Noted Literally wrote...
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.)
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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.
I feel like we're not even on the same page anymore. Let me put it this way. If this were an essay, this would be my thesis:
What sets ME2 apart from other games is that its story is both immersive and multidimensional.
I still don't understand your obsession with having a recursive end to each character's story arc. Their loyalty missions are stories in and of themselves. Their loyalty is implicitly reflected in the last mision, i.e. whether they survive or not. But the loyalty missions themselves are personal. If you look at the story as a linear progression of the suicide mission, then there's really not much going on. But like I mentioned, the game is about the crew. It's about the adventure, everyone and everything that happens between Shepard's ressurection and the last mission. Bluntly, the game isn't just about stopping the collectors. It's about Shepard and everyone he encounters, kills, and falls in love with. One of the reason Bioware makes such great games is the character immersion. The game places the player in the shoes of the character better than most other game out there- that was the Macbeth reference I alluded to, i.e. the style Shakespeare presented his character, not the character's actual development, sorry for being unclear. And hence, the heart of ME2 isn't simply: stop the bad guys. You can get that from any other game. It's developing relationships: getting to know your teammates and having them open up to you. It's about making heart-wrenching choices, and not for the consequences, but the actual experience of being there and making it. And lastly, it's about stopping the collectors, but that's not to forgoe the other two.
Modifié par facialstrokage, 15 février 2010 - 06:20 .





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