bjdbwea wrote...
No one questions that a movie or a game that focuses on characters and how they work together as a group can work and be interesting. There is more than one movie that shows this, and games too. BG 2 for example, DA, or even ME 1. The problem with ME 2 is not the idea, but the execution. It tries to focus on the characters, but it fails.
First of all, film and video games are two different mediums. One is a straight piece of work that has to be watched, start to finish, without any deviation or choice in the narrative. A video game
can be changed by actions or decisions during the course of the game, which lends itself to a much deeper, immersive and replayable experience.
Is
ME2 supposed to be the same as
Seven Samurai? No. It was never supposed to be, I would argue. Trying to code a group of characters (12 in all) that roam over the ship and interact with each other in between missions would likely be a time-intensive process and coding nightmare. There is no game that I know of that uses a process where the supporting cast is integrated into the story at this level. Perhaps in the future, but not as it currently stands.
Because every companion only exists in their own small world. They only
come to life during their recruitment and loyalty quests. They don't
care about their companions. They don't talk with each other, they don't
work together. They don't care about the main mission. They have no
opinions. And there's too little dialogue between them and Shepard, even
less if they aren't romanced.
Anyone who argues this either hasn't played it fully or ignored most of the cues over the course of the game. I would argue that
ME2 is
much more interactive, from a purely character-to-character standpoint, than the original. You can visit them after each loyalty mission to unlock new conversations and character options, during which time they talk about their thoughts on the main mission. Taking certain combinations of characters to different planets will result in unique conversations between squadmates (Grunt and Mordin on Tuchanka, Garrus and Tali on Ilium, etc). In
ME1, the conversations were largely relegated to cutscenes and elevator rides. The sequel uses a much more involved process of characterization that forces the player to go and visit their teammates often, building a level of trust that speaks to the concept of loyalty.
Between their comments, the in-game cutscenes and the between-mission banter, I'm fairly sure that each squadmate gets at least a good half-hour of dialogue, if not much more.
As for the concept of "teamwork", the squadmates work well enough together. To ask Bioware to have them bark commands at each other and move in tandem against other groups of enemies attacking on a per-unit basis is a whole other matter altogether.
Modifié par crazyrabbits, 05 février 2011 - 02:04 .