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Disappointment With Mass Effect 2? An Open Discussion.


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#9051
Iakus

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Pocketgb wrote...

iakus wrote...
Nobody has.  Doesn't mean they shouldnt try though Posted Image


Although it has been almost a decade since it's release...


Just means they should try harder.

Except all of that adds more to the script, which means more voice-acting, which means more money spent. 

If you really want to talk about limitations just look at any of the DA2 threads upset at Hawke being a voiced character, and many of the claims can be applied to the ME series as a whole. I loved the cinematic presentation of both ME1 and 2, but you can definitely feel how the role-playing and depth in general have both been heavily rail-roaded.


So, what was the point in making a character-centric game if they couldn't afford...charactarization?

iakus wrote...
ME 1 may not the the final word in rpgs, but it still leaves ME 2 in the dust.  All I wanted was a continuation of the first game.  Something to make the games greater than the sum of their parts.


Yeah, and that's what I - me - got, and what others also got. It sucks that there's not enough 'team spirit' going on, but for people who put a lot of emphasis and praise on Bioware's party members we got a pretty tasty treat.


And those of us who wanted to advance the story and build on the events of ME 1...not so much.  Or who wanted teamates that existed outside of their personal missions.

That's why I've always felt the decision in attempting to bridge shooters and RPers together was a terrible one. They're the most opposite of game genres.


For a long time here I advocated that there's no reason a game couldn't be both.  I'm starting to wonder now.  It seems some poeple (like me) use combat as a challenge to get from one storypoint to the next.  While others use the storypoints as a break between bouts of combat.  Sort of a "Do you see a vase or two faces in this picture" question.

Modifié par iakus, 22 août 2010 - 06:13 .


#9052
Bourne Endeavor

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Terror_K wrote...

iakus wrote...

Why is this better than emails?  Because the emails are completely unnecessary.  They're just reminders that  "I did this quest.  I met this person" 

They have no impact on the story, Toombs?  I'd really like to explain things to him, given the threatening lett I received.  I'd hate to have to kill him in self-defense.  Except, I can't reply, which doesn't matter since I never actually see him anyway.

They give no opportunity for character development.   Han Olar, presumably in an institution of some kind, also sends a message I can't respond to (poor guy really needs a friend)

They do not expand the universe in any meaningful way. Dr. Michel wants me and Garrus to stop by and see her on the CItadel.  Well, that may be a problem, given that section of the wards apparantly no longer exists

Some of them don't even make sense. It's nice that Samesh Bhatia opened his restaurant and all, but how'd he get this account?


Yeah. The main problem with the emails are that they are a massive cop-out really. They're kind of nice in a way, but you can see how BioWare used them as the easy way out when it came to your choices in the first game supposedly having a real impact in the second. They wouldn't be so bad if they were in the minority when it came to import stuff, but they're not: most of the import stuff from ME1 is relegated to emails and only emails. I want to visit Dr. Michel with Garrus in ME2. I want to give Emily Wong that exclusive, etc. I don't want to just be teased about it with a shallow email. All emails like that do is show the potential that could have been there.

If they're going to continue this in ME3, it actually would be nice to be able to reply. Alpha Protocol had a system whereby you could respond in different ways and then get a different response our outcome from it depending on your choice and how the person would react to it. I wouldn't mind if ME3 stole this. Then again, overall I'd rather they actually have real consequences and keep the emails to a minimum. Not that there's really many sidequests in ME2 that you could call email worthy. Some of the Illium ones weren't bad, and perhaps Overlord could have something related to it, but the N7 ones were mostly shallow as hell and didn't even involve any interesting NPCs to thank you in the first place.


This was by far, my largest gripe with Mass Effect 2. The decisions that apparently were cited to have impact were laughable in execution. You received a couple of cameos involving certain more story driven characters (Ginna, Shalia, Rana and etc) while the majority were rendered to quick "what's up?" responses via email. What arose my irritation more so than anything was the lackluster job involving Wrex, Liara, and Ash/Kaiden. Because Wrex is killable in the first game, he is a cameo with a handful of dialogue options for a brief portion of the game? If this was the intention, do not kill him. If you cannot deliver, than do not bother in the first place.

