Pocketgb wrote...
iakus wrote...
But seriously, character interaction is also excellent in a Bioware game, and it often ties directly into the plot. But as I said before, it blew up in ME 2. Yes, the characters are interesting, and i would have liekd to get to know some of them better. Problem is it wasn't done well enough. The emotions feel so artificial, constructed for the sole purpose of advancing the plot:
Artificial?
They may not serve much purpose to the plot (in fact the only thing that made many of their sidequests 'plot-related' was their 'loyalty') but I can't really agree that they felt artificial. Some weren't as deep as the rest, but there were plenty of poignent and awesome moments. This post sums it up best. My personal favorite is Garrus' loyalty mission. Just the zoom in on his face, the conflict in his expression, it was just gorgeous.
Bioware is known for making some incredibly strong and memorable characters. I've felt like I've experienced some of the best in ME2. This post pretty much summed up my feelings regarding this.
Exactly.
They get to shine in their loyalty quests (mostly). Then when it's over they turn back into a pumpkin. Barring a conversation or two or to fling themselves at you for a romance. How often do they get to comment on a mission that doesn't direclty concern them?
iakus wrote...
A few conversations and one quest and we're now best buddies with the squadmates? Minds totally clear, they are unquestoningly loyal, The potential LIs are throwing themselves at you. Bioware has done better than that in the past.
I agree that "loyal" was a bit too strong of a word. For some characters, mainly ones achieved in the later part of the game, it did indeed feel a bit too forced to use that term. But instead I viewed a character being "loyal" to you as them having faith in your abilities, and having faith in the mission.
This made sense to me. If you just recruited them as a merc and didn't care about them as a person, nor help them with relatively personal issues, they'd have a greater inkling of doubt - and that can make all the difference between success and failure.
{/quote}
I agree that helping out your squadmates and learning about them makes sense to boost confidence and earn trust. What doesn't amke sense is that it's such a binary equation. Especially in a game that's supposedly an rpg. (Excuse me "rpg/shooter hybrid") Gaining loyalty should be a far more gradual process, with several opportunitiees to accelertate, slow it down, or copletely blow it. As it is, it's "solve my family crisis and I'm yours"
Pocketgb wrote...
In regards to the LI's, they've always been forced in the series. They all lead to the same conclusion at the same pace, and that pace always felt largely rushed. Liara's my favorite example in this: two conversations in and she's already wondering why she feels "so close to you" (granted this can be understandable based on the mind melding, but it certainly doesn't help the case).
I felt that LI's were handled better in ME2 not just because of the amount of choices, rather that there feels like there's a bit more development involved for (a few of) them. Miranda has been studying you and helping you for a large amount of time, so coming upon such a connection is more plausible. The best examples are Garrus and Tali - and this isn't because I'm a fanboy for both of them (xP) rather that there's much more history between you and them.
Can't coment on Liara. I always went for Ashley in ME 1, and I never felt it was particularly rushed (of course, it was always my assumption that the entire game took place over the course of several months to a year) There was banter, flirting, learning about her suspicion of aliens (never thought she was racist, just suspicious and a bit ignorant) hearing about her family. Could have been better. Could have been a ot worse too. In ME 2, I have to start fending off advances as soon as I do te loyalty missions.
Yeah Garrus and Tali make te most sense, given they already knew you and have traveled extensively with you.
Pocketgb wrote...
iakus wrote...
Your old contacts from ME 1, with only a couple of exceptions either don't care that you're alive, or think you're a traitor for working for Cerberus. How'd that happen? How's that at all realistic. The hero of the galaxy showing up alive and well in the Presidium should cause a MAJOR stir. Especially if you get your Spectre status back.
The minor npcs sure seem to care you're back though How did all these people get my email address?
Once again:
"PLOT HOLES...
PLOT HOLES EVERYWHERE"
At least a few of the e-mails are actually really good reads, Han Olar's being my favorite (poor guy...) The one from the escaped convict is surprisingly unnerving as well.
Yes. Plot Hole. Big one too.
Good reading aside, however. How did they get the address? Or is Bioware taking the cheap way out in saying "look at how many of your choices we recorded"?
Pocketgb wrote...
iakus wrote...
It seems that with the exception of Miranda and Jacob, no other squadmate is aware that you have picked anyone else up for the suicide mission. In a "build a squad" game, there needs to be intersquad dialogue. If Bioware didn't have the time or resouorces to do that, they should have gone in another direction. The lack of it is really immerson breaking. We don't necessarilly need "dragon Age" levels of involvement (though that would be really nice) but c'mon! There's twelve people here, talk! Share war stories! Argue!, Hit on each other, even!
Agree completely. Given possible circumstances, though, I'm not displeased. Check out Cachx's post at the top of this page.
Afraid I'm gonna have to be displeased. Given what the story is supposed to by about, they left out what is probably the single most important ingredient. If the game was supposed to be about hunting down the Collectors, or finding ways to stop the Reapers, or bringing peace to the Terminus Systems, fine gotta spend the resources on other things. But building a squad and gaining its loyalty screams "We need character development"
Modifié par iakus, 19 juin 2010 - 06:16 .




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