Aller au contenu

Photo

Anyone else a bit disappointed? *spoilers*


  • Veuillez vous connecter pour répondre
218 réponses à ce sujet

#176
SurfaceBeneath

SurfaceBeneath
  • Members
  • 1 434 messages

tertium organum wrote...

Did ME2 even set the stage for ME3 ? I don't see it. What in this game is a bridge for what's to come?


Council proves that it will not assist against the Reapers. We learn that the Reapers are coming. We learn that we are going to have to marshel the races that have been forgotten or ignored by the council to combat that threat. We learn that Shepard is a leader capable of uniting people of very conflicted backgrounds and interests in order to face the greater threat. We learn who our best allies are as well as our worst enemies, and find that the line between them might be blurrier than imagined.

And anyone who says that ME2 has a weak antagonist needs realize that the Illusive Man is the most subtle and amazing villain Bioware's ever done. I can't wait to see what he has in store for ME3.

ME1 has a more self contained story arch that carries it from beginning to end. As a part of the middle chapter, ME2 requires to be left on a sorta cliffhanger note, with things at their darkest in preparation for the final chapter. Bioware wisely chose to make this one about our team mates and make the game progress in a series of Anthologies of sorts that made the story character driven rather than plot driven. Through these anthology missions, we learn more about not only the people you've gathered around you, but the universe as a whole that Bioware has created.

The real difference between ME2 and ME1 is that ME2 is subtle where ME1 was overt. ME1 presents a fairly typical epic space opera story mixed with a little Star Map collecting plot point by plot point. ME2 is a much less contained story which goes where it will and requires much more participation from the player to connect the dots.

I'm not surprised some people were disappointed (besides those who set out to hate the game before it even came out).

EDIT: And please stop comparing Mass Effect to Star Wars. It is beyond retarded to sit here plot point by plot point comparing any chapter of the two directly to one another. Different media, different periods... hell, even completely different genres (Fantasy vs. Sci-fi)

Modifié par SurfaceBeneath, 15 février 2010 - 04:06 .


#177
malres

malres
  • Members
  • 38 messages
From my point of view, there are three main disappointments with ME2's story:

ME2 does not progress the overarching series' story of the reapers and their cyclic extermination of galactic civilization.
No loose ends of ME1 are adressed: How will the reapers return? What purpose does the cycle have in the first place?
Eventually, what happens in ME2 is that another reaper agent appears and is dealt with. It ends just like ME1, the reapers are still out there. This time, instead of being told, they are shown.
(To give credit where due, ME2 does progress the stories of Geth vs. Quarians, the Terminus systems and the Krogans, also maybe opened an Asari plot.)

ME2 does not even conclude its own plot properly.
What is a human-reaper? How does it help the reapers in their plan for galactic invasion? Why would it need to be made of humans?

ME2 opens up a whole bunch of new questions.
If the collectors are what remains of the Protheans, then how come that despite an abundance of Prothean artifacts (only think of Ilos) and lots of interest in them (Liara, dig on Eden Prime) and the collectors being known to the galaxy (they are immediately recognised on Freedom's Progress), this connection is not made until somebody attains a DNA sample?
Why did the collectors attack the Normandy 1, kill Shepard and leave the crew unabducted in their sitting-ducks escape pods? Later, why do they set up an elaborate trap and allow Shepard to board instead of just shooting the Normandy 2 out of the sky on arrival?
(Wait, please don't make up reasons. I know it can be explained away. The point is that in a good story, it shouldn't need to be explained away. But the story of ME2 is effects-driven, that's where such artefacts come from.)

Modifié par malres, 15 février 2010 - 04:22 .


#178
Shockwave81

Shockwave81
  • Members
  • 527 messages
Haha, supposedly there's meant to be a 'huge' addition to the Mass Effect series in 2011 - I'm thinking it's the rest of Mass Effect 2. /sarcasm

#179
i7206

i7206
  • Members
  • 97 messages
Did I miss a G8 summit where it was decided that any second chapter in a trilogy was excused from advancing the plot?


