ME 2 just didnt blow my mind. While I still loved it...Heavy Rain did what Bioware should have done.
"Mass Effect 2 was a game about choices. Yes, it
did have aliens, a plot to shake the universe on its very foundation,
sex sequences, and an epic soundtrack to tie it all together. But
ultimately Mass Effect 2 completely hinged itself on the decisions
commander Shepard made. The alliances you chose, the romances you
engage in, and even your save file from the last game all played a role
in shaping the storyline that unfolded till the very end. However,
while Mass Effect 2 did keep many of its promises there was one really
powerful storytelling element that was all but absent from the
gameplay. Something that Playstation 3's exclusive Heavy Rain has in
spades.
Giving decisions to a player and then telling them that they will
experience the full weight and consequences of their actions is a hefty
promise to make. For a consequence to be experienced, the player needs
to genuinely care about the characters. Mass Effect 2 never really gave
me the chance to love my team. Sure I collected them, met them, learned
about their hobbies and sexual preferences. In some ways I became
attached, more for their combat usefulness than anything else though.
The most interesting characters are received late in the game (spoiler and spoiler) and they aren't covered nearly enough, while the useless
predictable eye candy hovered about for no particular reason at all
(spoiler and spoiler). You learn about them through forced conversation
that only sometimes seem to flow, and it's only through the game's
cutscenes that characters really seem alive.
As far as character development goes, Heavy Rain is everything that
Mass Effect 2 should have been. Players are given the chance to see
some history and background into the lives of each member of Heavy
Rain's cast, they're given the opportunity to develop a bond with each
character. The difference between Heavy Rain and Mass Effect is pacing,
and while being a semi-linear storyline gives Heavy Rain a bit of an
advantage, there are things that the RPG genre could learn from
PlayStation's Interactive Drama.
After all, what good is having to 'face the consequences' if the only
consequences you'll have to face are at the very end of the game?
Forcing characters to make tough choices early on, to live with
mistakes sooner in the game creates more of an attachment. If players
know they aren't really going to have to worry about things until the
very end of the game, what's the point of giving choices to begin with?
You might as well stick a button at the very end of the last boss fight
that asks 'would you like the good or bad ending?'
Heavy Rain succeeds in this because it is a game defined by your
decisions. From the most mundane aspects of your life to the more
complex ones Heavy Rain will always trudge onward. Some of these
choices effect the end of the game, others only change the mood of
individual scenes, but either way the player is forced into an
emotional connection with the characters and that's a good thing. Most
of my crew in Mass Effect I found simply talking to just to see if they
had anything new to say not because I was genuinely interested in what
they had to say. The difference is like night and day, and that's not
to say that Bioware made a bad game. They just left relationships too
open, and as a result made them less intimate.
Now obviously these are two extremely different games being compared,
but both of them have made similar promises. Would Mass Effect 2 been
better if attacking the spoiler was put on a strict timetable? What
about if character deaths meant more? Or if alliances were more
susceptible to break, or harder to gain trust-wise? I feel the game
would have been absolutely perfect if just for a little more of
everything. Take some of that 'decision wheel' script and break it up a
little bit more, feed me more information aside from when I'm forced to
go to Life Support to see if maybe Thane wants to talk. Sure it was
nice to be able to do things at my own pace, but a little more drama
would have made the experience all the more worthwhile."
http://www.gaminguni...iled--1108.html
Modifié par whatup5656, 27 février 2010 - 06:14 .




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