1 - The Cerberus path (for ME1 players mostly). Ok, I realize a video game RPG is supposed to be widely different from traditional RPG’s, mostly because you have, due to a number of technical limitations, to reduce the players range of choices and actions. However, this is a big choices game (we live the age of the big choices rpgs’s) and in any game based on choices you cannot force on the player a course of action that seems ultimately
unlikely, stupid or revolting (or whatever bad adjective you want to insert here) to the type o role he is trying
to play.
That said, the way they made you work for Cerberus just to cause a complete turn in the storyline is cheap, mainly
because you are still a specter. In my opinion, They had to give you this lets say “preliminary choice” to whether work with Cerberus or reclaim you position as a specter. To me, It didn’t make sense being forced to accept Martin sheen’s help. In fact, I wanted to kill Martin Sheen and I think I was entitled to it, being a renegade specter and all. This could be easily done, even the ship could be the same, being who actually built it the only difference. You go Cerberus, Martin Sheen gives you Normandy 2, you go specter, the council restitutes you Normandy 2. You go Cerberus, you hear from Martin Sheen, you go specter you hear from the council - Anderson. Oh, but the council doesn’t believe you! Ok, I have to say that the council’s “don’t want to hear from you” and the “people are now involved in petty political issues and can’t help you” are the worst excuses for a plot turn I ever heard. First because it’s incredibly unlikely, given the events of ME1. Second, because opposition was never a problem for the main character, who always had complete autonomy to follow his own instincts as a specter. It’s not that Cerberus gives you an army. They give you a ship and dossiers, the rest you mine and research. You position as a specter could easily provide those things.
02. Companions and romance. I must be the only one to think that the romance thing is little more than a publicity stunt that worked in ME1. It’s just a “lol I can nail a blue alien” or “lol Look at Miranda’s ass, I want that digital piece of meat!” thing that has no real role playing interest. It’s sex and sex sells, I get that. It’s ok. But it could be better. DAO made it a little worth it, by making the relationship something that evolves on its own terms, independently of the main storyline. It’s a private matter that grows from private interests, as every relationship is. Also, it’s more complex and realistic (I’m thinking of Morrigan right now) to the point of being enjoyable. The ME2 team could have learnt from their colleagues. In ME, the love affair is too episodic and artificial. First you discover the interest. Second you have the attraction (characters touch each other or something). Then, they refrain themselves, waiting for a more appropriate time. Finally, just before the last mission… Sex and boobs! The dialogs don’t evolve much in this particular. They are just built in order to achieve that last moment. You pick the girl, chose the few lines they give you and then come back now and then just to say you are still interested. It’s silly IMO.
Then there’s the cameo thing. I thought that the way they insert old ME1 characters in thegame very insulting. Their dialogs are very limited and badly written (except for wrex maybe). What’s with the shadow broker obsession?! That was poor writing, even if it will be used in ME3. Could be done better. Ashley`s “I hate you now and I’m going to disappear” is also absurd and unsatisfactory. They could at least have worked better on the old love interests, allowing some tension, some jealousy, some heart breaking. The best solution, the way I see it, would be allowing to you to bring your old love interest with you. But bioware wanted new boobs and sex for everyone. So you get only Garrus and Tali from ME1. And you can romance Tali, very sexy.
3. The last mission. As someone said before, the game is about 90% of recruiting stereotypical badasses and then it’s time to save the day. The characters aren’t bad, with the exception of jack (the bad mouth with a past) and jacob (nothing slightly interesting about him). But the fact that you are always recruiting gives you the impression you are always just beginning the game. So, when you hit the omega 4 relay you expect a lot to happen, a lot of discoveries and new encounters. However, the only thing you get is a short, unimpressive and very easy mission to beat and the game is over. The last boss is a joke, period. Too easy and stupid, no matter which difficulty level you choose. The Thresher Maw in Kroganland is much more interesting and challenging , and it was already very easy. Some say the game was supposed to be more focused on characters, companion relationship, etc. Well, I don’t know. They reduced a lot of rpg experience and killed a lot of the storyline in the process. The game is getting too close to becoming just a big Hollywood movie. Beautiful and well made, but linear and shallow. That
worries me. A lot.
I hope this is seen as constructive criticism. My intentions are to point out my frustrations so that they can contribute to the improvement of a game I like. As I said before, I enjoy the game to the point of actually caring. I remember having to go back a few hours in game play just because I was feeling really bad for killing samara, even being a renegade. That just felt horrible. Few games are able to do this. Cheers!
Modifié par RamiroBarroso, 03 février 2010 - 02:42 .




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