of game. Early on, the game actually encourages you to keep a notebook of key details and things to return to. I think you'd have trouble beating it without taking notes. I'm impressed by the design (though I will join the mass of players who think it's too RNG-dependent). Unless we're talking about Portal, or another game that works in short bursts, I don't do puzzle games. Banging my head against the wall for 40 minutes or three hours is never worth the "aha" moment to me. There's a lot of meat on the bone, but I didn't feel like I accomplished anything substantive.

For those who don't know, Blue Prince is set in a manor with a room layout that changes daily. The goal is to reach the "end" of the manor: a hidden 46th room. You start each day with an empty map that fills up like a Tetris board. When you get to the end of one room, the game allows you to select the next room. The next room may exit left, center, right, or not at all, so you must pick carefully or you'll hit a dead end. Rooms may contain items, like keys or gems, or require them to enter. While there's an element of strategy and thought here, like any roguelike, you can lose a run on bad RNG. After the first three tries, where the error was all mine, I lost every run on bad RNG. You start each day with enough energy to enter 50 rooms, though the closest I came to running out was about ~15.

High-level rooms give you different rewards. Some offer clues to puzzles in earlier rooms. I ran out of patience when, at the end of a day, I found a room with a safe in it. Miraculously, the very next room contained the code for the safe. I went back to the room with the safe, entered the code, and... nothing. I'm not sure if I had the code for a different safe, or if the safe was inactive for some reason (the game also deals with power and water, so maybe the electricity was off?). In any case, that was a bridge too far. I was lucky enough to solve the puzzle on the first go. Don't withhold the instant gratification and force me to jump through six more hoops to solve the puzzle. Good game, not for me.

I also beat Mass Effect 3. I fucked around a bit at the end and didn't get the best ending. Instead, my girlfriend Liara put my remembrance plaque up on the Normandy as the credits rolled. That hit me a lot harder than I expected.

The overarching plot hit me harder than I expected, too. Trying to bring the galaxy together to prevent armageddon is more powerful to me today than it was a decade ago. Between climate change and the Trump administration, I feel us trying and failing to stop existential threats IRL.

ME3 gets a lot of flak for its ending. I can't remember how I felt in 2012. If I had problems with it then, I don't now. There's no easy answer. Each choice has drawbacks. The amount of prep you bring into the final mission even affects who lives and dies.

Reading up on the Wikipedia page, I guess people hated that there wasn't a final boss in ME3? Replaying it, I thought that was bold and refreshing. The challenge was assembling an intergalactic fighting force. The fact that the ending is just me and Anderson trying to convince the Illusive Man not to betray humanity? Hell yes. And, as someone who hasn't played the game since it came out, I forgot that the Illusive Man is the primary antagonist. Brainwashed or not, someone would betray humanity.

When I replayed Mass Effect 2, I was shocked I could only give it a 9/10, and even that might've been generous. I had real problems with it. I didn't feel any of that with Mass Effect 3. It gets an enthusiastic 10/10 from me. Truly one of the best games ever made.
 
ME3 gets a lot of flak for its ending. I can't remember how I felt in 2012. If I had problems with it then, I don't now. There's no easy answer. Each choice has drawbacks. The amount of prep you bring into the final mission even affects who lives and dies.

There were two primary issues with the original ending. One is.. sort of fixed since the Ending Update, and one is still very much present. The thing that got fixed is that the choices are a bit more clear and better explained in the updated ending. I don't recall the specifics, but the original version of the end game options was confusing to a lot of players.

The other issue, which is not fixed, is that nothing you did actually matters. I think this is a really complex complaint that may or may not even be valid depending on how you interpret the endings and the game, and even your expectations for a what the game could reasonably accomplish. But the complaint is that you can do a 'Pure Blue' playthrough and still choose the 'Red' ending, as it were. Ultimately, your paragon/renegade stuff doesn't really carry through to the end of the game, because no choices are barred to you regardless of the choices you made throughout the games.

The counterpoint to that seems to be twofold: 1.) It wasn't reasonable to expect the ending of a trilogy of games to allow for every possible variation of behaviours and it was always going to have to come down to Shep making a single choice divorced from all of his previous actions. Personally, I think that's a bullshit copout. 2.) There is not really any good/bad-paragon/renegade options for the ending because almost any way you played Shep could, in theory, justify any of the available choices. I actually think that's a lot more compelling of an excuse for not greying out certain options at the end based on how you played the games.

Anyway, I still think the ME3 ending got WAY more hate than it deserved, and I'd say that is largely because people just had unrealistic or hyper specific expectations for how it should end, not because there was all that much wrong with how it DID end. But I still do think it was weird that all of your choices amount to nothing when it comes to your final choices.
 
