Cerberus is a narrative device. Nothing more. It's a foil for Shepard and his morality as chosen by the player. It works really well as such, mostly because Martin Sheen is awesome as this ambiguous mephistophelian character that you can fit into your personal version of Shepard's character arc in a lot of ways. I can play this goody two-shoes paragon shep who gets more and more disgusted with Cerberus' crazy experiments and tells TIM to go screw himself in the end, or I can play her as a tough-as-nails, take-no-prisoners renegade that fits right in with him and his methods.
And then there's all those various shades of grey - maybe a former paragon winds up disillusioned with the council and the alliance and grudgingly embraces the Cerberus way of getting things done, or a once renegade-y character finds out he's not willing to this far after all and redeems himself by deciding to take the high road eventually. That's why I like Cerberus, it's an awesome tool to flesh out various kind of characters and make them all interesting to play.
It's also why I never had a problem with the alliance with Cerberus being forced on Shepard in ME2, because it really is what makes the story work - the central conflict of ME2 to me isn't about the collectors or the reapers, it's about how I relate to this morally grey, clandestine organisation that gets some things done at the cost of breaking others. It's like how the 'hardcore roleplayers' can fiddle around endlessly with character builds, only in this case relating to narrative rather than game mechanics.
Modifié par CptAwesomePhD, 25 avril 2011 - 02:25 .