(now you have to see what's on the previous page lol)
Modifié par Mr.Kusy, 10 janvier 2011 - 10:46 .
Modifié par Mr.Kusy, 10 janvier 2011 - 10:46 .
BiancoAngelo7 wrote...
They did a very good job on the character stories and development, even
though they limited the amount of things people say because of the
amount of squad mates.
However, what Bioware or Mr. Hudson fails
to see is that you can make the BEST dam character story in the world,
but it still won't make for a good plot or provide for a satisfying
entertainment experience.
Can you imagine if they made an
Avengers movie and the entire movie was just Captain America going
around the world and resolving little conflicts or disputes to get
people to join him? They could be the most interesting well thought out
and executed characters in the history of movies, and the movie would
still suck hard.
Focusing almost solely on recruiting a squad causes a snake eating its own tail conundrum:
Bioware: ME2 has a story because the story is about the characters.
Fan: Oh ok, so what do we go do with this amazing team?
Bioware: Three short linear missions and fight a baby human reaper with your assault rifle.
Fan: uh....what?
Bioware:
Oh yeah, and we're not guaranteeing that the squad you spent the entire
game recruiting is even going to come back for ME3.
Fan: But you just said the characters ARE the story?!
Bioware: Its the DARK Empire Strike Back of Mass Effect!!
Fan: Dark? What the hell are you talk....
Bioware: Collectors are taking humans
Fan: Ok, but...what about the Reapers?
Bioware: Oh yeah, they're coming.
Fan: But...weren't they already coming??
Bioware: LOOK AT OUR AWARDS!!!
Fan: [smilie]../../../images/forum/emoticons/angry.png[/smilie]
They
basically made the plot of ME2 be a bunch of side quests, (well made
ones but still side quests) to then have the "main" plot (collectors)
play out like a slightly bigger side quest.
No matter your opinion on the subject, the best side quest in the history of gaming is still a ****ty main plot.
Modifié par BiancoAngelo7, 10 janvier 2011 - 10:54 .
Modifié par FieryPhoenix7, 10 janvier 2011 - 11:00 .
That's...a really weird bug.In Exile wrote...
Ryzaki wrote...
No actually. Chosing neutral has you leav his dad to be turn apart by the savages, choosing paragon has him arrested and choosing renegade has Jacob give his dad a gun to kill himself with.
My game has to be bugged. I always get the arrest angle, regardless of the option I pick.
FieryPhoenix7 wrote...
^ LOL!
The fact of the matter is, Mass Effect might as well have been two parts: ME1 and ME3. As it stands, ME2 is nothing short of mere filler until ME3 comes along. This is, of course, excluding the awesome sauce that is LOTSB, which is essentially what ME2 should have been from the get-go.
Period.
Modifié par InvaderErl, 10 janvier 2011 - 11:37 .
Modifié par InvaderErl, 10 janvier 2011 - 11:49 .
Aeowyn wrote...
But the question still remains. If ME2 was about the characters, and all of those characters have a chance to be reduced to cameos in ME3, then what the hell was the point of "team building" in ME2 if you have to do it all over again ME3?
FieryPhoenix7 wrote...
^ LOL!
The fact of the matter is, Mass Effect might as well have been two parts: ME1 and ME3. As it stands, ME2 is nothing short of mere filler until ME3 comes along. This is, of course, excluding the awesome sauce that is LOTSB, which is essentially what ME2 should have been from the get-go.
Period.
Moiaussi wrote...
Ummm.... what do you mean 'plot holes?' When they happen at the end of a work, they are cliffhangers, and holes. Since you feel that they were dealt with in ME2, I think you should stop using the term. I don't think it means what you think it means.
By the way, I am not sure that the Council acting essentially the same regardless of whether they were saved or not and suddenly dismissing the reapers counts as 'actually addressing,' but there is a whole separate thread here somewhere discussing that.
Modifié par In Exile, 10 janvier 2011 - 12:23 .
Terror_K wrote...
Things like The Council overall who were so pushed into the background it wasn't funny. Their appearance at all, survival or not, is completely optional content and whether you chose to save them or not doesn't really seem to change the galaxy much at all.
The Alliance themselves, probably the next biggest influence in the original game, are pretty much a non-entity.
Your mentor is another optional cameo in ME2 with only one scene and a handful of lines.