ME3 gets a lot of flak for its ending. I can't remember how I felt in 2012. If I had problems with it then, I don't now. There's no easy answer. Each choice has drawbacks. The amount of prep you bring into the final mission even affects who lives and dies.

Nah, it wasn't because there wasn't a final boss (though Harbinger's almost non-existent role in the entire thing did draw some flak given how prominent he was in ME2).

Basically, it boiled down to:
  • Having 95% the same ending cinematic just with red/green/blue colour tints varying between the three versions, and ending with Joker in the crashed Normandy scene then the post credits Buzz Aldrin scene (this was the original day one release, the outcry over the ending is why they went back and added the three narrated epilogue montages months later)
  • Some ghost kid showing up and telling you to choose out of the blue in the final 10 minutes, instead of the outcome hinging on the combined effort of your actions in the previous 100 hours. That and that only the McGuffin really mattered, not with how well you did with assembling the various fleets - if half the fleet were kitted out with the super shields and liquid metal cannons the Normandy researched in ME2, a conventional battle should have had a scrap of potential for victory if you were super thorough and smart with your choices over all three games
  • To get the Shepard Lives ending prior to all the DLC missions, you needed 5000+ war assets, which was only possible by playing lots of multiplayer, there were not enough ways in the base game to reach that figure. Given we're talking about the ending to a trilogy of single player RPGs, this was an incredibly unpopular decision (in fairness, the MP was really good but yeah, a whole chunk of the audience just weren't interested in that sort of thing)
  • Synthesis was positioned as the 'best' ending, while being a massive airy-fairy asspull that made pretty much no sense (melt human, spread their essence across the galaxy, ???, WE ARE ALL THE SAME somehow), on top of the ethical concerns of imposing it on the entire galaxy, non-spacefaring, basic animal lifeforms included. Then the mixed messages of Control and the Illusive Man's plan being right all along but he couldn't do it but you totally can? And why are we believing anything Reaper.exe is saying again anyway?
  • The final act is boring and undewhelming. Grey, ruined London, slogging through the streets, a random turret section dumped inbetween giving your final farewells to your pals, and the last fight is just waves of banshees and brutes, it's anticlimatic. Plus the forced loss on Thessia to that ridiculous muppet Kai Leng united everyone in annoyance
  • And lets face it, a lot of people wanted Return of the Jedi, they wanted a party and to fly off into the sunset while Shep and Liara/Garrus/Tali/Trainor/Ashley-Kaiden make out. Instead, Shepard is probably dead, the galaxy is in ruins (the relays are all destroyed so travel between clusters should be impossible), Turians and Quarians are stranded in the Earth system with nothing to eat, all our pals on the Citadel are dead, etc. The most appealing ending is Destroy but it means sacrificing Edi and the Geth, which drives most Paragon players nuts because they're so used to painlessly getting their way all the time and can't bear to get their hands dirty, even to remove the threat of the Reapers once and for all
Me, I was mostly fine with it because I was tunnel visioned on destroying the Reapers at any cost, have no problem with bittersweet endings and, well...MISSION ACCOMPLISHED. But the other folks on my main hangout at the time were pissed, are still pissed, and still whine incessantly about it 13+ years later.

As for ME2, it's still the peak for me but I would say that ME has by far the best story, and ME3 has by far the best gameplay and crew interaction, so it's kinda of in a weird spot now.
 
There were two primary issues with the original ending. One is.. sort of fixed since the Ending Update, and one is still very much present. The thing that got fixed is that the choices are a bit more clear and better explained in the updated ending. I don't recall the specifics, but the original version of the end game options was confusing to a lot of players.
I still looked up a guide, so that's fair.
The other issue, which is not fixed, is that nothing you did actually matters. I think this is a really complex complaint that may or may not even be valid depending on how you interpret the endings and the game, and even your expectations for a what the game could reasonably accomplish.
The trouble is, if you funnel players into one or two outcomes based on their history, you rob them of their agency in the climax. That would've pissed people off more than what we got.

While I strive to play morally consistent characters, I'm always open to changing with new information. If I played a Paragon Shepard but decided Control was the best outcome, I think I should be able to make that call in the moment.
But the complaint is that you can do a 'Pure Blue' playthrough and still choose the 'Red' ending, as it were. Ultimately, your paragon/renegade stuff doesn't really carry through to the end of the game, because no choices are barred to you regardless of the choices you made throughout the games.
Programming 60+ endings based on player choice would've been impossible. Or, impossible for every game that isn't Baldur's Gate 3. (That's not praise for Larian so much as it's acknowledgement of BG3's unique development. BG3 was in early access for nearly three years. Notably, Larian has no shareholders, and they also made $150M from the game's 2.5M early access players.)
The counterpoint to that seems to be twofold: 1.) It wasn't reasonable to expect the ending of a trilogy of games to allow for every possible variation of behaviours and it was always going to have to come down to Shep making a single choice divorced from all of his previous actions. Personally, I think that's a bullshit copout.
They could've included more choices, but it's hard to imagine what those would be. Destroy/control/synthesis are the only ways to deal with the Reapers.

