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Disappointment With Mass Effect 2? An Open Discussion.


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#7801
Mister Mida

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Whatever666343431431654324 wrote...

But, once again, the ME franchise is not going to change between ME2 and ME3 so I hope you don't expect movement there.


You are of course free to think what you want but it is no secret that the fans' criticism for the lack of RPG elements/stuff/whatever in ME2 has reached Bioware's ears. And they've said that with ME3 they're gonna change the scale in favour of the RPG stuff, though I have a feeling Bioware self doesn't really feel like acting on her own words if you're reading some of the interviews with Hudson.

As for the entire discussion of ME being an RPG/third person shooter hybrid: when I first played ME (1), I never felt like I was playing a lesser RPG compared to all the previous Bioware games I had played. But that may have been because my definition of RPG doesn't have a standard for the combat system.

#7802
Rogue Unit

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ME2 was the greatest game ever! It was perfect in every way and if you don't like that you can go **** yourself. :happy:

#7803
Whatever42

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Mister Mida wrote...

Whatever666343431431654324 wrote...

But, once again, the ME franchise is not going to change between ME2 and ME3 so I hope you don't expect movement there.


You are of course free to think what you want but it is no secret that the fans' criticism for the lack of RPG elements/stuff/whatever in ME2 has reached Bioware's ears. And they've said that with ME3 they're gonna change the scale in favour of the RPG stuff, though I have a feeling Bioware self doesn't really feel like acting on her own words if you're reading some of the interviews with Hudson.

As for the entire discussion of ME being an RPG/third person shooter hybrid: when I first played ME (1), I never felt like I was playing a lesser RPG compared to all the previous Bioware games I had played. But that may have been because my definition of RPG doesn't have a standard for the combat system.


Reading a March interview with Ray and Greg, they acknowledge the debate but they feel that most fans are happy with the changes. They then go on to talk about refining the shooter portion of the game. Although, with all their diplomatic talk, I'm sure that the inventory obsessed will interpret their words different.

http://www.joystiq.c...and-ray-muzyka/

I've just read too many things that say Bioware is refining but won't be overhauling anything. Introducing an inventory and looting system back into the game would confuse fans yet again, just to please a small minority.

Not going to happen.

#7804
bjdbwea

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So you say an inventory is "confusing". Didn't we just learn in this thread that it makes no difference, and everyone can easily understand and use it perfectly?

#7805
Il Divo

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bjdbwea wrote...

So you say an inventory is "confusing". Didn't we just learn in this thread that it makes no difference, and everyone can easily understand and use it perfectly?


Not difficult to use. The inventory was easy to understand, simply tedious. Think of it like the Prince of Persia series.

Sands of Time: Prince is a young, innocent kid trying to do the right thing.
Warrior Within: Prince becomes a solemn adult out to save his own skin for his mistakes
Two Thrones: Prince is once again a young, innocent kid who now has a split personality containing the dark alter ego from Warrior Within.

By Two Thrones, we're saying "wtf"? Picture this with Mass Effect.

Mass Effect: Bioware wants us to have an inventory.
Mass Effect 2: Okay, Bioware says we're not doing the inventory.
Mass Effect 3: And now, Bioware says we're doing the inventory yet again.

Not confusing to use, but the back and forth of it is confusing.

#7806
tonnactus

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Pocketgb wrote...

Except now there's eleven squadmates

Fine.What do this change?
Shepardt could still only take 2 squadmates.
Fact remains: Shepardt squad in the first game has more usable talents availbale then shepardts squad in the second game.No number of squadmates change that.



tonnactus wrote...


To not interfere with the flow of combat,

How carnage,assasination shot or shield boost interfere with the combat?


Which is much less static than what ME1 possessed,


Matter of opinion.For me,it more dynamic and a gameplay change if i could lift an armature with advanced lift then the "evolution" from pull level 3 to heavy pull(3 s more duration) or the "area version" of 3 meters.

#7807
tonnactus

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Misterpinky0 wrote...
While I concede that the story in the first was much better, the characters in the second were more interesting to me.

Thats a matter of preferences. I like characters and missions that expand the Mass Effect Universe. Too bad that there are only 4 of them,like legion,samara,grunt and tali. Pointless things and problems like mirandas genetic clone and her problems with her father didnt bother me and make the character interesting.

#7808
bjdbwea

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Il Divo wrote...

Mass Effect: Bioware wants us to have an inventory.
Mass Effect 2: Okay, Bioware says we're not doing the inventory.
Mass Effect 3: And now, Bioware says we're doing the inventory yet again.

Not confusing to use, but the back and forth of it is confusing.


How about: BioWare implements a proper inventory - choices and customization, selling of items, but without being clunky? Certainly that feature would be worth a little "confusion"?

#7809
BlackbirdSR-71C

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Il Divo wrote...

bjdbwea wrote...

So you say an inventory is "confusing". Didn't we just learn in this thread that it makes no difference, and everyone can easily understand and use it perfectly?


Not difficult to use. The inventory was easy to understand, simply tedious. Think of it like the Prince of Persia series.

