[quote]Il Divo wrote...
And I'm not going to question anyone's enjoyment of party banter. I loved it too. I am skeptical however of how much emphasis being placed on (literally) two separate conversations Carth can have with Bastila, among other things. If that's what adds the third dimension to the character, I'd argue that speaks to the weakness of these characters than Bioware's strengths.
Again, I notice banter when it happens, not when it isn't happening. On Manaan, my mind is on getting the Star Map, not on why Jolee and Bastila may or may not be discussing the Jedi Code. Apply this to every Bioware game's scenario. The one area where I can see your criticisms having merit is on the loyalty missions themselves. [/quote]
What it adds is dimension. The characters express an awareness of their surroundings and who they're travelling with. You only see two conversations with Carth, I see the conversations with Carth, the ones with Canderous, the ones with Jolee, the ones with Mission (the funniest, imo) etc. It adds up. Especially if you then go down teh list with Carth, and so on. The PC is not the center of the universe. Well, perhaps he/she is, but it adds the illusion that this isnt the case. If the hwole point of the game is to get to know these characters and "build a team" Why leave this out completely?
Again, I'm not talking about Dragon Age levels of interaction. But when the characters are the whole point of the game, rather than some Star Forge-esque distant goal, well, you'd expect more interaction, not less. And certainly not nothing
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I'd have to disagree. What makes Bioware a cut above other developers is that it is
you (as the character) participating in the conversation, as opposed to treatment as an outsider, in the manner that any other video game, novel, or film might do.
Bioware game banter is nothing special. Banter can be found in every medium. When Legolas and Aragorn talk to each other, it's the equivalent of banter. Same with Luke and Han. And yes, I can see the argument "Well, if every medium features banter, why didn't ME2?"
And while a fair criticism, I still think that you are misjudging what makes the Bioware experience 'unique'. Every story features characters speaking outside of your control. Bioware (and other RPGs) feature characters speaking
within your control. That is what sets them apart far more than banter. [/quote]
I dunno, the participation is very good, but I don't think it's unique. I always found the NPCs to be exceptionally well done. They are lifelike, with their own opinions and agendas which need to be taken into account. Sometimes you can change their mionds, sometimes not. Sometimes they can interfere with your plans. And sometimes they can violently interfere. This level of interaction is distinctly missing from ME 2. Which makes them a lot less "amazing" than npcs in previous games.
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Good. It's supposed to. Because I've played KOTOR 2 (with and without the restoration mod) and I feel strongly about this concept. [/quote]
That you did not enjoy content however does not speak to a game being 'complete'. Iakus, this almost seems an attempt to simply add (yet another) layer to Mass Effect 2 criticisms. Every element we do not like does not suddenly make a game 'unfinished'. I disliked Mass Effect 1's environments, yet this does not suddenly make the game 'unfinished'. [/quote]
The fact that I like this concept doesn't make the game seem "unfinished" Not liking it simply makes the game "not so good" to me. Example: Horizon. The "Unfinished" decription means that there's something going on which I would fully expect a character to say or do something, but simply remains in the background staring blankly into space, since there's nothig to shoot at. Seeing Miranda going through the Teltin facility saying nothing to justify or condemn the actions that took place there speaks of something left out. SOmething should be there. A scene. A line of dialogue. I don't know what exactly, but it's missing.
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Kotor 2 had an incredible number of ideas present which were not fully implemented, which was clear from the game itself due to how the content was treated. From the HK droid factory to the handling of Master Vash, there was cut content all around. Or even looking at the main game to the ending sequence, or even game bugs.
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And that's what I see when I look at certain scenes in ME2. Not all missions, and not all character combinations. But there are a bunch where I'm almost yelling at my screen "Say something! You've devoted your life to X cause, and here's a great example of it!"
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Characters failing to respond to something that their background explicitly states should be of interest to them reduces attempts to make them characters. They become more character concepts. A Cerberus loyalist walking through a facility where the staff may or may not have gone rogue, yet says nothing, detracts from teh personality the game is trying to foster in her. The genophage has been an aspect of the galaxy for a thousand years. Some of the longer lived races still remember the Krogan Rebellions. Now you hold the key to greatly speeding up research to find a cure. And no one says anything?
How is this supposed to create amazing characters you get to know and love? [/quote]
Because I (as Commander Shepard) was there when it happened. It was me who recruited Mordin, had conversations with him, learned of his guilt regarding the genophage, etc. My attention is immediately focused on the task at hand.
This, in my opinion, is the huge problem with the Mass Effect cast. Getting to know Ashley and Kaidan never goes anywhere. I've seen the argument that they feel 'more real' than any of Mass Effect 2's cast. Yet, I'm still skeptical of this. Real is nice. But if I (almost literally) feel that I can meet a particular character on the street, then why introduce the character in the first place? They are not compelling enough to get to explore. [/quote]
And the third character, who gets no say in the matter of the genophage data? How about an asari view on what to do with it? A turian? A quarian? A krogan, for crying out loud! But they all just stand there blankly. Because it's not their turn to be amazing yet.
When people say that Ashley and Kaidan are "real" They are referring to the fact that 1) you can actually talk to them about the main plot missions and will offer opinions 2) They are not the "bestest bad****es EVAR!", they are simply exceptional marines with interesting backstories 3) They don't need Shepard to solve their problems. Well, unless they're caught between a geth army and a nuke I guess

They are ordinary people caught in extraordinary circumstances. And they rise to the occasion. And that makes them interesting. It helps that they voice their opinions on missions too.
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Why did they even make the three squad member requirement anyway? The third squaddie might as well have been a security bot.[/quote]
I would have approved of this, as the Kasumi dlc handles it in this manner. [/quote]
And why I think Arrival simply submitted to the inevitable.