Perhaps the smaller details could've been worked out post-credits. That's how it goes in Pillars of Eternity. All players resolve the main story in two or three different ways, but how you manage your crew and the game's major factions changes their fate. Mass Effect 3 basically did that, they just ignored what happened in 1 and 2.
2.) There is not really any good/bad-paragon/renegade options for the ending because almost any way you played Shep could, in theory, justify any of the available choices. I actually think that's a lot more compelling of an excuse for not greying out certain options at the end based on how you played the games.
Graying out choices is the best solution I've seen, but again, players would be pissed to lose agency after 90+ hours of gameplay.
Anyway, I still think the ME3 ending got WAY more hate than it deserved, and I'd say that is largely because people just had unrealistic or hyper specific expectations for how it should end, not because there was all that much wrong with how it DID end. But I still do think it was weird that all of your choices amount to nothing when it comes to your final choices.
I think that's the right way to look at it.

Unless I'm totally ignorant, I think Mass Effect was the first series to accomplish something like this? I can't think of another title where you play the same character over multiple games, importing player choices/save files. Certainly not at this scale.
  • Some ghost kid showing up and telling you to choose out of the blue in the final 10 minutes, instead of the outcome hinging on the combined effort of your actions in the previous 100 hours.
To be fair, they allude to the kid from the prologue.
  • That and that only the McGuffin really mattered, not with how well you did with assembling the various fleets - if half the fleet were kitted out with the super shields and liquid metal cannons the Normandy researched in ME2, a conventional battle should have had a scrap of potential for victory if you were super thorough and smart with your choices over all three games
That's fair. I think it strips the ending of nuance, though. If you can just "win," you aren't forced to make any tough choices.
  • To get the Shepard Lives ending prior to all the DLC missions, you needed 5000+ war assets, which was only possible by playing lots of multiplayer, there were not enough ways in the base game to reach that figure. Given we're talking about the ending to a trilogy of single player RPGs, this was an incredibly unpopular decision (in fairness, the MP was really good but yeah, a whole chunk of the audience just weren't interested in that sort of thing)
Also fair. I never had that problem because I played hundreds of hours of ME3 multiplayer.
  • Synthesis was positioned as the 'best' ending, while being a massive airy-fairy asspull that made pretty much no sense (melt human, spread their essence across the galaxy, ???, WE ARE ALL THE SAME somehow), on top of the ethical concerns of imposing it on the entire galaxy, non-spacefaring, basic animal lifeforms included. Then the mixed messages of Control and the Illusive Man's plan being right all along but he couldn't do it but you totally can? And why are we believing anything Reaper.exe is saying again anyway?
Personally, I think destroy is the best ending. The whole series was working up to it. Yes, it involves killing a crewmate and wiping out an entire race.
  • The final act is boring and undewhelming. Grey, ruined London, slogging through the streets, a random turret section dumped inbetween giving your final farewells to your pals, and the last fight is just waves of banshees and brutes, it's anticlimatic. Plus the forced loss on Thessia to that ridiculous muppet Kai Leng united everyone in annoyance
Completely agree.

While I played this section, I wondered if something inside of me was broken. 95% of the time, I can't wait for the big third-act fight scene to end. Blockbusters, video games, books, you name it. I enjoy The Matrix, Mass Effect 2 (funny enough), and a handful of others. I'm not sure if it's me or if these sequences are often boring as hell. It usually feels like a six-year-old smashing their action figures together with even less dramatic tension. At least I'm unsure if the toys will survive the six-year-old.
  • And lets face it, a lot of people wanted Return of the Jedi, they wanted a party and to fly off into the sunset while Shep and Liara/Garrus/Tali/Trainor/Ashley-Kaiden make out. Instead, Shepard is probably dead, the galaxy is in ruins (the relays are all destroyed so travel between clusters should be impossible), Turians and Quarians are stranded in the Earth system with nothing to eat, all our pals on the Citadel are dead, etc.
Yep. I applaud the bravery to make a bittersweet ending. The galaxy-ending threat is gone, but the damage they inflicted will take generations to repair.
  • The most appealing ending is Destroy but it means sacrificing Edi and the Geth, which drives most Paragon players nuts because they're so used to painlessly getting their way all the time and can't bear to get their hands dirty, even to remove the threat of the Reapers once and for all
I think it's a reasonable criticism. I called Paragon the "win button" earlier in this thread. Paragons barely face a single tough choice until the game ends.
Me, I was mostly fine with it because I was tunnel visioned on destroying the Reapers at any cost, have no problem with bittersweet endings and, well...MISSION ACCOMPLISHED. But the other folks on my main hangout at the time were pissed, are still pissed, and still whine incessantly about it 13+ years later.
This is where I'm at. Win at all costs was always the plan. We aren't toasting Ewoks in the aftermath, but I thought we were all mature enough to accept that.

