Sylvius the Mad wrote...
Except they're moving in the opposite direction. DA2 and ME2 did a terrible job of letting the player define who the protagonist is. Hawke and Shepard both took actions and spoke words without the player choosing them.
I'd agree with you on ME3, if you had mentioned that game, but I disagree with you (in part) on ME2. I agree that DA2 had a problem with the paraphrase, because of how it simply did not match up with the written line in very important ways sometimes and created the same choice vs. effect problem DA:O and other silent PC RPGs have.
With DA2, that might just be a failure of the paraphrase system, but with ME2 that was strongly built into the design with the way the interrupts worked. The dev-team even stated, explicitly, that the player wasn't intended to be able to choose Shepard's actions in those moments
The interrupt, though, is optional. I also found that the renegade ones worked quite well for me, character-definition wise. But then I don't find (or believe in) the degree of fidelity that you see as necessary to see a character as yours.
An example is the mechanic in the Archangel mission. That Shepard fries him with the cattleprod isn't an issue for me - the intent for me was for Shepard to hurt the mechanic, that was clearly conveyed, so the interrupt worked fine.