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Disappointment With Mass Effect 2? An Open Discussion.


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#6601
Iakus

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Felfenix wrote...

The people you recruit in ME2 are the best in the galaxy at what they do, except Jacob, he's just kind of a random dude in the right place at the right time. You could have just as easily ended up with the engineer doctor instead of him or just not even encountered him. He's good, like ME1 squadmate good, but nothing special. Mordin has more of a role in ME2's story than any squad mate in any game had in any story. Most of the characters in ME2 play as much role in the "main story" as you give them (I'm talking about the special roles: biotic/leader/etc). I could go over why each individual squadmate is someone worth recruiting (Jack being best human biotic, Thane being best assassin, etc.) but you either payed attention, or shut your eyes going NONONO. The loyalty missions, as well as the characters, had big impacts on themselves, the galaxy, and the mission. Legion's loyalty mission, for example.


Yeah, the people you recruit in ME 2 are more super-heroes than soldiers, complete with costumes.  Jacob is the token "vanilla mortal" and even he just needs a cape and cowl with all that spandex he wears Posted Image  This, I think is part of what leads some to call them cariactures.  Jack's not just a biotic, she's the most powerful biotic, EVAR!. Mordin's no ordinary scientist, he's so brilliant he found and manufactured a cure to a Collector plague using just the facilities of a free clinic!  Grunt's no ordinary krogan warrior, he's the genetically engineered superkrogan!  Interesting characters, but maybe they could have dialed the "specialness" down to an 11, maybe?  Or at least give them capesThe characters in ME 1 are all "extraordinary, but mere-mortal" The only thing that really puts them a cut above the rest is they believe in the threat Saren poses.  To me, that makes them even more "heroic"

Aside from Mordin, Legion, and Tali's loyalty quests, I fail to see how any of them are going to significantly impact ME3.  If the Hugo Gernsback, Teltin Facility, or Kolyat  end up being important somehow in ME 3, in a way that makes sense, I'll be extremely surprised

Felfenix wrote...

The loyalty missions ARE the game... well, and the suicide mission. I'd have loved if there were more opportunities for the characters to use their abilities not for mundane things like hacking a box, but for entegral rolls in a mission that utilize their abilities, like in the suicide mission. It was very cool having a use for a biotic, a leader, and tech. I just wish that kind of thing was used FAR more in the suicide mission, and in other missions as well.


On this, we can agree.  I judt wish the character development forthe squadmates wasn't all wrapped up in a dozen little boxes and instead spread over the course of the game.

Felfenix wrote...

More changes than any of your choices in ME1. I fail to see how ME2 was some massive step backwards. What exactly is this complexity and difficulty of choice and decisions you claim to have been lost in ME2 that existed in ME1? Choosing Ashley or Kaiden had no "major effects" other than having Ashley or Kaiden. Who you choose makes no difference other than having that character around. As for the recruitment and loyalty missions not advancing the plot, the story of the game was about the characters (whereas your squadmates in ME1 were essentially irrelevant to the story) and forming a squad for the final mission, making decisions that affected them greatly enough to change their personalities or cause them to falter in battle. I guess you need an obvious plot with lots of explosions and key jingling, along with the same overdone formula of "Visit 4 places, then kill villain." As for how you dealt with Wrex having an effect? Howso? You choose to kill him, or not, and his personality, opinions... nothing at all changes other than him dying or not, and he has no role in the plot even if he survives, other than just being along for the ride.

I haven't noticed any personality changes with your ME 2 squadmates after doing their loyalty missions.  Jack's still homicidal. Garrus is still doing calibrations, Miranda's still arrogant, Thane's still brooding.  Jacob's more cheerful, but that might be because by the time I get to his loyalty mission's the crew's nearly full and most of the loyalty missons are done. 