#180
SurfaceBeneath

SurfaceBeneath
  • Members
  • 1 434 messages

malres wrote...

From my point of view, there are three main disappointments with ME2's story:

ME2 does not progress the overarching series' story of the reapers and their cyclic extermination of galactic civilization.


We learn that the Reapers farm organic life in order to reproduce. We learn that they are distinctly interested in humans among all other races, likely due to our genetic diversity. Learning the motives of the Reapers is a HUGE progression of the Reaper story

ME2 does not even conclude its own plot properly.

ME2 is an anthology of sorts with 10 self contained storylines all centering around the squad. All of these plots are resolved in a satisfying manner. The overarching story of the second game is not about the Reapers. It is about Shepard, their squad, and the Illusive Man.

ME2 opens up a whole bunch of new questions.

This was done purposely. Traditionally, the second act of a play leaves the plot open for final resolution in the third act.

#181
SurfaceBeneath

SurfaceBeneath
  • Members
  • 1 434 messages

i7206 wrote...

Did I miss a G8 summit where it was decided that any second chapter in a trilogy was excused from advancing the plot?


Did I miss an idiot summit where it was decided that there was only one way to do a trilogy?

#182
Shockwave81

Shockwave81
  • Members
  • 527 messages

Lao Dan wrote...

After playing ME2 once I thought... Okay its a different game,but not too bad.
Halfway through the second game I thought...This just isn't holding my interest.

I finished ME ~10 times. I can't get through ME2 twice.




Occasionally I would find ME1 a struggle, specifically the Noveria missions, but even this didn't put me off like the thought of scanning planets just so my ship won't be destroyed at the end of the game. 

This is another thing that I have a problem with: Why WOULDN'T a player want to upgrade their ship? If other players are anything like me, they wouldn't want to kill their crew unnecessarily, so it makes upgrading the Normandy little more than unnecessary filler. 

There are no visual differences to the ship, no further mention of the upgrades until the end (unless you want to listen to your crew repeating the same upgrade information over and over), and perhaps most importantly, no barriers to completing the upgrades other than having to probe various planets.

It would have been better if you were encouraged to visit out of the way merchants or ship yards to obtain or create the parts required - but no, it's all taken care of by clicking through a menu. The equipment required to create these new components is nowhere to be seen on the Normandy. Perhaps Garrus tacks or smears Palladium onto the existing cannons resulting in a power boost?

Perhaps most ridiculous is the fact that there are only four elements in the entire galaxy needed to complete extensive upgrades to the "most advanced warship" around. 

I felt no sense of accomplishment from performing these augmentations, and my immersion suffered greatly as a result. 

#183
Malckeor

Malckeor
  • Members
  • 122 messages
Yeah, as mentioned earlier in the thread, this is what every trilogy is like. The second chapter is mostly character development/huge cliffhanger at the end. Just look at Pirates of the Caribbean 2... Back to the Future 2... Halo 2... all had huge cliffhangers.


And in terms of twists in ME2, the Collectors being the Protheans was big enough of a twist for me.

#184
i7206

i7206
  • Members
  • 97 messages

Malckeor wrote...

Yeah, as mentioned earlier in the thread, this is what every trilogy is like. The second chapter is mostly character development/huge cliffhanger at the end. Just look at Pirates of the Caribbean 2... Back to the Future 2... Halo 2... all had huge cliffhangers.


And in terms of twists in ME2, the Collectors being the Protheans was big enough of a twist for me.

Ok, wheres ME2's cliffhanger.  Ahh....the reapers are still coming?

#185
facialstrokage

facialstrokage
  • Members
  • 110 messages

Noted Literally wrote...

Now, what you seem to be arguing is that Mass Effect 2 has more interesting characters than Mass Effect 1.  That's one thing, its a good thing, but it isn't development.  The characters don't change in ME2, we learn more about them but they don't grow.  (Exception: my understanding is that pursuing a romance subplot does develop characters, which is good but there are 10 other characters that aren't developed.)  Mordin has a classic do-the-ends-justify-the-means conflict but its a static conflict.  Its one thing to say 'hey I did this thing in the past.'  The test of a character in such a situation is to see, given the same situation, would they do it again?  Without such tests and milestones there is no measurable change in a character.  You can argue with Mordin, but you'll never know whether or not he really feels differently.


