Lotion Soronnar wrote...
1. Yet it can't save the main plot by htat very nature. No matter how good the side-stories are, they cannot help in that regard.
2. I don't have to prove anything to you. I already know it's a fact, and weather you will accept it or not is not my concern.
3. What robot gods? Reapers are just machines. Use of organic matter is jsut stupid - inefficent, unnecessary, overly complicated. And why do you assume that if I accept X I must accept Y? By what logic are you connectign X and Y?
4. Yes you are. There is no direct link between "colonies dissapearing" and "repaers".
1. My point is that you're insisting on evaluating the main plot by itself when the whole game was clearly built on a decentralized principle from the ground up. Of course the main plot is going to come up short.
2. Now you're not even trying. You don't have to prove anything because you're right, and you know you're right because....why? If it's really that obvious, you should be able to argue it. For someone insisting every detail in ME2 be explained, you don't seem to like explaining your own reasoning.
If your point is that ME2's plot has problems, well, yeah. If it's that the plot doesn't work, well, I have yet to see a convincing argument for that. Saying "well then ur just dupid" is the pinnacle of evasive answers.
3. The reapers live for millions of years, are composed of "whole nations" and have wiped out all life in the galaxy countless times and they're "just machines?" My logic is that once you accept that, the fact that tons of organic liquid are used in their "birth" should come easily. Kind of like once you accept there's the force, the fact that the emperor can shoot lightning bolts should come easy. It's called suspension of disbelief. The reapers are an integral part of the universe rules, and once you accept them you should also accept be goo, because creation process in no way breaks the universes rules for reasons I gave earlier. You might think the idea is wierd, but it's not a plot hole.
What's "unnecessary" and "innefficient?" Are you talking about the goo itself, or the whole principle of the reapers having organic brains or whatever? If it's the former the issue is the definition of quibbling (paste would have made much more sense!) and if the latter....since when were the villians not allowed to have weaknesses?
4. Okay, sure. There's no "direct link." Harbinger didn't call TIM and say "wur stelin yur coloneese lol." He didn't personaly go to the colonies and leave a reaper shaped inprint on the ground. Would that satisfy you?
There doesn't need to be a "direct link." There just needs to be enough information for TIM's guess that the reapers are involved to seem plausible. Arguing that there is no "direct link" does not disprove my point.
iakus wrote...
1. Yeah I'm such a spoiled brat. Daring to want character-centric missions and a strong central narrative. Just like almsot any other Bioware product
2. The way I see it, we're not getting around coincidences here. We can either have A) All these people Shepard recruited suddenly having "unfinished business" to take care of at the same time. Or
All these people encountering personal dilemmas while preparing for a fight against the Collectors. I prefer the second as it at least allows some segue from the central story to the side stories and back again.
3. And there's ME2's problem, it's almost all setup. ME1 set things up for later instalments too, but managed to have a self contained story at the same time. Why could ME2 not have the same?
1. Since when has bioware made almost 20 full length character oriented missions? Someday we'll get it all, but not today.
2. The people Shep recruited were some of the galaxy's most profilic fighters and killers and many has political connections, like Tali and Mordin. It's not unrealistic that all of them were busy at the time Shep came around. It's also not to implausible they would still have unfinished business. That all of this unfinished business is invariably distracting is a stretch, but it's not much worse then having all twelve squadmates just so happening to have an emotional dilemma during the plot.
Not saying having a bit more connection in some areas would have hurt, or that the whole thing could have been done better in general. But what else is new? It still works, and not to badly considering nobody has never tried that plot structure before(I think). That's my point. At any rate, ME2's unrelated character missions made me far more interested in the characters and their involvement with the plot then ME1, which sometimes felt like it was bending over backwards to get these characters directly involved in the main plot after they had every reason to leave it(referring to the two untrained young girls here).
3. ME2 did have a self contained story. It wasn't as meaty as before, but again, that's because more of the game was dedicated to set up and character exploration then usual.