The effects of the loyalty mission, when you get down to it, have no greater in-game effect than how you deal with Wrex.  In this case, there's twelve of them instead of just the one.  I'm all for a story about building a squad and earning their loyalty, I fail to see how you affect them outside of 1) a new costume 2) a new power) 3) an immunity to death unless Shepard does something stupid in the Suicide Mission.

The problem with the choices in ME 1 (like Wrex surviving or not) was the promise that these choices would have an effect later on.  THere may not be an immediate impact, bu oh, there waould be consequences.  Well, these consequences have yet to be delivered, and have in fat been swept under the rug.  Another reason to be anoyeed with ME 2


Felfenix wrote...

Except there was only one suit of armor for everyone in ME1, it just came in different colors that you couldn't select at will. If you think the only unique thing about the weapons in ME2 is their appearance, you're simply wrong. Test all the assault rifles, and see for yourself. You're insane if you think ME2 had an inferior customization for at the very least Shepard? One suit of armor? There are a bunch of suits, such as the DLCs, along with a ton of customizable pieces that have customizable effects (instead of just being generic linear upgrades) and unique appearances. You could dye the armor, mix and match looks, stats, etc. You didn't have nearly as much choice or even options in ME1. Don't be blind.


If Bioware fully fleshed out the modular armor, and provided it for all squadmates, I'd be perfectly happy with that.  Now if they could just make modular weapons...

Felfenix wrote...



I guess it's a quality vs quantity thing. I'd much rather have a handful of careful made and unique missions, than two dozen missions that are exactly the same, on worlds that look exactly the same, with not even much of a mission.



Problem is, that's exactly how I see most of the missions in ME 2, not just the N7 missions.  "run up and down corridors killing everything in sight"  Why?  Either to recruit supermerc or solve supermerc's family issues.  The story might be progressing, but it feels like you're doing the same exact thing over and over, just with different mercenary groups as the target of your righteous wrath.


Felfenix wrote...


ME2 should definitely have had more N7 missions. At least one in each system. Having so many systems with nothing really in them except minerals and planet info was underwhelming. I prefer when gameplay elements tie together, like scanning a planet leading to an actual mission.


More N7 missions and longer, more challenging ones.  Most of those missions were so brief and so dull (land, kill everything around the shuttle, leave) that you could blink and miss any attempts to be innovative.



I miss the elevators, and maybe group dialog more Dragone Age Origins style could/should be implemented in ME3. I didn't like the "click location" thing. I'd also love if there was more squadmate interaction that didn't revolve around Shepard. ME2 started on the idea a bit with the squad fights, but didn't take it anywhere near far enough. I wouldn't like more angsty arguements, but squadmates maybe forming relationships with each other instead of just being there for Shep, or other interactions/scenes/dialog would be great. The arguements in ME2 were a great idea though, but would have been better if it was more like an Ashley/Kaiden choice instead of "Hahaha! Paragons/Renegades don't NEED to make real choices!" like with Wrex.



Careful, you're starting to sound like me Posted Image

Felfenix wrote...

You don't seem to be willing to open your mind and even consider any possibility other than ME1 being perfection and ME2 being some inferior blight in every way. Is this a discussion on how to improve the series, or just a blind one-sided hate thread, where anything you say is wrong with ME2 is law and no one is allowed to say, think, or feel different?


Okay, this is less like me.

Felfenix wrote...
[b]Interestingly, if you look at your own polls in your own "I hate ME2!!!" topic, most people weren't "disappointed" with ME2 and actually prefer it over 1. It's not the paragon of perfection, end all be all game, but it's definitely been a step in the right direction. Of couse, there are some terrible experiments in ME2 (planet scanning was not fun at all, to me and most people) and things in ME1 most would like to return in some way, but don't try to act like ME2 was a failure or a step in the wrong direction. It wasn't perfect, no game is, but it was a step in the right direction.


From the polls I've seen here do show that a majority of the people liked ME 2 over ME1.  However, a substantial minority prefer ME1.  The question is, is that minority enough to make Bioware pause to consider if they are going in the right direction, if it's worth alienating that group in favor of the "tyranny of the majority".

