In Mass Effect: Andromeda there will be no division between Hero and Renegade. The light and dark sides of the force. Morality as an Aspect of Game Mechanics in Mass Effect Mass Effect 3 Renegade Hero

Introduction

Frankly, in past episodes of the game I was often annoyed that in order to gain the hero reputation points I needed, I had to choose lines that I didn’t like. Moreover, the moral interpretations of the biowar people sometimes seemed very strange to me. In a personal mission with Jack, I didn’t get the hero’s influence points due to the fact that I simply couldn’t let go of the criminal who made me furious (the guy who was going to continue those inhumane experiments on children from which Jack suffered so much). As a result, I was unable to reconcile Jack and Miranda, and Jack died in the final mission. The Bioware people believe that the hero should let him go, and here we disagree greatly with them...

This is what my introduction is about. Some players have complained that they are now forced to choose friendly lines when they don't like them. In particular, some guys "sweat" in conversations with an engineer who "lost her husband." Or, on the contrary, while playing the “evil” Shepard, someone suddenly realizes that punching an insolent journalist in the jaw for the third time is fraught with losing the war, and they don’t like that either. Why does the “hero” have to be such a bore that he refuses to treat at his own expense to ordinary Alliance paratroopers having fun in a bar? Why on earth does the “renegade” know the correct ritual of “let’s drink to us”, but the hero cannot give the correct answer (“Who is cooler than us? - “If they were, they are already dead!”?) :)

I want to reassure those who are not yet aware. The reputation system in Mass Effect 3 is not at all the same system that we saw in previous parts. Now everything is simpler and more democratic!

What's new and how it works

The scale is growing as a whole. When you add reputation points, the scale is recalculated and a percentage graph is created. Your Persuasion or Intimidation parameters are affected by the entire scale. She looks like this:


Reputation in Mass Effect 3 (guide)


Reputation in Mass Effect 3 (guide)
The blue part of the scale shows the hero’s points, the red part shows the renegade’s points.

This is achieved due to the fact that a “neutral” reputation was introduced into the game. Neutral reputation points are not indicated on the scale in any way, but simply increase it, while maintaining the hero/renegade percentage ratio.

Visually, the accrual of neutral points is indicated by an icon that combines a hero’s wing and a renegade star:

Reputation in Mass Effect 3 (guide)

Reputation in Mass Effect 3 (guide)

The player receives hero or renegade points only in certain quests, but in most cases either only neutral points or neutral + hero/renegade points are awarded. It looks like this:

Reputation in Mass Effect 3 (guide)


Reputation in Mass Effect 3 (guide)
Finding out what was what, I replayed my first conversation with Vega eight times on Normandy. As a result, no matter what lines, no matter what gender or class of hero I chose, I received only 2 neutral reputation points.

And so with all the companions: 2 points - that's it. This allowed me to choose the style of conversation and play that I liked, choosing both friendly and angry lines at the same time (for example, I don’t understand why on earth a “hero” should allow himself to get hit in the jaw ^^).

For example:

    If you help refugees, you get reputation as a hero.

    If you decide to destroy a colony that has been captured by the Reapers with an orbital strike to prevent the creation of a million new Husks, you will receive renegade glasses.

    In case of military assistance to allies, for example, when clearing the territory of a turian location, you will receive a reputation neutral, since this act is beneficial and characteristic of any side of Shepard’s personality.

Checkpoints

Now let's look at the scale again. The divisions on it are not for beauty. They represent qualitative leaps in the parameters of persuasion/intimidation. What do these divisions affect?

"Key dialogue options at important points in the game are initially locked," writes Patrick Weeks on Blog.BioWare.com. - You can choose them only when you gain a sufficient number of reputation points. Each division represents a kind of control point. If you find yourself a little short of the next milestone, and someone says to you like, “Let's go to [character's homeworld] and end this once and for all,” it wouldn't hurt to do a couple of side quests first and try to reach the new one. checkpoint on the reputation scale."

So now there are no penalties for mixing paths. In previous parts, if we wanted to max out the Persuasion skill, we had to play the hero, regardless of whether it was pleasant or not, thereby you personally became a pure pragmatist.

In the third part, the quality of persuasion and intimidation is determined by Shepard's fame in the galaxy, no matter what sign this fame is, that is, the TOTAL score, which consists of points from both the hero and the renegade.

So now we don’t have to worry too much about which answer is heroic and which is pragmatic, and we don’t have to play out an angelically heroic or completely evil person.

Important points

However, there are a couple of significant points worth mentioning.

First, in a conversation with Jalissa, choosing a Paragon line brings her to Shepard's side, and you receive a military resource (in the form of Jalissa's journalistic talent and donations from various humanoids). Otherwise, you will not receive this resource. The same thing with Diana - no matter what negative feelings Shepard (in your opinion) has for the journalistic fraternity, it is still better to take this sweet girl on the Normandy: her broadcasts are also a military resource that increases the chances of victory for humanity.

Secondly, at the very end of the game there will be a dialogue with the Phantom. Whether Hero/Renegade phrases will be available depends not so much on reputation, but on whether you chose Hero/Renegade phrases throughout the game in conversations with the Ghost. Selecting answers for the Renegade opens up a renegade dialogue option; selecting all answers for the Hero opens the hero's branch accordingly.

