BaladasDemnevanni wrote...
And I'm not arguing against that he doesn't have much characterization. In fact, my point is that he can only be so dynamic without taking control from the player. As for your criticisms:
1) You are absolutely correct. This bothered me as well; Shepard should have had more of a reaction to being back from the dead. On the Liara point, I have heard there's an obscure bit of dialogue that can be obtained where she does break down emotionally however.
2) The backstories were extremely lackluster ideas that were inherited from the first game. This is not ME2's fault. When importing my character, I'd almost forgotten that I was in fact Earthborn.
3) I'm not entirely certain where you go with this.
4) Shepard's role as hero of the citadel doesn't even have a chance to take off. He dies a month after the battle and is now operating on the fringe's of space. I don't exactly think he's in a celebratory mood. I do however think that the battle has impacted his mentality throughout the game. He's had experience with the Reapers.
1) I heard the little sound bite someone found about Liara and the Shadow Broker. Odd how BioWare doesn't clean its own asset list...
2) The fact that I played as an Akuze survivor and was brought back to life by Cerberus should've been insta-conflict. Instead we get nothing.
This would've been key.3) I'm referring to the scope of the plot . We're talking GALACTIC GENOCIDE. "Hello? Shepard? Could you please pick up the diplomatic/influencial skills here? Get some hard evidence? Fate of the galaxy and all?" No other plot has come close, and the protagonist (who's worthy of being called as such) needs to be MUCH more effective at convincing fellows to help him save the galaxy, instead of just shrugging them off. One, kidnap the Turian and Solarian councellor. Two, mind meld with the Asari councellor, showing her the fate of the Protheans and all those nasty Reaper/Cipher/Ilos memories you've got buried in your brain. Hell, get Shiala and Liara to do it too.
4) The fact he's a hero and officially Space Jesus should command
some attention and influence aside from "discounts at a store."
I'm not arguing that video games are incapable of death. If anything, I've argued they're capable of more depth because they cause you to interact with characters over greater periods of time; KOTOR is a 50 hour experience. I can't say the same for most books or movies.
I would also stay away from using those background quests to make your point. They're not exactly helping. ME1 was entirely a main quest oriented game. Every side quest was utter crap and I'm honestly insulted at how some were even implemented. If you're calling the Colonist background mission 'something', that is laughable at best. It was five minutes long. I felt more impact at the decision to keep Wrex alive or dead in ME2 than that instance.
Laugh all you want. At least it was there. Ditto with the MAKO for a sense of scope of the world we're in.
I did enjoy the scene with Shepard holding his side after battling sovereign, but if anything this is expanded on in ME2. ME1 evolved the game in terms of giving you a spoken character. ME2 improved this further by adding realistic motions and hand gestures for you and your companions. Those little instances that you describe are honestly everywhere in ME2. I particularly enjoyed watching Thane look out at the stars while he was explaining his life to you.
This is true. But
it needs to tie into the main plot. Talking heads and prettier graphics mean zip if it doesn't progress the story, provide backstory, and characterization, and not just for side characters.
But don't we get anything along those general lives? What you are describing is a fairly typical interaction with any character of ME1 and 2. I just replayed the intro of the second game, your conversation where Jacob explains whom he works for follows that exact outline. I chose to respond that I was willing to give Cerberus a chance.
And it goes
nowhere. They don't argue. They just nod their heads. No conflict, no change, no argument. Just "Yeah Jacob, I'm thinking exactly what you're thinking. Cerberus is a pretty shady place." *crickets chirping*
In case you haven't noticed, Commander Shepard died. For two years. And he was, as both Miranda and TIM explain, *the* symbol of humanity and the alliance. You are not dealing with some clearly defined threat anymore. Everyone's heard of the Collectors; no one fully understands what they are.
Resurrecting Shepard, creating the Normandy SR-2, the AI, designing the very best team possible, this was all done to combat the Collectors. You're asking what the point of the team was? This was the unknown, they were designed to counter every possibility that could have occurred. Hence why you're going for such a varied group of specialists. You are going beyond the Omega IV relay, all we know is that no ship has survived passing. Those were the mission parameters, you prepared accordingly.
What exactly makes Tali, Wrex, or Garrus so instrumental to the plot of the original? Even Liara this can be said for. Her mother is aiding Saren yes, but you are not forced to bring her along on Noveria. Recruiting Liara in fact felt like any other recruitment mission in ME2.
Right. So he's brought back for a symbol? Okay. He's got some notoriety, and the fact he's now Space Jesus. But does anyone (aside from some NPCs and Garrus) care?