Sands of Time: Prince is a young, innocent kid trying to do the right thing.
Warrior Within: Prince becomes a solemn adult out to save his own skin for his mistakes
Two Thrones: Prince is once again a young, innocent kid who now has a split personality containing the dark alter ego from Warrior Within.

By Two Thrones, we're saying "wtf"? Picture this with Mass Effect.

Mass Effect: Bioware wants us to have an inventory.
Mass Effect 2: Okay, Bioware says we're not doing the inventory.
Mass Effect 3: And now, Bioware says we're doing the inventory yet again.

Not confusing to use, but the back and forth of it is confusing.


Confusing for the fans, maybe; But if it's ultimately benefitting the majority, why not? Also: the problem is more on the developers part since they removed the inventory system and they had reasons for it; reintroducing it would demolish said reasons either completely, or, if they go the really har way, the could explain that they tried something with Mass Effect, removed it due to being unsatisfied with it in Mass Effect 2 but now add it back because that wasn't better either.

#7810
Pocketgb

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tonnactus wrote...

Fine.What do this change?


As already stated, it changes the flow of combat. Less abilities to use at a time means less holding the power wheel, less pausing the game. There's still plenty of choice and variety in your team composition and more intervals where you can change it.

tonnactus wrote...

How carnage,assasination shot or shield boost interfere with the combat?


See above. It's not the skills themselves, but the number of them.

bjdbwea wrote...

How about: BioWare implements a proper inventory - choices and customization, selling of items, but without being clunky? Certainly that feature would be worth a little "confusion"?


Are we implying a progression of gear included in this as well?

#7811
tonnactus

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Pocketgb wrote...

As already stated, it changes the flow of combat.

Fine.Then why not remove them completly for "the flow of the combat". Shooting is enough.
Point still stands.2 active powers per teammate is dumbing down.

Less abilities to use at a time means less holding the power wheel, less pausing the game.


Wrong if done right.Its possible to map 8 powers/weapons in oblivion and fallout 3 even on the console version.
On the pc,they are even more possibilities.

#7812
tonnactus

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Q: I was going to say. If Mass Effect 2 is a 'minor hit', I can't wait to see a major one.



GZ: Well, we need to sell 10 million units. That's actually the new target, right? We do Top 10 games, our stuff is quite successful. I know Mass [Effect 2] is number eight so far this year, in North America. Sometimes I'm facetious when I say some of those things, knowing that we can sell a few million but seeing that someone else can sell 25. You're kinda like, 'Well, that's a hit!' We always joke that if we only do half as well as Blizzard on Star Wars: The Old Republic, we'll be quite satisfied. We've been very fortunate. I always joke about that, but...





http://www.videogame...eg_zeschuk.html

#7813
Pocketgb

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tonnactus wrote...

Fine.Then why not remove them completly for "the flow of the combat". Shooting is enough.


That'd be boring.

tonnactus wrote...

Point still stands...


Mine, too: more squadmates and more intervals to change team composition. Something was 'dumbed down', then something was gained.

tonnactus wrote...

Wrong if done right.Its possible to map 8 powers/weapons in oblivion and fallout 3 even on the console version.


Neither of those games have squad commands.

#7814
tonnactus

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Pocketgb wrote...


Mine, too: more squadmates and more intervals to change team composition. Something was 'dumbed down', then something was gained.

What.Less variety?

Neither of those games have squad commands.

What this have to to with that? They could easily redesign it that the d-pad would be used to map powers and shoulder
buttons for squad commands.

#7815
TileToad

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Maybe they should just dumb ME3 down to the equivalent of a movie. Console players will be ecstatic since it won't require anymore tiring (roleplaying) activity from them, and PC gamers will be content because it would't actually be a game at all.



Problem solved. :P

#7816
Pocketgb

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tonnactus wrote...

What.Less variety?


Less abilities per squadmate, more squadmates to use, more intervals to switch them out. There's your 'variety'.

tonnactus wrote...

What this have to to with that? They could easily redesign it that the d-pad would be used to map powers and shoulder
buttons for squad commands.


And then they'd have to worry about the 'rally' and 'defend' commands.

But I am all for optimizing the controller for more functions. I still think Phantasy Star Online did this pretty well: holding one trigger brought up for abilities bound to A, B, C and D. Same thing happened with the other trigger.

#7817
Il Divo

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iakus wrote...
You could.  But you'd also sense that a lot of "stuff" was missing.  Like how did Han and Leia get captured?  Han's this big shot smuggler who's been dodging bounties for years.  And in a really fast ship to boot.  What exactly goes into Jedi training?  Description, context, motivation.  We need to see that stuff, which is why I'm sad we saw so little of the compaions outside their own personal crises.  Or the Collectors for that matter. As Butch and Sundance put it:  "Who are these guys?"


