I thought I was in minority in regards to the storyline issue, and I am glad that there are more of us and that we have the opportunity to voice back our constructive feedback.
I must admit that I was rather underwhelmed when the game, so to say, abruptly ended for me.
As I see it now that I have finished it, it is like 95% of time I am building my (pretty oversized) team, only to "wrap it all up" in the remaining 5% of the game. When I went through Omega 4 Relay I was expecting the action to finally develop - now that I have my sturdy team assembled and we have traveled into enemy territory, we will establish our local base of operations there and embark on a long-lasting adventure of exploration, witnessing strange new sights in the galactic core, living through encounters with alien technology and non-human concepts of morality, time and space, ... But it was all over even before it started...
Story-wise I feel that Mass Effect 2 did not live up to its predecessor. I am currently playing through ME1 (yet, YET again), and I'm loving the suspense and story development. I am playing catch-up with that pesky Saren, wondering what he is up to, and with what am I to cross my guns the future. Mystic Reapers, mystic Protheans that we only guess how they lived and looked like. It's the genuine unknown at every straight and corner of the main plot - the one that lasts long and is fully integrated into the game as a whole.
In my opinion, recruitment and team building was better integrated into main plot in ME1. With ME2 it's almost like I am playing two separate games with two separate plots: the one where i build-up my resources, almost totally oblivious of the "main plot" (with it practically being a "nuisance" - droplets of rain falling into a pool of dossier side-quests), and then the one where I am dedicating resources gathered into its execution. I think Bioware probably put a lot of proverbial money into the fact that lots of feedback to the first game was on how believable and involving characters and their relations were. I guess they got a bit too carried away this time, putting too much emphasis on building your (virtual) "ME2 social network" with all of those characters.
By doing this they cut a lot from mystery, exploration and unknown, something to which they did lay a masterful foundation with Collectors. If only they used them better. There are plots and unforeseen developments with party members, of course, but let's be frank - they are "people". They are interesting, with their problems and their past and their personalities. But this is something we witness every day in our real lives (barring biotic psychopats and good-natured amiable humanoid aliens of course). We deal with 'human' fears, emotions, needs, fates, histories. This is something we know from personal experiences. Do not get me wrong, this is also needed. However, what I miss in ME2 is more of the 'alien unknown' ME1 had in its missions - knowing that you are up against something you do not comprehend. Something that is here but should not be. Something that wants harm to you in a way that makes you actually fear for your in-game character, your crew and the entire mankind. You know, that good feeling of goosebumps and 'cold butterflies' you get in your belly when reading a story or watching a good movie that are both exciting and at the same time terrifying. I call it the abstract suspense.
I think someone mentioned Half-Life here. That's a good example of this concept. The Combine for me is not so much terrifying because of their atrocities, even technology or monsters. It's really the mix of something you know, and something that you know does not belong there. The perfect example of this is the citadel and how it devours the city. City we know - familiar buildings and shapes. But then, in the middle of that known, there's a kilometer-tall citadel, unnaturally towering the surrounding in clean, abstract lines. You fear that instinctively, as you can't connect those two. You know that the citadel should not be there, that it is inhuman, defined and built upon principles incompatible with human mind, totally alien. It's an abstract nightmare manifest. It's the fear of concept that you can't connect. No amount of monsters, blood, tentacles, demons, gore, pentagrams or inverted crucifixes can beat that feeling.
As I said, those moments are there in ME2 with Collectors, but only in said 5% of the content.
In ME2 we get to experience that feeling in just a couple of missions involving Collectors - exploration of an abducted colony, (partly) preventing the abduction of the colony, boarding their ship for intel, getting the IFF, skulking with Joker over Normandy (a bit passive but a really good section with juicy details - that part where they drag that screaming crewman into the lift e.g.), and payback time in their starbase. And that's it. The rest is all about getting the team and solving their issues from past lives, or some other grudge they have so they could "commit" themselves to the final mission. It was more like I was playing a psychology therapist than a combatant and explorer. In addition, I guess due to strong party-building focus of ME2 there were no adequate storyline moments to integrate "hard" commanding officer decisions in early moments of the game (i.e. whether to send someone knowingly to their deaths). As it stands, they are all bunched up into the final mission. This way those decisions do not have the opportunity to reflect back on you for a longer period of time - as was the case in ME1. After sacrificing the selected party member on Virmire, you had to live with that decision though plenty of subsequent missions to come - looking at his/hers place in the ship where they used to be, now empty. In ME2 you don't feel those sacrifices as much as there is no story following them to provide time and place to feel that loss.
Also, unrelated to story itself: I hope the promised DLC with M57 Hammerhead lander delivers. It was awkward seeing the option to set up controls for it in the main menu (PC version at least), and not being able to use the actual vehicle in-game. At some point I was wondering whether I missed it somehow. It was almost like they had planned to have it in, but have pulled it out at the last minute due to time constraints and need to publish the game, forgetting to remove control references to it. I just hope all this DLC hype does not result with the fact that we'll be served unfinished content in the future a-la half-baked MMO games that get sent onto the market as "full products", only to be patched afterwards.
Modifié par cheechaIGI, 05 février 2010 - 02:21 .