Ok, I didn't make my point clear. My fault. What I'm trying to say isn't that characters grow or mature. But rather, you find out more about them as the story progresses. Developing a relationship with a character, you could say. The point is, though, that discovering a character's story and life background has a lot of poignant moments. I think it was these intense moments that made ME2. Like when Mordin contemplates killing his student, or Jack deciding whether killing her former cell mate will really set her free. You simply didn't see the same drama in ME1. The most emotional moment I recall was deciding who to save on Virmire. I remember on Mordin's loyalty mission, you literally had like 3 seconds to save the dude, as Mordin was ready to blast his ass into oblivion. The interrupt system was so well integrated because you weren't totally in control. Mordin really wanted to kill him!! And if you hesitate, he was dead ( I actualy don't know because I saved him, but that's beside the point, as I wouldn't know until my second playthrough). The point is that such a subtle thing as a time limit actually put you, the player, on the spot, and the tension is exponentially greater than simply going through the story, taking your sweet old time, deciding which decision you really would enjoy the most.

It was suspense combined with tension that really took me by the throat in the game. There are more examples where I literally cringed because there was so much tension and drama with your companions. That type of interaction was not available in ME1. And the more you get to know your characters in ME2, the more emotion, drama, and realism you get in return.

To some extent, you could say this doesn't add to the story, but that depends how you define story. If story is simply the plot/ events that go down in the canal of history, then by all means, the story sucks! But look at some of the great books of literature, Grapes of Wrath, Brave New World, Macbeth, etc. It's the experience that counts. The ending of Grapes of Wrath was unforgettable for its emotional charge. Brave New World brought ethical questions into light, and Macbeth connected the readers with the protagonist by put them in his shoes rather than objectifying him as practically all authors before Shakepeare did. Similarly, ME2 is about the emotional, moral, and spiritual sensations it evokes.

Modifié par facialstrokage, 15 février 2010 - 05:33 .


#186
JediMB

JediMB
  • Members
  • 695 messages

Nozybidaj wrote...

facialstrokage wrote...
With that said, I think character development is SO apparent in the game.


You are mistaking character introductions for development.  The only characters in ME2 that had development, that actually changed and grew as characters were Tali, Garrus, and if he was alive Wrex.  Even Shepard didn't have any real growth or change throughout the game.


There's "a lot" (compared to ME1) of actual development through the course of the game. At least, there can be, as most of it is optional.


Miranda became more open about her past, more accepting of herself, and grew to realize that the Illusive Man wasn't as great as she had thought him to be for all those years.

Grunt found purpose, and grew to agree with what his "father" had taught him.

Thane found new purpose, going from suicidal to wanting to take care of his son. He may also finally get over his wife's death and find new love.

Jack softened up a bit after dealing with her past, and romancing her lets her change even more.

Mordin started to doubt his previous moral superiority regarding his work on the genophage.

Samara, despite basically being a Matriarch, developed feelings for someone for the first time since the crushing realization that all of her children were Ardat-Yakshi. This was a very big thing to her, although she couldn't allow herself to act on it.


It's actually kind of funny how several of the characters' development is tied into their statuses as love interests, putting the player in a position where he or she is directly responsible for whether or not they change.

#187
JediMB

JediMB
  • Members
  • 695 messages

i7206 wrote...

Ok, wheres ME2's cliffhanger.  Ahh....the reapers are still coming?


Technically, you only knew that the Reapers were "out there" at the end of ME1. There was nothing to imply that they had any knowledge of Sovereign's failure, or who Shepard was.

ME2 showed us that they are actually on their way back, that they're aware of what has happened, and that they were taking steps to strike at the Milky Way galaxy despite the whole "dark space" handicap.

Modifié par JediMB, 15 février 2010 - 05:31 .


#188
Shockwave81

Shockwave81
  • Members
  • 527 messages

JediMB wrote...

i7206 wrote...

