[quote]Christmas Ape wrote...
[quote]iakus wrote...
While I would have preferred a more gradual slide into darkness and isolation, I admit, ME 2 had a nice premise, but...[/quote]Which I feel would have involved a lot of go-nowhere missions to talk to people who can't help you, occupying the first ~hour of the game with primarily frustration. Not the best intro, but maybe they'd have found a way to make it work.
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Indeed. People already complain about how long the intro was for ME 2. But this way, the change would be less jarring than
"I thought I was dead"
"You were"
[quote]Christmas Ape wrote...
Freedom's Progress, efforts to recruit Okeer, bringing Grunt on board (to a degree he
is Collector technology), the Collector Cruiser, the Derelict Reaper, everything you acquire from the Collector Base. That they're hard to investigate doesn't change that intel is gathered.
Consider that the Collectors have been around for ~50,000 years, far longer than the present galactic civilization. It's fair to assume that within the first few centuries of settlement of the Terminus Systems, perhaps as early as the first 'rebirth' of Omega, the Collectors began making contact and purchasing samples in pursuit of the Reaper Agenda. And that's all anyone has known about them for a couple thousand years. The rachni were better understood than the Collectors. All contact with the Collectors, up until the suicide mission, has been on
their schedule and direction. That's their 'narrative right', dwelling beyond the impassable Omega 4 relay; to only be part of galactic events when they choose to be. But now every time they show up, Shepard's there, sometimes because they wanted it that way.
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And I find all this to be a big weakness in the story. We're recruiting a squad to fight...something, somewhere. WEere going to do something to someone becasue they're doing something for some reason. how are you supposed to plan for that? In TIM's case it's pull a dozen names out of a hat and hope they're the right specialists yo need.
[quote]Christmas Ape wrote...
As to EDI, she's inside the Collector Cruiser firewalls for an eternity (to an AI), and it's fair to assume she's downloading as much data as possible. She tracks the navigational origin of the ship, deciphers their experimentation on the colonists and themselves, unravels the flaw in the distress signal...she's an AI. She works fast. That's what they do. Her entire job is information management for the Lazarus Cell, primarily in terms of security. Additionally, the point of similarity she identifies is unique to the Protheans, so it's hardly a thorough scientific inquiry in time-lapse. That's Mordin's job later when he tells you
how they're debased.
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Darn good thing she's compatable with every known computer language out there, huh?
[quote]Christmas Ape wrote...
Here's the thing: for all the parodies over in the other thread, this
isn't CSI: Terminus Systems. Shepard's not an investigator, she's the Tactical Response Unit. The data-mining, clue-sifting, records-hacking part of the investigation is handled off-camera by Cerberus operatives, and tIM gives you 90% of what they've discovered when you first discuss the Collectors with him: "Not much." It's not really Shepard's job to go picking through databases for Collector previous appearances; it's her job to show up and kick them in the teeth when they appear again.
Separd's not an investigator. Might be a good idea to recruit a couple, wouldn't it? Actually, Mordin was a good start for that. The point is, Shepard's flying blind here. And thus, the player is. you're supposed to go around recruiting mercs, assassins, vigilantes, but for what reason? What purpose? "Cause TIM says so" just doesn't cut it.
[quote]Christmas Ape wrote...
[quote]Why? Because the characters don't change or interact. Force Zaed to acknowledge he's on a team now and has to put the needs of the group above his own? What does that accomplish? Help Garrus kill Sidonis, or convince him to let im live? Does he act any differently? If you bring Jack along, does she egg him on to shoot? Does Samara comment that this against some Code of hers? (answer to both: no) Do the characters, in fact, show much personality at all outside their own individual storyarcs? Wen you get down to it, the squadmates are less a team forged by Shepard to do battle against the Collectors than pieces on a chessboard for Shepard (or maybe TIM) to move around.[/quote]Well, there's the logistics of it; the game is already quite large, with a lot of decision points and a dozen squadmembers. To even give every squadmate a comment on every other loyalty mission would be a huge amount of VA work to record, let alone the cascading responses from the primary squadmate, Shepard's full range of responses, the characters who may respond differently depending on if you've done their loyalty mission or not; it's a mind-boggling amount of potential animations to make and lines to record. It would be nice, but it would be six more months in production, a third disc, and another $20 on the sticker.
Additionally, just because Dragon Age happened to do teammates quite well does not make it the singular standard by which NPC interaction should be judged. Shepard is cast as the kind of leader people naturally defer to unless they feel quite strongly about something, while the unvoiced up-for-interpretation Warden is mostly defined by interaction with the other characters. It's a different style of troupe-based gameplay.
To a final point: Some might well have survived the suicide mission and (based on everything I've heard about ME3 starting on the heels of ME2) will return in the next chapter. Perhaps we should reserve judgment on the full length of their character arc until it's, well, complete.
For a video game, they're (by and large) a fairly compelling series of decisions. On par with the rachni queen, and better than the ME1 'loyalty missions'.
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Yes, Dragon Age did a fantastic job with group interaction. But you know what? without it, it still would have been a solid game. 'The squad" wasn't the main point of the game. ME 2, however, the squad pretty much
is the game. As such, more than the standard treatment is needed. If "recruit a squad and earn their loyalty" is te order of the day, you can't have standard npcs with interesting stories to tell. You need demonstrations of loyalty, or lack of it. You need to see the squad get along, have personality conflicts, befriend eac other. In short, interact. A tird disk, more time, more money. If it had delivered the goods, I'd call that time and money well spent. I may never have come here and started complaining

And I'm really curious to see how they're going to integrate a squad of which any of the members can be dead into a game in any meaningful way.
[quote]Christmas Ape wrote...
[quote]I came out of this game wondering what happened exactly. Did anything I do here matter, or will it all be swept away like my ME 1 choices?[/quote]Did you feel certain you'd changed the entire scope of the second game during the last bit of ME1? There's still a Council, it just changes who's running it (and thus how likely war with the turians will be). The Alliance is still around, Anderson's still the only person who takes your bad dreams at face value. A certain baseline experience is necessary for a mass-market game.
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Change the scope? the scpe changed from how ME 1 ended without my involvement at all!
[quote]Christmas Ape wrote...
[quote]I have a squad, but a squad that doesn't interact.[/quote]Bar a couple elevator conversations, the argument on Virmire, the flirting in the Wards, and whoever else you bring telling Liara to focus on the real problems instead of chatting with Vigil, neither did the ME1 squad. There are enough talkboxes with responses in ME2 to equal that much conversation, and at least this time three of your squadmates who have no reason to just get along don't spend the entire game in the same room without ever communicating.
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But ME 1 wasn't about the squad. ME 2 was
[quote]Christmas Ape wrote...
[quote]I've got a ship, but one TIM has wired with bugs, so who's to say he doesn't have explosives here too? Who'll put me back together then? Terra Firma? Aria? Blood Pack?[/quote]Why would they bring you back just to kill you? tIM's a pragmatist before he's petty; even a rogue Shepard with a stolen ship
a) has done the impossible

completed the stated goals of Project Lazarus
c) opposes the Reapers
d) is of benefit to humanity
Even off his leash you're more valuable to his ideals alive than dead.
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It's my personal theory that TIM intended to use all of your squad up in the SM. All his rotten eggs in one basket.
[quote]Christmas Ape wrote...
[quote]Oh and we still have no effective way of fighting against actual Reapers. Unless we're willing to fling 1-2 fleets per Reaper at them.[/quote]Guess we've got something to do in ME3, then. Good.
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THing was, the end of ME 1 kinda impled that's what ME 2 was for