In Exile wrote...
But what does it mean to be consistent with the source? To keep this on topic, let's look at the shift from ME1-ME2. I think ME2 is essentially a re-hash of al the crucial elements of ME1. Spirit, design, setting, characters, etc. All of it is the same type of game. What do you think makes a game deviate from that?
To be honest, if I could summarise it most succinctly, it would be that ME2 didn't feel like Mass Effect to me. It's actually hard to nail down specifically because it's a lot of factors, but it just wasn't the same experience and didn't feel the same. ME1 felt like it was more than the sum of its parts and a work of art despite its flaws, while ME2 felt too focused on just being a game and came across as kind of cold and methodical. The feel and style felt different too: ME1 felt like a proper homage to great sci-fi of the 1970's/80's like it was stated it was originally, but ME2 in many ways felt more like a modern mainstream action movie and too focused on the flashy stuff, a little too "Rule of Cool" and style over substance, etc. It felt like it was marketed at a different audience. ME1 treated me as if I'd played an RPG before and knew that it was an RPG, while ME2 felt like a constant tutorial that was trying to baby me, keeping too much away from my actual control and trying to hide its more technical/statistical RPG elements as if almost embarrassed by them.
All these things and more just felt like a deviation and like Mass Effect was embarrassed to be a "nerd game" and wanted to get in with the in-crowd. And to be honest, I'd be willing to forgive a lot of the gameplay shallowness in ME3 if it returned to its stylistic roots and didn't feel like it was shamed to be an RPG any more.
ME1 was very bad at trying to be any sort of game. It tried to copy the literal wording of what it meant (to most) to have RPG features (dialogue options, loot, character customization, stat-basd combat, power trees) and what it meant to most to have 3rd person shooter mechanics (i.e. an aiming reticule and a cover system).
ME2 did the same thing - it had the essence of what it meant to have an RPG (character progression, XP awarded for achievements and not for murder, varied rewards, more direct and impactful skill systems, reactive item choice, power progression) and 3rd person shooter mechanics.
I think ME2 did a much better job of having RPG features and a lot worse job at showing that it did have them.
I partially agree, but mostly disagree. As I said before, ME2 almost seemed embarrassed to be an RPG and like it was trying to hide it at every turn, while also being overly simple. Just as one can be too complex and complicated, one can be too simple and not complex enough. ME1 was one, ME2 was the other.
I also don't agree that XP in ME2 was awarded for achievements, since it was completely arbritrary and meaningless in the form it took. The rewards weren't really varied at all, as each game played out largely the same, and I actually feel the character and skill progression was too jumpy and sudden and too focused on instant gratification than smooth progression. I'm not saying ME1 was necessary brilliant in these areas either, but ME2 was hardly that much better, and did some factors worse.
ME2 did fix the issues for existing fans. I followed ME ever since I heard it announced as a spiritual succesor for KoTOR. And it had a lot of flaws; useless lot, pointless exploration, bad FPS mechanics, power progression that was all flash and no substance...
... and ME2 then went out and addressed them. You're confusing an 'existing fan' with an 'a fan who shares your tastes'.
I'm not questioning that ME2 "addressed" a lot of the issues. I just question the way they went about it. In a lot of cases I'd have preferred repairing and adjusting over culling and replacing. I was never a big fan of Christina Norman's "simpler = better" philosophy and basically felt they went overboard and took things too far. Some systems needed big changes and ME2 had good ideas that were simply overdone, while some systems just needed tweaking, but were gutted entirely. And on top of it all, a lot of the systems we got in exhange were either devoid of any real customisation or depth, overly linear, overautomated, presented as if aimed at a child or all four of these things. A lot of it didn't feel like progress either, and just a case of, "let's just rip this mechanic found in every other shooter out there and jam it in, but not actually do it as well."
Modifié par Terror_K, 13 juillet 2011 - 01:58 .




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