111987 wrote...
Terror_K wrote...
111987 wrote...
Not to turn this into one of those worn out ME1 VS. ME2 debates, but really, ME1 was just as linear as ME2, and there was just as little impact of your choices (so far) as in ME2 (so far).
Aside from the fact that ME1 actually allowed a few more approaches to a mission now and then aside from a Paragon or Renegade one at the end of a situation, it was actually ME2 that let ME1 down. ME2 should have been where a lot of the impact from ME1's choices was, rather than within ME1 itself. Unfortunately with a few very rare exceptions, ME2 ended up being too independent and removed from ME1, and the stuff that did carry over was usually either swept under the rug, trivialised to the point of no longer being important or relevant, relegated to a simple substitution that merely coloured situations that should have been radically different or reduced to some emails and nothing else.
ME1 only allowed you to approach Port Hanshan in multiple ways. That's really all I can remember; everything else was fairly linear. But I agree, ME2 could have done a better job of making choice matter, but I do understand that if every choice hugely altered the experience, making a cohesive trilogy would be impossible.Swampthing500 wrote...
111987 wrote...
PoliteAssasin wrote...
Well....
Getting this back on topic, I'd have to agree with some of the people
inherent telling Bioware to get over it. They haven't kept their
promises that they made when marketing ME1. ME2 was just GoW with a FEW dialogue choices that only alter the tone. It was very linear. Judging by the leaked script, ME3 is more linear than ME2, with a lot of scripted "over the top moments" as C Hudson put it.
-Polite
ME2
was very different from GoW. Come on, you don't really believe they
were all that similar do you, besides the fact that it is a TPS?
Not
to turn this into one of those worn out ME1 VS. ME2 debates, but
really, ME1 was just as linear as ME2, and there was just as little
impact of your choices (so far) as in ME2 (so far).
Mass Effect is not Skyrim, nor was it ever supposed to be.
Do you mean linear in terms of plot, or linear in terms of world?
Most
RPGs have linear plots: The Witcher, Gothic 2, Ultima 7, NWN 1 and 2,
Baldurs Gate 2. There is still room for player control in dialogue and
quest outcomes.
ME 1 had a very open world, so it was not linear in that sense.
Linear
in terms of plot and world and level design (if we're using the same
definitions). Sure you could choose whether you went to Therum, Feros,
or Noveria first, but that's really just the illusion of choice as
eventually you have to go to all and there is no difference what order
you choose. And the levels themselves were quite linear.
Port
Hanshan is really the only section of the game where mutliple options
exist; that was great. But it is the only instance in ME1 that I can think of.
Letting Fist go or killing him?
Ignoring, betraying or completing the quest of that female mobster?
Killing Wrex?
Helping Kirrahae?
UNC Hostage mission?
Bring Down the Sky?




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