[quote]Il Divo wrote...
[quote]iakus wrote...
I'm saying that there's little to show. A five second clip of Shepard bending over a body? Okay that would work. But I'm not upset that it wasn't shown. Not saying the text is good or bad, just that it's a valid way to go. [/quote]
But I think you're missing my point. I'm not just saying to take that little paragraph of text and literally convert it to cut-scene form. I'm saying they should have done something with it. We were originally talking about side quests in relation to how we can convey depth. I don't just want Shepard standing over Kahoku's body. If I'm supposed to feel emotion through this, then I want some effort to be made at expressing emotion. No comment from Shepard? No opportunity to create my own desire for revenge? Instead, a journal entry is telling me how I'm supposed to feel and we call that emotional depth? [/quote]
This is a good point. All I can really say is resources are finite. The cinematic look was new (to me at least) and a treat. But I'm sure expensive too. Other games used the lines of text for both main and side quests, even newer games like Dragon Age. I guess I saw Kahoku's quest as "the norm" and things like Rachni queen or the Virmire choice as "new and shiny"
I guess with ME 2, the technology got cost effective enough to use cutscenes for everything (except for the story)
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They feel very much useless. They took enough care to do a cinematic cutscene of Shepard using an omnitool, but couldn't get Liara and Tali to say hello to each other? [/quote]
I'm not saying it's perfect. Hell, I'd scrap all of Mass Effect 2's side quests if I could and just have more in the style of Overlord or Bringing Down the Sky. But I feel that Bioware underestimates the value of "less is more" in some cases which is why they insist on piling so many useless side quests on us. [/quote]
Sidequests are always a mixed bag. Fortunately. being sidequests you can pick and choose which ones you want to do and when. I don't mend them, even the DA Chantry Board and Mages Collective (or as I call them "supplementary income")
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I don't mean that
all the choices I made in ME 1 should be meaningful. Most should in fact be quietly forgotten.
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At least we agree on this.

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Hmm, so just to be clear, is your issue that you wanted more of those emails to become better implemented, or you just want the emails dropped altogether?[/quote]
Either. Ideally the first, but the second works too. As they stand now, their an insult to the concept of choice and consequences.
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I personally was comfortable with how my choices became involved, but then I wasn't following Mass Effect 2 every step of the way. I know alot of people were discontented with the Council's role. I looked at it like this: I'm operating in the Terminus Systems. The Council simply doesn't matter out here, so why should my decision to save them matter? On the other hand, if I spent most of the game in Citadel Space, I could see why the lack of carryover is an issue. [/quote]
If a major government power goes through a violent shift in power, either adding to its leadership or replacing it entirely, it should make waves. Maybe not huge waves, but a noticeable effect.
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I agree. The Shiala cameo felt forced. As did Helena Blake. I'm not saying I want more than the emails, I'm saying I wasnt less. But what does appear should be more, if that makes any sense. I don't want to get emails from every random NPC I had a conversation with in ME 1, but I do want the decision regarding to Council to have a greater impact. I want more divergence based on whether Ashley or Kaiden lived. Greater consequencees for who is the human Councilor. Wrex living or dying. Who the LI was, if any. These were the Big Choices in the last game, either for Shepard personally or for the galaxy as a whole. But in the end they only had slightly more impact than the emails that flooded my Shepard's mailbox. [/quote]
And I would agree that these should have been hugely relevant, especially given how much Bioware hyped the import utility. But as someone who didn't really pay attention to Mass Effect 2's development until about two days before release, I missed most of that hype. All I knew was "Import Shepard, you die somehow, and evil space bugs called the Collectors". [/quote]
My knowledge of ME 2 consisted of:
import saves
LIs not recruitable
"Suicide mission"
interrupt system
Shepard "dead"
and there's some assassin called Thane you could recruit.
The big selling point for ME 2 for me was that ME 1 was only the first third of the story. So what if a lot of the choices didn't play out, they will in other games! Snowball effect! Everyone's playthroughs will be unique! Unfortunately, "unique" turned out to mean the lists of emails you receive
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As it was, I thought the idea of killing Shepard did serve as a good way of separating him from his life and actions. You're not the "Hero of the Citadel" anymore, so it makes sense that the Alliance doesn't care about you. Sure, some things should have been done better. The Ashley sequence on Horizon was absolutely terrible, for example. Emails were idiotic. That sort of thing. [/quote]
I thought it was awful, cliched, and hamfistted. (but that's just me) Much better would have been to destroy Shepard's reputation, turn him or her into a laughingstock or an embaressment the Council would be glad to see gone.
Agree 110% on Ashley and emails
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I also know alot of people were disappointed by how Shepard's death didn't really affect him at all, but I'd say Chakwas did a great job of lampshading this fact "What you've been through would change most people. But not you." Sure, Shepard's reactions might be considered 'unrealistic', but any more than some of his other reactions? If you discovered a race of evil sentient machines capable of galactic destruction every 50k yeras, would you really take that in stride? We just go along with it because we need to move things along. But as it is, Shepard should be in an institution given some of the things he's experienced. [/quote]
Well, I could say that "eveil sentient machines" are something Shepard can cope with . They're just geth. But bigger. Okay they're more than that. But same baasic idea. Death, however is
death. Shep went from "meat" to "not-meat". That's something which there really isn't a comparisson outside religious texts.
But then, others have noted that Shep's pretty laid-back about everything.

