Aug.... and you all want to say Mass Effect 3's ending was bad. (Deus Ex Spoilers)

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DudeistBelieve

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Sep 9, 2010
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Joccaren said:
Yeah, the endings in DX:HR were a letdown, but they fit in with the game.

The entire game doesn't feel like its a quest to find your lost love. It feels like its an exploration of the issue of human augmentation. Each of the characters you encounter are generally there for no other purpose than to expand on this idea. The hooker who doesn't want to get augmented, but might lose her job if she doesn't. That guy stealing medical supplies to give to poor augmented people who are having rejection problems with their augments, Marric Picking up on you using the CASEY mod, Whatshisface Sarif - owner of an augmentation business, that anti-augmentation speaker, THE FATHER OF AUGMENTATION HIMSELF. They weren't there for you to learn their characters and become friends with them. They were there to display different sides of the augmentation issue to you, expanding your view on the issue, and allowing you to make a choice in the end that reflected your views.
Is Augmentation Good, and letting companies push it forward as far as they want to is the best option?
Does it have the potential to be good, but it needs to be controlled or else it has the potential to be catastrophically bad?
Was it a terrible idea from the start, and is something that needs to be shut down due to the massive risks it poses, and the issues it creates for many people?
Or do you think the world should be allowed to decide for itself, free from your influence?

DX:HR wasn't about defining the world. It was about making your choice on that issue, the core issue of the entire series.

ME3... Its ending came out of nowhere, was supposed to be about deciding the fate of the galaxy, but really did quite a shitty job of doing even that, whilst trying to make each option be good for different people, but relying on them not taking it at face value for this to happen, introducing new plot elements and magic that really makes little sense and does nothing for anything. It is that much of a mess of the ending that I have no clue what the developers were hoping it would accomplish. It seemed like an ending that was there for the sake of being an ending with an issue, with one obviously optimal option, and other options that become better if you don't trust that the optimal option is optimal. No real moral issue. No real effect on the galaxy. No closure. No idea of what just happened. Just a recoloured cutscene of things exploding for not explained reason. And you're telling me this ending was alright compared to DX?
Okay... This is a good argument, cause if that was the goal then yeah I suppose they did work.

Buretsu said:
SaneAmongInsane said:
I have brought shame to my english degree. *hari kari*
Hara Kiri. You keep compounding your shame :)
That doesn't count, I don't speak spanish. ;)
 

DioWallachia

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SaneAmongInsane said:
Daystar Clarion said:
Human Revolution was a prequel to an already established game.

Can't exactly have any major differences in the endings without affecting the timeline.

It could have been better, agreed, but it ain't ME3 levels of terrible.
Shouldn't of even offered choice then. Should of just gave us a straight proper ending.

Now it kinda seems like a cop out, like they went with the choices just so they didn't annoy anyone that didn't agree with their message.
You forget the powers that control everything in the Deus Ex are so uber in their grip on the world that making a multiple choice in the end still kinda works. Because, even if Adam chooses what he believes the most, it wont matter in the end (its kinda like a Cosmic Horror Story, where the world gts fucked up in the end, in this case, ADAM didnt graps of useless this would be unlike a fan of Deus Ex 1)

Still i wish to know how to better handle something like this. For example, a fantastic yet linear game like Legacy of Kain: Soul Reaver 2 introduces the concept that Free Will its an illucion, and yet, there are moments that you can just do whatever (albeit limited). Does the primece alone capable of giving the horrifing implication that everything you do its useless and predestined? even the insignificant parts? would that kind of premise applied to a game like Deus Ex HR make it more effective?
 

DioWallachia

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SpectacularWebHead said:
SayHelloToMrBullet said:
Mass Effect 3 was the end of a trilogy.

