![]() ![]() OP, maybe you just stop paying too much attention min-maxing para/rene scores and just play the "common sense" shepard instead? I know it worked for me in my playthrough where instead of sticking to alweays blue/always red answers, I was choosing a path that felt most most reasonable at the time from my point of view (thus also relating shepard closely to my own persoonality, which I rarely do in rpg games), and it worked fine through entire trilogy. However, I found it still superior to the one in ME2, because you were less restricted overall. One of my biggest problems in RPGs is that a lot of people have a tendency to think they can actually take on the guy who just killed 50 dudes and a dragon.) and choosing the appropriate responses - with bonus options that allow you to auto-succeed depending on previous actions (stuff like - you just killed a small army's worth of enemies without any trouble, people should take you seriously if you threaten them. Coercion should be based on understanding the character, their fears, wishes etc. I agree that the system in ME1 wasn't that good, because no stat-based system is. It shouldn't be such a problem in the first run. Of course, if you did another run with the same character, you'd just keep the points you've earned in the previous one, but a second run is a bonus option that only a minority will do. Wouldn't be so bad if you could max it out whenever you wanted, but they were locked and you had to choose either always paragon or always renegade to unlock them as soon as possible (late mid-game). You could "buy" advanced dialogue options by spending skill points, but you also had to. In fact, i had 100% paragon and 50% regenade in ME, but i think it's bug. ![]() If you've played ME and use the character more than one time, you could open both paragon and regenade options. Originally posted by Wooden PC:Paragon/Regenade system in ME2 and ME3 are bad, i think only ME who did well. It is really sad, and in some ways ruins the impact of what I consider one of the most impactful moments in a video game ever. Obviously, it can't, that's the kind of stuff philosophers work a life on.īut then the paragon / renegade score comes and makes it clear: Genophage bad, you're an evil racist if yo justify it, good people always see the best in everyone no matter how naive and risky that is. How far can you go to punish someone? Can you punish their children as well, their grandchildren, their entire culture?Īnd the writing doesn't give a concrete answer. How much can you judge based on cold, hard data?Ĭan you kill sapient beings for "the greater good"?Ĭan you stop someone in advance because statistics suggest a high probability of them commiting a crime - or do you have to give them a chance even if doing so could lead to death and suffering that could have been avoided? One particular example (obvious spoilers):īoth the Genophage, and Mordin's work on restoring it, as well as Maleon's wish to cure it, are perfectly understandable, and the entire story is actually a great discussion of some of the biggest ethical questions: I also find that it really distracts from some of the issues the game deals with. It's an interesting idea, but turned out to be more harm than good. ![]() If I don't, I'll miss out on crucial dialogue options. Instead of looking at the different options and think about what I want to say, I just take the upper option all the time, or the lower option all the time, ignoring what I actually want to say or do. I think it's an interesting idea, I might try it in my current playthrough. Having maxed out paragade is normally not a problem. ![]() Originally posted by Sir Pimplebum:Haven't tried it, but it shouldn't. ![]()
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