[quote]iakus wrote...
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]
And said missions did far more at developing the characters than most I've seen in previous Bioware games. I also think that we're not giving the conversations themselves enough credit here. Thane describing how he met his wife, Mordin on the Genophage, etc, there was more than enough character development for my tastes even through conversation, especially considering how people actually
interact during conversations now. Personally I'll take 3 interactive conversations with Thane where he has facial expressions over 5 non-interactive conversations with Ashley where we stand in the exact same spot where only our heads move.
Loot in my opinion is not a big deal. When I hear complaints about the loot (or lack), I immediately think of WoW and how the entire game is driven by the need to acquire purple epics (no offense intended to anyone who does enjoy collecting loot). It's not that I have a problem with it, but at times it feels like loot is the 'fallback' option when a developer is too lazy to create a more compelling reason for anyone to experience a story.
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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. [/quote]
I'm confused. Am I to assume that because they are fantasy settings they should not be internally consistent? In Jade Empire, if I am cut by a sword, then I will bleed. If I jump, I fall back down. This does not change despite the fantasy setting we are shown. They remain internally consistent. If we can assume this is the case, then I can assume that armor likewise will prove functional and so characters fighting in their undies is out of place.
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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. [/quote]
And even in the Star Wars universe, we are shown that characters wear armor (both Sith and Republic soldiers). Carth starts off wearing a shirt and Canderous/Mission both begin wearing sleeveless vests. Does this seem practical for personal combat? Probably not, yet we suspend our disbelief. We of course do have the option of giving these characters armor, but then one look at Carth wearing light combat armor and I put him right back in his orange shirt. Is this really any different than Jack fighting mercs shirtless?
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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]
Actually, I would say that we have a mistaken proposition here with the bolded: who precisely wears armor in combat? Your squad mates are not in the military, should we assume that everyone (pirates, thieves, etc) handles their dealings wearing full plate armor? I would think not, especially given that most of Mass Effect 2 takes place in the lawless Terminus. Here I'd actually say every merc wearing armor is non-sensical, if anything. Jack ( an extremely individualistic personality) refusing to wear armor bothers me less in light of this.
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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]
Emphasis on 'unique'. Mass Effect does not incorporate 'unique' armors which is the problem. It feels like each armor was custom-skinned to Shepard (on whom they look relatively fine), but then simply reskinned onto Ashley/Kaidan (on whom the armors look relatively terrible). In this case, I prefer Bioware creating a custom appearance for each squad mate (Jack, Jacob, Thane) even if it is less realistic than if they had put them all in reskinned N7 armor. .
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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. [/quote]
And here, we have a great example of how Bioware could have made Mass Effect 2 better through banter. I wish I had constructive criticism on how they could have improved the squad personalities in Mass Effect. I can't think of much to say beyond that Mass Effect's cast felt boring in comparison to Mass Effect 2's or even previous Bioware games.
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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. [/quote]
Well, I would say what you are describing in Mass Effect was hardly enough either. Once more, I received a grand total of two elevator conversations in Mass Effect accompanied by 3 rather bland/generic character missions. I prefer 12 dedicated in-depth loyalty missions overall to this approach.
I would also say there is a bit more interactions in Mass Effect 2 than most claim. Tali/Garrus on the Citadel, your squadmates on the Collector Ship mission, etc, the interaction is there.
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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. [/quote]
And I'd say your underlined is still an understatement. Calling the character interactions 'nice' is the rough equivalent of saying that Kotor featuring fully voiced npcs was 'nice'. Here we have the full potential to move a genre forward. Shepard and company are not blocks. In conversations, people do not remain motionless. They are not stiffs. They stand up, sit down, move around, etc, express their emotions in a million different ways, some extremely subtle, others less so. Mass Effect however still operates under the philosophy that every thought or emotion a character has can only be expressed into words. Mass Effect 2 is moving away from this into a more interactive world.
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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]
So if this is the case, would you argue that elevator conversations developed the Mass Effect cast more than each individual loyalty mission developed the Mass Effect 2 cast? I would heavily disagree on this, especially given how obscure it can be at times to come across an elevator conversation.
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I see little that needed to be chopped off. Certainly not Character personalities and protective gear, even as a skin. [/quote]
I dunno. Imo, character personalities were already chopped off with ME so if anything Mass Effect 2 would be 'reparing the base, rather than removing it.
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Here we go again with the walls of text debates

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They'll get progressively longer, I have no doubt.
Modifié par Il Divo, 22 septembre 2010 - 10:09 .