Palindromes must be hard to scan, visually.
Really? Because we were flat out told "Team x finished early, narrative changes left them with nothing to do. They decided to begin work on a side project which was planned early on as a fun addition."
You cannot complain that since it was planned early it should have been part of the base game. For one, that's not how design works. Someone could have literally said "we should have a frozen prothean show up!" And get told "yeah yeah, maybe DLC, focus." An they clung to that idea. We also see this happen all the time in other mediums, even roleplaying. How often does a PC choose a prestige class choice or build that had the DM suddenly spinning ideas and inserting foreshadowing for that character. And we don't get mad at the DM for not just making all that clear from the start.
The game is complete without Javik and his story. That the game seems more complete with Javik is a sign of quality design.
I'm not going to buy into your worthless comparison in the first place. The problem is you honestly think fetch quests designed solely to give you busy work, pad your levels, grant you credits and feed you a steady sense of minor accomplishment is equivalent. The problem is you are glossing something with nuance and detail down to 'another fetch quest' when your own rhetoric defeats the idea. If it was just a fetch quest then it wouldn't matter and you wouldn't care. But you also think it's important and vital for the full story, which just a fetch quest is not.Not really. Explain to me exactly what makes those fetch quests essential.
You've failed to equate the DLC with fetch quests at all. If I told you why fetch quests were important it wouldn't drive home how silly that comparison is in the first place.
Such as the cheetah's elastic spring spine? Or the comparatively massive arm strength of a chimpanzee? Or how the bone structure of an ape's foot is pretty close to a human's, but they get opposable toes? Or how slight hormonal differences between sexes apparently drastically affect strength output, glycogen store usage, and recovery time of muscular exertion? Or how the subtle shortening of bones in the arms of particular kind of dwarf human allows them to lift massive amounts by basically giving them a more efficient lever?Well there's the obvious fact that "broader muscle groups" often line up exactly with human muscle groups, or at least have obvious parallels that can only really work in one way.
Small changes are important. The Origin, insertion, composition, vasculation and striations of a muscle aren't piddling details, any more than the difference between helium isotopes being just some electrons is a piddling detail. These are important.
A crocodile's skin isn't armor, but is still going to react differently to getting punched and will hurt your hand.Except their skin isn't armor, this is kind of made explicit in the codex. It's just radiation shielding of the sort Javik may or may not also have.
?Which raises the obvious question as to why Bioware decided you needed to apparently do all of that all over again for more fetch quests.
As Shepard shakes off the human-slaying poison, no worse for the wear. As Shepard's head rebounds off a Krogan that actually gets knocked back with a look of surprise on it's face. As Shepard catches the falling door and holds the blast bulwar for his friends. As Shepard stands in front of the holo terminal, reading about interstriated metal wire to be inserted into the musculature, and improved response time chips designed to attach to and enhance the nervous system's response times. As Shepard lays into the Ymir or Atlas mech, first two knuckles resounding again and again, shattering it's reinforced steel playing. As Shepard engages inhuman reflexes, shattering a reinforced steel free-hanging blade wih a casual backfist. As Shepard stands, burnt to hell but functional, holding in intestines and whatever else, gun in hand, shuffling towards the citadel beam. As Shepard outperforms a lifelong dedicated sniper who can calibrate fine weapons systems beyond the understanding of a supercomputer. As a krogan übermensch slams Shepard to a wall with bone-crunching force, forearm across the windpipe.Of course, this is made apparent visually literally nowhere
I refute the idea that it's never showed. I supply instead the idea that Shepard's amazing performance has become so constant that you've become numb to it.
Anderson and James are not seen doing anything near Shepard's level. Neither are any of the N7 multiplayer operatives, with the sole exception of the actual N7 operatives who have access to stress tested technology which might have serious and lasting harm as a cost.Even the other N7 marines or candidates aren't that much weaker when you see them do stuff.
The first, because physics and efficiency don't work that way. The second, that does happen. The third, because it's not politic and you haven't finished the healing process or the upgrade process.I mean yeah, if Shepard is so damn strong, it'd kind of be a game changer. Why are we waiting so long to hack a door, if he can just kick it down just as fast or faster? Why can't we actually headbutt a Krogan, and make it hurt, if we're supposed to be comparable or in excess charge wise? I mean, why doesn't Miranda just out and say "you can lift ten tons now, congrats!" when you talk to her?
About ten minutes I think.
Actually, no. There are tens of thousands of reapers. Capitals alone. EVERY star system in the game is occupied by reaper forces at that point. That and just given the timeline laid out (admittedly, you need DLC for this which is bad design) there are at least ten thousand capitals IFF the reapers make a single capital per cycle.
Show says one thing, Tell says another. That's a well-known problem with the sequence.
Man that's crap, they couldn't even put any money into it exploding? Terrible endings, BIoware. You make me sad.
This i completely and wholeheartedly agree with though.