But you're skipping too far ahead. I said let's cut out the Millenium Falcon sequences and Jedi training, which ultimately are filler (though enjoyable filler). The important 'plot' points of Episode V simply include Hoth and everything once Han and Leia reach Cloud City. We still don't lose context (Luke is a Jedi fighting a Sith Lord), the description is enjoyable filler, and we still have motivation (Luke going to save his friends). We might say (in hindsight) that since we've seen Episode V and enjoyed all those tidbits, that they become 'necessary'. But I would say someone could understand everything fairly well even without the cave, Yoda raising the X-wing, etc.

The path they did take is a cliched joke to rival any claim of ME 1 being thin or derivative.  And now we have no real idea what's going to happen in ME 3; everything is such a mess and up in the air.  I ended ME 1 going "Wow, can't wait to see what happens next!"  I ended ME 2 going "That's it?  Now what?"  And it seems ME 3's gonna be yet another standalone game, which likely means, Suprise!  Another reboot.


But my point is that whatever we think of Mass Effect 2's plot and ending is a direct result of Mass Effect 1's mistakes. I think we can agree that there are people who would complain no matter how good or bad Mass Effect 2 was (not to imply your criticisms have no merit).

The problem is that, for what is supposed to be a trilogy, Mass Effect's ending cut off every loose end and didn't create any more. There was no 'Reaper clue' that we the audience knew about for Shepad to follow next game. This wasn't Episode V's ending where we knew we needed to save Han Solo in Episode VI. We're given a very vague one-liner about "Stopping the Reapers". Mass Effect 2 could have been about Shepard/Council suddenly identifying Reaper artifacts across the Universe (which some would call contrived). It could have been about Shepard fighting the Reapers (which some would call anti-climactic for Mass Effect 3). And it happened to be about Shepard dealing with a new proxy threat which is not uncharacteristic for the Reapers (which some feel made Mass Effect 1 pointless). 

Sorry for the long paragraph. I just didn't see any way for Bioware to 'win' this so to speak.  I personally had no idea what to expect by Mass Effect 1's ending, so nothing really surprised me.

Yes, once we reach the Collector Ship, and most of the squad is recruited, we did get the magical infodump from EDI, the Dea Ex Machina.  But no research or speculation had been done beforehand.  No "What do the legends say?"   No "what do we know about them, any little bit could helpOnly one attempt to actually talk to someone who's dealt with them.  Just an infodump when the plot demands an infodump.


Well, I personally wouldn't call it Deus Ex Machina. : P The foundations for Edi are laid pretty well and we know the extent of her abilities. The information didn't all come out of the blue. We had a little to start with (who or what the Collectors are, the location of their homeworld beyond Omega IV). Illusive Man tells us to seek out Mordin. On Horizon, we are able to observe their collection methods for ourselves and Mordin explains the parameters of his seeker bug counter. By the Collector Ship, Edi discovers the connection/Reaper IFF and after Mordin explains to us further the odd nature of the Collector genetic modifications. I personally didn't find Edi to be an infodump, so to speak.

Shepard as leader:  In ME 1, Shepard was a popular first officer of the Normandy leading a squad of people who already had  a reason to go after Saren.  A "natural leader"  Extraordinary, but still "mere mortal"  In ME 2 he/she seems to have developed borderline mind-control powers to easily convince people to join up.  HEck you'd at elast think the Council living or dying might influence how potential recruits react to Shep.


Certainly, but I would say this created several continuity errors of its own. Why exactly the first human Spectre is traveling the galaxy with a fully crewed alliance warship is rather odd when you consider how Spectres typically work alone or in small groups. Not that they are 'useless', but this already seems contrary to everything we're led to believe about how Spectres operate.

Grunt apparantly played the odds that you'd find something really big to fight.  ood thing he didn't go immediately on some kind of bloody rampage.


In the case of Grunt, he was a pure-bred Krogan, but without purpose. He felt the instinct to fight, but as he says "one cause is as good as any". Shepard provides him that opportunity. It's simple, but not illogical. By the time of Grunt's loyalty mission, we see him given renewed purpose as he joins Clan Urdnot and fights with a new sense of purpose which he did not have before.

I honestly couldn't see why Samara would want to go on this mission without dealing with Morinth first.  Since this is a "Suicide Mission" it left the very real possiblity that an Ardat-Yakshi would be left on the loose if she died.


Samara was placed in a difficult position. As a Justicar, it would not be uncharacteristic for her to undertake this mission (as Detective Anaya points out). The problem is, as you said, the loose end of Morinth. We do learn from Samara herself that in 1 day, she would be forced to break out of custody. In which case, there would be a high probability of her dying and thus being unable to locate and kill Morinth. She makes a deal with Shepard to find the name of the ship so that she could at least continue hunting her prey (otherwise the trail would go cold) once the entire mission was finished. As a Justicar, she is very respectful of her code and so could not have simply double-crossed Shepard in good faith.

Just how much money exactly did Cerberus pile in front of Zaed to go on a "Suicide Mission"?  Just what did he plan to spend it on, since it's, you know, a "Suicide Mission"  He's either supremely confident in his abilities, or the shot to his head destroyed that part of is brain that knew what 'Suicide" means.


Well, to be honest, if I survived a point blank shot in the head, I might consider myself nigh invisible as well. In Zaeed's case, listening to his stories, he does tell quite a few tales of seemingly impossible odds in which he comes out the sole survivor.