What they did with the personalities of the others was facepalm worthy. No explanation, no rationale, simply darker for no adequately explored reason.

This in conjunction with the Reapers having a scarce impact at best and the Collectors being regulated to a side of annoyance while you finish recruiting everyone. There was one suggestion I have always fancied; where the Collector General is still partially human and is guiding Shepard to both destroy another Reaper and itself, to end it's suffer. That would have been vastly superior from a villian prespective. In addition the Collectors required more on screen time.

I have a few more issues I may discuss however a sleep bug just came by, so I am cutting this start.

#9053
ArchDemonXIII

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iakus wrote...

That's why I've always felt the decision in attempting to bridge shooters and RPers together was a terrible one. They're the most opposite of game genres.


For a long time here I advocated that there's no reason a game couldn't be both.  I'm starting to wonder now.  It seems some poeple (like me) use combat as a challenge to get from one storypoint to the next.  While others use the storypoints as a break between bouts of combat.  Sort of a "Do you see a vase or two faces in this picture" question.


 I think it's still a great idea. I think the problem lies in the fact that it's BW that did it. If it had been Valve or Epic that did it, it would be universally praised. The problem is that since BW is known for making RPGs, their fans will only accept RPGs. But the thing is, a company that makes shooters probably couldn't have pulled it off as well, because learning to make a shooter would take a lot less experience than learning how to make characters feel fleshed out without a rigid narrative. I have the feeling conceptualizing the ME series went less like the conspiratorial meeting to bilk shooter customers that a lot of people here seem to imagine, and more an attempt at thinking outside the box.

 Look at Jade Empire, it attempted too add beat em up dynamics to an RPG game. As a fan of beat em ups, I ended up not finishing it because it felt too weighted down by RPG mechanics. To me, going to a shooter feels like a fairly natural progression. 

 There is a market for action fans who are only turned off by RPGs because of the numbercrunching, minmaxing nature of the genre. Otherwise I wouldn't be here.

 BW's strength is making characters feel alive and there'sno reason it can only be applied to RPGs. Selling out doesn't just mean going where the money is, it means doing something contrary to your own desires for some one else's benefit. That includes  fairweather friends "loyal" fans.

#9054
Lumikki

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iakus wrote...

But many of the squadmates seemed to be there simply because they have nothing better to do (Grunt, Thane, Samara, Zaed (sorta), Jack) Personal missions may provide focus or loyalty or even a reason to see the mission through.  But I never see it on screen, not in words or actions.  After the mission, the character is exactly the same as before the mission.

This "nothing better to do" is your own personal attitude and judgement. Your judgement of motive is based what you would do in they situation, but problem is, they aren't you. Why you did not see it on screen? Because you did not want to see it. You are looking reason to support your opinion, that's why you don't want to see the "other" reasons.

Only squad member in my eyes, who had very little reasons to be there, was in my opinion Jack. But she was insane, so hard to understand her reasons to do anything. Most the others had they reasons and some of them where pretty good ones too.

Modifié par Lumikki, 22 août 2010 - 09:28 .


#9055
Solaris Paradox

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Pocketgb wrote...

That's why I've always felt the decision in attempting to bridge shooters and RPers together was a terrible one. They're the most opposite of game genres.


Action RPGs are absolutely nothing new. That one may involve swords and another may involve guns is a superficial difference at best. The only sticking point is whether the game is in fact treated as an Action RPG, or as an actual action game.

#9056
bjdbwea

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There's nothing wrong with making the shooting proper and adhere to the standards of the respective genre if you're already implementing a shooting part.

BUT. BioWare didn't even do that. If I play any good shooter on PC, I can freely configure the keys and and the mouse, it doesn't force several important functions on a single key, and gameplay consists of a little more than sitting behind crates and shooting ducks mercenaries.

So I never understood all that praise for the combat. While it might be improved over ME 1 in some other aspects, it's nowhere near the standards of the genre. Maybe it's a console thing, maybe it's great compared to other games there.

That said, even better than just making the shooting part proper would be to combine the shooting with RPG elements. Deus Ex showed how to do it. Fallout 3 proved it can sell very well nowadays still, including on consoles.

