30°

The Biggest Decisions of Mass Effect 3

We are all aware of the most intriguing component of the Mass Effect series, the element of choice. Bioware revolutionized the game industry, not only by allowing multiple choices for each situation, but by allowing these choices to vastly influence the rest of the franchise. These are the biggest decisions in the series that may affect how well Shepard and his/her crew are able to take on the Collectors.

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captainstarball.com
markbob5269d ago (Edited 5269d ago )

I think the author of the site means "How Your Choices May Affect The Fight Against the Reapers"

MiltonZep5268d ago

There's like zero choice in ME at all. I love the series , but there's a handful of meaningful decisions that you *MUST* make in the series so far.

POSSIBLE SPOILERS

Wrex on Virmire
Who to save on Virmire
To save or destroy the Reaper technology
Choosing to do the loyalty missions/upgrades.

Most the other stuff is shallow and doesn't actually change for the most part. Fallout: New Vegas did *choice* much better.

Darkfiber5268d ago

I agree with this to a point. I love the series as well, but particularly in the second game, I was a little bothered by the choices you made. Not so much because of the lack of choices, but rather that I'm sure 90% of people playing picked either full good or full bad. What does this mean? It means you can bypass all the tough choices in the game.

Example 1: Tali's loyalty mission. Choose to preserve her father's name but get her kicked out of the flotilla, or expose her father, keeping in the flotilla, but she hates you. This could have huge consequences, such as Tali dying or causing someone else in your group to permanently get killed for the next game, or opening up a storyline based on her getting kicked out of the flotilla for the second game. But when you have enough paragon/renegade points, you can completely bypass this tough decision and get everything in the end. What fun is that? Where is the difficult choice made in that situation? All you have to do is pick the paragon or renegade line in the conversation at the trial and you don't have to worry about that decision at all.

Miranda vs Jack, Tali vs Legion, all of that stuff can have huge consequences in the next game especially if someone dies. It may not seem like there were a lot of potential hard choices in the game, they may turn out to be a bigger deal than you think in ME3, particularly letting people die. My problem is that you can bypass all the tough decisions in this game, which most people do. They don't "choose" any decisions, they just always choose either the good or bad response and stick with it the whole game and don't even ever consider picking anything else.

The best way to play this game is to play it as an actual roleplaying game. Pick the response you would say in that situation, ignoring the paragon and renegade crap which honestly ruins a lot of the choice in the game. Pick the middle option sometimes, some really cool stuff happens, and live with the consequences. See how they affect the game in the end. Play as a real person, not just as a robot spamming the paragon or renegade choice in every conversation. Dragon Age was much better for that. It had no good or bad response, no obvious order and sometimes no way to get out of a situation the way that you actually wanted to. But oh wait, they are getting rid of that and replacing it with the mass effect choice wheel for Dragon Age 2 so you can get paragon and renegade points in that game as well. Sigh.

twiglet5268d ago

"Bioware revolutionized the game industry, not only by allowing multiple choices for each situation, but by allowing these choices to vastly influence the rest of the franchise."

Who writes this crud, honestly? I really hope Bioware are ashamed when they see video game journalists write trash like that. It in no way whatsoever actually reflects the reality of choice and effect in the ME series so far.

Choices are shown to impact the universe in two ways so far:

1. News reports or offhand, one sentence comments.
2. Slightly altered versions of the same scenes.

Thats not revolutionary.

Its like calling ME2 an evolution of the RPG genre, when its just moved away from RPG and turned into a generic TPS.

Honestly, I cant respect video game journalists today. They just write absolute nonsense, and go over the top with praise for a game thats most significant move in ME2 is stripping out complexity and embracing mediocrity.

Darkfiber5268d ago

The only thing revolutionary about them is that the choices carry forward into the sequels and you can see the consequences of your actions in other games than the one you made the decisions in. That in itself hasn't really been done before.

mobijoker5268d ago

Agree that ME had very few choices and the effect of that afterwards.In this regard New Vegas and Alpha protocol did a better job.But the import of decisions from one game to another is just masterful.The decisions of ME1 may not have made that much change in ME2 but i think ME3 will have severe changes due to decisions of ME1.Bcoz ME2 was just basically the story to build your team.It did little to take the main plot further.

80°

Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio

The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil

In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in.

HyperMoused2d ago

Its easy they called the die hard fans people in their nerd caves who will buy anything and then went woke to reach modern audiences....insulting the nerds in their caves along the way showing utter contempt for their fan base. very hapy it failed and any company who insults their fan base and treat their customers with contempt and insults, in future, i also hope fail.

neutralgamer19922d ago

It’s disappointing but not surprising to see what's happening with Dragon Age: The Veilguard and the broader situation at BioWare. The layoffs are tragic — no one wants to see talented developers lose their jobs. But when studios repeatedly create games that alienate their own fanbase, outcomes like this become unfortunately predictable.

There’s a pattern we’re seeing far too often: beloved franchises are revived, only to be reshaped into something almost unrecognizable. Changes are made that no one asked for, often at the expense of what originally made these games special. Then, when long-time fans express concern or lose interest, they’re told, “This game might not be for you.” But when those same fans heed that advice and don’t buy the game, suddenly they're labeled as toxic, sexist, bigoted, or worse.

Let’s be clear: the overwhelming majority of gamers have no issue with diversity, LGBTQ+ representation, or strong female leads. In fact, some of the most iconic characters in gaming — like Aloy, Ellie, or FemShep — are proof that inclusivity and excellent storytelling can and do go hand in hand. The issue arises when diversity feels performative, forced, or disconnected from the narrative — when characters or themes are inserted not to serve the story, but to satisfy a corporate DEI checklist. Audiences can tell the difference.

When studios chase approval from a vocal minority that often doesn’t even buy games — while simultaneously dismissing loyal fans who actually do — they risk not just the success of individual titles, but the health of their entire studio. Telling your core customers “don’t buy it if you don’t like it” is not a viable business strategy. Because guess what? Many of us won’t. And when the game fails commercially, blaming those very fans for not supporting it is both unfair and self-defeating.

Gamers aren’t asking for less diversity or less progress. We’re asking for better writing, thoughtful character development, and a respect for the franchises we’ve supported for decades. When you give people great games that speak to them — whether they’re old fans or new players — they will show up. But if you keep making games for people who don’t play them, don’t be surprised when those who do stop showing up

Armaggedon1d 18h ago

I thought the writing and character development were fine. Sometimes things just dont resonate with people.

60°

EA Isn’t Changing Pricing Strategy for Now After Nintendo & Xbox Announce $80 Games

EA just hosted its quarterly financial conference call, and its executives have been asked to comment about the recent price hikes for games.

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simulationdaily.com
50°

Electronic Arts Claims "Strong" End of Fiscal Year as Split Fiction Has Sold Nearly 4 Million Units

Today, Electronic Arts announced its financial results for the fourth quarter of its fiscal year 2025, alongside the full year.
Split Fiction has sold nearly 4 million copies, and the next battlefield is confirmed for a release by March 2026 with a reveal this Summer.

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simulationdaily.com