BobSmith101 wrote...
Sounds about right. How you take to it depends on how much you want to solve everyones various issues. That's why ME2's pacing is off. You are supposed to have this big looming threat and your running around solving peoples various personal problems in order for them to survive a mission that is not supposed to be survivable.
Gamers being what they are will in most cases be compeled to get the best ending. Or at least the trophy that goes with it.
A suicide mission where everyone walks away somehow cheapens the whole thing. And even if people die the death scenes are not that great. I'm not against everyone living but it should take a bit more effort. The sort of effort the best ending took in FFX-2.
In ME1, you're explicitly in a "race against time". (Hell, that's even the
name of the main quest.) You're led to believe, from before you are even made a Spectre, that Saren is racing to find this "Conduit" thing, and that once he does it will bring back the Reapers, and galactic civilization will end. Therefore, logically, it is incumbent on you to follow your leads about Saren's activities as soon as possible, to win the race and prevent him from bringing the Reapers back.
Yet there is no actual consequence to wasting time on side missions in remote clusters, most of which have nothing to do with Saren. Most egregiously, even after you are barred from the Citadel after escaping in the
Normandy following your last meeting with the Council, you can still spend as much time as you want farting around with the likes of the MSV Worthington or Helena Blake's gang war. You're in a "race against time" that time can never actually win.
Compare this to ME2. You are explicitly told that combating the Collectors will require a top-notch team of commandos, and that having any chance against them will require a strong team. Lots of people make it clear to you that an unready team will not have a shot against the Collectors in the final confrontation: TIM, Jacob, Garrus, Samara...Jacob even serves as a barometer of how ready the team actually is. You are not in a race against time, because TIM informs you that he will notify you and your team when the Collectors make descents upon other colonies or otherwise appear vulnerable, and he does: see Horizon and the disabled Collector vessel.
In the conversation immediately after raiding the disabled Collector vessel, Miranda informs you that it would be wise to have a fully ready commando team before going to the derelict Reaper over Mnemosyne. At no point in the early stages of the campaign are you forced to rush by the constraints of the story. But then, at the end, when the Collectors do raid the
Normandy and abduct your crew, the consequences of farting around are very real: a lot of empty spaces aboard the ship. The story at once permits completionism with no negative consequence, and at the same time creates an actual race against time situation in the endgame.
It may be true that a suicide mission in which everybody walks away cheapens the whole thing. That's kind of opinion-based. But I don't think that everybody walked away from that suicide mission. Hundreds of thousands of colonists still died. You were supposed to "fight for the lost", and to a significant extent, you failed. Sure, you beat up the Collectors pretty badly, destroyed one of their ships, knocked out their main base (whether by transfer to Cerberus or simple destruction). You didn't fully manage to stop genocide, though. If you think that those people didn't matter, that it's a success because you and your crew walked out unscathed, okay. But that's just, like, your opinion, man.