Character depth, group interaction and social complexity.
In Mass Effect I ran into the most interesting character I've witnessed in Wrex. It was a joy having him along.
In Mass Effect I had to do difficult choices, even when I tried to stay loyal to one side (Paragon/Renegade).
In Mass Effect I enjoyed seeing my characters interact with each other, with chit chat in the elevators.
The last part is important, because in Dragon Age it was ALL about my group, my characters, connecting with each other - and not only with my "main"/Shephard. And I'm not talking about key events that we get in certain points in the game, I'm talking about the feeling of being in a group - all the time. Dragon Age did this magnificently by letting the "Mass Effect 1-elevator chit chat" play a large role when wandering around in the world. They also were more unpredictable, and had more to talk about. In MF2 its a standard procedure - find the character, and do his sidequest. Yes, they were good, the quest and the conversations, but the way you unlocked conversations were predictable and repetitive.
In Dragon Age my characters lived with each other, in Mass Effect 2 this is completly thrown away. Only certain cutscenes at critical moments in the game tries to build up friendship or anger between certain members. Before that i might have played several hours with different characters, even meeting up with old non-playable friends with Garrus and Tali on my team, only to realize that the enviroment only see Shephard. I might as well play without the two members in the group, it never mattered the way it could have. That Liara totally ignored Tali and Garrus showed me that it's not flawless to try connecting the dots between the games - but it still doesn't explain why Bioware didnt pay more attention to the character interaction with each other. Some key moments, sure,. but it was certainly not a priority. It shows, and it disappoints. I think one of the character mentioned Garrus, when i had him on my team - i noticed it, and liked it - alot. Didnt happend again though...
Compared to Mass Effect, the sequel didn't test the boundaries when you tried to stay loyal to a side. IF you played as a good guy, it wasnt hard chosing the right answer... a difficult choice never occured to me in MF2. There was some points in MF1 that was hard, no matter the side you were loyal to.
And... let's be honest. The playable characters were great, but... and this is a big but(t).... NO ONE wasn't even near being as interesting as Wrex in the first game. I prayed that MF2 would give me the opertunity to have him by my side, but I realize that it would be a complex job.. but probably not an impossible one.
So, Bioware, please... next time, pick up some tips from your colleagues in the Dragon Age-crew, and make Mass Effect 3 perfect by adding more character and group interaction, more in-game dialogue, unpredictable and unlockable dialoges at certain areas etc. Pretty, pretty please with sugar on the top!
Regards,
Chiefo.
PS: You have to excuse my grammar. English is my second language
Modifié par St Fredriksen, 08 février 2010 - 01:09 .




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