xMister Vx wrote...
The Reaper Harbinger controls the Collectors/Protheans - they have no motivation to speak of, being meat puppets. How they would use the "human reaper" isn't explained, yes. While it's a pity, I doubt Shepard conveniently found "Twenty steps to conquering the galaxy" by H.R.Binger to explain his methods.
About the threat: as I already pointed out, the thing that should strike the player is not that the whole galaxy is at stake. That's pretty hard to imagine for anyone, including Shepard. It's that humans are getting abducted by the tens of thousands. It's just another approach, and it's supposed to feel more urgent, if anything.
But the whole concept of "rising action" is just that - higher stakes. We already know humanity is in peril because of the disappearing colonies. The revelation that they may be targeting Earth eventually is a big one, but there is NOTHING at stake for our characters, humanity, or the galaxy as we're blasting our way through the collector base. The very nature of an epic story is the scale of the rising action. If it's not huge, its not epic. For Lord Of the Rings, it's the whole of Middle Earth at stake. In Star Wars, it's the entire galaxy. As I mentioned before, had Earth been in immediate peril by the time Shepherd got to the Collector base, I would understand the need to act quickly because something was at stake.
As it stands, it was a "blah" climax. My point is that this type of thing is weak storytelling. Some people might enjoy it, but it could be better written and plotted out.
From a reader's perspective, I wouldn't always agree with that. A faceless menace works just as well, if the reader has enough imagination to see the threat through the eyes of the characters - if you're about to be crushed by a tank, you don't need to see the driver to feel the horror at your fate. In fact, if you don't the horror is amplified, because you don't have anything familiar to direct your fear and anger to. Though of course I agree that in most cases it does add a lot.
True, but real drama always comes from emotions. In ME1, Saren was a fallen Spectre. He was the best Spectre, and you were a rookie, and he used to stand for everything you stand for. There was some real emotion there, just like there was emotion between Luke and Vader, which made their confrontations so legendary.
There are lots of moments in ME2 when Shepherd is facing a "tank" (or gunship as the case may be). But that doesn't hold the same emotional significance as the time when he met Saren face to face and had to choose to sacrifice one of his teammates because of Saren's actions. Get my drift?
Shepherd had no story arc in this game, as opposed tot he first game where he had to become a hero. The best characterization stems from emotional conflict, and in order to have that, you need a central nemesis.
Let me clarify this... I think combat is fun, but mechanics are not what makes RPGs enjoyable for me. I can get past clunky interfaces and dreadful combat (I'm looking at you, Jade Empire). I didn't say I didn't care about the story - I just said "main plot". Two quite different things, in an RPG (main plot = main quest basically). I'm not talking about books, once again - another medium, other rules. It's the world that really matters. The locations, the atmosphere, the characters, and my character's interaction with it all. A good main plot provides structure and drive, of course, and it can get bonus points for being epic (here I agree that ME1 does more than ME2 - but only on the final stretch), but it is only that. Yes, you can do an RPG that is basically story-driven, and in that case for me the role-playing value goes down.
Mass Effect has never been a slouch in the world building department. That's never been an issue with me. It does that great. But from a story standpoint, you NEED a strong main plot to propel the narrative forward. The main plot in ME2 was horribly light and not very well done. Had they spent a bit more time with the main story and less with the character-centric side stories, I think they would have had a stronger game.
I'm also puzzled by the adoration of the story of ME1 (especially since I remember people complaining about it on forums). It really is nothing we haven't seen before, - it's well-executed, yes, but that's it. The introduction to this new world (and to the metaplot) is what matters in the first game.
What made the first game so great is exactly what I'm pointing out here. It had a clear sense of rising action, a good villain, and it was clear what was at stake. It was epic, and well structured, and exciting. ME2, by contrast, was smaller in scale, poorly structured, and though at times it was exciting, overall the plot was confusing and not well defined.