And while we're at it, it is quite audacious that there's still no patch that at least fixes the control issues. This current policy of "if it's not a strictly technical problem, there's no way we're going to fix it", that also ignores obvious issues like the Conrad Verner bug, is disappointing and very consumer-unfriendly. Even more audacious in that context is the constant releasing of DLCs. For that, there's obviously the time.

Modifié par bjdbwea, 22 août 2010 - 11:11 .


#9057
tonnactus

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Solaris Paradox wrote...


You can't infinitely sustain something that degrades with NOTHING, tonnactus.


I wrote that reapers not even needed to hide in the nebula for reproduction needs in the first place.
The galaxy offeres more then enough ressources for their needs.
Second there is something called
supplies there could take with them.

#9058
tonnactus

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Darth Drago wrote...


Also who says the Reapers just sit out there and do nothing for those 50,000 year breaks? The Mass Effect games takes place in one galaxy in the universe. Who says that the Reapers don’t do their harvesting thing in the rest of the galaxies in the universe?
 

Vigil and the cutscene at the end of Mass Effect 2 where the reaper fleet wake up.

#9059
tonnactus

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Terror_K wrote...
You never see Garrus making a comment on Tali joining up as well, nor do either of them comment about or talk to Kaidan, Ashley, Wrex or Liara when you see them (and visa versa).

Or coming with garrus to illium,and liara and garrus just hug/give the hand eachother.Nothing happened.

#9060
Pocketgb

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iakus wrote...
Just means they should try harder.


Yeah, and once again: Ten years. How long will it take for them to 'get it'? We're not going to go anywhere with this portion anymore, so best to drop it.

iakus wrote...
So, what was the point in making a character-centric game if they couldn't afford...charactarization?


The same can be said of DA's main plot goal: What's the point of 'vanquishing the Darkspawn" if they're an incredibly boring adversary?

iakus wrote...
And those of us who wanted to advance the story and build on the events of ME 1...not so much. 


See below for a response to that.

iakus wrote...
Or who wanted teamates that existed outside of their personal missions.


They did for plenty: I find a lot of solace in seeing that Thane still has plenty to say after doing his loyalty quest, and having loyalty sidequests that are more than "Oh it's my sis, hi sis! Bye sis!" is pretty sweet.

But then issues arise, which sadly have been appearing at an upsetting medium since after BG2 hit shelves.

For a long time here I advocated that there's no reason a game couldn't be both.  I'm starting to wonder now.  It seems some poeple (like me) use combat as a challenge to get from one storypoint to the next.  While others use the storypoints as a break between bouts of combat.  Sort of a "Do you see a vase or two faces in this picture" question.


Sort of, except it's highly doubtful that they're attempting to please 'shooter fans'. They're not gonna draw that crowd in unless they make it multiplayer and cut out 98% of the dialog. Sure you can keep pressing the 'skip dialog' button, but have you ever played the Ocarina of Time?

That still doesn't nullify the fact that both genres cater to opposite desires of play. Skill oriented players (the 'shooter' crowd) prefer to play via using their own reflexes and 'aim'. Build oriented players ('RPG' crowd) prefer
'create' what would be a skilled soldier. It's just preference: Do you like to play with Legos to build them, or build them to play with them? Apples or oranges? Red or blue?

Of course there's the problem of 'catering to all and pleasing none', a problem I feel ME has and will always suffer from.

Solaris Paradox wrote...
Action RPGs are absolutely nothing new...


Like 'RPG', 'action' is an incredibly broad genre. God of War and Call of Duty are both 'action' game franchises, but people will find they share little to no resemblance

bjdbwea wrote...
That said, even better than just making the shooting part proper would be to combine the shooting with RPG elements. Deus Ex showed how to do it. Fallout 3 proved it can sell very well nowadays still, including on consoles.


How can you explain the GTA series' success? Is it for its award-winning gunplay? Far from it.

#9061
bjdbwea

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Pocketgb wrote...

How can you explain the GTA series' success? Is it for its award-winning gunplay? Far from it.