Ok, wheres ME2's cliffhanger.  Ahh....the reapers are still coming?


Technically, you only knew that the Reapers were "out there" at the end of ME1. There was nothing to imply that they had any knowledge of Sovereign's failure, or who Shepard was.

ME2 showed us that they are actually on their way back, that they're aware of what has happened, and that they were taking steps to strike at the Milky Way galaxy despite the whole "dark space" handicap.


I'm wondering if Harbinger knew about Sovereign, considering both were hanging about in the galaxy since the end of the Prothean extinction - maybe longer. I'd assume that the two of them may have even been in contact, but I doubt that the writers will explore this possibility.

Modifié par Shockwave81, 15 février 2010 - 06:01 .


#189
i7206

i7206
  • Members
  • 97 messages

JediMB wrote...

i7206 wrote...

Ok, wheres ME2's cliffhanger.  Ahh....the reapers are still coming?


Technically, you only knew that the Reapers were "out there" at the end of ME1. There was nothing to imply that they had any knowledge of Sovereign's failure, or who Shepard was.

ME2 showed us that they are actually on their way back, that they're aware of what has happened, and that they were taking steps to strike at the Milky Way galaxy despite the whole "dark space" handicap.


Tecnically?  Really?  Did anyone think that the reapers would be forgotten after ME2?

While I am bagging it, I love ME2.  Some of the loyalty/recruitment missions were awesome, but I still would of liked something more from the main plot.

#190
eternalnightmare13

eternalnightmare13
  • Members
  • 2 781 messages
The only thing I found mildly disappointing is that your choices made in ME didn't really have much impact in ME2. Killing Wrex - no consequence. Saving the Council/Letting Them Die - No real change - both councils apathetic. Yeah, alien attitude toward humans changes, but really only on the Citadel. Rachni Queen - you get a brief message which basically says hurry up and wait till ME3 and maybe something'll happen.

Makes me wonder if the choices I make in ME2 will really matter in ME3. 

Brief emails and radio broadcasts don't cut it.

Modifié par eternalnightmare13, 15 février 2010 - 07:06 .


#191
cepapoe

cepapoe
  • Members
  • 94 messages
Adding my two cents on the companions:

I think back now to that moment before the final battle in ME2, where you give the speech to your team, the thought going through my head was "now THIS is my team." I never got that vibe from ME1 at any point really, of course maybe that is because the only characters that had any measure of depth in ME1 were the LI's. I hope the ME2 team are back in ME3 and not as cameos (or at least most of them, some would be sensible to leave like Thane considering his condition or Zaeed considering it was only for the money).

#192
Shockwave81

Shockwave81
  • Members
  • 527 messages
For all my moaning, I'm now going back to play ME2. Hahah, so weak.

#193
SurfaceBeneath

SurfaceBeneath
  • Members
  • 1 434 messages

eternalnightmare13 wrote...

The only thing I found mildly disappointing is that your choices made in ME didn't really have much impact in ME2. Killing Wrex - no consequence. Saving the Council/Letting Them Die - No real change - both councils apathetic. Yeah, alien attitude toward humans changes, but really only on the Citadel. Rachni Queen - you get a brief message which basically says hurry up and wait till ME3 and maybe something'll happen.

Makes me wonder if the choices I make in ME2 will really matter in ME3. 

Brief emails and radio broadcasts don't cut it.


See I agree and disagree. The choices you made in ME1 came up constantly in places like Illium and Citadel. Now, the real problem is that they didn't have much consequence, usually only equating to a single dialogue or something.

However, there's a problem with your decisions having too much consequence. ME2 has to funnel all players, regardless of their decisions, in to the third game on relatively equal footing. There is no way they could have made extremely different consequences in ME2 based on what you did in ME1 and still keep the story "on rails" as it were towards the finale. So the surface acknowledgement of my actions were enough as it were to feel like my game was still uniquely my game that that Bioware was telling me, "Hey, you know all those decisions you made in the first game? Well it's too early for payoff right now... but we remember you made them."

