Sidney wrote...
I think people have lost sight of what role playing means. it doesn't mean looting corpses, and customizing armor or selling vendor trash. It doesn't mean turn based combat. Those were things people stuffed into RPG's years ago but those have zippo to do with role playing even though you are used to them. Role playing is about have a character that has a serious effect on the world you are in beyond just blowing crap up and both ME1 and ME2 fill that niche.
Long post, apologies ahead of time.
No, gear does not make an rpg, Nor does designing armor. They help in customizing your character, much like picking a class does. But by itself it doesn't make an rpg. Borderlands does as much.
Role playing means adopting the persona (usually the protagonist) of a story-based game where you make choices that affect the outcome. Your character has a goal, a motivation, a reason for doing what you do. In a good rpg, you are immersed in a story, just like you can get immersed in the stry of a good book or movie.
Now, about ME2: it is my belief that the story is the weakest part of the game, to the point where I had to doublecheck to make sure it was in fact a Bioware game.
I mean, what is the plot? First it seems to be "find out why human colonies are disappearing". Sounds intiguing, except...it gets solved with the first mission. Okay, now we're going after the Collectors, right? Find out who and what they are, what they're after, what's their connection to the Reapers, what their interest is in humans. Heck, finding out who's leading them would be a good first step! You've got a place for us to start, right TIM?
Not exactly. We're going to deal with the Reapers by...slaughtering dozens and dozens of mercs as we build an elite team to ...do something. Asari mercs, human mercs, krogan, vorcha, batarians, salaraians. Harbringer isn't "our salvation through destruction", it's Shepherd!
But this team, they're specialists, right? They each have some connection to the Collectors, or they possess information we need? Umm, not so much. Half seem to join up cause they have nothing better to do.
Ah, but this is a character-driven story, right? This is about Sheperd building an elite team to do the impossible! This is the Dirty Dozen! Kelly's Heroes! Ocean's Eleven! They're going to come together as a well-oiled fighting machine and Fight for the Lost!
Well, not so much, in my opinion. They have loyalty mission, which is nice, but in the end, all you end up with are 10-12 individuals personally loyal to you. There's little to no communication amongst the squad. Only two personality clashes. Once a character is recruited and made loyal, they pretty much spend the rest of the game "guarding the ship" while you go out with your prefererd two (or the one you're making loyal plus your favorite character)
So the storyline for ME2 is to go stop the Collectors by fighting everyone EXCEPT the Collectors in order to create an elite team of semirandom supercharacters to go forth and do something somewhere to somebody. Glad that's straightened out.
If this was a true "character-based" story, we'd see a lot more of the characters and their motivations. More personalized comments on missions, more dialogues (both with Shepherd and other squadmates), more cutscenes. Not that those are entirely absent. But there really isn't enough if this is the route Bioware intended. In a movie featuring an ensemble cast like this, there's typically a "training montage" in the second act. The disparate cast of characters work together and bond as a team while sorting out their personal problems. Something like that is really lacking in ME2. I mean, it's not just Shepherd's life that on the line here. The squad needs to trust their fellow squadmates, right?
And this is beside the point that with two exceptions, all the characters from ME1 are almost entirely absent (Empire Strikes Back did NOT feature an almost entirely new cast, btw) Maybe they didn't want to confuse those who didn't play ME1, I dunno.