I don't necessarily disagree with you. The only reason, however, why they can be defeated conventionally is that they're tactically inept. You couldn't make the games any other way. Take their plan with the Keepers for example. Why send a signal to the Keepers instead of the Citadel itself...
I do like that idea better than the Reapers being giant flesh smoothies. But I still can't imagine how you could have a plausible plot resolution without them having some crippling weakness. They're just terrible villains in my opinion.
Most of us agree that the final battle and the ending...
Although I mostly agree with your post, I must say that Lily's sort of right about the Reapers. The problem here is the dissonance between how they're perceived within the game's universe and us the players. What I mean is that even though they're supposed to be geniuses, they behave like...
The problem with the Crucible is that it is a very poorly conceived plot device. Nobody knows how or even if it works. It just so happens to be the right tool to achieve TIM's megalomaniacal delusions, change all organic and synthetic life on a molecular level, and destroy the Reapers. However...
I believe what you said is the reason why so many people, including me, didn't notice that ME2 didn't do anything to advance the main plot. It had some great characterization and also improved visuals and gameplay, nothing else seemed to matter.
The way the Reapers were build up raised red...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.