#6602
Lusitanum

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[quote]tonnactus wrote...

The most challenging enemy is exactly one that could kill the player in one hit. And at least bosses should be able to do same as shepardt could do with his biotics,tech powers and guns. I played through this game with all classes.There isnt any "challenging way to use skills".

Its basicly paper ,rock,scissors. [/quote]

Because we all enjoyed having to replay the same sequences over and over again due to the AI being able to kill you instantly while they could take loads of shots to the face or even fully regenerate themselves after being killed. Yeah, that's a challenge. It's a challenge not to just drop the game entirely and go do something else, but it's a challenge.

[quote]tonnactus wrote...

Thats is only your opinion and not more. [/quote]

Websters Online Dictionary's FIRST definition of the term

Noun
1. A demanding or stimulating situation; "they
reacted irrationally to the challenge of Russian power"

"Demanding or stimulating" does not mean "cheap and unfair." And that's not an opinion, it's a fact.

Kindly stop talking about things you don't know anything about, would you?

[quote]tonnactus wrote...

Then explain why they took this out now when they "know" or the player could advise them to do this at different places.[/quote]

Again, does anyone have a translation handy? "when they "know" or the player could advise them to do this at different
places"? What verb tense is that?

[quote]tonnactus wrote...

The difference was the bigger amount of powers to choose and point to put.So i could max liaras stasis and kaidans medicine skill. And tell: For what you need heavy pull and what could it do pull field couldnt except the little more 3 ses duration it have.[/quote]

Oh, so know you're taking into account that you could max one power with one character and another power with another?  Then does that mean that you're dropping your claim that Grunt and Jacob do add variety because you can just NOT take Incendiary Ammo with one in favor of maxing another skill? Because that would totally make them even more distinct from one another and totally obliterate your previous complaint!

"I max Grunt's Concusive Shot and leave Incendiary Ammo to Jacob! Also, I max Samara's Pull and leave Jack with full Shockwave!"

There, point refuted.

Also, why do I need Heavy Pull instead Pull Field? Because then I can take out harder enemies with more ease. It's an increase in 33%, that's quite significant AND, it means that I can start pulling another enemy while the first one is still in the air.

Of course that, since MORE THAN ONE CHARACTER has Pull, I can just max two characters with different Pulls according to the situation I'm facing. Unlike in ME1 where Wrex, Liara and Kaidan pretty much did the same thing if I just wanted a Krogan repellent.

[quote]tonnactus wrote...

It has the same multiplier against armor like warp.(2x) And on insanity,the duration of powers is reduced so warp did even more damage.[/quote]

Which is exactly what makes it different from Warp. So thanks for refuting this statement:

[quote]tonnactus wrote...

Not even their special powers are
varied.Reave is just an dot version of warp with an healing effect for
the biotic.[/quote]

That one was easy. :D

[quote]tonnactus wrote...

All that is needed is the squad version of the ammo powers. Its completly irrelevant if someone have a similar power that he/she could cast only every 12 seconds anyway.[/quote]

Yes, because there's really no point to giving a quick drain to your enemies defences. Especially since it takes quite a while to get a character to get Squad Armor (unless you devote him solely to levelling up that power, and even then you have to get to level 5). Nah, you just want to have that nice Incinerate there doing nothing instead of using it, because you have to wait a few seconds to get another shot at a power that drains most Armors in one use. So it just sits there, unused, while you employ other powers that are much less effective.

That's a brilliant tactic, congratulations.

[quote]tonnactus wrote...

Benefits? Yes. Necessary? Not even on low levels like it seems.[/quote]

Yeah... that's kind of the whole point of a game: it still allows you to beat the game even if you don't use the optimal choice for even single encounter. Same thing with an Infiltrator without Warp Ammo: you can still beat the game just fine without it, but that doesn't mean it wouldn't help.

