Why ME 2 felt disappointing
to me, Part 2.
After getting the controls right, I relaxed and sat back to enjoy the beauty of the graphics in ME 2. My Shepard looked beautiful, even more than she had in ME. I missed the old scars and didn’t quite like the new, glowing ones, but I could understand how that could have happened given that I had just been brought back from the dead. I loved it that the avatar I controlled in-game was high-res and looked a lot like the even higher-res Shepard in the cutscenes, giving a better sense of continuity between the parts of the game that I controlled and the cinematic cutscenes than ME had ever achieved.
As I saw more of the cutscenes, I realised how amazing the facial expressions were. The teeth were the only thing that didn’t look quite right, and some animations were a bit awkward. But the facial expressions and, especially, the way you could tell what a character was feeling by just looking into their eyes,
that I thought was amazing, and I fell in love with the graphical quality and the excellent modelling of ME 2.
So yes, there were things that I liked about ME 2 and that I consider improvements with respect to ME.
But somehow, the story failed to grip me from the very beginning. I never took the mech attacks on the Cerberus facility seriously. In all honesty, I thought it was a drill to check whether I had regained full use of all my faculties and skills and was ready to resume fighting, a mere evaluation run to test extensively whether the Lazarus project had been a success. Only towards the end of that opening level did it hit me that the attack had been real. Why hadn’t it
felt real?
And speaking of skills… Why did I have so few? Where had all my old skills gone? And why couldn’t I access them by pressing “U” any more? Wait, the “J” key wasn’t working either, and neither were “I” or “M”… Wait a minute… Where
was my inventory? And why didn’t I have a map to help me explore? But this was the opening level, with the tutorial stuff going on… Maybe the inventory and the map would be available later on, after they had been explained by the tutorial.
Speaking of which… had there ever been a tutorial in ME? Hmm… couldn’t remember, but if it had been there, it certainly hadn’t been as present and immersion-breaking as this stuff flashing on my screen and the constant reminders by Miranda and Jacob of what I was supposed to do next. After the opening scene of ME, I had been free to explore the Normandy at will, before and after talking to Captain Anderson. Only a discrete note in my journal reminded me that, sooner or later, I was supposed to meet the Captain in the comms room, and talk to Joker to set course to the Citadel after that. But nobody and nothing had been pushing me to do so. Back to ME 2: What was that deck of bright orange vignettes popping up on the right side of my screen and making distracting sounds? Oh, right… they had the same function as the pleasantly discrete HUD notifications in ME. But wait… what the heck…? Loading screens? And later… Mission Complete screens??? “Press F to end the mission”????? Right, I was playing a game, and I was to be reminded of that fact all the time. Good-bye immersion.
But all this has been discussed at length before by others. I’ve read through the first 60 pages of this thread before starting to post and I’ve seen these issues brought up by many over and over again. I agree with those who feel that elevator rides were vastly preferable to loading screens in that they didn’t violently pull you out of the world and the story the way that loading screens do. The same holds true for walking in and out of the Normandy while docked. The “decontamination in progress” or “equalizing pressure” messages, and the military-protocol-ish ones like: “Logged: the Commanding Officer is ashore, XO Presley has the deck” felt very realistic and kept you in character and in the world. It all felt right. My huge thanks to Bioware for their great attention to detail!
I eventually got over the loading and mission complete screens. I even accepted the lack of an inventory. By reading through many posts here I’ve realised that I belong to a minority of people who actually enjoy managing inventories and finding, equipping, buying and selling stuff. To me, it definitely added to the game. I was genuinely thrilled when I first saw that Stiletto (IV or V, I’ve forgotten) in the salarian vendor’s assortment on Feros. Feros was the first planet I visited and me and my party still had our Kesslers and other very mediocre weapons at the time. We had to leave Feros without the Stiletto for lack of credits, but I promised Kaidan I’d buy him that pistol as soon as I could afford it… and I kept my promise! (I was using mainly my assault rifle, so the fancy pistol had to be for him.) Kaidan stuck to that pistol for a long time, even long after we had found and bought better weapons. This is just one way in which the inventory helped me role-play and get immersed. I never felt the same thrill about the upgrades I found or bought in ME 2, but I eventually learned to live with the new system, and got over it. I even bought a few fish for my excessively luxurious cabin on the SR2.
But there were a few things I never got over, and those were the things that kept reminding me that ME 2 was just a game. I’ll start a new post for those, this one has gotten long enough!
Modifié par Arwyl, 23 mai 2010 - 10:02 .