And if the Collectors are so mysterious, why don't we learn about them and how to attack them (who/what/where/etc), before just getting random people on board? Why do we need a band of mercs and combat specialists, as opposed to ship/sensor/information specialists? We need to know our enemy before any planning is invovled. We're assembling a squad:
for what? First get a physical, known enemy target, then plan for it. A poster above stated they'd want to get some nuclear warheads, and I'd agree: you could be attacking ANYTHING. You don't need an army or specialists, because you don't know what they're going to be used for. Getting an extra character was the equivalent of buying fish, or quality food rations for the mess seargent: why the f*ck not.
social.bioware.com/forum/1/topic/105/index/912920/3#976205Wrex and Garrus don't have much involvement in the plot, but they at least have a singular motivation. (Wrex: wants to kill him, Garrus was investigating him, and wants to continue doing so because he knows "something isn't as it appears.") Tali and Liara each have 4 reasons. And what's beautiful about Liara is she's
optional. Whereas all of our ME2 characters are completely optional.
Well, in some cases we do see motivation. But again, I emphasize that when dealing with an unknown threat, be it the Reapers or the Collectors, you will always have that issue of motivation, in which case ME2 was doomed from the start. I think most of the characters' were laid out very well. Grunt is searching for identity, Thane wants to die, Tali and Garrus are loyal to you and looking for a cause, and Legion in particular seems directly tied to combatting the Reapers.
Legion does indeed have info regarding the Reapers. However, none of these side=characters are particularily motivated to the main plot. Hell, some of the NPC crew members have family members that were collected. THEY have more motivation than our side-characters.
1) We didn't know. I could argue the same for the Reapers of ME1. Where were they? 'Out in dark space'. Incidentally, if ME2 had focused on the reapers, we have no idea how long it would have been after ME1 since they're moving manually into our galaxy.
The goal of ME1 was to stop Saren, find the Conduit. We didn't know what or where the Conduit was. But we slowly find these things out. But, we weren't trying to destroy it, let alone an entire species. We were exploring to discover it, and prevent Saren from having it, and we still didn't know till we actually got really close to it via Vigil (and could argue its validity/usefulness in response to Saren's poor behavior.)
In ME2 our goal is to "Fight the Collectors." This is a very specific kind of goal that involves violence. What kind of violence? What is the scope of that violence? What is the scope of the Collectors? What kind of ordinance would be required for said violence to successfully "Fight the Collectors"? Does such violence constitute building a team or an army? I understand the need to upgrade the ship, to explore and
discover how to do all these things, but not to have a military ground operation for
something we don't know of yet. Ilos was a planet. The Collector base luckily had some atmosphere for our breather-mask squaddies.
2) Again, we do not know. The point of TIM giving you the best that money can buy from equipment to technology to companions is so whatever it was, a spec ops mission, bombarding a city, you would be able to deal with it.
If he gave us the best weapons and ordinance to "deal with it" (aka blow something up), what do we need an army/really good team for?
3) Well, look at it like this. If you need an assassin, you now have an assassin. Do you need a biotic powerhouse? You now have a biotic powerhouse. Again, how were Ashley, Kaidan, and Wrex instrumental to ME1? Your issue is something that pervades both games. If you are looking for better illustrations of necessary characters, we will have to go back to Bastila from KOTOR and Dawn Star/Sagacious Zu from Jade Empire. Or Alistair/Morrigain. And on a separate note, quite a few party members were useless in Dragon Age. Sten and Leliana are both just brought along for the ride.
And what if the Collectors greatest weakness was coffee? That may sound stupid. But you know, after that info, I'd really want a barista over an assassin, if that's what it took to "Fight the Collectors." And Juan Valdez.
Or just lots of nukes. Nukes would work really well, too.
In regards to Ashley, I'd say she had more motivation than any character in ME2: she had firsthand knowledge of the Geth, having her entire unit wiped out, and she believes in the mission, enough to curb her xenophobia and work with Shepard and aliens to save the universe. She also has little comments and opinions about each plot point of the story. Ditto with Kaidan. Wrex, here and there, I think. They at least had things to comment on the main plot.
4) Did we know what was going to happen when we hit Ilos? We knew Saren had found the conduit there, we took a single ship, unaware whether he had a fleet stationed, an army, whatever. In what Bioware game are we ever given a definite plan as to our course of action?
Again, I mentioned before, we wanted to stop Saren from finding the conduit. That does not necessarily mean kill Saren, but if it did, we knew 1) our taget, 2) pretty much how to kill him and what that'd take.
Compare that to "Fight the Collectors." Whereas Ilos is a planet in a solar system far far away, NO ONE knows what's beyond the Omega-4 relay, the scope of the threat, what we need to stop it, etc. If we were somehow able to communicate/scan what was going on in there early on (I'm thinking something like a DS9 wormhole communication thing), then we could go "Oh. Now we've got some idea of what to do."
I can't seem to recall why the SR2 couldn't fight the Collector Cruiser while everyone was defending the tower on Horizon. What, does EDI have to also control firing the weapons too? Couldn't Joker conduct some attacks on a massive stationary ship from orbit, let alone some bombing runs?