I do love when you refute your own points :D.

[quote]tonnactus wrote...

Shiala clon used warp and throw.
Benezia uses stasis and a warp-throw combination.
Asari commandos
used throw,warp and lift the cover.

Rachni broadwarriors used
warp and stasis. The krogan battlemaster on therum used warp and throw.
When he charged,he aways prepared that with a blue ball that dont knock
shepardt and his squad down,but reduces the healthbar slightly.(this was
one effect of warp that was visible)

Batarian
shocktroopers.Warp.

Geth hoppers: Sabotage, destroy
shields with overload, damping, poison.(lifebar became green)

Husks(tech
enemies too): Electric blast.

Salarian engineers in Talis rescue
mission: Overload and sabotage.

Balak and the batarian
engineers: Damping(green animation on shepardt body and/or his
squadmates) ,overload, sabotage , neural shock(squadmates went down and
lifebar became green)

One crime boss in the helena blake mission
was a tech: Damping,sabotage,overload, neuralshock.[/quote]

And those are all odd encounters that happen now and then, not really something that you can say "enemy biotics usually act like this."

[quote]tonnactus wrote...

[quote]lazuli wrote...

The loyalty missions, to me at least, make a lot more sense than searching spacemonkeys for modules when you're supposed to be tracking down a rogue Spectre.[/quote]

But it make so much more sense to solve daddy issues of people who should be professionals but were not when the galaxy is in danger. Sure.[/quote]

No it doesn't. You need everyone at their peak efficiency, so it's only natural that your squad members would seek some closure when they're going into a freaking suicide mission so that they won't have anything else on their minds when they go to face the most dangerous mission they've ever faced! 

So yeah, closure for people who expect to die is a lot more relevant when compared to chasing space monkeys in order to find Saren.

Modifié par Lusitanum, 27 juin 2010 - 08:06 .


#6603
Onyx Jaguar

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I agree with Lusitanum, it was trial and error gameplay at its worst and balanced horrifically. They should have had those units in ME 2 but I do not miss them if they could not find a way to balance them to make sense.



I mean this reminds me of the grenade spam of WaW. Sure it made it more challenging. But its dumb game design that should be either cut out or completely re-worked. Its only saving grace is that in ME 1 it doesn't happen that often, but when it does happen I really enjoy reloading that checkpoint.

#6604
tonnactus

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Lusitanum wrote...


Because we all enjoyed having to replay the same sequences over and over again due to the AI being able to kill you instantly while they could take loads of shots to the face or even fully regenerate themselves after being killed. Yeah, that's a challenge. It's a challenge not to just drop the game entirely and go do something else, but it's a challenge.

Then you make something wrong. This is not the fault of the game. I guess you mean krogans.All dot ammo prevent the krogan rebirth.



tonnactus wrote...


"Demanding or stimulating" does not mean "


What it means and what not is different for every player.Again,this is your oppinion,not that of all people.


Again, does anyone have a translation handy? "when they "know" or the player could advise them to do this at different
places"? What verb tense is that?


If you use your brain this is easy. They-the game designers.
And now,at least this was claimed,the ai is better and know when to take cover,right? Why bioware took out the snipers then?


Unlike in ME1 where Wrex, Liara and Kaidan pretty much did the same thing if I just wanted a Krogan repellent.

What is the difference know? Every biotic power except reave and warp disable enemys.

tonnactus wrote...

It has the same multiplier against armor like warp.(2x) And on insanity,the duration of powers is reduced so warp did even more damage.

Which is exactly what makes it different from Warp.


Who cares about minor differences that dont even change the gameplay? With or without reave,samara didnt die less.

Also, why do I need Heavy Pull instead Pull Field? Because then I
can take out harder enemies with more ease. It's an increase in 33%

9 seconds is the duration of pull field. 9 seconds is the recharge time for squadmates.With their class talent and the biotic upgrades the recharge time went down at 5 seconds.So what is possible with heavy pull is possible with pull field too.