Let's see... maybe because players like freedom in their games? Take notes, BioWare! Maybe because people like well-told stories in diverse cutscenes with memorable characters and adversaries with names and faces? Take notes, BioWare!

Modifié par bjdbwea, 22 août 2010 - 01:27 .


#9062
Vandrayke

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bjdbwea wrote...

Pocketgb wrote...

How can you explain the GTA series' success? Is it for its award-winning gunplay? Far from it.


Let's see... maybe because players like freedom in their games? Take notes, BioWare! Maybe because people like well-told stories in diverse cutscenes with memorable characters and adversaries with names and faces? Take notes, BioWare!


I like sandboxes but not in my BioWare games.  We already have enough games where you walk around alone and blow up/kill occasional crap.  Please don't take notes, BioWare!  

#9063
Lumikki

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Freedom is so big consept.

In Bioware games we have illusion of freedom. How ever, in reality most of those games are VERY linear. I was reading this walktrough guide to some of Biowares game. What I notice was this sentence. "In the end, it doesn't matter what you choose, because this will happen anyway". This was sayed very often in those walktrough guides. What does it tell for people. It means game give player options, but in the end it doesn't matter what player choose because linear story requires that something has to happen the way devlopers design it to happen. So, what's freedom, to do random acts what has no meaning or have alot of different choises with meaning or has alot of choise what all ends in same way. Creativity can be nice, but there is limit how much it can be done games. People are allways more creative than game allows.

Modifié par Lumikki, 22 août 2010 - 02:20 .


#9064
Epic777

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bjdbwea wrote...

There's nothing wrong with making the shooting proper and adhere to the standards of the respective genre if you're already implementing a shooting part.

BUT. BioWare didn't even do that. If I play any good shooter on PC, I can freely configure the keys and and the mouse, it doesn't force several important functions on a single key, and gameplay consists of a little more than sitting behind crates and shooting ducks mercenaries.

So I never understood all that praise for the combat. While it might be improved over ME 1 in some other aspects, it's nowhere near the standards of the genre. Maybe it's a console thing, maybe it's great compared to other games there.

That said, even better than just making the shooting part proper would be to combine the shooting with RPG elements. Deus Ex showed how to do it. Fallout 3 proved it can sell very well nowadays still, including on consoles.

And while we're at it, it is quite audacious that there's still no patch that at least fixes the control issues. This current policy of "if it's not a strictly technical problem, there's no way we're going to fix it", that also ignores obvious issues like the Conrad Verner bug, is disappointing and very consumer-unfriendly. Even more audacious in that context is the constant releasing of DLCs. For that, there's obviously the time.


While I love Deus Ex, it was not a good shooter mainly because the AI was so bad

#9065
Il Divo

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Epic777 wrote...

While I love Deus Ex, it was not a good shooter mainly because the AI was so bad


I'm going to run with this. Sure, Deus Ex is an incredible experience, but the idea that it would please shooter fans in any way is laughable with the clunky combat and glitchy AI.

#9066
bjdbwea

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It was not clunky at all. It worked almost perfectly. Mind you, I'm talking about the original Deus Ex, which was programmed for PC. I didn't play the successor long enough to really know how combat worked there, because the game suffered from the same glorious "changes" as ME 2 does and it annoyed me too much with all the steps back. The only reason I wasn't as disappointed as I am with ME 2, is because I like ME 1 much more than Deus Ex 1, and therefore I had much higher expectations for ME 2.

As far as the AI is concerned, most games aren't very good in that aspect. Deus Ex was in no way worse than other games of the time or even of today. ME 1 was a little worse, ME 2 a little better, but neither is anything special in that regard.

Oh look, I've found something where ME 2 beats ME 1. Now my count stands at 5: Graphics, sound, AI, interrupt system (as a concept, but it could've been put to much better use), DRM.

Modifié par bjdbwea, 22 août 2010 - 03:39 .


#9067
Epic777

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bjdbwea wrote...

It was not clunky at all. It worked almost perfectly. Mind you, I'm talking about the original Deus Ex, which was programmed for PC. I didn't play the successor long enough to really know how combat worked there, because the game suffered from the same glorious "changes" as ME 2 does and it annoyed me too much with all the steps back. The only reason I wasn't as disappointed as I am with ME 2, is because I like ME 1 much more than Deus Ex 1, and therefore I had much higher expectations for ME 2.

