I agree wholeheartedly with OP - I have been a longtime fan of bioware's games (played all of em since BG 1) and appreciate them as a company, and usually there is a good job of combining flexibility of character choice with a strong narrative, but here I think there was a bit of a breakdown. Honestly, I like ME2, but coming to it straight out of ME1 left me a little... confused as to what the writers were doing.
So my Paragon character gets resurrected by Cerebus - she's a naive xenophilic warrior princess, but even she can figure out that Cerebus is Bad News, plus she saw all of their experiments from the first game. The situation with the council seems *very* engineered, considering you pulled their asses out of the fire when you could have just let them die. They should understand now that you're a competent, reliable operative that will get things done, and the level of distrust your PC receives from the council stretches the bounds of credibility.
My Renegade character is a bit of a special case - he had the Sole Survivor background, so he's been personally wronged by Cerebus. He murdered the last person involved in that incident in utterly cold blood. The idea that this character, who doesn't balk at engineering the deaths of the collective head of state of the galactic government if it serves his purposes, would jump on board is ludicrous.
Both these situations could have been alleviated if, say, near the beginning of the game you have a conversation with Tali or Garrus, away from the ship because you know it has monitoring devices, about how you're going to work with Cerebus for the time being, as it's expedient, and then **** them hard later once they're no longer useful. Instead we're left with the idea that our character feels the need to work with Cerebus *despite* being essentially one of the worst enemies of that group.
There's a concept that gets thrown around in tabletop rpgs a lot, and I don't know if it's used in computer gaming. It's called 'deprotagonization.' It's used when the characters who are supposed to be the center of a story (the PCs) are not, and instead either the character is swept along by events outside of their control, or the focus is on NPCs to the detriment of the play experience. I think that's a pretty accurate summation of what's happening here - the game world 'breaks' to accommodate what's going on (come on. an all-human council, headed by Anderson, not doing something about human colonies disappearing, even when the guy who put them in power shows up and tells them it would be a good idea?), the player has some IMPORTANT choices made for them, and it's the actions of an NPC that dictate the flow of things. This NPC is the Illusive Man. He's the one calling the shots, he's the one who makes things happen, he's the one with knowledge and capabilities that *all* the other characters in the setting mysteriously lack. I thought ME2 was going to be about Shepard.
THAT SAID, I'm still playing the game, I still like it, I'm thrilled to see Garrus and Tali back ( especially Tali

), and while I think that the cameos of characters from previous games could have been handled much better, I don't consider ME2 a waste of my money and I'm hoping that ME3 is a wonderful third act (and there's plenty of room for them to fix the problems I see). I just had some high hopes for this game that didn't play out, and I think some other people feel the same way.
Modifié par Terraneaux, 01 février 2010 - 11:06 .