Yes, because there's really no point to giving a quick drain to your enemies defences. Especially since it takes quite a while to get a character to get Squad Armor (unless you devote him solely to levelling up that power, and even then you have to get to level 5).

Not with a level 60 import.Then this is available after freedoms progress.

And those are all odd encounters that happen now and then, not really something that you can say "enemy biotics usually act like this."


Geth hoppers exist in every main mission.2 biotic are bosses in main missions. Saren is a tech enemy at the end.
All listed abilities are used by them.D



tonnactus wrote...

No it doesn't. You need everyone at their peak efficiency, so it's only natural that your squad members would seek some closure when they're going into a freaking suicide mission so that they won't have anything else on their minds when they go to face the most dangerous mission they've ever faced! 


I would search better people for the mission then.When the reapers win,it doesnt matter anyway if mirandas sister got rescued or not. This should be enough motivation to stay concentrated.

Modifié par tonnactus, 27 juin 2010 - 10:02 .


#6605
tonnactus

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Onyx Jaguar wrote...

I agree with Lusitanum, it was trial and error gameplay at its worst and balanced horrifically. They should have had those units in ME 2 but I do not miss them if they could not find a way to balance them to make sense.

I mean this reminds me of the grenade spam of WaW. Sure it made it more challenging. But its dumb game design that should be either cut out or completely re-worked. Its only saving grace is that in ME 1 it doesn't happen that often, but when it does happen I really enjoy reloading that checkpoint.


Do you mean snipers? The red laser was enough warning.Fallout 3 enemy rockets from great distances was an other thing.

#6606
Pocketgb

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tonnactus wrote...

Pocketgb wrote...


Weren't ever used by the enemy (unless you count that cutscene on Noveria). Biotics just threw a generic 'biotic ball' that knocked you down for a moment if it hit you.


Shiala clon used warp and throw. Benezia uses stasis and a warp-throw combination.
Asari commandos used throw,warp and lift the cover.

Rachni broadwarriors used warp and stasis. The krogan battlemaster on therum used warp and throw. When he charged,he aways prepared that with a blue ball that dont knock shepardt and his squad down,but reduces the healthbar slightly.(this was one effect of warp that was visible)

Batarian shocktroopers.Warp.

In regards to enemy engineers, did they even ever do anything besides just overheat your weapons? If you've got a source proving otherwise it'd be great to see.


Geth hoppers: Sabotage, destroy shields with overload, damping, poison.(lifebar became green)

Husks(tech enemies too): Electric blast.

Salarian engineers in Talis rescue mission: Overload and sabotage.

Balak and the batarian engineers: Damping(green animation on shepardt body and/or his squadmates) ,overload, sabotage , neural shock(squadmates went down and lifebar became green)

One crime boss in the helena blake mission was a tech: Damping,sabotage,overload, neuralshock.

 You'd also be more onto a point if you were talking about ME1 having a more interesting combat because there were more abilities to use.


Yes,of course.But not only because shepardt had more powers.That was true for the enemies too.


I agree that, as a whole, the opposition in ME1 had a lot of variety in regards to abilities determined by class skillsets. This is what made enemies interesting in ME1.

What made enemies interesting in ME2 were that they were much more scripted: gunships, YMIRs, Praetorians, etc.

There's nothing wrong with either route, rather that the preferences are split. Just like this:

tonnactus wrote...

Do you mean snipers? The red laser was enough warning.Fallout 3 enemy rockets from great distances was an other thing.


Not everyone has the same definition of 'difficult'.

#6607
tonnactus

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Pocketgb wrote...


What made enemies interesting in ME2 were that they were much more scripted: gunships, YMIRs, Praetorians, etc.

There's nothing wrong with either route, rather that the preferences are split.