Your Spectre status is treated terribly, making one of the most poignant and epic moments in the original game feel shallow and utterly meaningless.
Kaidan and Ashley are treated to weak, substitute cameos, Wrex doesn't fare much better, and Liara didn't get proper screentime until a DLC. Now everything is about Cerberus and a group of enemies that never even appeared in the first game at all.
That's what I'm supposing it is right now, because as mentioned above, BioWare may have it all planned out from the beginning, and they know exactly what ME2 has and has not done.Bourne Endeavor wrote...
Ironic, you should mention this because I have often pondered if following the completion of ME. Bioware realized they simply did not have enough content for a trilogy however they had already announced one. Thus, to compensate they stretched what was two and half games into three.FieryPhoenix7 wrote...
^ LOL!
The fact of the matter is, Mass Effect might as well have been two parts: ME1 and ME3. As it stands, ME2 is nothing short of mere filler until ME3 comes along. This is, of course, excluding the awesome sauce that is LOTSB, which is essentially what ME2 should have been from the get-go.
Period.
Modifié par FieryPhoenix7, 10 janvier 2011 - 12:40 .
Nightwriter wrote...
I really should thank you for leading me to that realization, it helped me understand my own impressions a bit more and reach the heart of the matter.
I now see that ME1 failed to be something it never promised to be, and ME2 failed to be something it did promise to be - and that this is the only real difference.
Well, perhaps this is somewhat harsh. When we all heard "it's about the characters", it seems we all expected more of a DA:O experience.
In Exile wrote...
But that isn't the case at all. There many references to the different political situation between the Council being dead and alive. Human is percevied differently (e.g. weapon shop turian) and there are lots of breakaway points (like the turians arming for war instead of making inroads for reparations after Shanxi).
I suppose your complaint is that ME2 does not keep Shepard as a Council Spectre, and I agree that the Cerberus deal is entirely out of left field. But the Council wasn't at all central to ME1, either. Aside from meeting with them three times, every other encounter with them is optional.
Anderson was not a big or important part of ME1 at all.
You mean, ''Shepard: Here's some evidence that is easy to fake on 20th century Earth, totally take our word for it that it proves exactly what we want'' ''Council: Lolz omg, terrified dockworker is not good enough proof, but audio-recording totally is, Shepard u SPECTRE now.''
If by epic and poignant, you mean as incoherent as Shepard's rants during the first council meeting, then sure.
Modifié par Terror_K, 10 janvier 2011 - 12:54 .
BiancoAngelo7 wrote...
BiancoAngelo7 wrote...
They did a very good job on the character stories and development, even
though they limited the amount of things people say because of the
amount of squad mates.
However, what Bioware or Mr. Hudson fails
to see is that you can make the BEST dam character story in the world,
but it still won't make for a good plot or provide for a satisfying
entertainment experience.
Can you imagine if they made an
Avengers movie and the entire movie was just Captain America going
around the world and resolving little conflicts or disputes to get
people to join him? They could be the most interesting well thought out
and executed characters in the history of movies, and the movie would
still suck hard.
Focusing almost solely on recruiting a squad causes a snake eating its own tail conundrum:
Bioware: ME2 has a story because the story is about the characters.
Fan: Oh ok, so what do we go do with this amazing team?
Bioware: Three short linear missions and fight a baby human reaper with your assault rifle.
Fan: uh....what?
Bioware:
Oh yeah, and we're not guaranteeing that the squad you spent the entire
game recruiting is even going to come back for ME3.
Fan: But you just said the characters ARE the story?!
Bioware: Its the DARK Empire Strike Back of Mass Effect!!
Fan: Dark? What the hell are you talk....
Bioware: Collectors are taking humans
Fan: Ok, but...what about the Reapers?
Bioware: Oh yeah, they're coming.
Fan: But...weren't they already coming??
Bioware: LOOK AT OUR AWARDS!!!
Fan: ../../../images/forum/emoticons/angry.png
They
basically made the plot of ME2 be a bunch of side quests, (well made
ones but still side quests) to then have the "main" plot (collectors)
play out like a slightly bigger side quest.
No matter your opinion on the subject, the best side quest in the history of gaming is still a ****ty main plot.
I know quoting yourself is in bad taste, but I felt it was appropriate here for emphasis.
You know what would have been an excellent occassion to put in a nightmare scene which could also reflect back on ME1?Nightwriter wrote...