Luckily, a Bioware dev has already stated that ME3 is where our decisions are going to go all out and actually influence the game in a variety of ways. Think of both ME1 and ME2 as set up for the third game, where our decisions start to have a profound impact on the way the story plays out. Lets hope Bioware is up to the task.

#194
kaff33nd

kaff33nd
  • Members
  • 607 messages
Firstly, I must apologise to the OP and all contributors to this thread: I didn't read all the posts, and I'm sorry for that, as this is a great thread with some very well thought-out and articulated posts. However, I can read only so much before my patience wanes and I must post! lol
I agree with many of you, for better or worse, but overall I love this game. I also feel BioWare could have put in a little more effort. I felt that if I wasn't forgotten and left to roam the galaxy at my leisure, I was rushed through it wwith much hand-holding. At times it seemed humanity was in no immediate danger, and at others we were on the very brink of extinction.
My number 1 problem is very different however. I was led to believe (through watching dev vids and trailers) that recruiting my team was dependent on my ability to convince each prospective team member. I thought my choice of words would play a major role in determining who would join me and who would shrug me off.  Instead, it mattered not what I said or how I said it, once I met each character it was impossible for me NOT to successfuly recruit them.
There are tonnes of small things I could nitpick in this game, but that's all it would be really.  But this one issue is a big one for me.

#195
Noted Literally

Noted Literally
  • Members
  • 9 messages

facialstrokage wrote...

Noted Literally wrote...

Now, what you seem to be arguing is that Mass Effect 2 has more interesting characters than Mass Effect 1.  That's one thing, its a good thing, but it isn't development.  The characters don't change in ME2, we learn more about them but they don't grow.  (Exception: my understanding is that pursuing a romance subplot does develop characters, which is good but there are 10 other characters that aren't developed.)  Mordin has a classic do-the-ends-justify-the-means conflict but its a static conflict.  Its one thing to say 'hey I did this thing in the past.'  The test of a character in such a situation is to see, given the same situation, would they do it again?  Without such tests and milestones there is no measurable change in a character.  You can argue with Mordin, but you'll never know whether or not he really feels differently.


Ok, I didn't make my point clear. My fault. What I'm trying to say isn't that characters grow or mature. But rather, you find out more about them as the story progresses. Developing a relationship with a character, you could say. The point is, though, that discovering a character's story and life background has a lot of poignant moments. I think it was these intense moments that made ME2. Like when Mordin contemplates killing his student, or Jack deciding whether killing her former cell mate will really set her free. You simply didn't see the same drama in ME1. The most emotional moment I recall was deciding who to save on Virmire. I remember on Mordin's loyalty mission, you literally had like 3 seconds to save the dude, as Mordin was ready to blast his ass into oblivion. The interrupt system was so well integrated because you weren't totally in control. Mordin really wanted to kill him!! And if you hesitate, he was dead ( I actualy don't know because I saved him, but that's beside the point, as I wouldn't know until my second playthrough). The point is that such a subtle thing as a time limit actually put you, the player, on the spot, and the tension is exponentially greater than simply going through the story, taking your sweet old time, deciding which decision you really would enjoy the most.

It was suspense combined with tension that really took me by the throat in the game. There are more examples where I literally cringed because there was so much tension and drama with your companions. That type of interaction was not available in ME1. And the more you get to know your characters in ME2, the more emotion, drama, and realism you get in return.

To some extent, you could say this doesn't add to the story, but that depends how you define story. If story is simply the plot/ events that go down in the canal of history, then by all means, the story sucks! But look at some of the great books of literature, Grapes of Wrath, Brave New World, Macbeth, etc. It's the experience that counts. The ending of Grapes of Wrath was unforgettable for its emotional charge. Brave New World brought ethical questions into light, and Macbeth connected the readers with the protagonist by put them in his shoes rather than objectifying him as practically all authors before Shakepeare did. Similarly, ME2 is about the emotional, moral, and spiritual sensations it evokes.


