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Mass Effect 1:

Jonah Falcon
I'm doing a new game of the first Mass Effect. I found that there's a Paragon resolution to Samesh Batia that most people won't find because they'll do all blue Paragon choices.

First, I spoke to the Alliance rep and didn't try to force him to take back her body. Instead, I did the non-blue Paragon answers, which basically had Shepard nodding and understanding his side.

I went back to Samesh, and first did the non-blue Paragon, which told him what was going on, THEN did the blue Paragon, which made Shepard give a stirring speech to him on how his wife was still fighting for the Alliance, even in death. Ashley was there and drove the point home.

It was actually a Crowning Moment Of Awesome that few will see because they always do blue Paragon choices to quickly get an "I win" out of it.
Jonah Falcon
The Leading Man
Cool story bro.
[up][up] That was actually the first way I did it, and the way I usually do it.

That example right there is another reason why I dislike the morality system in ME 2. Most choices aren't so ambiguous.

Just bought this, any character build tips? Any Lost Forever or Guide Dang It crap to look out for? With limits on the spoilers, if possible.

 
 5 Nicknacks, Sun, 13th Feb '11 10:06:59 PM from Land Down Under
Ding-ding! Going down...
There's not really anything I can think of, gamewise.

If you bought a new copy of the game, you can download one of the DLC packs for free, so get on that. (Bring Down The Sky) You will, however, probably have the "disappearing textures bug" on Therum. There are heaps of work arounds on the internet if you have a Steam copy, if not, you're just SOOL. The level's still finishable though, just a little harder.
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 6 Spirit, Sun, 13th Feb '11 10:07:17 PM from America Relationship Status: Hooked on a feeling
If your going achievement hunting? Stick to the pure classes.

The only significant Guide Dang It moment I can think of is a situation at the end of Feros. In a nutshell, corporate dude must be convinced via Charm/Intimidate to back off and support the colony, otherwise you put a bullet in his face. Go to Feros last with nearly all of your Charm/Intimidate full to get the best solution.
There are none so blind as those who will not see.
 7 Nicknacks, Sun, 13th Feb '11 10:09:48 PM from Land Down Under
Ding-ding! Going down...
[up]That's not really a guide dang it— it's just hard. YMMV though, I suppose.
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Just bought this, any character build tips? Any Lost Forever or Guide Dang It crap to look out for? With limits on the spoilers, if possible.

  1. Make sure to talk to every party member after every 2 - 3 missions/submissions. Some of them have "loyalty missions" (kinda) that you can go on. While most of them are arbitrary, one is almost necessary in order to keep your party as intact as possible.

  2. Save before EVERY conversation—preferrably with a backup or two. Unlike ME 2, where romance-capable lines are pretty obvious, in ME 1, if you don't watch what you say, you could wind up losing a romantic interest forever from a seemingly innocent response.

Go to Feros last with nearly all of your Charm/Intimidate full to get the best solution.

Don't recommend this. You can save Feros just fine by making sure most of the colonists survive. Saving Virmire for last on a first playthrough is ideal.

edited 13th Feb '11 10:12:47 PM by KingZeal

Steam version, and thanks.
 
 10 Noelemahc, Sun, 13th Feb '11 10:36:38 PM from Moscow, Russia
Yeah, for the first playthrough, make sure you have five of the six companions in your team when you leave the Citadel and pick up the sixth as soon as you do so you don't miss out on the exposition. Subsequent playthroughs you can fiddle with this in any way you can, because The Dev Team Thinks of Everything and there's hilarity (and a Tear Jerker in the second game) to be had in it. Virmire should go last, also, BEFORE you go there, resolve all of Admiral Kahoku's plot thread. It's long, it sets up bits of the second game and it will be incompletable otherwise.

And no, you don't need to do the loyalty missions in order to "resolve the impossible situation" as the achievement calls it, you only need to have a high enough Intimidation or Charm skill.

Also, save before using any elevator on Noveria, they are glitchy as heck.

edited 13th Feb '11 10:37:32 PM by Noelemahc

[up] Right, but in ME 1, Charm/Intimidate are stat point skills, meaning that he could simply choose NOT to max them out, and you can't alter Shepard's stats on subsequent playthroughs.

