SkullandBonesmember wrote...
Why does story have to take a
backseat to combat 100 percent of the time? WHY CAN'T we have more
games like Heavy Rain?
Because I'm a
dumb, dumb console user who only wants "sploshuns" in his games, obviously. Just saving you some time here, that's what you wanted to hear and you're obviously not the least bit interested in a productive exchange of opinions.
You're welcome. Feel free to write "sploshuns" a couple more times in response to this since you enjoy saying that so much. Yawn.
iakus wrote...
Actually, yeah. I would say they were that disconnected "Shepard needs a squaddie" is pretty much the only common thread through all the recruitment/loyalty missions. Once you have them, the rest of the squad barely acknowledges there's someone new on board (I think only Joker and Kelly Chambers have anything to say about each one)
My point was that they're all ultimately set in the same world and feature the same main character, so they're not quite as disconnected as short stories in an anthology, but every analogy fails if you pick it apart too much, and I thought your general point made sense.
Is one better than the other? Personally, I prefer novels, big epic stories. But I can see the appeal of shorter stories. The big problem here was ME 1, the first in a trilogy, and thus the one that sets the stage, was a novel. One would expect that a sequel would follow the same format.
I dunno, I think if the story followed the same format too closely it might become predictable. Not in the sense that you
know what is going to happen, but
when - if the dramatic structure of a sequel is too similar to that of the first movie/game/whatever, people tend to see the strings. One thing I thought actually worked well in ME2 was how the main story missions seemed to trigger out of nowhere on my first playthrough, whereas in ME1 I was constantly told it was absolutely imperative that I did them as soon as possible, but I could actually fart around and do whatever if I wanted to.
I also think the more compartmentalized story structure just works better for a videogame. The question here, again, is whether or not ME2 overdid it. You think it did, I think it came close but didn't - we've gotten as far as working out exactly where we disagree and now we're starting to go in circles.
Think back to other stories, be they books movies, whatever. Lord of the Rings. Major League, The Magnificent Seven, heck Justice League even. The cast interacts with each other. They bond with each other, not just the leader.
There wasn't much of that in ME1 either, though. Three of the squadmates were actually standing in the same room most of the time and never said a word to each other. There was a bit of interaction in the briefing scenes and in the elevators, but ME2 actually has more than that if you add up the three post-loyalty mission scenes (Miranda/Jacob, Miranda/Jack, Tali/Legion) and the various possible interactions during the Suicide Mission briefing. The problem in both cases being that the relationships don't develop, of course.
Modifié par spacehamsterZH, 06 juin 2010 - 10:18 .