If your point is that Mass Effect 2 manages to have a lot more good 'moments' I'd absolutely agree.  But the problem is that while there are those intense points of emotion, they happen and then are never mentioned for the rest of the game.  My issue with the game is not that it doesn't set up strong characters, its that it sets up strong characters and then doesn't do anything with them.  It's all well and good for Shepard to step and prevent Jack from killing the other survivor.  But that's Shepard showing Jack the path to freedom, the question is whether or not Jack walks it, whether or not she can release her past.  And the tragedy is that the suicide mission is the perfect place to test that (ergo whether or not she is able to release her path in the form of her antipathy for Miranda.)  Basically my critique is not that ME2 has weak characters, and its not that it has weak moments.  It's that it has literally the perfect opportunity to demonstrate the real outcome of those missions, whether or not the squad members are able to overcome themselves and prove it to themselves.  And it doesn't.  It boggles the mind.

And your examples kinda prove my point - the reason that Brave New World is important is not just the world it invokes, it's about the reactions of the characters to the differences between their worlds, most dramatically in the form of John, who starts out wanting to experience life in said New World and ends up rejecting it and hanging himself.  Macbeth is entirely about change, its about the transformation of a popular, beloved leader into a cruel and vicious tyrant, and we can point to specific points in each act that demonstrate this change.  And I never read the Grapes of Wrath, but even skimming the wikipedia I can point to the character of Rose of Sharon.  None of these works content themselves to merely exploring the characters at the beginning - the characters change and grow with time, and are notably and demonstrately different at the end.  Hell, Macbeth is noticably different at the beginning and end of each Act!  The moments that impact us are the ones that demonstrate, conclusively and undeniabley, that a character has changed, like Macbeth's breakdown, or John's suicide as his ultimate rejection of the Brave New World.  (Alternatively there are thematic moments, but honestly that's not something I expect from Bioware, that's more Obsidion's forte.)

JediMB wrote...

There's "a lot" (compared to ME1) of actual development through the
course of the game. At least, there can be, as most of it is optional.


Miranda
became more open about her past, more accepting of herself, and grew to
realize that the Illusive Man wasn't as great as she had thought him to
be for all those years.

Grunt found purpose, and grew to agree with what his "father" had taught him.

Thane
found new purpose, going from suicidal to wanting to take care of his
son. He may also finally get over his wife's death and find new love.

Jack softened up a bit after dealing with her past, and romancing her lets her change even more.

Mordin started to doubt his previous moral superiority regarding his work on the genophage.

Samara,
despite basically being a Matriarch, developed feelings for someone for
the first time since the crushing realization that all of her children
were Ardat-Yakshi. This was a very big thing to her, although she
couldn't allow herself to act on it.


It's actually kind of
funny how several of the characters' development is tied into their
statuses as love interests, putting the player in a position where he
or she is directly responsible for whether or not they change.



Miranda does reject the Illusive man, and rather decisively if you
bring her along to the final boss battle.  In fact, now that you
mention it, you're right, that was a very good moment, tied in with her accepting Shepard as a leader.  I'll retract my previous statement that there was no character development, Miranda has changed, although she still has to admit that Cerberus did f'd up things to Jack (and don't tell me that the Illusive Man didn't know, guy has monitering devices up the wazoo in the Normany, why would that other facility be different.)

Grunt begins to find his place, but never really cements it in my opinion.  He's still a hop, a skip, and a jump away from a nihilistic rage.  He should have to choose between a fight for its own sake, and completing a more important objective.  The difference between a flailing fighter, and a warrior.

Thane is also on the borderline.  He's trying with his son, but its still too easy for him to return to his death-seeking.  I'm reminded of Batman in The Dark Knight Returns 'This would be a good death... but not good enough.'  Thane needs a point where he has the opportunity for a good death, and rejects it.

Jack begins to soften up, but she still holds tightly onto her hatred of everything associated with Cerberus.  She has to let that go, too; and she can, if she chooses not to kill Miranda when she has the chance (or Jacob I guess but there isn't the same level of animosity there.)

