Terror_K wrote...
I think that's only if they passed the test. If they didn't, they were simply either wiped out or used and/or altered to serve the Reapers in some way. I believe The Protheans were the last attempt, but didn't meet the Reapers' standards. Humans did, probably due to Shepard more than anything else. My theory is that Reapers can't evolve naturally, so do so by purposefully setting up the galaxy over and over to try and find the perfect evolution through organic evolution, then simply adopt and adapt to that themselves, then start the cycle again to get even closer to perfection.
Re: ME2 breaking the formula a little and it being a good or bad thing, in some ways it was a good thing, but also came down to execution as much as it did premise. I personally liked that it broke the standard "starter area, then four main world and final place" BioWare formula by having more places that were generally smaller, but the manner in which it was done was the problem. The areas being smaller made them feel smaller and thus less epic and grand in scale. ME2 felt small for the most part compared to ME1. Not having vehicle sections probably didn't help, whereas ME1 managed to make its main places feel huge by adding these. Even The Citadel was smaller in ME2. This also led to the places feeling less real and alive, and more like small, linear levels that were overdesigned and cramped. The fact you've got five major ME1-related NPCs (i.e. Liara, Shiala, Conrad Verner, Gianna Parasini, Rachni Messenger) that are otherwise unconnected in Illium all within about 200 metres of each other makes the universe feel small, not large. It wasn't until the car chase in LotSB that Nos Astra felt like the large city it was purported to be.
Then there's the fact that not only were more than half of the missions about squaddies and their issues more than the central theme of The Reapers, but on top of that the entire game is so far removed from the first one plot-wise that it doesn't even come across as the second part of a trilogy at all but simply more of another part of one single characters' exploits. Things that seemed important in the first part are glossed over, pushed aside and made to seem insignificant, and when they're not they come across as hastily and poorly executed, particularly when you see both versions of it with different imports. Kaidan and Ashley's characters, for example, just feel totally wasted and even spit on, with each pretty much being a lame substitution for the other. The Council decision barely seemed to change the universe at all outside of who appears when you visit Anderson and how a few shopkeepers on The Citadel treat you, and being a Spectre --on of the most defining, epic and important aspects of the first game-- seems about as poignant and monumental as getting a scout badge for "attendance" now.
Basically, the concept was kind of sound in a sense, and it's nice to break the formula... but the way they went about it was severely lacking and questionable. The writing was mostly good for what was there, but much of the basic premise was pretty unspectacular and lacking in depth.
This!





Retour en haut