"Saren hates humans" was Anderson's motivation.  It was pretty obvious right from the start there was way more to it than that.  From Saren's ship which should have been way too big to maneuver in atmosphere, to teh strange fact that geth, who "hate organics", accept him as their leader?  And why was a respected Matriarch like Benezia following him?  Perhaps not enough was made of Sovereign right away, but there were so many other questons to be answered it never bothered me.


True, true. But I'm saying it was downplayed far too much. The plot unravels in a manner that Anderson (our quest-giver essentially) feels this definitely is the motivation, whereas the unusual nature of Saren's flagship or the Geth following him aren't really emphasized by Anderson or the Council. It's mentioned on Eden Prime and subsequently abandoned. I would say information like this before the "call to adventure" does a much better job of stimulating the mind to wonder what exactly is going on.

Edit: I'm also semi-tired, so forgive the quality (or lack) in this particular post of mine. Posted Image

Modifié par Il Divo, 31 juillet 2010 - 04:10 .


#7818
Iakus

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Il Divo wrote...
But you're skipping too far ahead. I said let's cut out the Millenium Falcon sequences and Jedi training, which ultimately are filler (though enjoyable filler). The important 'plot' points of Episode V simply include Hoth and everything once Han and Leia reach Cloud City. We still don't lose context (Luke is a Jedi fighting a Sith Lord), the description is enjoyable filler, and we still have motivation (Luke going to save his friends). We might say (in hindsight) that since we've seen Episode V and enjoyed all those tidbits, that they become 'necessary'. But I would say someone could understand everything fairly well even without the cave, Yoda raising the X-wing, etc.


Understand?  Perhaps.  Care?  Doubtful.  Cutting these scenes out would also cut out Han's and Leia growing to care for each other.  How much would be missed to see them bickering on Hoth, then skipping to Cloud City, with the "I love you" "I know" scene, and Han's last orders to Chewbacca to take care of the princess.  Luke's training demonstrated the differences between the Light Side and Dark Side, what makes the Force such a powerful ally, and a Jedi such a powerful opponent.  

Yeah we can get from point A to point B to point C without all that "filler".  But that "filler" is exactly what makes you care about the characters.  What makes the trip worth taking to begin with.  During that time, the characters grow into their roles, from amugglers and politicians and farmboys to heroes and leaders and Jedi Knights.  Mass Effect needed that filler too.  To show these characters are capable of becoming a true unit, more than the sum of its parts.  Personal missions were a good start, but only a start.  Bioware left the job half-finished.

But my point is that whatever we think of Mass Effect 2's plot and ending is a direct result of Mass Effect 1's mistakes. I think we can agree that there are people who would complain no matter how good or bad Mass Effect 2 was (not to imply your criticisms have no merit).

The problem is that, for what is supposed to be a trilogy, Mass Effect's ending cut off every loose end and didn't create any more. There was no 'Reaper clue' that we the audience knew about for Shepad to follow next game. This wasn't Episode V's ending where we knew we needed to save Han Solo in Episode VI. We're given a very vague one-liner about "Stopping the Reapers". Mass Effect 2 could have been about Shepard/Council suddenly identifying Reaper artifacts across the Universe (which some would call contrived). It could have been about Shepard fighting the Reapers (which some would call anti-climactic for Mass Effect 3). And it happened to be about Shepard dealing with a new proxy threat which is not uncharacteristic for the Reapers (which some feel made Mass Effect 1 pointless). 


But there was a lose end.  "The Reapers are coming".  Shepard bought the galaxy some time (which ME 2 "urinated" away), but the job was far from over.  Just like the ending to Episode IV( to continue that analogy):  The Death Star was destroyed, but the Empire and its huge fleets and armies of troops  were still out there.

Finding Reaper artifacts might seem contrived, if done poorly.  But  Liara did say she found evidence of civilizations before the Protheans. Now knowing that there were in fact previous civilizations, that might be a good idea to focus in on.   Maybe ME 2 could have been about findig a way to identify Reaper artifacts.  Searching for a way to search?  That could be interesting.

In addition, I am not opposed to Shepard having to work for Cerberus.  What I oppose is the abrupt manner in which it happens.  A natural flow from "I'm gonna find a way to stop the Reapers" to "I need to join forces with a terrorist organization to save the galaxy"  is needed.  I have floated the idea a couple of times that showing Shepard failing to find Reaper artifacts and being forced to join Cerberus( because quite frankly everyone else thinks he's a crackpot now) would have made a lot more sense.

Proxy threat:  Again, not necessarilly a bad thing.  In fact, a better thing than fighting Reapers directly at this point (even a baby one)  It's a pity that the geth of ME 1 were more fleshed out than the Collectors were in ME 2

Sorry for the long paragraph. I just didn't see any way for Bioware to 'win' this so to speak.  I personally had no idea what to expect by Mass Effect 1's ending, so nothing really surprised me.