 12 Noelemahc, Sun, 13th Feb '11 10:44:26 PM from Moscow, Russia
Fine, then one more bullet point: you get extra skill points into charm or intimidate every 25% of the respective reputation meter PLUS one more when you get your first extra super duper skill, but please do bother to max out either one of them before Virmire.

BTW, was it just me or you didn't need the max amount to suicide Saren?

 13 Spirit, Sun, 13th Feb '11 10:44:29 PM from America Relationship Status: Hooked on a feeling
Don't recommend this. You can save Feros just fine by making sure most of the colonists survive. Saving Virmire for last on a first playthrough is ideal.

Er, yes, that's what I meant. Save Feros for last on the 3 missions before Virmire. Also the best solution to Feros is to save the colonists and have the corporate representative give his company's (I think it's Exogeni) support to the colony, the latter requiring nearly full Charm/Intimidate.

As for the starting class, I say pick the Soldier due to being the easiest to slip into and allowing you to figure out the game mechanics for future playthroughs.

edited 13th Feb '11 10:46:48 PM by Spirit

There are none so blind as those who will not see.
The Leading Man
[up] What happens in ME 2 if you just shoot him? Does Zhu's Hope still get back on its feet?
 15 Nicknacks, Sun, 13th Feb '11 10:47:27 PM from Land Down Under
Ding-ding! Going down...
Seriously Spellblade, there's nothing massively gamebreakingly obscure or difficult about this game, and there's no awesome items or weapons that are one time only deals. The above suggestions are really just for achieving a perfect playthrough, with a more typical plot flow and optimal endings.

I'd encourage you to make your own choices — I've just discovered that I can kill everyone in the Noverian Hotlabs by completing the tasks in a different order! — for your first run through, and leave an "optimal run" for replay value.
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 16 Spirit, Sun, 13th Feb '11 10:50:22 PM from America Relationship Status: Hooked on a feeling
^^ If the colonists survived a representative (Shiala, if she lives) mentions how they still are trying to recover. If they got Exogeni's support they mention how they are more or less succeeding, if not they mention that they're struggling.

edited 13th Feb '11 10:53:30 PM by Spirit

There are none so blind as those who will not see.
Yeah, that's what I did with Fallout: New Vegas.

edited 13th Feb '11 10:50:39 PM by SpellBlade

 
 18 Noelemahc, Sun, 13th Feb '11 10:56:26 PM from Moscow, Russia
@Nicknacks - there are at least three ways to go through that section, depending on what you do first. Do the cure for the infected for the doctor and be attacked by assassins, which lets you either go to the hotlabs and be ambushed by Ventralis after that or go through the maintenance section straight away and save the hotlabs until after you deal with the queen... or START with the hotlabs and miss out on the assassins altogether - Ventralis will apparently dispose of them along with all the scientists as his cover-up routine requires!

edited 13th Feb '11 10:57:24 PM by Noelemahc

Jonah Falcon
Cerberus was right in one thing at least. The SR-1 is too dark and small.
Jonah Falcon
 20 Spirit, Sun, 20th Feb '11 11:57:01 AM from America Relationship Status: Hooked on a feeling
But they didn't fix the real problem. That damn elevator!
There are none so blind as those who will not see.
No one "fixes" elevators in Mass Effect.

You just replace it with pretty schematics!

The Leading Man
I have four big concerns with the SR 1:

There's no toilet.

There's no kitchen.

There's about six beds for a crew of more than 40 (according to the wiki).

And there's no escape pods. Yes, they're in the cutscene at the start of ME 2, but I looke all over the Normandy. They aren't there.
Long Live the King
8 beds, four on each side. But that's not too much of a hassle. Each bed is shared by 2 or 3 members of the crew. If watch standing (actually doing their job) is only 8 hours long, it gives them 8 hours of free time, and 8 hours in the bed. 3 people, who stand the same watch, can each sleep for 8 hours in the same bed.

There isn't anywhere to put personal items... But each member of the crew would get sleep.

Jonah Falcon
This is the military, folks. lol
Jonah Falcon
Jonah Falcon
It's funny - I no longer hate Saren's everliving guts. Probably because I haven't read the novel in a long, long time. Saren seems more a tragic figure now.
Jonah Falcon
Total posts: 747
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