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I dunno, I guess I just notice distinct people or objects more than places. Rooms and walls are just background to me. [/quote]
That's fine. I feel mostly the same. But let me strawman your argument for a moment; let's say you went to 'fight Cerberus' in their base and instead of the generic four walled room, you found a Jade Empire-style environment. Same enemies, different look. Wouldn't you say that there is something seriously wrong here, despite it being a place? [/quote]
That would be rather odd, fighting a futuristic terrorist organization inside a quasi-Imperial China teahouse...
I would point out, however, that that's a little extreme, Commander...
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You probably see where I'm going with this. Environments obviously shouldn't be the developers' first concern, but they still are an aspect of the world which you interact with. I could understand if the side quests themselves really felt fleshed out, but they were lacking in most respects especially compared to past Bioware games. [/quote]
Unfortunately, in ME 2 background and enviroment
was the first concern here and the missions themselves don't even pretend to have a point. You've noted I've seen depth to the side missions, even if I had to use my own imagination to see it. As far as ME 2 goes, even my imagination's not that good

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Perhaps it's because my first playthrough in ME 1 was Sole Survivor, but the Kahoku quest chain pretty much sealed my distaste for Cerberus. Could the descrition have been better? Certainly. But the implications of the needle marks pretty much sold me on just how nasty Cerberus was. [/quote]
Well, I'm not saying I loved Cerberus. Obviously there are issues that Shepard needed to resolve. But quite simply, the delivery on Admiral Kahoku's death was terrible. [/quote]
In this case, we'll have to agree to disagree. It could have been done better, yes. But almost everything can be improved upon.
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Let's say I were to go to work tomorrow and find out that my boss was firing me because of performance issues. I'm probably not going to be jumping with joy; I'm probably going to be upset, wallow in my misery, wonder what to do, etc. Now let's say my best friend were to call me up and ask me to play Basketball for a few hours. So, I play basketball. Now I may be distracted by the game (focusing on the action), but deep down I'm not playing to the best of my ability because I know something feels wrong. I'm not actively thinking about unemployment, but it's expressed through my body's performance and a lack of ability.
That's honestly how I perceive the characters reacting. Thane fails the biotic portion because he's not strong enough. Unloyal Samara also fails (exactly the same way). But do you think that while she is in the midst of combat that Samara is actually thinking about Morinth while someone is shooting her in the back? I'd say not. Her lack of focus instead manifests in her physical performance. That's how I look at it. [/quote]
The problem I have is these people are "the best of the best" They can push away your standard crisis to get the job at hand done. The problems that these personal missions seems to have are deeper, at least for the persona you're helping. They go beyond jobs and ability and into addressing who they are, what their priorities are. Even caring whether they live or die. Jack has to confront whether she's going to let what Cerberus did to her shape the rest of her life. Samara has to deal with the fact that she is at least partly responsible for Morinth. Thane has to deal with his responsibility for the destruction of his family. The sort of thing most people would end up on a couch talking to someone with letters after their name about.
The point being, these people eventually crack under the mental stress, despite being capable enough to do the job. There should be a sign that they don't fail due to ability, but they simply snapped.
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I'm not saying it's not a good idea, but taking shape in the form of everyone having their own battlecry isn't the best solution, imo. What makes Aragorn's "For Frodo" line so poignant is that with two words it expresses the entire purpose of the battle. Every character doesn't need a supplemental speech to go along with it. I'm not saying Shepard's speech is the equivalent of Caesar here, but I don't quite see how every squadmate needs their own 'focus animation'. [/quote]
Not so much as a focus animation as a focus itself. A sign that they are ready to give their all to the mission. Besides a costume change that is. Even something as minor as having Thane look at a holo of Kolyat (which he distinctly did
not have at the start of his mission) or Miranda leaving a letter for Oriana with Joker. Matching outfits just doesn't do it for me.
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Yeah my favorite (imaginary) scene in ME 2 would be if Your Shep had an ME 1 LI to receive a hologrphaic message just before hitting the relay. There could be a heartfelt message, but Shep couldn't touch him/her (hologram, after all) ending with a look of resolve on Shep's face.
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To be quite honest, this was one of my favorite ideas for how to improve Mass Effect 2. It would have been very emotional. The only idea I remember hearing on the forums that beat this was beginning Mass Effect 3 with a flashback to Shepard's service history (Torfan, Akuze, etc). [/quote]
See. Writing sequels ain't so tough