SithLordExarKun and Brako Shepard, thanks for responding. Wall of text:
But I am very saddened by how hostile many of you are behaving, how so many of you are condemning one of the best damn games out there. You all have a varren up your asses about the exploration in ME2 being "unsatisfying" and "disappointing". Now, I don't know what planet you come from, but here on Earth, Mass Effect was NEVER advertised to be a game that focuses on exploration. Exploration has never been the selling point of the game; cinematics, interactive dialogue, and decision-making have been the central points of the ME series for as long as I can even remember. So why do you expect so much in terms of exploration? You are obviously wanting too much or are confusing Mass Effect with some other game. Exploration has not once been the focus of the game, so there is no logic in expecting so much of it.
On top of that, you all reference back to ME1's "amazing" exploration. Yet again: just go back and play through both games all over again. You will prove yourselves wrong. I've played ME1 seven times already (over 200 hours) and ME2 four times already (about 200 hours). I know damn well the differences in the exploration in both games by now. Some of Mass Effect's sidequests actually featured dialogue, yes, and the ones that were tied in with your personal history were great, but as I said, they were repetitive in practically every aspect: charge into the bunker/module/mine, kill some **** (possibly pick up something), and get out of there. That was all there was to it.
ME2's sidequest lack the dialogue and, unfortunately, aren't at all affected by the player's previous choices or background, but they are each unique. There are different enemies, situations, and locations involved in each one. There is no more rushing into the plastic bunker filled with morons shouting "ENEMIES EVERYWHERE" and "I WILL DESTROY YOU"; instead, you battle a wide range of enemies such as geth and mercs in unique landscapes.
ME1 really did have more to do, I agree; however everything was just so dull and repetitive with the bunkers and the same hilly, barren planets with different textures. ME2's sidequests are not found nor completed by driving around on some bumpy-ass dead planet, but, rather, by actually "exploring" space and searching planets. In addition to that, each sidequest sacrificed dialogue for the sake of variety and uniqueness. If you really see exploration as driving around on a rocky, mountainous planet towards pre-marked locations to infiltrate plastered compounds, then I'm afraid I can't help you.
Finally, I know a lot of you are crying about the small little "hub worlds" in ME2, namely the Citadel. I was once like you. I felt that Bioware was just slacking off, and I was pissed that the Citadel was so confined and small. Then, after playing through the game more, I realized that there is a justification for it. Whether it was Bioware's intention or not, ME2 makes (or should make) the player fell "disconnected" from the universe. The player is taken back into that familiar, beautiful universe that they have come to cherish, but there is something different; the player feels "disconnected". This "disconnection" is the feeling of being seperated and alone, a result of Shepard's demise. It doesn't make any sense for Shepard to die, be resurrected, and then go bouncing around the galaxy like nothing happened. Half the galaxy doesn't even believe your Shepard is alive anymore, and the few who do keep their distance from you because of you relationship with Cerberus, a pro-human extremist group that is widely hated and despised by Citadel society and the Alliance.
This sense of "disconnection" is conveyed in many ways in ME2. For example, the Citadel is so unsatisfying and small, and it made you miss the old days in ME1. That is EXACTLY the point. It made you think back on how things used to be, just as your Shepard does. You are a dead Spectre working for an extremist black-ops organization - of course you're not just going to jump back in the game and expect everything to be better. Bioware did a great job at putting you so close to, and yet so far away from, the people and places that you have come to love. You feel Shepard's sorrow and loneliness as Councilor Anderson and Liara are physically an arm's length away, but the emotional bond and trust between them and your Shepard has been damaged by your situation and you feel miles apart. You feel limited by the Citadel's accessibility - your most familiar place in the galaxy is shut out from you. The majority of Council space and the Alliance has given up on you. The Council itself has pushed you away and into the lawless Terminus Systems, caring little about what may happen to you.
All those little missing things and "disappointing" aspects actually contribute to the greater purpose of the game - to make you feel like you have been shut out and restrained by the majority of the galaxy. So of course you can't go chit-chatting on side missions. Of course you can't go drop by the Citadel and casually stroll around looking for side-quests. To everyone, you are a ghost. A phantom. You are the only remnant of yesterday's problems. If you look into this idea of "disconnection", it should all make more sense.
Modifié par AltiusO83, 25 avril 2010 - 06:25 .