LucasShark wrote...
As an experiment I just played the first 2 missions (more or less what anyone would call the "intro") to all 3 games back to back. And I have to say this: while ME3's is the most... bleh: "cinematic", it is also the least involving, at least as an RPG.
In both ME1 and ME2, virtually every line of dialogue which came out of my Shepard's pie hole was determined by my input. I determined if Shepard was a paragon of decencey, an aloof neutralist, or a galactic scaled dick, and I could have as much or as little exposition as I wanted.
Why was this? Because nearly every line in conversation had all of these:
- Polite/paragon choice
- Neutral choice
- Hard-ass/renegade choice
- and of course investigate, which yielded anywhere from 2-5 options
And this didn't happen once a scene, oh no: it happened for nearly every line my Shepard spoke, I determined his/her persona, and how they treated their interactions with others.
To contrast with ME3: I think there was all of a dozen times when it actually asked me what Shepard was going to say. And even when it did, there were only ever 2 options: those being "do you want to be a nice person" or "do you want to be a dick" This is like saying Fable has a meaningful moral choice system: do you want to be Gahndi or Adolf Hitler?
For every line I defined, Shepard spouted another 4 that I didn't.
Right along with this comes linierity: Yes the missions of ME1 and ME2 were structurally linier, but in ME1 even before I'd even achieved spectre status, there were over a half-dozen side-stories and minor interactions I could take part in. Even in ME2 this was present: do you pick up everything? Or rush through? Do you work for cerberus? Or defy them? Do you say hello to your crew or not?
Meanwhile, the first actually optional thing which ever happens in ME3 besides picking up items is whether or not you visit your wounded squad mate in hospital, and even then: it's not as if it lets you go anywhere else!
Personally I blame this on "shooter mode", in which a single chain of dialogue is put forth, and then all else is just tacked on it seems.
Some might say this is something minor to complain about, but I disagree. It's the difference in our relationship to our player character which matters. In ME1 and ME2, we ARE shepard, in ME3, we are piloting A shepard by remote control now and then.
What's ironic is the player can choose at the start of the game how much dialogue and combat they engage in throughout the game. Despite the player being able to opt for more or less player input in the conversations, they still force any excessive amount of auto dialogue even when one opts for more player input.
It's a damned shame that a company like BioWare would stoop to trading substance for style, but not at all surprising since EA acquired them.
Modifié par Valmarn, 25 août 2012 - 12:58 .