As far as the AI is concerned, most games aren't very good in that aspect. Deus Ex was in no way worse than other games of the time or even of today. ME 1 was a little worse, ME 2 a little better, but neither is anything special in that regard.

Oh look, I've found something where ME 2 beats ME 1. Now my count stands at 5: Graphics, sound, AI, interrupt system (as a concept, but it could've been put to much better use), DRM.


I am talking about the original Deus Ex, it was not a good shooter. While AI aren't good in most games, Deus Ex's AI was terrible,  Play half life, then Deus Ex , the difference is night and day. The trouble was with Deus Ex: IW is was not actually a bad game and while it doesn't compare with the original even its detractors would agree it was okay. Deus Ex: IW did have some good stuff that I hope its not abandoned in Deus Ex 3, mainly unique weapons and factions.

#9068
Il Divo

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iakus wrote...

Well, I guess I'll just have to say that in this particular case, I'm willing to settle for less.  I find myself wishing they had spent as much effort on the stroy as on the cinematics.


Fair enough.

I think it's because the paragraph of text is the conclusion of the mission.  You battled your way here, now what you se is:  It describes things you do or see which are probably not necessary to show, such as hacking a computer, examining a body, and so on.  I know what's going on, so if they wanna cut that corner, they can.. A more cinematic scene might be better, if there's unique dialogue or a decision to be made. 


So, are you saying that hacking a computer is comparable to finding your quest-giver lying dead on the floor, murdered by a terrorist organization? I would think this is something to warrant a cut-scene or special delivery of some kind, not a paragraph of text.

However, I'd rather have the paragraph than a cutscene of Shepard doing something, followed by Grunt saying "That should do it"  which is followed by a black and gold box flashing "Press F to exit the mission"  At least with the text I can believe the resources went to something more important.


To be honest, I feel the opposite. Sure, these instances in Mass Effect 2 you are describing may feel useless, but it still represents a conclusion of the quest. 

Why is this better than emails?  Because the emails are completely unnecessary.  They're just reminders that  "I did this quest.  I met this person" 

They have no impact on the story, Toombs?  I'd really like to explain things to him, given the threatening lett I received.  I'd hate to have to kill him in self-defense.  Except, I can't reply, which doesn't matter since I never actually see him anyway.

They give no opportunity for character development.   Han Olar, presumably in an institution of some kind, also sends a message I can't respond to (poor guy really needs a friend)

They do not expand the universe in any meaningful way. Dr. Michel wants me and Garrus to stop by and see her on the CItadel.  Well, that may be a problem, given that section of the wards apparantly no longer exists

Some of them don't even make sense. It's nice that Samesh Bhatia opened his restaurant and all, but how'd he get this account? 


Ironically, I have the same conclusion as you do but for the exact opposite reasons. I recall you mentioning that you wanted your choices to be more meaningful in Mass Effect 2. To be honest, I felt 100% opposite. Not opposed to huge decisions (Saving the Council, exterminating the Rachni, etc) being relevant, but the truth is why must Shepard be confronted with every decision he made in Mass Effect?
 
Is saving/exterminating the Feros colony really going to have adverse consequences throughout the galaxy? If I save/kill the biotic cult and Major Kyle, do I really need such a minor side quest to have huge ramifications? Hell, I would honestly be opposed if they took all those emails and made them in-game cameo appearances or become new side quests. It would have felt too forced. I'm honestly glad that all these 'decisions' can at least be ignored in their email form. The only decisions I really thought should be relevant for future games are Shepard's choice for Councilor, extinction of the Rachni, and letting the Council die. Those aside, I didn't see the need for my choices to be hugely relevant.