I am clearly no stranger to the wall of text myself.  Perhaps it was a "no win" situation for BIoware.  Maybe not.  I still think they went way too far overboard in cutting ties to ME 1 for the sake of "not confusing newcomer"  Star Wars demonstrated perfectly well that you can have a mostly self-contained story within a series while maintaining ties to what came before.  ME 2 was strictly amature hour, story-wise.

Well, I personally wouldn't call it Deus Ex Machina. : P The foundations for Edi are laid pretty well and we know the extent of her abilities. The information didn't all come out of the blue. We had a little to start with (who or what the Collectors are, the location of their homeworld beyond Omega IV). Illusive Man tells us to seek out Mordin. On Horizon, we are able to observe their collection methods for ourselves and Mordin explains the parameters of his seeker bug counter. By the Collector Ship, Edi discovers the connection/Reaper IFF and after Mordin explains to us further the odd nature of the Collector genetic modifications. I personally didn't find Edi to be an infodump, so to speak.


Of course you wouldn't call it Deus Ex Machina.  In EDI's case, you use the feminine ending.  DeaPosted Image

In the beginning we get virtually no information about the Collectors besides "Beyond the Omega IV Relay".  In fact, before Freedom's Progress, we don't even know the Collectors are involved.  The fact that this big mystery gets solved so early was my first warning sign this game was going to be something of a disappointment.  

I'm not going to even go into how Mordin managed to build an anti-Seeker device when the Collectors have never left a trace of their passing (before Freedom's Progress), or where the Seeker he got came from.  That's a debate in itself.
 
By the Collector ship EDI, who runs the cyber-warfare suite of the ship managed to hack their computer (I guess like Star Trek ships, the Collectors use the some kind of shareware OS for their ships' computers given how easily that's accomplished), examine the genetic data uploaded by Shep (how does that fit into EW systems?) and determine not only the Big Reveal, but  it's ancestor's planet of origin.  Now if information on the Collectors was seeded throughout the game, culminating in a  post-Horizon scene, where Mordin autopsies a dead Collector and came up with all this,  I could go "Wow, really?  Tell me more!"  Coming from EDI like that, it just felt like the script at that point said "include Big Reveal here"

Certainly, but I would say this created several continuity errors of its own. Why exactly the first human Spectre is traveling the galaxy with a fully crewed alliance warship is rather odd when you consider how Spectres typically work alone or in small groups. Not that they are 'useless', but this already seems contrary to everything we're led to believe about how Spectres operate.


Why not?  Spectres are free to operate however they please, as long as they get the job done.  It may not be typical, but Shepard is, as you said the first human Spectre.  Nothing about the situation was typical.  The Alliance gave him the ship and its crew.  Why not use it?  It's a stealth frigate, not a dreadnaught.

In the case of Grunt, he was a pure-bred Krogan, but without purpose. He felt the instinct to fight, but as he says "one cause is as good as any". Shepard provides him that opportunity. It's simple, but not illogical. By the time of Grunt's loyalty mission, we see him given renewed purpose as he joins Clan Urdnot and fights with a new sense of purpose which he did not have before.


Okay, now I'm having an image of Shepard legally adopting Grunt as his son and heir to give Grunt a purpose.  "Clan Shepard" anyone?

Samara was placed in a difficult position. As a Justicar, it would not be uncharacteristic for her to undertake this mission (as Detective Anaya points out). The problem is, as you said, the loose end of Morinth. We do learn from Samara herself that in 1 day, she would be forced to break out of custody. In which case, there would be a high probability of her dying and thus being unable to locate and kill Morinth. She makes a deal with Shepard to find the name of the ship so that she could at least continue hunting her prey (otherwise the trail would go cold) once the entire mission was finished. As a Justicar, she is very respectful of her code and so could not have simply double-crossed Shepard in good faith.


Actually, the high probability was that a lot of innocent cops would be killed.  Odds of Samara dying seemed to be within the realm of possibility, but only mentioned as an afterthought.  Now I will grant that the deal struck saved a bunch of people in the short run, but still left it entirely possible that Morinth would continue to murder people for the next few centuries and grow more and more powerful each time.  The only way this could be prevented is if: A) Shepard agrees to help Samara before going on the Suicide Mission or B) Samara survives the Suicide Mission and picks up her trail afterwards.  Neither is a something she could count on happening.  Given that Morinth has eluded Samara for four hundred years, does risking losing it all when she was so close really make sense?

Well, to be honest, if I survived a point blank shot in the head, I might consider myself nigh invisible as well. In Zaeed's case, listening to his stories, he does tell quite a few tales of seemingly impossible odds in which he comes out the sole survivor.


Yeah, his tales filled me with so much confidence.  On a somewhat related note, don't you wish you could dump recruited squaddies if you decide you do't want em after all?  Zaed, among others definitely gave me the "doesn't play well with others" vibe which is kind of important when putting a squad together.

True, true. But I'm saying it was downplayed far too much. The plot unravels in a manner that Anderson (our quest-giver essentially) feels this definitely is the motivation, whereas the unusual nature of Saren's flagship or the Geth following him aren't really emphasized by Anderson or the Council. It's mentioned on Eden Prime and subsequently abandoned. I would say information like this before the "call to adventure" does a much better job of stimulating the mind to wonder what exactly is going on.