Games with a galaxy-ending threat always call it a suicide mission. It's nice that one of them finally proved that out.
As for ME2, it's still the peak for me but I would say that ME has by far the best story, and ME3 has by far the best gameplay and crew interaction, so it's kinda of in a weird spot now.
I get it. I'd say ME2 has the best crew interaction because of the expanded roster. I was never a Garrus guy, so ME3's missions were always a bit painful. Given the option, I ran Liara/Thane/Mordin. I even found Miranda likable on this playthrough.

For the reasons I laid out earlier, ME3 is my favorite of the bunch, but I understand why folks would say that about any of them.
 
Did anyone see Giant Bomb's top 100 games of the century list? The list was user-voted. I meant to post it while it was ongoing, but it ended quicker than I thought. For anyone curious, this was my ballot:
  1. Hades
  2. Baldur's Gate 3
  3. God of War (2018)
  4. Halo: Combat Evolved
  5. Elden Ring
  6. Mass Effect 3
  7. The Elder Scrolls IV: Oblivion
  8. Uncharted 4: A Thief's End
  9. BioShock
  10. Half-Life 2
The user-voted list is outstanding overall. It restored a small amount of my faith in democracy.
 
The trouble is, if you funnel players into one or two outcomes based on their history, you rob them of their agency in the climax. That would've pissed people off more than what we got.

Some would argue that you're not being corralled into limited options, but rather that the end-game options you have available to you have been curated based on your decisions. Like having certain characters die. You can't just -choose- for them not to die because you don't like that. You made a bunch of choices that led up to a moment that now has to happen. I think the primary disconnect (and there's no RIGHT opinion here) is about whether or not the ending of the game should be a -choice- or a -consequence-. It can't really be both, I think.


While I strive to play morally consistent characters, I'm always open to changing with new information. If I played a Paragon Shepard but decided Control was the best outcome, I think I should be able to make that call in the moment.
But isn't that contrary to the entire morality system of the trilogy? The default state of the game is that making certain choices will block you out of other choices. If you play the entire game as a Renegade, you will be eternally shut out of certain Paragon conversation paths and choices. They'll simply be greyed out for you. If you play too middle-of-the-road, you will end up locked out of BOTH the high-Paragon and high-Renegade options.
I'm open to other viewpoints, but so far I've never been convinced that the end of the game itself should be different from how the system worked for the entire rest of the game. Your exact Paragon/Renegade rating - in 3 even including your percentage comparison rather than exact rating - has affected your ability or inability to make certain choices for the entire trilogy. I would have liked it better if that were carried through to the end.
Because, ultimately, I went into the ending feeling like no choice I ever made actually mattered at all because, moments from the end of the game, I could still simply choose who Shepard was as a person. Haven't I been doing that the whole trilogy? Why did none of those choices ultimately mean anything when it came to the biggest, hardest (or easiest?) decision Shepard is ever asked to make in his life?


Programming 60+ endings based on player choice would've been impossible.
I'm not suggesting they should have done that. As above, I just think the options available to your Shepard should have been informed by what kind of Shepard you played. Whether that means adding a couple more options, different voiceovers/cutscenes for each ending depending on your morality score, and/or blocking out possible choices because your Shep just wouldn't do the super good guy or super bad guy thing.

They could've included more choices, but it's hard to imagine what those would be. Destroy/control/synthesis are the only ways to deal with the Reapers.
There's also 'refusal' ending. If you shoot the child or something like that, it represents Shep rejecting the entire choice scenario. This, however, does result in a complete victory for the Reapers. Weirdly, it also feels like something that all three 'styles' of Shep might actually consider (not knowing the consequences, of course).


Unless I'm totally ignorant, I think Mass Effect was the first series to accomplish something like this? I can't think of another title where you play the same character over multiple games, importing player choices/save files. Certainly not at this scale.
Yeah, I'm not a video game historian so who knows. But I -believe- you are correct that no other game has done this before. I don't even know if any game has done it -since-, to be honest.
 
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