RukiaKuchki wrote...
I don't think in any way Mass Effect (even the first one) was an RPG - it was an action game with RPG elements giving you more an illusion of choice rather than real choice. Although you got to customise your Shepherd to some degree with the way he looked and responded to questions, the story you were witnessing was always set in stone, and your task was always about getting from point A to B to C, which were set outcomes that you could not change. If you truely controlled the show, you could do whatever you wanted, go where ever you wanted, pick any ending you wanted (or avoid an ending altogether), but in Mass Effect you were always funnelled in one particular direction. I think if you see the game this way and forget about some of the things Bioware promised (I think there was a lot of optimism, over-excitement and bravado) or indeed some of the things you think Bioware promised, you will see the Mass Effect trilogy for what it is - a damn good action game with RPG elements!
There's a certain degree of truth to this. It was never quite as freeform as a traditional RPG: you were always Shepard and always a hero trying to stop Saren/The Reapers/The Collectors/The Reapers again and you were always more trying to nudge Shepard one way or another rather than have full control. But the whole thing ended up being executed so poorly in the end because not enough really changed.
The thing is, you can't ignore the factors BioWare promised, because they are key to what the game was supposed to be. Of course there has to be a central narrative that remains largely unchanged, especially in the first two games, because Shepard still needs to get from point A to B to C, as you say. But aside from the fact that the final part should have allowed Shepard to go to not only point C, but perhaps even D, E or F, the choices all ended up being purely cosmetic and rarely had any impact at all. Big choices that should have had major consequences such as The Rachni Queen decision ended up railroading us and not really mattering at all. Same with The Council. In the end the food was the same for everybody, with just a few choices of different sauce, when BioWare promised us a whole table of varied food.
Obsidian proved with Alpha Protocol and CD Projekt with The Witcher games that you can have a really varied game where your decisions change what's going on vastly without screwing with the main narrative. BioWare it seems didn't even try: perfectly happy with weak substitutions, trivialising things that should be a big deal or sweeping them under the rug and ignoring them. And judging from Patrick's comments, they whole philosophy was completely counter to giving us a game with meaningful choices from the get-go, and yet they still kept promising us over and over that our choices would mean something.
They didn't in ME2 that much, and when I said that I had my doubts about ME3, people told me I was being premature and that ME3 will be the game that proves me wrong and where it really does change a lot based on your choices. BioWare themselves tried to claim the same thing, saying they could go nuts and be really varied with the final part since there's no restrictions any more. And what did we get: the most linear, railroading, trivialising, rug sweeping and weak substituting game of the trilogy. ME3 should have been the most varied of the three, but it has the least replay value of all.
And for one example, I remember even saying that after the PS3 version of ME2 came out that things like the lack of choice regarding Gianna Parasini and Shiala would probably bite all players in the rear for the third part, since BioWare are less likely to develop content around characters who in one of the three versions isn't even a factor, even if these two characters are amongst the most popular side characters. What a surprise... ME3 comes out and guess which characters don't even get a cameo, let alone anything more!
And that isn't even going into the massive amounts of autodialogue, the complete lack of dialogue options, the pitiful amount of Charm/Indimidate opportunities, the ME2 DLC squaddie-eque conversation treatment the ME3 squad got, and the complete linearity of the main plot in ME3.
Modifié par Terror_K, 11 avril 2012 - 06:10 .