Hmm, well, I must say that this would certainly not be the first Bioware game where the "quest giver" was either mistaken or deliberately misleading you.::coughJadeEmpirecough::  Even so "Army of geth" or "rogue Spectre" probably has a more immediate reaction to the people in charge than "one big scary-looking warship"

Edit: I'm also semi-tired, so forgive the quality (or lack) in this particular post of mine. Posted Image


Meh, given the condition of the keyboard I've had to use, I'm surprised half my posts can be read.

#7819
Pocketgb

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This is probably the first time in over a hundred pages where sensible and relatively positive conversation has taken place. Keep it comin'!

#7820
Shadow555r

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The only real problem I had with ME 2 was that they "dumbed" everything down. Why they felt the need to turn it into Gears Of War I don't know? But I got used to it so it's ok. With ME 1 I felt immersed in the world of Mass Effect and it made me want to sink my teeth in and learn more. ME 2... not so much. /also more weapons and gear selection would be nice agian. Those are really the only complaints I have about ME 2, other then that I thought it was a fantastic sequel. I just fell ME 1 was alot "richer" so to say.

#7821
tonnactus

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Pocketgb wrote...

Less abilities per squadmate, more squadmates to use, more intervals to switch them out.


More Intervals " to switch them out"? Not inbetween mission anyway. And switch them out as much as you want.The number of talents available is still far smaller then in the first game.

#7822
bjdbwea

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TileToad wrote...

Maybe they should just dumb ME3 down to the equivalent of a movie. Console players will be ecstatic since it won't require anymore tiring (roleplaying) activity from them, and PC gamers will be content because it would't actually be a game at all.

Problem solved. :P


There's still the problem that ME 2 would never fly as a movie. I've said before that the story of ME 1 could almost directly be transferred to the big screen, and it would almost certainly be a success. The story and presentation in ME 2 however make so many mistakes, it would leave the audience confused, laughing or angry.

#7823
zazei

zazei
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While it's annoying the inventory thing is a minor issue for me. I do hope Bioware pick up the criticism on how their story in Mass effect 2 is down right terrible though and spend some time working on making the two games fit together with the third in continuity.

Sadly I fear consequences will once again be minor letters and random short conversation with people along the way and it wouldn't surprise me at all if all that talk about keeping the original LI safe for ME3 will turn out to be a complete lie. The ME2 crew will most likely suffer similar fates for the most part since Bioware has to make sure anyone can pick up the third game without playing the other two and not be lost or confused.

Heck if I'm going to be really cynical I bet the Liara DLC is going to end in a way that makes sure she is unable to play a large part in ME3 or even ends up with her getting killed.

Modifié par zazei, 31 juillet 2010 - 01:49 .


#7824
Il Divo

Il Divo
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[quote]iakus wrote...
Yeah we can get from point A to point B to point C without all that "filler".  But that "filler" is exactly what makes you care about the characters.  What makes the trip worth taking to begin with.  During that time, the characters grow into their roles, from amugglers and politicians and farmboys to heroes and leaders and Jedi Knights.  Mass Effect needed that filler too.  To show these characters are capable of becoming a true unit, more than the sum of its parts.  Personal missions were a good start, but only a start.  Bioware left the job half-finished. [/quote]

I'm not saying there couldn't have been a training montage, but we certainly didn't need anything of this sort in Mass Effect. We didn't see, for example, Wrex and Tali bonding over a gun fight. Elevator conversations were nice, but don't really say anything for how these random mercenaries would come together at all. I'd say they should easily have been killed on Ilos, facing an army of Geth, since they had little battle-training together. Mass Effect 2 was much the same. We had our advanced team of specialists capable of taking on the world. They each know how to perform their job exceptionally well, no more no less.

[quote]
But there was a lose end.  "The Reapers are coming".  Shepard bought the galaxy some time (which ME 2 "urinated" away), but the job was far from over.  Just like the ending to Episode IV( to continue that analogy):  The Death Star was destroyed, but the Empire and its huge fleets and armies of troops  were still out there. [/quote]

This is kinda funny, as I was actually going to use Episode IV to make my own point. I wouldn't say (for example) that Episode IV has 'loose ends'. There's material to keep the story going, but it ties off fairly nicely. Compare this to Episode V which implies a) Luke returning to Yoda for training and B) the rescue of Han Solo. Mass Effect does the same as Episode IV (which is a problem). We need breadcrumbs to follow if we do as you say (get info on the Reapers in ME2), not a one-liner about how they are "coming", we already know that. From a continuity standpoint, Mass Effect did a terrible job of telling us what to expect besides 'possible reaper involvement' for Mass Effect 2.
So Mass Effect 2 did deal with the only element which Mass Effect 1 implied (the Reaper threat).