Yes,its only my oppinion, but all the talk about asari commandos and battlemasters,  a "cool cutscene" with wasea,and all they do is warp spam and throwing toxic boxes?? This is just wrong.
And then using shotguns at all ranges
IS there any enemy in MAss Effect 2 that could use more then one weapon and did that.I could remember anyone.Only in cutscenes some bloodpack warriors have assault rifles.

Modifié par tonnactus, 27 juin 2010 - 10:50 .


#6608
Pocketgb

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tonnactus wrote...

Pocketgb wrote...


What made enemies interesting in ME2 were that they were much more scripted: gunships, YMIRs, Praetorians, etc.

There's nothing wrong with either route, rather that the preferences are split.


Yes,its only my oppinion, but all the talk about asari commandos and battlemasters,  a "cool cutscene" with wasea,and all they do is warp spam and throwing toxic boxes?? This is just wrong.


So is Immunity, which is why this 'argument' is now pretty much futile.

Part of the problem in this thread is people on both ends of the spectrums highlighting mistakes and faults in one game while not acknowledging what exists in the other.

#6609
tonnactus

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Pocketgb wrote...


So is Immunity, which is why this 'argument' is now pretty much futile.

I agree that immunity was as dumb (as the krogan reborn too),for the player and enemies. But even enemy soldiers used more then this. Overkill and carnage.But there wasnt anything beside defense abilities except ammo they could use.

#6610
lazuli

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tonnactus wrote...



Yes,its only my oppinion, but all the talk about asari commandos and battlemasters,  a "cool cutscene" with wasea,and all they do is warp spam and throwing toxic boxes?? This is just wrong.


The Wasea fight is hands down my favorite fight in Mass Effect.

The reason these Biotics aren't using Throw and Pull is because it wouldn't be fun for enemies to use those powers on the player.  I agree that they could give the enemies more interesting powers though.  A snare ability that slows player movement or something would be a welcome addition.  Or, like you mentioned earlier, something that increases our cooldown times if we get hit by it.

#6611
tonnactus

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lazuli wrote...


The reason these Biotics aren't using Throw and Pull is because it wouldn't be fun for enemies to use those powers on the player.  I agree that they could give the enemies more interesting powers though.  A snare ability that slows player movement or something would be a welcome addition.  Or, like you mentioned earlier, something that increases our cooldown times if we get hit by it.

It depends if squadmates or shepardt himself have an ability to free himself from pull/singularity(throw was used on shepardt in the first game)

Like damping ,charging the barrier or cast a barrier at shepardt.(its possible with dominate on enemy enemies)

But enemy biotics should use more things then just warp.

#6612
GodEmperor0956

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The major disappointment i have with me2 is that 80% is about the characters while 20% is about the story and me2 didn't further the plot at all in my opinion.

#6613
2pac Shakur

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yea, could have used more missions where we fight collectors

#6614
SithLordExarKun

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lazuli wrote...



And you're absolutely right that the loyalty missions are optional.  But they're character development.  What's the point of watching the final episode if you don't care about any of the characters?  My analogies could be a little off.  I don't watch much TV.  But I know that catching the end of, say, "Avatar: The Last Airbender" without any knowledge of the intricacies of Zuko's metamorphosis or his sister's unraveling sanity would weaken the whole experience significantly.  But I'm getting off track.

You're not, because ME2 was clearly a more personal and character story than actually  continuing the plot which imo isn't a bad thing although i felt they should have made the actual main plot of the collector/reaper threat much longer and more expanded.

These character storys made the characters feel more alive, more real and easier to connect to, in ME1, i didn't give a **** about any character i spoke to(including liara who just rambles about her time as an expert and asari physiology) and i couldn't care less when i had to kill either Kaiden or Ashley.

Its just hard for some of the nerd ragers here to realize this due to their hormone imbalance due to the game's story not pleasing them.

Modifié par SithLordExarKun, 28 juin 2010 - 02:58 .


#6615
Guest_worm_burner_*

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GodEmperor0956 wrote...