That being said, for me, unless there's something particularly distinctiveor otherwise noteworthy , I inevitably tune out the background after a while.  A particularly distinctive feature, like a pretty starscape, an unusual piece of geography, or strange weather, sure I'll notice that.  But the same four room warehouse or lab doesn't bother me because I simply don't notice it.  What I do notice is the dead body on the floor, followed by the text which reads:


And I feel the same when my environments are not exact replicas of each other. Admittedly, this is not Bioshock's Rapture. That is not the main appeal of Mass Effect; we are not meant to explore our environments with incredible awe as we do Rapture. But the reason why I don't focus on every detail of Mordin's apartment is because it looks like an apartment (what it's supposed to look like). Unless I see something incredibly unexpected/awesome, I will inevitably tune it out my environment. When I'm on Tuchanka, it's supposed to look like a desert wasteland and it does. So I tune it out. Same basic philosophy.

The problem becomes Mass Effect tells me that I am going to infiltrate a top secret terrorist organization. If I feel like I am doing so, then I will probably tune out my environment. Unfortunately, I don't feel like I'm doing so which causes problems for my believability, especially when it looks exactly like any other structure.  

You check for a pulse but find none. Admiral Kahoku is dead. Despite the ferocity of the creatures he was sealed in with, there are no signs of trauma to his corpse. The needle marks on his arm suggest a different means of execution.

Cerberus murdered him!  I can only hope it wasn't thresher maw venom!  Time to make them pay!


My reaction was more like "What are the odds that I'm going to explore another four-walled room on this next quest?"

Regardless, what you are describing sounds more like you felt emotions in spite of Bioware's paragraph of text rather than because of it. I'm going to be honest in saying I couldn't care less that Admiral Kahoku was dead. I didn't know him long enough for it to matter and the narrative didn't give me a reason to care. It takes more than a journal entry telling me that I must avenge him to give me the desire to avenge him. There are ways (even with a paragraph of text) to convey these emotions, yet Bioware was once more idle. Example: 

You check for a pulse but find none. Admiral Kahoku is dead. Despite the ferocity of the creatures he was sealed in with, there are no signs of trauma to his corpse. The needle marks on his arm suggest a different means of execution. You notice in his hand that he is clutching a small picture of what must be his family with the words "Love you, Dad! Can't wait to see you!" scrawled across the back.

Hardly perfect and could use alot of work, but the point is there are ways to create emotional impact. Planescape and BG could both do it relying strictly on text. Mass Effect didn't. The paragraph of text was quite simply lazy writing with little thought given to the context of what I (the player) should have been feeling at the time. Hence why I feel that this quest lacked any sort of emotional depth.

If by "lowers the number of points needed", you mean "down to zero", then yes I agree.  Otherwise it has to be near-maxed or he dies either by your hand or Ashley's.


Was it that low? To be quite honest, I always max renegade first so I never really noticed it.

If these were "focus missions" I would have liked to see them make a mistake that gets them or others killed.  Or refer to their personal mission as what gets them through.  Something to show how or why the lost focus, or kept it.   For example:


So, choosing the wrong biotic specialist (which kills off a squad mate) is not an example of the bolded? Choosing the wrong fire team leader (which kills off your tech specialist) is not an example of this? 

The reason I say this is because you say "or refer to their personal missions", which implies it could be one or the other. I would very much say that your squad mates can get your party members (and themselves) killed.  

Miranda:  "For Oriana"
Tali:  "For you, father"
Legion "For the future"
Samara "For righteousness" (Morinth (quietly) "For me")
Jacob "For duty"
Thane "For Kolyat"
Garrus "For the dead"
Mordin "For the living"
Grunt "For Clan Urdnot"
Jack "For pain"
Zaed "For vengence"
Kasumi:  "For love"

The LI could substitute "for Shepard" for their line.  And Shepard could wrap up with "For EACH OTHER!" (or, as the ads said "For the lost!")


Eh, to be honest I couldn't really get into this idea. I could see Shepard's line "Fight for the Lost", but I find the idea of each party member "invoking" a different cause to be a little weak (absolutely no offense intended). I'm not saying there couldn't be "something". Think LOTR the scene where Gandalf and Pippin are waiting for the Orcs to break through the door, for example, but at the same time this might be overextending what Bioware could do with so many possible variables at this point based on who can live or die. 