[quote]
Finding Reaper artifacts might seem contrived, if done poorly.  But  Liara did say she found evidence of civilizations before the Protheans. Now knowing that there were in fact previous civilizations, that might be a good idea to focus in on.   Maybe ME 2 could have been about findig a way to identify Reaper artifacts.  Searching for a way to search?  That could be interesting. [/quote]

Like I said, it could go a whole bunch of ways. I would certainly enjoy your example as a plot-line for Mass Effect 2. But I'm saying Mass Effect 1 should have "led" into this. Perhaps a post-Citadel scene, where we see Shepard and Liara/crew talk about potential Reaper connections. Maybe they refer to those ruins which you discuss. Mass Effect 1 cuts itself off, as it stands.

[quote]
Proxy threat:  Again, not necessarilly a bad thing.  In fact, a better thing than fighting Reapers directly at this point (even a baby one)  It's a pity that the geth of ME 1 were more fleshed out than the Collectors were in ME 2 [/quote]

I personally enjoyed the Collectors more than the Geth. This was a race that had not been seen "beyond the veil" in 300 years and now they're cropping up everywhere? Main quest, side quests, etc. The limited 3-mission encounter for the Collectors gave them a more "myserious" sensation in my opinion.  

[quote]
I am clearly no stranger to the wall of text myself.  Perhaps it was a "no win" situation for BIoware.  Maybe not.  I still think they went way too far overboard in cutting ties to ME 1 for the sake of "not confusing newcomer"  Star Wars demonstrated perfectly well that you can have a mostly self-contained story within a series while maintaining ties to what came before.  ME 2 was strictly amature hour, story-wise. [/quote]

I don't consider Mass Effect 2 to be non-sensical as much as 'simple'. We're used to Bioware giving us long epic plots, hours of exposition on every detail of the world. Mass Effect 2 gives us a "bare bones" scenario plot and expands other aspects of the universe. It's certainly not Bioware's best, but it was solid enough that I wanted to see the ending through. I liked the ending spoiler, if not the boss fight itself. It's also important to consider that you'll never get as much information the second time around as the first.

[quote]
Of course you wouldn't call it Deus Ex Machina.  In EDI's case, you use the feminine ending.  DeaPosted Image [/quote]

My knowledge of Latin has failed me at long last. Posted Image

[quote]
In the beginning we get virtually no information about the Collectors besides "Beyond the Omega IV Relay".  In fact, before Freedom's Progress, we don't even know the Collectors are involved.  The fact that this big mystery gets solved so early was my first warning sign this game was going to be something of a disappointment.  [/quote]

It certainly is contrived, but then contrivances are Bioware's watch-word. Just look at Mass Effect. Shepard follows 4 (entirely unrelated) plot leads all of which conveniently provide him one necessary element in order to reach Ilos. He didn't 'know' what he was looking for and on a mere whim managed to locate everything.

[quote]
I'm not going to even go into how Mordin managed to build an anti-Seeker device when the Collectors have never left a trace of their passing (before Freedom's Progress), or where the Seeker he got came from.  That's a debate in itself. [/quote]

Well, Jacob does tell Mordin that they had samples available for him to study which could easily be related to Veetor's research. And Mordin is a genius, so I can see it working. But regardless, it didn't bother me too much. At least, no more than Ashley killing Wrex or Saren killing Nihlus when their shields should have easily held back those gun shots. 
 
[quote]
By the Collector ship EDI, who runs the cyber-warfare suite of the ship managed to hack their computer (I guess like Star Trek ships, the Collectors use the some kind of shareware OS for their ships' computers given how easily that's accomplished), examine the genetic data uploaded by Shep (how does that fit into EW systems?) and determine not only the Big Reveal, but  it's ancestor's planet of origin.  Now if information on the Collectors was seeded throughout the game, culminating in a  post-Horizon scene, where Mordin autopsies a dead Collector and came up with all this,  I could go "Wow, really?  Tell me more!"  Coming from EDI like that, it just felt like the script at that point said "include Big Reveal here" [/quote]

Well, when Illusive Man says "data mine" the Collector Ship, I thought it was pretty clear. We knew they had something beyond the relay and this confirmed it. It seemed very reasonable that a Collector Ship would have information on the Colletor homeworld stored within. 

Now EDI is an AI, whose abilities were laid out fairly clear from the start (even on Horizon) so I still wouldn't call it "Dea Ex Machina". She's an AI fitted with advanced hacking protocols based on Reaper technology.

[quote]
Why not?  Spectres are free to operate however they please, as long as they get the job done.  It may not be typical, but Shepard is, as you said the first human Spectre.  Nothing about the situation was typical.  The Alliance gave him the ship and its crew.  Why not use it?  It's a stealth frigate, not a dreadnaught. [/quote]

And I would agree if someone commented on the odd nature of this spectacle. No one says "Hey dude, why do you have a crew full of aliens if you're a Spectre?". We know Spectres sometimes take on missions with other Spectres. That Commander Shepard does not do so, but takes an Alliance Crew, imo, is a very odd "call to arms". It's amost as if Bioware thought we would ignore it because we were used to the ship + crew arrangement from past games. But that doesn't make it any less odd for an organization known for operating solo to have Shepard working with 20+ crew members at all times.

