This is not a rant, this is not some unconstructive criticism. And don't get me wrong, I'm not saying I don't like the game. I'm not at all saying that ME2 is a bad game or that I'm very disapointed. It's just that this game is not what I was expecting, especially from Bioware.
I've been a roleplayer for more than 20 years. First pen & paper, then CRPG after having moved so many times that I don't see often roleplayers I used to play with. With few exceptions, I've played with all RPGs from Interplay's RPG division Black Isle (mostly developped by Bioware) and followed the split of BI studios and creation of Troika Games and then the creation of Obsidian Ent. All in all, I think I've been playing three quarters of the "western" RPGs and a few japanese RPGs.
I don't play frequently shooting games. Well, I don't play at all shooting games but play sometimes RPG with some FPS elements from time to time since CRPG are now rarer than before. I neither play MMORPG since I don't feel at ease with those kind of games where RPG is only in the name and not really in the essence.
ME2 is thus very strange for me. I thought at first hand that this was an action oriented RPG, like Jade Empire is or DAO (or Fallout 3 from Bethesda). But ME2 is not even that. It's like playing Red Alert at a person level : you do missions with some small objectives, a lot of fighting, some cash and small bonuses to take, moments of breathing between tactical fights. I 'm sure a lot of gamers, specifically casual RPG gamers, like a lot this format : objectives pretty clear, this is sufficiently directive so that you are not lost and you shoot a lot. But for me, it's not an RPG for the reasons I will develop below.
Continuity :
Dynamic aspect may be good to keep players into the action. But in ME2, there are so many discontinuities (with even summary screens after missions) that immersivity disappears. At least for me. Of course, it's natural to cut the stories into pieces (modules) to allow choices on the order of playing the modules, to allow also some breaks. But in may RPGs, the "quest" aspect is sufficient for this and a lot more flexible than the "mission" aspect found in ME2 for the simple reason that you can stop following a quest line, begin another one and complete at the same time a third one that began hours before. So far, the "mission" point of view is very rigid for a RPG gamer like me.
Tree like story :
Without going into details and only for the parts of the game I've played, there are not a lot of ways to do missions.
Even in dialogues, the choices between paragon and renegade do not differ a lot in the goal, only in the means.
This is of course expensive to give many choices to complete a "quest" or "mission" and I can understand that you can't give that much freedom to players. But it is essential to give the impression to the player that he has many ways to solve an issue. I'm not sure this is done successfully in ME2 whereas in many former games from Bioware, this was the case even if the games are a lot less open than some other games.
Sense of evolution/accomplishment :
Ok, the character gains levels. But that's all. I know this is now pretty common in RPGs, but having scaling level enemies cuts the feel of evolution of the character since no matter how he/she is evolving, the world around evolves at the same speed : a tough enemy remains a tough enemy. Now, with ME2, it goes a step further.
Having combat being so dynamic and tactic from the begining is a good achievement done by the developers of this game. Alas, this specific good point has the disadvantage to keep the intensitivity of combat at the same level from begining to end of game because it begins already high. Thus, you are not more impressed in a later fight than in the first fights. I remember Torment where the difference between a combat in the first levels and in the last part of the game is huge.
Directivity :
Both later points lead us to the interchangeability of the missions : it doesn't matter at all in which order missions are taken since you have to do all the missions (at least for the first half of the game) and doing some mission before another will only change the availability of a NPC follower or a new weapon/upgrade. Inside missions, you do more or less the same thing (at least in first part of the game) : some discussions, a lot of fight following the unique path and the end. Only changes are tactical with a few exceptions.
Other immersivity breakers :
Those are details but the amount of such details adds it to the lost of immersivity.
- There is no inventory,
- almost nothing is sold in shops,
- you find new weapons only on the battlefields
- dialogues are a lot too oriented and give the feeling that the player has no control over what his/her character has to say.
- changing weapons in some racks. I mean, changing weapons you do have with other that are on the ship.
This is some strange shift from Bioware and I fear that the necessity to open more and more roleplaying games to "casual" gamers (read : gamers that don't want to take the effort to play a game with some investment in it) so that games are more sold (just look at all the shooter games that are sold a year) will make the CRPG genre totally disappear and be replaced by some "easy to follow, no investment" shooter games with some RPG elements.
So, in the end, I do appreciate playing this game, but I'd rather have a true RPG to play. But shall I hope to see again a true RPG ?
Modifié par Orchomene, 19 mai 2010 - 09:35 .





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