I'd completely disagree about Mordin, if you thought he was being
morally superior previously I think you're missing the point.  His
crisis of faith was prior to the beginning of the game, his clinic in
Omega was him trying to balance out his actions.  In fact, I don't think he demonstrates even the beginnings of a change in his beliefs.  But he could be given the opportunity to reaffirm them or change them somehow.  A point where by doing some good, he chances a greater evil, a microsm of his previous choice.  And we can see if he makes the same one he did previously.

Samara is broken.  Yeah you have that semi-romance option, but I wouldn't take it to be honest, it seems cruel to me, I think she needs a friend more than a lover.  Leaving that aside for a moment Samara is kinda the opposite of Thane.  Whereas Thane is beginning to climb out of being a death-seeker, Samara as a 'broken and ruined shell' stands on the verge of becoming one.  You could give her the same sort of choice as Thane, although she's a bit more subtle than him and her scene would probably need to be more explicit about why this is a tempting choice for her.  Hell, the romance thing just exacerbates this, its a reminder of what exactly she has to look forward to in the rest of her life: self-denial, and the constant danger of slipping and creating the exact same problem she just 'resolved.'

Basically, all of these characters, including Miranda, enter the suicide mission on the borderline of change, for good or ill.  They've all taken steps towards doing things differently in their lives or philosophies, but haven't yet really committed.  But Miranda is forced into a situation where she has to choose - does she change her views on Cerberus and what exactly is justified in the pursuit of humanity's interests?  And she does.  I fistpumped when this happened, because it was awesome to see the same woman who said 'only time will tell if you will be an asset or a liability to our cause' come around to my point of view.  But the same sort of things should have been done for Grunt, Thane, Jack, Mordin, and Samara.  Or if not all of them, than at least most of them, the ones that stick out as really needing said resolution (Jack probably tops that list).

Then there are all the other characters that could use some sort of conclusion to their arcs.  And, like I laid out in my earlier post in this thread, the perfect place to do this at the end of the game; dramatically speaking its pretty much the only place.  It would, granted, have made the long and exhausting, but it would also be a few hours of nonstop awesome, and watching as the rippling effects of your choices and dialogues throughout the entire prior game come together.  While it wouldn't have made the Reapers any weaker, it would have given the protagonists significant narrative momentum, possibly enough for them to punch out Cthulu.  Maybe.

#196
kaotician

kaotician
  • Members
  • 806 messages
Some thought-provoking posts on here, and I'd like to thank the posters for their contributions.

I've got loads of thoughts on this subject, but at the moment another issue that vexes me is the business of the derelict Reaper, because of the huge number of unexplained issues the fact of its' existence throws up. I can accept that the sentient program in the IFF, realising it had been sequestrated, would send out a signal broadcasting its' location - but if that's the case, why wouldn't it have been recovered earlier by the Collectors/Reapers anyway? It's too darn convenient, and for plotting purposes it would have been much more believable if the IFF had been obtained by the Normandy ambushing and shooting up a Collector ship using its' new guns, by staking out the Omega 4 relay and waiting for them.

Modifié par kaotician, 15 février 2010 - 09:19 .


#197
kaotician

kaotician
  • Members
  • 806 messages

Shockwave81 wrote...

JediMB wrote...

i7206 wrote...

Ok, wheres ME2's cliffhanger.  Ahh....the reapers are still coming?


Technically, you only knew that the Reapers were "out there" at the end of ME1. There was nothing to imply that they had any knowledge of Sovereign's failure, or who Shepard was.

ME2 showed us that they are actually on their way back, that they're aware of what has happened, and that they were taking steps to strike at the Milky Way galaxy despite the whole "dark space" handicap.


I'm wondering if Harbinger knew about Sovereign, considering both were hanging about in the galaxy since the end of the Prothean extinction - maybe longer. I'd assume that the two of them may have even been in contact, but I doubt that the writers will explore this possibility.


I think this makes good sense. Harbinger is in charge of the 'scientific' mission to gather genetic details of the new space-faring races, Sovereign is in charge of the extermination program that kicks in once Harbinger (presumably) has gathered enough. I've said this before, and it still seems true - that effectively the Reapers are just giant parasites, like locusts or similar, stuck in an evolutional dead-end of their own and reliant on the sequestration of other races DNA to induce mutations in their own.

