[quote]Il Divo wrote...
[quote]iakus wrote...
So how is swapping out the ability to carry dozens of suits of armor for the ability to wander about in toxic enviroments unprotected a good thing? [/quote]
I wouldn't say its necessarily a good thing, but I think his point is that most people tend to home in on some of the more shallow aspects of RPGs (leveling, gear, etc). They require these elements in order to become involved. If they can't level or get shiny new lootz, then they stop caring, which is a sentiment I can agree with shootist on. Why can't we set aside the gear, stats, etc, and just focus on being the character and experiencing the world? [/quote]
True enough, loot isn't everything. But in ME 2's case we get little/no loot, characters that develop almost exclusively in missions centered on them, and worlds that are composed mainly of corridors full of people shooting at you.
[quote]
Neither option you listed is realistic. Mass Effect being the former case of your two examples. You say that Mass Effect 2's approach to armor is unrealistic, but then so have been previous Bioware games. I would hardly call what Dawn Star, Silk Fox, and Sky wear to be 'realistic' and I would say the same for Kotor. However, despite this, each outfit was unique and suited the particular character well. This is actually why I kept my Kotor party wearing their original outfits. It may have been weaker for gameplay/non-sensical, but it looked like something the character would wear. [/quote]
Jade Empire's setting is different than Mass Effect. JE is based on a mythological version of ancient China. It isn't even trying to be "realistic". It's essentially a fairy tale rpg.
KOTOR is based on a comic book version of the Star Wars universe. Not that I found the armors particularly odd. A little gaudy maybe. The only thing that really got my head scratching was how easy it seemed to be to block a lightsaber.
Mass Effect, the first one, at least, established that the laws of physics work more or less the same as in the real world, save for the existence of mass effect fields. You wear armor in combat. Said armor had all sorts of neat gizmos: shield generators, medigel dispensers, hardsuit computers, and oh yeah, protection from the elements. So it was ugly, yes, fixing that for ME 2 could have been one of the tweaks I mentioned. But instead of Miranda and Jacob gong into battle wearing suits of Cerberus armor, they wear spandex (wear do they even keep the shield generators? Nevermind, I don't wanna know) And Jack apparantly believes tattoos are bulletproof.
[quote] Mass Effect (if anything) ruins this formula with its terrible-looking armor pieces. Yes, each party member is now 'realistic' because they wear armor. But, it also makes them look idiotic. Mass Effect 2 reverts to the previous Bioware formula where outfits may be 'impractical' but also better-fitting. I personally consider it to be a good trade off. Obviously the best solution is to create 'realistic but fitting' armor pieces. But if I'm given a choice between the two, I'll take fitting over realistic. [/quote]
Unique armors for squadmates=good. "I'm so bad**** bullets fear me!"=silly
Even modified Cerberus armors for each squadmates would have been fine.
[quote]
Depends on what you considered limited. You clearly place a very high emphasis on squad banter. I don't. I view it as a nice extra and it's great when employed well (Dragon Age), but I don't consider it to be integral. Wrex asking Kaidan whether he could take Shepard in a fight does not provide anywhere near the level of depth which the loyalty missions had done for me. Or even the fact that characters now actually move when I talk to them instead of standing in one spot like a robot. [/quote]
I place a high emphasis on interaction. Banter is an important part of it. The entire point of ME 2 was to get twelve powerful beings of various specialties on your team. These people are strongly individualistic, come from a variety of backgrounds, have a variety of motives,
and they're all on the same ship for the same mission. Yet almost nothing is done with this.
Each character has a personal mission. This is good, you get to see more of their background. But it's not enough. The third squadmate is practically a mute on these missions. They don't interact on other missions, on other planets, or on the ship. They do their mission, and have a personality there. Afterwards they thank you fo rit (and yes the moving around while talking is nice) then they go back to being robots, standing around, or following oyu, not speaking or interacting. As far as their concerned, Shepard is the entirety of their existence. As Terror_K put it a while ago, it's all very
insular.
FOr a game which the focus is the characters, rather than the Big Bad, you need
more character development, not less. Given the story, even ME 1's limited banter would have been enough. you'd need someting more like the BG games, Kotor 1 or 2, or ideally, Dragon Age
[quote]
ME 1 had it's flaws, do't get me wrong. It needed tweaking. But there's pruning, then there's chopping off at the base.[/quote]
True, but then if one dislikes the base to begin with, it may as well be chopped off. [/quote]
I see little that needed to be chopped off. Certainly not Character personalities and protective gear, even as a skin.
Here we go again with the walls of text debates