[quote]Lusitanum wrote...
[quote]iakus wrote...
I'm not advocating inevitable death to particular characters. I'm saying it should be very, very difficult to keep
everyone alive. You should be worried if you send Garrus out to do something. Did I make the right call? Is he focused enough? Are the others with him able to keep him alive? Wouldn't it be a kick if putting Miranda and Jack in the same group led to somebody's death 'cause they couldn't work together? maybe a less-than-scrupulous Shepard would be willing to risk a less liked squadmate in order to keep Garrus safe. Or Tali. Or Legion. The suicide Mission could have incorporated so many layers of complexity it could have made up for all of the game's other flaws if it had lived up to its potetial. Instead it's a slightly longer than normal corridor run.[/quote]
Yeah, I see your point, but then there has to be a limit to how hard you can make these things. Lord knows I was pissed off when the game killed Garrus for me and I had to repeat about 30 minutes of playtime (about 15 of them comprised of
UNSKIPPABLE CUTSCENES! Seriously Bioware, cut those out!) just to give it another shot. And my plan seemed sound: I didn't know what opposition the tech specialist might face through or outside the vents, so I sent someone that was both good at tech and an expert in combat. The result: the game just says "Ha ha! Wrong choice!" and kills him.
I hated that. I got pissed at the game for the rest of the day. I
resented it and it completely killed any joy I would have gotten out of completing the game. That 's the last thing you want to do in a videogame, especially after you've invested so much of your time on these characters.
[/quote]
Some cut scenes I don't mind sitting through, others I'd like to skip ahead, so yeah, I'm with you on that.
Sounds like you had the same reaction to Garrus dying that I had to the whole Horizon reunion

. At least yours could be undone. I
I have to admit, Garrus would be a hard one to lose. (Miranda or Jack, on the other hand, would make a Virmire choice very difficult, but for entirely different reasons than Kaiden or Ashley)
But like I said, a suicide mission means strong potential for death. If you lose someone, you can, like you did restart (sitting though the cutscenes) or play it as it lies. This is why I'm a big supporter of saving frequently

[quote]Lusitanum wrote...
[quote]iakus wrote...
Like I said, it's a good scene, and it can make you feel loss, but it's just that most of the way people chose seems to incredibly cold, which is never a good sign when you have to make a choice between two characters.
The most common I've seen is the "dumping ground" reasoning. "I hate [this character] so that's who gets left behind." Others, like
Alex Shaw of The Digital Cowboys was based on gameplay choices ("My Shepard was a Soldier, Ashley was a Soldier. Didn't need two Soldiers.... so I went back for Kaidan.")
Me? I was horrified because it messed my achievements:P. When I saw the "complete most of the game with [this] character", I just decided to do it with the characters I had used the longest (i.e., since the beginning) and then the game just decides to make me choose between one of them and my first thought was "Hey, then how do I get the achievement now!" I still chose Ashley due to the romance sub-plot, and I thought that was the most logic decision for my Shepard, and I felt sorry for leaving Kaidan, but it still says a lot about the characters when my achievements were the first thing to pop into my mind when I had to make that choice.
[/quote]
I can't speak for the reasons why others make their choice, but I make my choices in rpgs because I want the story to progress in a cetain way. Not because of "cold equations" or achievements. I find "achievement runs" make for boring playthroughs. I don't wanna count how many times i use overload or rush from the Citadel to drag Liara all over creation. If I do that it's because I want to see her reactions on particular missions
Maybe, but as I've said before, if you kill a character because it's part of the plot (Virmire or a certain female character in a certain well-know JRPG... ) then you can accept that as part of the plot, just feel sorry and that just bolsters your resolve to beat the bad guy. ME1 was the only game where in the end I just said "screw the side-missions, for once once I'm not going to complete them all, and I'm going after Saren
now to make him pay for what he's done!"
On the other hand, killing Garrus in ME2 just felt like a dick move of
the game itself and I wasn't angry at whoever shot that rocket but at the
developers of the game. And that's
never a good sign.
[/quote]
I guess this is one part where the hype might have been a good idea. The developers had said for a long time that in the final mission you could lose teammates. In fact it could end in a bloodbath where everyone dies, including Shepard. We were warned about it ahead of time. The deaths
are part of the plot. It's just part of the plot you can potentially sidestep.
Going in knowing that made for an intense experience. You
know that mistakes can get people killed (well, digital characters anyway) Lack of focus gets people killed, lack of expertise gets people killed. Prepare as best you can, plan carefully, and hope for the best. I really wish it had been longer. A truly intense, epic suicide mission lasting the last quarter or third of the game might have redeemed ME 2 in my eyes. Twelve characters, twelve challenges I say!
[quote]Lusitanum wrote...
[quote]iakus wrote...
Not so much weird as a jarring case of
deja'vuLoyalty quests are cool, but I don't think they were used to their fullest potential. Garrus, for example should have had someting besides bloody-minded revenge to deal with. Been there. Done that. Yeah, I know, ironic given what we're talking about for Virmire and the suicide mission. But given that it's entirely possible that Garrus has been "paragoned" in the last game, appropriate in this case.[/quote]
And it's entirely possible that he hasn't been "paragoned" too, but the game can't make two completely distinct missions out of those possibilites. Besides, I don't care how "paragoned" (weird word... ) Garrus might be, I'd still be incredibly pissed if my closest friends had been killed by someone who betrayed my trust.
Not to mention, Dr. Saleon
wasn't the same thing. It wasn't "bloody-minded revenge", it was a mix of wanting to do justice by his own hands where he felt that the system failed and also kind of personal satisfaction out of trying to compensate for something in which he felt he had failed. Not really the same thing, even if they can be similar in structure