[quote]
Okay, now I'm having an image of Shepard legally adopting Grunt as his son and heir to give Grunt a purpose.  "Clan Shepard" anyone? [/quote]

Haha, yes, in a sense. Even when Grunt goes to Tuchanka, I believe he calls Shepard his 'battlemaster'. Grunt is essentially a baby Canderous. Both are looking for purpose, etc. Shepard is able to offer him that purpose.

[quote]
Actually, the high probability was that a lot of innocent cops would be killed.  Odds of Samara dying seemed to be within the realm of possibility, but only mentioned as an afterthought.  Now I will grant that the deal struck saved a bunch of people in the short run, but still left it entirely possible that Morinth would continue to murder people for the next few centuries and grow more and more powerful each time.  The only way this could be prevented is if: A) Shepard agrees to help Samara before going on the Suicide Mission or B) Samara survives the Suicide Mission and picks up her trail afterwards.  Neither is a something she could count on happening.  Given that Morinth has eluded Samara for four hundred years, does risking losing it all when she was so close really make sense? [/quote]

As a justicar, even more than catching Morinth, Samara must always follow her code. She cannot (for example) break her word once it is given. It is by this code that she is able to live with herself. She really was caught between a rock and a hard place.

a) Slaughter the population of Illium, possibly locating the name of the Ship while being chased by innocent guards. This would weigh heavily on Samara's conscience, might result in her death, and might not turn up the name of her ship.

B) Allow Shepard to find the name of the ship. If he does so successfully, she has her lead, Illium's innocents are spared, she may potentially track Morinth, and she can combat the Collectors (which is something a Justicar would do).

If plan B does not work, she can always revert to plan A if Shepard was unsuccessful. The only difference is that in scenario A Samara comes dangerously close to violating her code, while in scenario B she's living up to it as a Justicar. Innocents vs. Collector victims is the question. I could see either way happening, to be honest.

[quote]
Yeah, his tales filled me with so much confidence.  On a somewhat related note, don't you wish you could dump recruited squaddies if you decide you do't want em after all?  Zaed, among others definitely gave me the "doesn't play well with others" vibe which is kind of important when putting a squad together. [/quote]

I definitely think we should have had the option to 'scrap' party members, much like in Dragon Age. This could create further scenarios in which Shepard dies because the player was too reckless. I don't however find Zaeed's motivations (money) to be unreasonable, given what he has already survived. It's clear that Cerberus has offered an extremely large sum for his services.

[quote]
Hmm, well, I must say that this would certainly not be the first Bioware game where the "quest giver" was either mistaken or deliberately misleading you.::coughJadeEmpirecough::  Even so "Army of geth" or "rogue Spectre" probably has a more immediate reaction to the people in charge than "one big scary-looking warship" [/quote]

Ah, but in other Bioware games the odd nature of circumstances has always been addressed, which makes the player feel curious. Mass Effect throws on a weak motivation for Saren (whom I still think is a great villain).

Kotor: We get Carth explaining to us how bizarre it is for the Jedi Council to send a  'neophyte' padawan out to find these obscure Star Maps. Why you? Why Bastilla? Why not a contingent of Jedi Masters? It simultaneously gives us insights into Carth's character and allows us to understand that something is very wrong. Same, through Bastilla. We're able to inquire why, of all people, the Council sent 'me' on this mission and its odd nature. Most of the game, we're led to believe that 'she' is leading 'me' to the Star Maps, rather than its opposite scenario.

Jade Empire: There's this constant fear surrounding who or what Death Hand is. Sagacious Zu, being a Lotus Assassin, is able to offer quite a bit on this point. We're led to believe that Death's Hand manipulates the Emperor, Sun Li is a victim, absolute evil, etc. Silk Fox leads us to believe her father is a victim. So naturally, once we reach the Lotus Assassin fortress and discover it's the exact opposite, the context of what we know changes heavily. And this happens several times in Jade Empire where what we "know" is entirely wrong.

Mass Effect: Unlike Kotor, where the Council at least provides a false explanation for sending you alone (Jedi Masters attract attention), Mass Effect doesn't even make the effort.  Why Shepard? Why send the newest Spectre to track down the Council's best agent? Why alone? Why no 'Spectre mentor' to guide him who perhaps understands Saren? No one speculates on the odd nature of events. No one asks what Saren's motivations are. We get a short speel from Anderson about a human-genocide. In all 3 games I listed, we see a perception-changing event. In Mass Effect, the effect is less pronounced however, because we were not given a firm 'lead' in the first place.

Modifié par Il Divo, 31 juillet 2010 - 04:52 .


#7825
Spartas Husky

Spartas Husky
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Most likely have already been discussed. But...



Some classes, got dumbed down, some classes got bumped up.



Vanguard ME1 has warp... doesn't now.



Sentinel was kool but not so much, not is almost perfect.



Sad to see how alot of good things weren't kept and instead were replaced by new ideas or completely overhauled...for details on what I mean there is 312 of it before me :P.



PS:....ammo powers....ammo upgrades, latter pls :P.