sbvera13 wrote...
Tony Gunslinger wrote...
Then identify that x-factor. If you can't, then I'll help you: nostalgia, a preference for "money shot" storytelling, and exploiting aides to get through the game.
It has been identified, if you go back far enough in the thread. It's what I call artistic synergy; reviewers at the time said "This is a game that thinks it's a movie." The music, artwork, characters, style, lore, and cinematic presentation all combined to make you go "whoa" the first time you saw it. This is a game that impacts you llike any good sci-fi movie ever has. The opening sequence puts you squarly on the living decks of the Normandy (granted they don't stay that way during actual gameplay, but portrayal and ilusion is what makes dramatic art work); the first time you flyover the citadel with that amazing music. The totally tongue-in-cheek spectre induction scene, the verbal sparring with Saren followed by real sparring, the techno-rock-jazz of Ilos leading straight into the mournful peace of Vigil's theme and sad plot revelations. ME1 was a game that set the bar for gaming production as high or higher then Hollywood sets for it's movies.
I came to ME2 knowing the gameplay changed, and not giving a crap. I wanted that movie, that sci-fi experience and great storytelling. Didn't even get that much. Instead, I got a lot of combat, and very below-the-bar combat as well considering that I still have games from the mid 1990's (Terra Nova, System Shock, Jedi Knight, etc) with better gameplay.
That's the 'money shot' storytelling. ME's possibility of being a trilogy depended on the success of the first game, which is why they pulled out the guns to make the storytelling more epic. The score was deliberately 'epic'; everywhere you go had ambient music; your squadmates just 'happens' to have a daughter of a very powerful Quarian admiral, just 'happens' to have a daughter of a very powerful Asari matriarch, just 'happens' to have a Krogan that's the head of the ruling clan on Tuchanka, just 'happens' to have a turian Spectre prodigy, the end had Shepard standing in perfect Roman hero pose. ME1 also had more closure for the possibility that ME1 couldn't continue as a series.
ME2 and 3 are built specifically to be two parts. Two years have passed, you got spaced and now you're working with the enemy. The honeymoon is gone. There are no ambient music in the background, it's either the mechanical hum of the engine or the bickering chatter of people trying to make a living or surviving. The Normandy 2 is a sterile symbol of corporate might, right down to the mahogany table in the center of the ship. You no longer have Alliance friends and have to recruit mercs, assassins and criminals. Omega is a ghetto, Illium is corrupt, Tuchanka is a wasteland. The atmosphere and tone is meant to be this way, and not the idealistic vision of ME1, it is supposed to make you feel uncomfortable.
"Every wonder about the good old days, Joker" Shepard asks.
In ME2, enemies are tougher and of similar skill as you. You are no longer the hero who can easily defeat the bad buys, now you have work at it. It's a wake-up call to reality,
as if though what happened in ME1 was just a distant memory. Instead of story lines dealing with politics and exploration, ME2 is about character driven plots. And that's basically part 1 of a two-part series.