BeefoTheBold wrote...
Why it's an inferior story is because of a few factors:
1. It doesn't really do much to advance the story from ME1. You're basically in the exact same spot at the end of ME2 as you are in ME1. The Reapers are coming and you have to stop them.
2. The character dialog trees are not particularly deep. It's basically a game of side quests. The entire purpose is to recruit people and then do essentially loyalty missions and two main quests. (Boarding the Collector Vessel and going through the Mass Relay)
This is a story that lacks a whole bunch of focus and just jumps around haphazardly and wherever. The bad pacing and writing doesn't stand out as much because the universe created in the first game is so very interesting.
3. There's not a lot of character choices here.
You ARE working for Cerberus. Period. End of discussion. No option to ditch them and go back to work with the Human Alliance fleet. No options to do pretty much anything. Remind you of Dragon Age 2 at all?
Now, like I said, Mass Effect 2 balanced some of these shortcomings out by it's good qualities. Better visually, tighter gameplay, improved side quests, etc.
But it was, without a doubt, inferior to ME1 from a storyline perspective.
4. Obviously there are degrees with this. It's not like Mass Effect 3 is turning into The Sims overnight. But the fans who don't like Bioware's new direction feel:
1. They've already shifted their RPGs too much in the wrong direction and
2. They seem to be shifting them further and further in that same wrong direction
Basically, they dislike, as an example, the inclusion of coop not just because of it's impact on ME3, but also because they fear the slippery slope that things like coop and kinect are going to have a deeper and deeper impact on future games that Bioware comes out with.
It's like when you know a relationship is slowly failing and you're trying as hard as you can to salvage it but can still feel it gradually slipping away.
1. This is hardly unusual in trilogies. The events two towers did almost nothing to actually defeat sauron; you just killed more proxies and frodo walked a little closer. People often say that arrival should have been the main plot but that has the same problem-at the end you've just delayed the reapers a little more, just like ME1. ME2 is transition, not resolution. In the meantime we find out some more about the reapers, greatly expand the cast and set up things for the next game. I personally don't see the "but we're in the same place" thing as that bad, and I dont' even agree that we were in the same place. In fact we moved backwards a bit-the government is now even less interested in stopping the reapers.

BeefoTheBold wrote...
Actually, The Empire Strikes Back had a lot of storyline advancements.
Luke traveling to Dagabah to get his Jedi training comes to mind as a VERY good example. The empire destroying the rebel base on Hoth and scattering them to the four corners of the galaxy is another. Finding out that Darth Vader is Luke's father seems pretty significant as well. You get the point.
And none of this, except for Luke finding Yoda, helps with defeating the empire. And Yoda doesn't have the time in the story to pan out(ie train luke), at least from the practical perspective, not so unlike the collector base. Again, I just don't think your earlier definition of what makes a second act a good second act fits. As I said, and I think Zero too, ME2 advances the story in many ways that dont' directly fill up the "reaper defeat" meter.
2. Mostly agreed.
3. As per above I agree conversation options were gimped a little, but action wise ME2 had far more opportunities for meaningful choice then ME1-one in each character mission, at least, and the SM takes things up to eleven (seriously, how many rpgs have a select-the-cast option? Because that's basically what the sm is). The cerberus railroading is little different from forcing shepard to join the council in ME1. It helps keep the plot fairly simple and makes sense in context.
BeefoTheBold wrote...
It makes NO sense for a Paragon Shepard to work for Cerberus when he could ditch them and go back to the human alliance and his old mentor easily. Sure, makes sense as a Renegade Shepard, but not at all for a Paragon.
In the first game, it makes sense either way because it's necessary to become and remain a Spectre. After he becomes one though, the amount you have to listen to the alliance decreases dramatically. You become much more of a free agent and a great many of the alliance missions become up to you to complete or not and how you complete them.
I've had lengthly debates on this subject and your point revolves around the assertion that Shepard can rejoin the alliance. And he cant. The alliance or the council because they aren't interested in helping him, and even if he ran from TIM the very fact that cerberus brought him back means no one will trust him. So cerberus is the only option. The only real problem here is that Paragon shep joins TIM without trying to return to the council first, but that's minor as he can rush back there almost right after getting the normandy back. As for Shepard's grudge against cerberus, they did save his life, so IMO it evens out.
We can wrangle over the specific details but I don't see how cerberus and council railroading are significantly different.
4. The slippery slope principle is argumentively false. It can be used to prove anything and needs more information to be valid-in short, it's useless. Just because I've taken six steps in one direction doesn't mean I can't change direction. For instance ME2 and DA2 set up a trend of streamlining rpg mechanics, but ME3 is reversing that a bit. Likewise ME2's fractured story does not seem to be returning, at least quite so much, in ME3. That doesn't mean there aren't trends but this isn't set isn't set in stone either.