I am in agreement with all of this also. I'm guessing they didn't include Shepard having nightmares about the beacon visions and such because that would give too much attention to ME1? They really seemed to want to sever the ME2 Shepard from the ME1 Shepard.
Dean_the_Young wrote...
You know what would have been an excellent occassion to put in a nightmare scene which could also reflect back on ME1?Nightwriter wrote...
I am in agreement with all of this also. I'm guessing they didn't include Shepard having nightmares about the beacon visions and such because that would give too much attention to ME1? They really seemed to want to sever the ME2 Shepard from the ME1 Shepard.
Right before Shepard wakes up on Lazarus station.
Not just the prothean flashback, but intermingled with the critical story elements of ME1: in between the scenes and sounds of synthetic horror, flashes, voice-clips, telling images reflecting the ME1 game choices: glimpse of the beacon to start, flashes of the teammates, a image/sound clip appropriate to the Wrex Virmire decision, a piece on the Virmire-death, culminating in the climax of Saren, the Council decision, Sovereign, and the whole end of the Beacon vision. Everything mixed in, chaotic, jumbled. Context for those who haven't played, familiarization for those who have.
And then Shepard is woken up by Miranda.
Good idea, but alas too late.Dean_the_Young wrote...
You know what would have been an excellent occassion to put in a nightmare scene which could also reflect back on ME1?
Right before Shepard wakes up on Lazarus station.
Not just the prothean flashback, but intermingled with the critical story elements of ME1: in between the scenes and sounds of synthetic horror, flashes, voice-clips, telling images reflecting the ME1 game choices: glimpse of the beacon to start, flashes of the teammates, a image/sound clip appropriate to the Wrex Virmire decision, a piece on the Virmire-death, culminating in the climax of Saren, the Council decision, Sovereign, and the whole end of the Beacon vision. Everything mixed in, chaotic, jumbled. Context for those who haven't played, familiarization for those who have.
And then Shepard is woken up by Miranda.
TMA LIVE wrote...
The characters are the story simply because you're going through all their stories. And based on how things end, the suicide mission could be the end of them. You recruit them, you talk to them, and get involved in a personal moment of their lives. You get about 12 of these, as if you're playing an anthology, where the Shepard is the only connection between them.
The only problem is, the characters aren't connected to each other. If it was about them, you'd be exploring how they interact as a team and apart of your crew. Like any TV show, or Star Trek to be more specific, there's more then just the relationship between the main character and his crew. It's suppose to be about the crew itself being a family, or not.
There is a lot of truth to the fact that opinions we have are subjective and not objective yet this also means that the developers opinions of the game are also subjective. Being told that ME2 by them is a good game is ONLY their opinion. By now most of us are not willing to take that on faith due to the way we view advertising in general. Does it not strike you as being logical that if a lot of people state that they are finding a problem with parts of your game that there is indeed a problem? While each individual is voicing a subjective opinion the fact that so many are voicing the same one means that the problem is objective and needs to be addressed. Yet Casey dismisses the problem with a casual well the players are not playing the game right. This hardly shows any understanding of what the problem is, why people believe its a problem nor of a willingness to listen to others whose opinions differ from your own. It also does not bode well for future 'changes' to ME3 and perhaps explains why we got what we did in ME2.Nightwriter wrote...
....snip.....
You know I don't like what they did with ME2 anymore than you do. But I've always maintained that that's only my subjective opinion. How can I expect BioWare to objectively apologize for something I subjectively perceived? Much as it confounds me, there are people out there who were happy with ME2, and my opinion isn't any better than theirs. You can only apologize to a room that is unanimously unhappy. The ME fanbase isn't.
Nightwriter wrote...
It sounds like what I am getting is:
"Mr. Hudson, we did understand your game. We realize you intended us to think that the characters were the story. However, we did not feel that this really came across as being the case. Character involvement in the story is achieved through dialogue, discussion, emotional investment, and interaction. Your characters provided none of these things beyond the narrow scope of their own loyalty missions, which is disappointing."
That about right?
Pacifien wrote...
Not that it actually adds much to the discussion, but I'm looking at the 2009 E3 Reveal Trailer where Preston Watamaniuk says quite specifically "the squadmates are the focus of the game." Eventually I'll find the video where another developer mentions they were deliberately taking a risk with the focus of their game.