Instead, I would think something like your Mass Effect 2 LI (if you had one) pulling you aside and breaking down at the last moment might fully capture the emotion of the scene. One of my favorite ME2 dialogue sequences was with Miranda where she talks about how she is afraid of you dying again. I'd like to see that invoked for the finale.  

Modifié par Il Divo, 22 août 2010 - 04:37 .


#9069
Vandrayke

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lol I don't even remember how gameplay was in Deus Ex, only that the game was awesome. It was so long ago...

#9070
Il Divo

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"Way ahead of its time" would be an appropriate phrase, I think. Judging by Human Revolution's gameplay footage, it looks like they're definitely holding onto alot of the elements that made the original so incredible, as well as keeping the same amount of story depth.

I especially love the Daedalus/Icarus dream sequence with its double meanings.

Modifié par Il Divo, 22 août 2010 - 04:40 .


#9071
bjdbwea

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Epic777 wrote...

 While AI aren't good in most games, Deus Ex's AI was terrible,  Play half life, then Deus Ex , the difference is night and day.


But combat isn't everything. Deus Ex provided a much better story, atmosphere, immersion, freedom. So which game did entertain me more? Deus Ex, by far. Does combat in ME 2 work better? Perhaps. But did ME 1 entertain me more? You bet.

#9072
Vandrayke

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bjdbwea wrote...

Epic777 wrote...

 While AI aren't good in most games, Deus Ex's AI was terrible,  Play half life, then Deus Ex , the difference is night and day.


But combat isn't everything. Deus Ex provided a much better story, atmosphere, immersion, freedom. So which game did entertain me more? Deus Ex, by far. Does combat in ME 2 work better? Perhaps. But did ME 1 entertain me more? You bet.


yeah everyone's different.  Honestly I probably played ME1 for more aggregate hours, but I think I had more fun during the time I played ME2.  If that makes any sense.  Of course I haven't started my second playing spree of ME2 yet... I had three of them with ME1.  Once at the beginning, once when it had been about a year since I played it, and once to get my save games right for ME2.  :)

#9073
Il Divo

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bjdbwea wrote...

But combat isn't everything. Deus Ex provided a much better story, atmosphere, immersion, freedom. So which game did entertain me more? Deus Ex, by far. Does combat in ME 2 work better? Perhaps. But did ME 1 entertain me more? You bet.


Which would be all well and good if you weren't before trying to make the point that Deus Ex is a good shooter. Clearly Deus Ex is not a good shooter in this case if you're pointing out that "combat isn't everything". It clearly isn't, which is why Deus Ex works incredibly well as an rpg, but not an fps.  

Modifié par Il Divo, 22 août 2010 - 04:52 .


#9074
Sidney

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Lumikki wrote...

Freedom is so big consept.

In Bioware games we have illusion of freedom. How ever, in reality most of those games are VERY linear. I was reading this walktrough guide to some of Biowares game. What I notice was this sentence. "In the end, it doesn't matter what you choose, because this will happen anyway". This was sayed very often in those walktrough guides. What does it tell for people. It means game give player options, but in the end it doesn't matter what player choose because linear story requires that something has to happen the way devlopers design it to happen. So, what's freedom, to do random acts what has no meaning or have alot of different choises with meaning or has alot of choise what all ends in same way. Creativity can be nice, but there is limit how much it can be done games. People are allways more creative than game allows.


It is an illusion but it is a nice illusion. Yes, you will always end up at point A in any Bioware game because you are playing in a story more than a world. This isn't Fallout3 or Oblivion where you can ditch the whole story. There you have freedom but it is of the meaningless liknd. Yes I can do anything I want but why would I want to do anything in that world?

Also, freedom in the BW games doesn't have a lot of meanng to the gamer per se. In DAO you get allies at the end no matter how you navigate the ally quests. In ME2, no matter how you do the loyalty mission you can still pop the Collectors. The choices do, though, have meaning IN the game. You choose the king of Orzammar, that's big. It means not a thing to you as the gamer but it means a lot to the game world. Same thing with your loyalty quests in ME2, they don't change the gamers life but they do save or end the lives of the characters in the game.

#9075
Vandrayke

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Combat obviously isn't everything but it might as well be as fun as possible if you're going to be engaged in it for a HUGE part of the game