The major disappointment i have with me2 is that 80% is about the characters while 20% is about the story and me2 didn't further the plot at all in my opinion.


Yup.  That about sums it up.

#6616
ShepardWrex

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GodEmperor0956 wrote...

The major disappointment i have with me2 is that 80% is about the characters while 20% is about the story and me2 didn't further the plot at all in my opinion.

me1 and me2 combined have killed 1.1 reapers total

fail plot through and through

#6617
Iakus

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SithLordExarKun wrote...

lazuli wrote...



And you're absolutely right that the loyalty missions are optional.  But they're character development.  What's the point of watching the final episode if you don't care about any of the characters?  My analogies could be a little off.  I don't watch much TV.  But I know that catching the end of, say, "Avatar: The Last Airbender" without any knowledge of the intricacies of Zuko's metamorphosis or his sister's unraveling sanity would weaken the whole experience significantly.  But I'm getting off track.

You're not, because ME2 was clearly a more personal and character story than actually  continuing the plot which imo isn't a bad thing although i felt they should have made the actual main plot of the collector/reaper threat much longer and more expanded.

These character storys made the characters feel more alive, more real and easier to connect to, in ME1, i didn't give a **** about any character i spoke to(including liara who just rambles about her time as an expert and asari physiology) and i couldn't care less when i had to kill either Kaiden or Ashley.

Its just hard for some of the nerd ragers here to realize this due to their hormone imbalance due to the game's story not pleasing them.



I'd feel better about the character development if it wasn't limited to a single loyalty mission.  As it is, it feels like you take each squadmate down off the shelf, play with them a bit, then put them back until they're needed (ie: the suicide mission)  They needed more connection to the main plot, show more personality and make more comments outside their own missions.

#6618
sirandar

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tonnactus wrote...

Pocketgb wrote...


What made enemies interesting in ME2 were that they were much more scripted: gunships, YMIRs, Praetorians, etc.

There's nothing wrong with either route, rather that the preferences are split.


Yes,its only my oppinion, but all the talk about asari commandos and battlemasters,  a "cool cutscene" with wasea,and all they do is warp spam and throwing toxic boxes?? This is just wrong.
And then using shotguns at all ranges
IS there any enemy in MAss Effect 2 that could use more then one weapon and did that.I could remember anyone.Only in cutscenes some bloodpack warriors have assault rifles.


I have to admit ... I thought the same thing when I played this part.

Modifié par sirandar, 28 juin 2010 - 04:27 .


#6619
sirandar

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worm_burner wrote...

GodEmperor0956 wrote...

The major disappointment i have with me2 is that 80% is about the characters while 20% is about the story and me2 didn't further the plot at all in my opinion.


Yup.  That about sums it up.

Agreed BUT kepp the characters AND add much more plot for ME3

#6620
lazuli

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iakus wrote...

I'd feel better about the character development if it wasn't limited to a single loyalty mission.  As it is, it feels like you take each squadmate down off the shelf, play with them a bit, then put them back until they're needed (ie: the suicide mission)  They needed more connection to the main plot, show more personality and make more comments outside their own missions.


I agree.  I played Mass Effect 2 for the first time right after completing a playthrough of Dragon Age.  I really missed the commentary and interactions between companions.  I think that's the problem with giving us so many characters.  It can't be cheap to write and voice enough lines for them to flesh them out as much as they deserve.

#6621
Iakus

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lazuli wrote...


I agree.  I played Mass Effect 2 for the first time right after completing a playthrough of Dragon Age.  I really missed the commentary and interactions between companions.  I think that's the problem with giving us so many characters.  It can't be cheap to write and voice enough lines for them to flesh them out as much as they deserve.


I agree.  If they had, say, half as many characters their individual stories woudn't get so lost in the shuffle.  Plus it could have freed up more resources for more inter-party dialogue, a stronger Collector story, maybe even a less abrupt transition from ME 1 to ME 2.

