Hudson avoids spoilers, but suggests finishing the diversion for yourself and combining your own conclusions before getting more information his missive : "For us and for you, Mass Effect 3 had to live up to a lot of expectations, not usually for a great gaming experience, but for a fortitude to the large storylines and decisions you've done as a player given the tour began in 2007," Hudson writes. "So you written Mass Effect 3 to be a array of endings to key plots and storylines, any culminating in scenes that uncover you the consequences of your actions. You then bring the ability of these consequences with you as you total the last moments of your journey.
"We always expected that the scale of the strife and the underlying thesis of scapegoat would lead to a bittersweet finale -- to do instead would misuse the painful decisions Shepard had to make along the way. Still, you longed for to give players the luck to experience an moving and fortifying ending; in a story where you face a helpless strive for simple survival, you see the last moments and imagery as gift feat and hope in the context of scapegoat and reflection."
Hudson stresses that the Mass Effect group takes air blower feedback severely and frequently incorporates it in to the games directly, and says it is still listening to that reply now. "Throughout the next year, you will encouragement Mass Effect 3 by working on new content. And we'll keep listening, because your insights and helpful feedback will help establish what that calm should be. This is not the last you'll listen to of Commander Shepard."
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