AlanC9 wrote...
How is it that a mission complete screen breaks immersion, but XP popups all the freakin' time don't?
I don't think I'd term it as immersion breaking, so much as jarringly out of place. I've known a few GM's who would do something like that after completing a major task as a way to keep players focused on the larger goal.
But in ME2, it really serves as a "In your face" way of saying that you're no longer playing an RPG, as it's less a summary and more an "End of level" screen, not too dissimiliar from say the screens in Doom. It doesn't really tell you how anything fit together, nor does it really add narrative. Which combined with the other things removed in ME2 just kind of digs the knife a little deeper.
Although, I will give it a little immersion breaking in that if you rescue X, you immediately get sucked into that screen taking you out of the narrative, then dumped back into the narrative back on the ship.
Which is more a design flaw in that the game is designed so very linearly that the process to X is a corridor with no branches and nothing else occuring. Which is in contrast to ME, where getting Tali was part of a entire area that didn't end with her. So once you get X, if they didn't have the screen, it'd just be a long pointless walk back due to design flaws.
Which just ties into my whole "It's a shooter" belief, as it has no more (mission) exploration or interaction than Gears of War, get task, proceed to end of corridor, with no reason to go backwards ever.
That's one of ME's bigger flaws, it's just a series of linear corridor runs with little else to do, with the sole exception being Illium. Even the Citadel is just one big circular corridor that you don't need to ever go back through once you've made the round.





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