Human Revolution was not.
This.
Deus Ex Human Revoulution was a one off story with a connection to a franchise. The ending was never going to be ground breaking, as it was a prequel, and they couldn't go in detail to any of the endings because it would have fucked up the cannon.
Adam Jensen was a first/ Last time appearing character, and there wasn't an emotional connection to him. People were less outraged by his unfortunate end because they didn't have time to get to know him.

In contrast, Mass effect 3 was the culmination of everything the fans had been waiting for. The ending was dissapointing because it was, like Deus Ex's, Formulaic, samey and provide no contrast. But it was more massively effected and received because there was no reason for it to be like that. They could have done what they wanted with the end, any end, and they didn't have to worry about any previous future cannon.
Commander Shepard is a character that appeared many times before, and was designed to make an intense emotional connection between player and character. Speaking from personal experience, Players wanted to see what would happen to their shep, and how his or her story would end. With mass effect 3's ending, no choice made provided closure, or any answer to what happened to him/her.

That's why there wasn't anger about it.
Wait, just because Adam wasnt going to make any impact on the future games he was irrelevant? Then wont that make any story made under the archetype of the Monomyth a waste of time too?
 

Xanadu84

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The lions share of Mass Effects gameplay was setup for an ultimate payoff at the very end. The game emphasized choice, your actions mattering, and how your play shaping the universes destiny. Giving a button choice to wrap everything up undermines the vast majority of 3 whole, extremely long games.

Deus Ex was a fairly linear story, where you could explore a few side quests, detours, and flesh out the story, but the gameplay primarily re-enforced a tightly controlled narrative arc. The ending choice merely gave you the option of choosing the ending that is most consistent with how your views on human augmentation have evolved throughout the story. The fact that it gave such easily distinguishable, color coded choices complimented the gameplay just fine, it was just the ham-fisted presentations of literally putting a set of buttons in front of you and explaining which one does what that completely ruined the immersion. The fact that Deus Ex: HR did buttons instead of, say, present a couple of different routes to follow with only enough time to go down one, or targets to shoot while letting others get away, or clever dialog trees, or SOMETHING nested in established gameplay may undermine the SCENE, but not the game. Deus Ex's ending was a wasted few minutes, but Mass Effect undermined hundreds of hours of play.
 

Shocksplicer

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The ending wasn't really about the way you wanted to impact the world. It was about your own belief and opinion on Audmmentation. It was philosophical, not literal.
 

uttaku

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Is it wrong that reading this title I read augmentation Deus ex spoilers... I think I've played that game too much...
 

SpectacularWebHead

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DioWallachia said:
SpectacularWebHead said:
SayHelloToMrBullet said:
Mass Effect 3 was the end of a trilogy.

Human Revolution was not.
This.
Deus Ex Human Revoulution was a one off story with a connection to a franchise. The ending was never going to be ground breaking, as it was a prequel, and they couldn't go in detail to any of the endings because it would have fucked up the cannon.
Adam Jensen was a first/ Last time appearing character, and there wasn't an emotional connection to him. People were less outraged by his unfortunate end because they didn't have time to get to know him.

In contrast, Mass effect 3 was the culmination of everything the fans had been waiting for. The ending was dissapointing because it was, like Deus Ex's, Formulaic, samey and provide no contrast. But it was more massively effected and received because there was no reason for it to be like that. They could have done what they wanted with the end, any end, and they didn't have to worry about any previous future cannon.
Commander Shepard is a character that appeared many times before, and was designed to make an intense emotional connection between player and character. Speaking from personal experience, Players wanted to see what would happen to their shep, and how his or her story would end. With mass effect 3's ending, no choice made provided closure, or any answer to what happened to him/her.

That's why there wasn't anger about it.
Wait, just because Adam wasnt going to make any impact on the future games he was irrelevant? Then wont that make any story made under the archetype of the Monomyth a waste of time too?
Pretty much, yeah.
Prequels can never have amazing endings, or even clear endings, in case some uber fan points out "But if these two ends happened, this couldn't happen later in deus ex invisible war! PLOTHOLE"