#198
kaotician

kaotician
  • Members
  • 806 messages
I think also that the Reapers are coming specifically for humanity, and believe that they are doing us good by doing so. I think that the extermination programs that occur every so often in the galaxy by the Reapers happen when the Reapers attempt to ascend races that ultimately prove to be incompatible (the Protheans being the last example). The reason for this is clear: if the DNA is not usable by the Reapers, they exterminate those races, to make room for new growth. A galaxy effectively run by the Protheans (or any other singular race) would only stunt the 'new growth', for example humanity, as it appears on the bigger stage. This the Reapers cannot countenance; it seems clear that their whole project is the ascension to a position close to perfection of all possible viable species. Thus, some species achieve Reaper ascension, and are harvested for that reason; others are exterminated, for the reason that their continued existence would limit the possibilities for growth and change of other, more usable species. This is why Sovereign attempted to induce the new Reaping now - humanity, a relatively 'new' species on the galactic stage, has been studied and found sufficiently worthy by Harbinger for a new Reaping to be justified. This is really why the Reapers are coming now - not to destroy us (in their view), but because we excite them - a new Reaper and a new future.

For me, this is some of the things I've gleaned from part 2, so I do feel that the story has been advanced.

Modifié par kaotician, 15 février 2010 - 09:43 .


#199
SurfaceBeneath

SurfaceBeneath
  • Members
  • 1 434 messages
@Noted Literally

But the problem is that while there are those intense points of emotion, they happen and then are never mentioned for the rest of the game.

Each loyalty mission is in itself a somewhat self contained story. The payoff of the developing character is at the end of the mission more than in the game. You usually get one to a few conversations after doing a character's loyalty mission that show their character progression somewhat. While this is somewhat of a pittance, they are on a suicide mission which is (supposed) to be somewhat urgent, so there's not really time to dwell on each character for a retrospective on it.

Basically, all of these characters, including Miranda, enter the suicide mission on the borderline of change, for good or ill. They've all taken steps towards doing things differently in their lives or philosophies, but haven't yet really committed.

This is kind of the point. They're on the borderline, and the decisions that you made in their loyalty missions determine whether they've developed enough to live. We're likely not going to see the big payoff for that until ME3, which they will presumably have time to deal with the actions of the second game.

Then there are all the other characters that could use some sort of conclusion to their arcs. And, like I laid out in my earlier post in this thread, the perfect place to do this at the end of the game; dramatically speaking its pretty much the only place.

Agreed, and if anything I would have enjoyed it much more if the final mission was 5 times longer and had a "moment" for each character to shine depending on what happened during their loyalty mission. We get a few of these depending on who you select for certain duties, but it definitely was not focused enough on that character.

However, while a missed opportunity, it certainly does not make me think the characters are any less strong. Perhaps ME3 can provide more opportunities to show on these characters developed and what that means in terms of the overall story.

Modifié par SurfaceBeneath, 15 février 2010 - 10:14 .


#200
JediMB

JediMB
  • Members
  • 695 messages

kaotician wrote...

I think also that the Reapers are coming specifically for humanity, and believe that they are doing us good by doing so. I think that the extermination programs that occur every so often in the galaxy by the Reapers happen when the Reapers attempt to ascend races that ultimately prove to be incompatible (the Protheans being the last example).


That reminds me...

While one might hypothesize that the Reapers are all built from the harvested genetic material of other species, and that they're built to resemble those species, the fact that all the Reapers seen look more or less the same makes you wonder if that can truly be the case. Your idea that the protheans, just like Harbinger's comments hinted about the turians, krogan, asari and salarians, were seen as unfit for "ascension" would at least explain why there's been no Prothean-Reaper.

But just now I remembered an entry from one of the planets I explored in ME2. Turians, I believe, had found remains of a spaceship that seemed outfitted for a race of "horizontal creatures". Could that ancient race have become the basis of the Reapers we've seen?

Modifié par JediMB, 15 février 2010 - 02:19 .