Dragon Age had wonderful interactions between companions.  Everyone had their own outlook.  Some believed in your cause, others had their own agenda and helping you helped them.  They commented on your decisions. Commented on each other.  They bickered and chatted about their homelands.  They debated religion and politics and dirty socks.   For at least two, their personal missions actually changed their outlook on life.  And DA wasn't even primarily about "building a team and earning their loyalty"

#6622
7a7ec

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GodEmperor0956 wrote...

The major disappointment i have with me2 is that 80% is about the characters while 20% is about the story and me2 didn't further the plot at all in my opinion.


True.

#6623
SithLordExarKun

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iakus wrote...

SithLordExarKun wrote...

lazuli wrote...



And you're absolutely right that the loyalty missions are optional.  But they're character development.  What's the point of watching the final episode if you don't care about any of the characters?  My analogies could be a little off.  I don't watch much TV.  But I know that catching the end of, say, "Avatar: The Last Airbender" without any knowledge of the intricacies of Zuko's metamorphosis or his sister's unraveling sanity would weaken the whole experience significantly.  But I'm getting off track.

You're not, because ME2 was clearly a more personal and character story than actually  continuing the plot which imo isn't a bad thing although i felt they should have made the actual main plot of the collector/reaper threat much longer and more expanded.

These character storys made the characters feel more alive, more real and easier to connect to, in ME1, i didn't give a **** about any character i spoke to(including liara who just rambles about her time as an expert and asari physiology) and i couldn't care less when i had to kill either Kaiden or Ashley.

Its just hard for some of the nerd ragers here to realize this due to their hormone imbalance due to the game's story not pleasing them.



I'd feel better about the character development if it wasn't limited to a single loyalty mission.  As it is, it feels like you take each squadmate down off the shelf, play with them a bit, then put them back until they're needed (ie: the suicide mission)  They needed more connection to the main plot, show more personality and make more comments outside their own missions.

The development isn't only present in the loyalty missions but everytime you talk to them when new dialogues are availible, other than that i agree that they needed more connection to the plot, but as i said they focused much more on the characters than the actual plot.

I wanted them to continue more on the reaper plot, the little revelation at the end did little to expand on the plot and should have had more discoveries as the plot advanced.

Modifié par SithLordExarKun, 28 juin 2010 - 07:35 .


#6624
Orchomene

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lazuli wrote...

iakus wrote...

I'd feel better about the character development if it wasn't limited to a single loyalty mission.  As it is, it feels like you take each squadmate down off the shelf, play with them a bit, then put them back until they're needed (ie: the suicide mission)  They needed more connection to the main plot, show more personality and make more comments outside their own missions.


I agree.  I played Mass Effect 2 for the first time right after completing a playthrough of Dragon Age.  I really missed the commentary and interactions between companions.  I think that's the problem with giving us so many characters.  It can't be cheap to write and voice enough lines for them to flesh them out as much as they deserve


On the other hand, DAO has 9 NPCs (one is a dog, so you can remove it) without counting DLC. Kotor 2 has twelve NPCs (two couples are mutually exclusives so you have ten NPCs in one playthrough). Both games have a high NPC interaction system with one game being five year old and fully voiced (for NPC interactions).
So ME2 having ten NPCs (with two more in DLC) and an emphasis on character interactions (character driven game) is not well done at this level. I don't think it's the number of NPCs the problem, I think this is the effort put into it. ME2 remains a cheap game : cheap story, cheap equipment, cheap gameplay system (TPS without originality), cheap engine (same as ME1, UE). After ME1, the changes done in ME2 didn't require a lot of effort, most is just milking the dev done in ME1 and modify the gameplay to be closer of the one adapted to the engine. In the end, even after the reviews praising this game so high (95-100% and ME1 inferior to this), the sells remain inferior of the ME1 sells as per VGChartz estimations :
http://www.vgchartz....ame=mass effect

#6625
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^ I thought ME2 used a different engine.