Emiscary said:
The worst part about this is that in 10 years, when I want to go back and play the trilogy again (Assuming that the extended cut DLC makes the trilogy worth playing through again) I won't be able to because the multyplayer servers will be dead. So I won't be able to max out my EMS
And this is only part of the bigger underlining problem in ME 3. The game has been reduced from an emotional journey to mathematical one. Taking my hard decisions, applying numbers to them and factoring them in to the "How-well-did-I-do-a-tron" diminishes what Mass Effect was about. Or at least I thought it did, but since they apply numbers to all the decisions that carry over from the previous games that's what Mass Effect's been about filling up a bar with numbers the whole time. This is what they're talking about when they say that ME 3 ruined the first two games to.
Yeah, I rarely ever open my journal anyway but with the abundance of clutter and fetch quests I found my self hoping to track some of them in ME 3 and I'm met with this?
I made a habit of doing a round of the Citadel after every single mission just to see what I could turn it.
But the plethora of Fetch Quests is very closely tied in to what I feel is the biggest problem in ME 3 and that is the mute Shepard. Mass Effect 3 isn't about talking to people any more, it's about eavesdropping. Do you remember the Krogan who wanted the Presidium fish? Of course you do. It's because you spoke to him. Do you remember the bar manager at Purgatory who wanted power grid schematics? Probably not, what about the Volus who wanted the Book of Plenix? Maybe. The point is that you didn't talk to these people and by the end of it all you're probably sick of hearing Shepard say "I over heard you talking and thought this would help." And it's not just about the lack of talking to the fetch quest people on the Citadel. Compared to Mass Effect 2 there's a completely negligible amount of dialog convo's in ME 3. Think about any mission in ME 2 (Except for the one where you break Jack out of prison.) and compare the amount of time you spend talking to the time you spend shooting. It's about even, and evenly distributed. (Think about Thane's recruitment mission, you can't go 10 minutes without running into some Salarian workers to talk to.) Think of any mission in ME 3. There's talking at the beginning, then an entire mission's worth of shooting bad guys, then there's talking at the end. And every single mission is structured that way except the one with the female Krogan.
How about characters never making eye contact in cutscenes?
How about Specialist Traynor's head turning all the way around like Linda Blair in the Exorcist?
4. Fuglyface Imports
If you've spent some time on the BSN, you can probably name about 12 different threads in which 1000s of people with custom Shepard faces complain that upon import into ME3 their character appears to have suffered botched plastic surgery. And if the screenshots are any indication, the problem is far from solved.
Or that it was over a month until you even had the option to import the face of your custom Shepard. I don't understand how a game ships with a bug that breaks the game before you even start playing. Bioware's QA department should be lined up against a wall and shot.
5. The Rachni
Again, putting aside the ending, the consequences of choosing to save/kill the Queen in ME1 where nowhere near as profound as advertised. Basically the choice amounts to 1 model being reskinned, and a different modulator being used to voice it.
I was looking forward to seeing what Grunt's mission was like if you killed the Rachnai in ME 1, but it was exactly the same (Save 1 dialog option and the amount of numbers being applied to the "How-well-did-I-do-a-tron").
It's just part of a disturbing trend of player choice not mattering for shit.
Whether or not you saved the Council hardly mattered
Which human got the council seat did not matter at all, even though over half the story was based on the human councilor betraying the Citadel. (I would love to see what that mission was like if Anderson was a Councilor)
What you did with the Collector base didn't matter because Cerberus is the main bad guy no matter what.
Whether or not you were against the Quarians attacking the Geth didn't matter. (Here's a little math Admiral Garal and Xen are pro war. Tali and Koris are against it. That means Raan supports the war? That means Raan voted against Tali? That doesn't make sense.)
Turning down Spectre status in ME 2 didn't matter
Picking Morinth over Samara was pointless.
Cheating on your love interest doesn't matter.
About the only thing that has a tangible effect on ME 3 is whether you saved Melon's data or not.
I still have trouble believing the Crucible even existed in the first place.
Why didn't Vigil say anything in Mass Effect 1?
The thing Vigil does tell you is that the Protheans broke the Reaper's hold on the Keepers.
But Victory tells you that it was a cycle before the Protheans that incorporated the Citadel into the Crucible plans. So the Reapers should know about it.
If this cycle can build the Crucible in a month or two (Or how ever long Mass Effect 3 took)
why couldn't any previous cycle ever finish construction? especially the Protheans who fought the Reapers for centuries? I know the Reapers took the Citadel early on but Victory said they never even finished construction of the Crucible. It's a tangled bloated mess of plot holes that only serves to pave the way for the ending.
7. Writers Playing Favorites With Squadmates
Mass Effect 1 had a relatively small party that wanted for diversity. Mass Effect 2 had a huge cast of wildly different squadmates. What's more, you had the option of gaining their loyalty by spending time with/on them- or just ignoring them completely! It seemed like we were gonna have even more control over our squad's composition in the final installment... and then it came out. Here's the rundown: Garrus & Liara are your best friends and confidants, the Virmire survivor is back, Tali shows up eventually, EDI is your tech expert... and some white guy who got run over by a tequila bootlegger is your muscle. Everyone else is sidelined, regardless of prior choice. Including your potential love interests.
Oh, and I can still call bullshit on Javik/day 1 DLC because it's got fuck all to do with the games conclusion. Javik is the ONLY interesting new addition to the crew, and he costs 10 bucks.
Lots of characters got shafted as far as dialog goes,
ME 1 had a few missions and a lot of dialog
ME 2 had a lot of missions and a lot of dialog, (It got to the point where the dialog seemed to few and far between)
ME 3 had a lot of missions and hardly any dialog. That IS a step backwards! Bioware took the most important part of their game and just did away with it. Liara doesn't have anything to say to you. Kaiden/Ashley and Tali are only there for half a game. Nobody knows James. and they made EDI uninteresting. Garrus is the only one who has anything to say after every mission. (Which I guess is repentance for him having the least to say in ME 2)
Not to mention a bunch of characters that didn't get any face time. Kal'Regar, Emily Wong, Gianna Parasini, Morinth, The Krogan who wanted the fish, anyone from Ferros. and many more.
It makes me wonder what anyone at Bioware was thinking. "Nobody who played the first two games liked talking to people. Why don't we take that boring crap out of our game all together!"
8. So... if The Collectors had technology that could instantly seek out an immobilize entire populations...
I... Didn't even realize that until you pointed it out. it makes me want to face palm even harder.
I also notice you didn't mention the God Awful controls
Seriously, 5 commands on one button?
5 opposing commands on one button.
I didn't even know that you could get 5 things to be polar opposites.
Run, take cover, vault, roll, use.
It's like they thought giving every enemy a cheep ass attack didn't make the game frustrating enough, they had to make the game mentally exhausting to play by leaving all the important maneuvers completely up to chance.