In general, reputation points in ME3 are more of a reward for being thorough and completing more tasks. Unfortunately, this removes Mass Effect even further from the RPG category. However, given the combat, which in the third part became much more interesting and intense, although I am an avid RPG player, I can forgive this... :)

Reputation in Mass Effect 3 (guide)


Reputation in Mass Effect 3 (guide)

Actually, everything that was recommended here regarding the “reconciliation” of Miranda and Jack is untrue or doubtful (the level of GG is not indicated.)
Well, except for the way MacKlein a(but it is very inconvenient and (again) does not always work).
The whole joke is that quests to gain loyalty and Miranda and Jack must be completed BEFORE THE CAPTAIN RECEIVES LEVEL 20.(That is, after completing both tasks, Shepard must reach a maximum of level 20.) The order does not matter. The required number of Hero/Renegade Points is 50% and above (depending on the level).

And now, so that no one asks the question “Why is this still?”, I’ll explain where this information comes from. There is a configuration file like this COALESCED.INI . It contained lines that set the difficulty of the game depending on Shepard's level of development. This applies to both the “Squad Points” received and the Hero/Renegade points needed to resolve conflict situations in a Peaceful/Daring way.
After level 20, the difficulty increases significantly.
(This may be a bug, but after the 21st level of development, it is impossible to reconcile Mira and Jack, because according to the conditions, almost 150% of Hero/Renegade points are required).

Useful Observations:
1.First- The “Import character from ME1” function was added for good reason. It gives an additional +190 Hero/Renegade points. And this will play a significant (if not decisive) role in the conflict between Mira and Jack.
(To cheaters) If you want, you can change the number of points given for importing. This is done as follows:
Look for the Coalesced.ini file (in the folder with the installed game MassEffect 2\Biogame\Config\PC\Cooked\Coalesced.ini), open it using Notepad++ (since the file is binary), look for the section and the line ME1_ParagonRenegadeMaxBonus=190 in it. Change the value “190” to any value, but not more than 999. Save the changes. ATTENTION: Be sure to save the original file in a safe place before making changes to avoid problems if something goes wrong.

2.Second- Each game Class (Soldier, Adept and all others) has Passive abilities/skills. In addition to other bonuses, the level of their pumping allows Shepard to receive an additional +20% to +100% of Hero/Renegade points each time they are awarded. It makes sense to first throw all the Squad Points into developing these particular skills.
3.Third- the player chooses between Shepard’s development branches - Hero or Renegade. In order not to be mistaken about what this or that replica is responsible for, remember the simple rule for choosing a line in the dialogue circle (Even if it is not highlighted in the appropriate color) - “Hero - TOP Right\Left, Renegade - BOTTOM Right\Left". The middle line can be described as “Neither for us nor for you” - it can give both Hero points and Renegade points, or it can give nothing at all.

Why are Hero/Renegade Points needed in Mass Effect (1-2) and how can they be used? and got the best answer

Answer from Shade[guru]
Some dialogues have lines written in red or blue, more often there are both at once. If there are not enough Hero/Renegade points, these lines are not available. If there are enough points, you can select the appropriate replica. Having hero/renegade points helps solve certain situations in other (compared to neutral options) ways, often most beneficial for the player (making peace with someone, convincing someone to sell something at a discount, threatening to force someone to do something or not do something). do, etc.) . And in some cases, it is possible to get an optimally good option only by choosing a red or blue replica (the result will be the same, but you can get it either with the help of persuasion or with the help of a threat).
In the first part of Mass Effect there are also two side quests, one of which is given only to the hero (more than 75% of the hero's scale is filled), the other - only to the renegade (more than 75% of the renegade's scale is filled).
In addition, Mass Effect has some other bonuses.
Hero:
25% - the “First Aid” skill recharges 10% faster;
50% - health increases by 10%;
75% - 5% faster cooldown of all skills.
Apostate:
25% - weapons cool down and skills recharge 10% faster;
50% - regeneration 1 hit point per second;
75% - damage/duration from all weapons and skills increases by 5%.
And in Mass Effect 2, the hero/renegade will influence the state of the scars on Shepard's face. The hero’s scars will gradually heal and disappear completely, while the apostate’s scars, on the contrary, will worsen, in the end red eyes may be added to this, and you will get something ala Terminator.

Just a continuation of the classic trilogy, according to the developers it should take the series to a new level. And therefore, Andromeda will differ in many ways from the first parts of the series - for example, as it turned out, they will not add the proprietary “Hero/Renegade” morality scale to it, and the creative director of the game explained why this decision was made.

In an interview with Official Xbox Magazine, Mass Effect Andromeda creative director Mac Walters said that the Hero and Renegade system (known to many as the Paragon/Renegade system) will not be in Andromeda. They decided to abandon this morality scale primarily because it seems to the developers to be too closely related to Shepard:

“This system feels very Shepardish, it's very tied to Shepard's character, and it didn't make sense to us to include it in a game where Shepard isn't the main protagonist.”


In addition, BioWare considers the previous morality system not very successful, since it allowed players not to think about choice: you simply decided who you would roleplay - the Hero or the Renegade, and based on this you chose all the dialogues and actions, without thinking about each specific situation . The new system is not burdened with such a boring binary: now players will not have black and white, no choice between an angel and an outright asshole.

The developers decided to create a dialogue system that would motivate players to really think about what is happening, evaluate whether they agree with the characters or not, and based on this, choose from several answer options. BioWare hopes that this will encourage players to create their own heroes with unique value systems based on the players' preferences, eliminating the two standard models: the good guy and the bad guy anti-hero.


All this is logically combined with the previous words of BioWare, which said that our new heroes differ from Shepard in that they are not yet heroes. They do not have a bright past, military merits and a very specific reputation, they are tabula rasa, blank sheets of paper, and only the players themselves will decide who exactly their characters will become, what name they will earn for themselves and what kind of heroes they will become. More details Gmbox.