.
[/quote]
Two seperate loyalty missions based on your actions in ME 1? Nah, smacks to much of consequences carrying over from ME 1. I mean, where's the email potential in that

From ME 1 paragon ending:
"I realized it wasn't what he did to those people. It was part of it, But I think most of it was because he got away from me.
He escaped under my watch, and I didn't like that. I let it become personal"
From ME 2 (I don't think there's any spoilers here)
"Who's going to bring Sidonis to justice if I don't? Nobody else knows what he's done. Nobody else cares....Talk all you want, it won't make any difference.
I don't care what his reasons were. He screwed us...he deserves to die.
Maybe not identical, but Garrus really seems to think he's judge, jury, and executioner.
[quote]Lusitanum wrote...
[quote]iakus wrote...
The suicide mission does have some good scenes. My favorite is the biotic bubble, watching her gradually buckle under the strain. Now
that's tension!
I'm not so sure it would break the perspective too much. As you said, it's already happens once. And there are a couple of other scenes in both games where it happens. The important thing would be that we would
see the results of our choices. What we get now are simply on/off loylaty flags and hidden numbers. Actually witnessing the fruits of our labors would at least give the illusion that the mission is more than just another Run 'N Gun.[/quote]
The only reason why perspective is broken in that scene is because of the alternative: how bad would it be as a narrative element if you just got back to the Normandy and were told "The Collectors just came in and took everyone! It was horrible! Oh, and also, I gave EDI access to all the ships systems."
You mention "show, don't tell" later on, and
this is when it's the perfect example of the expression: use it so it doesn't look like the director/programmers were just lazy and didn't feel like putting in the effort of showing you something important and just had a character go "OMG! Stuff happened!". It's not meant to be a way of seeing cool stuff that can be left implied and has no vital importance on the main plot.
[/quote]
Not that I have a problem with the Collector Attack scene, cause I don't. But it could easily have been told after Shepard returns as a flashback as Joker is explaining what happened:)
I disagree here. All through the game we're told we need to build a team and keep them focused. "The team" is supposed to be the whole thrust of the game. But what the game is seriously lacking in is teamwork. A few scenes of that, with or without Shepard present, would definitely have helped. Hold the Line would have been a perfect moment, but other scenes could have been added to the Suicide Mission as well.
So it's not "OMG! Stuff happened!" so much as "OMG! They're coming together as a squad!"
[quote]Lusitanum wrote...
[quote]iakus wrote...
As the saying goes: "Show, don't tell!" Hold the Line (among other things in ME 2) completely fails at this.[/quote]
Again, that's not what "show, don't tell" is about. I would have loved to see more cool stuff and the bits of teamwork in ME2 really are shines. I
still haven't gotten tired of seeing the final run at the end of the game :happy: (even if I didn't give two craps about it the first time because all I could think was "did somebody else die because
you decided I made a bad choice". Yes, I was still pissed at losing Garrus, having to load a previous save and doing
everything over again). But it still doesn't make it vital to the plot, so there's no reason to break the mold.
Bioware have said over and over again: "yes, we could give you direct control over your squadmates. Yes, we could give you cameras in their helmets and let you see what they see. But we've always wanted you to see the world through Shepard's eyes through the whole game." And some people might not like that, but that's what happens in any kind of narrative choice. Some people don't like stories that start in the middle and flashback to the past to explain the current situation, some people don't like it when the story is told through the narration of an "spectator" to the events, some people don't like too many characters, some people don't like too
few characters... but we still see stories told in a variety of ways. This is one of them, and unless there's a very good reason (like the Collector's attack), you can understand why they'd stick to it.
[/quote]
You're really bitter about losing Garrus, aren't ya?

I think it's a general weakness in the game. A team is supposed to come together from all these recruitment and loyalty missions. But there's little evidence of it. Hold the Line is just one big (perhaps the biggest) example of that lack of evidence. I've mentioned others before, such as lack of dialogue in loyalty missions. My problem is if we're supposed to build a team we need to see a team come together. Not be told that we've done enough recruitment/loyalty missions that the cookbook tells us "remove from oven and begin Suicide Mission"
[quote]Lusitanum wrote...
[quote]iakus wrote...
I figure if Shepard can survive a direct hit with a rocket, the Mako should be able to handle at least a few

Iif I do say so myself, I got pretty good at strafing and jumping with the Mako, ducking behind hills and using terrain to my advantage. I suppose in ME 2 the Mako would be torn to pieces, since those corridors can get mighty narrow

[/quote]
How good are you avoiding turret
gunfire with the Mako? I keep repeating myself: you're just facing enemies that either attack you with strong attack that are easy to dodge or very,
very weak attacks from gunfire that barely make a dent on your shields. You never had to face a mix of the two with the Mako, and that's the only thing that's kept us alive through the whole game.
[/quote]
I say bring it on. If I can take a thresher maw whose acid goes right through Mako shields, I can take a gun turret.
Modifié par iakus, 05 juillet 2010 - 06:26 .