ZennExile wrote...
I consider RPG elements to be more about player choice than about the story. Economy, exploration, customization, crafting, branching story arcs; these are what I consider to be RPG elements. You know, mechanics that allow the player to influence the outcome of the story.
I can't believe I'm posting in here again... but... WHAT? Really, what the? There must be two completely different games called Mass Effect 2, and you're NOT playing the same one that I am. That is the only explanation I can find for this comment.
Aside from the fact that a bunch of your squad members can die based on your choices (or in two cases, not even actually begin to "live")... ME2 had some of the biggest decisions ever in an RPG.
Help cure the genophage or keep it forever?
Tell the Quarians to go to war with the Geth or find another planet?
Allow the Geth to brainwash the heretics or destroy them outright?
Save Reaper technology to use against them or tell the Illusive Man and Cerberus to go jump?
We're talking galaxy changing events here. How much more choice do you want?!?
Maybe we didn't see the effects of these decisions in ME2, but they were huge decisions, and I had a hard time trying to work out what to do. Also, so many choices in ME1 are reflected by characters you encounter in ME2, and if that's not a strong roleplaying element, I don't know what is. Now just think about ME3 and the effect the four decisions I've listed above are going to have on the climax of this trilogy.
Lack of player choice? I don't think so.
PS As for game length, my first playthrough of ME1 was approximately 61 hours, and my first playthrough of ME2 was approximately 54 hours. In both cases, I explored everywhere in the galaxy.
Modifié par AmstradHero, 05 février 2010 - 09:34 .




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