bjdbwea wrote...
I would like if Shepard woke up in ME 3 and learned that everything from ME 2 was just a bad dream. He'd still have his old crew, ship and status, and everyone would have a good laugh at the ridiculous "explanation" for the Reaper and Collector motives that Shepard came up with in that silly dream. "Like straight out of a terribly written video game", they would say.
The reboot needs a reboot? I can agree - something about ME2 feels totally unsatisfactory - the dramatic tension has fizzled out. The build up, the rise to the crescendo, has flatlined. After giving it a bit more thought I figured out why. Surprised I didn't see it sooner.
Bioware seem to have messed up the 3 act structure they were supposedly using. Sure we've got Shephard's resolve to 'go sort this crap out' at the end of act 1 (ME1), and that's all fine and dandy so far. Act 2 (ME2) should have involved a collapse of the plan and a hard slog back to recovery, which isn't meant to come until the end of the act. At that point Shephard should have been saying 'ok, I'm still going to go sort this crap out, but now I know I need to do it differently'.
The massive screw up occurs because the setback and reversal happens to the antagonist, not the protagonist. Ok, Shep loses the Normandy and his life, which sounds like as big a setback as you can get, but he's recovered from it as soon as the dust has settled on the opening cut-scenes. Not only that but he's now better off than ever, apparently with implants and an uber new ship. And this is all right at the start of the act. It's the poor old Reapers who are left thinking 'hang on, the writers have %**$ed something up here' as it's them that have to find a new way to open the back door into the galaxy, and have given up even on that by the end of ME2.
'So who cares?' You're thinking. Well, these conventions aren't just for the sake of it or for conformity. They're recognised ways of continually piling on dramatic tension. Now that can be damned addictive to a consumer, especially if the build up is so effective that the final resolution seems potentially explosive. The result is a viewer/player who just can't turn away. That's pretty essential if you've split your acts over a trilogy and you want your player to feel that buying the next installment is just about essential to them.
ME2 borks this as far as the series goes because the build-up has now effectively hit a plateau. We're back to exactly the same place as we were at the end of ME1 without having really learned anything new about the overall plot. There's no character transformation and no new direction as a result of real setback and hard lessons leant. All we're left with now is a linear road-to-resolution for ME3, which is possibly going to force Bioware into some contrived and cheesy set-pieces to give the finale some impact.
Bioware seem to have taken the tension build-up from the end of ME1 and deflated it with basic bad plot management. I'm having a hard time believing that they'd do this unintentionally, not with tens of millions sunk into the project. There must be some reason for it.
Modifié par shootist70, 21 août 2010 - 01:02 .




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