AlanC9 wrote...
Terror_K wrote...
I think the problem wasn't so much that the squaddies needed to tie into the main plot with their stories, but they needed to be better tied into actually being necessary for the suicide mission better. Mordin was the only one who was really well done in this regard: he had his own stories and background and loyalty mission seperate from the main one, but he was also key to the main plot as well. The rest of the squad felt largely superfluous until the very end, and even then if you had them all you felt like you could make it through with less than half of them okay. It's not until you literally crash on the Collector base at the end and end up going, "we need somebody to crawl through here and a team leader to do this and a biotic expert to do this, etc." that we even have any clue as to how useful any of these people are, with the exception of Mordin. They didn't need to have the main plot wrap around them and be directly integral to it, but they could have done with being far more connected with it than they were. Usually when you have a Dirty Dozen or Ocean's Eleven style group, you get specialists because you have a plan in mind, and not just a bunch of random badasses to run in near-on completely blind.
I see the point. This would require giving players a large amount of information about the Collector base over the course of the game in order to make such a plan, and actually letting the players execute a plan rather than improvising after some Big Plot Twist.
That's what they should have done. As it stands, the main plot is actually dwarfed by all the side issues you have to deal with regarding the recruitment and loyalty of your squaddies. Ironically enough, these are actually the best parts of the game, IMO: the bits that don't deal with The Collectors at all. At one point I did five missions in a row just related to squadmates, and then suddenly got a transmission from TIM on the Normandy, making me go, "Oh yeah... that guy! I'd completely forgot about him and the main story!" And I don't think a good story-driven game, particularly the middle chapter of a trilogy, should really make you forget about the main plot by derailing and sidetracking so much. That said, it seems ME3 might have the opposite issue: too much about the Reapers and the war, not enough side-content. But, I digress...
I mean, even if they'd had TIM or EDI show you the schematics from the inside of the Collector Base (the one that that you see at the end around the table with your squadmates) early with him saying something like, "we managed to get this from the database of that not-so-dormant Collector vessel before it powered-up again. This is likely their main stronghold," then you could get squaddies with the idea of being able to form a plan before even entering the Omega relay. Horizon may have provided some data you didn't have before that would give you reason to recruit the post-Horizon squadmates instead of it just being a case of TIM going, "here's a few more, by the way. Find them if you want, just 'cause." Stuff like that.
Offhand I can only think of a couple of RPGs that haven't made players improvise in the endgame. The NWN2 OC comes to mind as about the closest thing, since you really do use the ritual powers in the end battle more or less exactly as they are intended to be used. Same issue as ME2, though, since only one NPC is vital in himself for the endgame, and only two are vital for getting to the endgame. I guess the Morrowind endgame counts too.
It's not so bad when the plot suits squaddies being discovered and offering to join as the story progresses because it suits them at the time though, which most RPGs do. Liara was really the only one you sought out to directly recruit in the original for instance, the rest got pulled in as events unfolded. ME2's big thing was that you were recruiting these guys for this suicide mission. That's the whole point. But aside from Mordin, the rest of your recruits* don't really have a rhyme or reason to their recruiting beyond, "they're badass" until you're already at the point of no return. Why do we need an assassin when there's no direct target? Why do we need a Justicar when there's no big criminal to hunt? Why do we need a thief when there's nothing to steal? etc. Mordin really is the only one with a direct use prior to the mission actually being undertaken.
Miranda and Jacob don't really count since they're not technically recruits. They kind of get a free pass anyway.