The Technomancer
card-carrying scientician
The original Mass Effect was a good game. The combat was finicky, but not offensive, the story was laden with cliches, but you could tell it was out of love. It told a pretty interesting story, even if the big twist was ancient evil aliens from beyond the galaxy are coming back My biggest problems with it came down to the fact that I was stuck playing as a Space Marine (wheeee), and that for every great conversation or awesome piece of atmosphere that would strike me as fantastic, there would be two more dialogue exchanges that made me cringe, or plot devices flimsier then a house of cards that brought me crashing back down. There were some genuinely great moments, but they kept getting disrupted.
Mass Effect 1 disappointed me, but not on its own merits. Its not what I want out of a big space RPG, and when those are in such scarce quantity unfortunately it has to take the brunt of my frustrations, but it was an enjoyable experience. And I did have a significantly better time with it on my second playthrough a few weeks ago, primarily because a.)I didn't bother with most of the repetitious boring sidequests tis time, and b.)I specialized in Sniper Rifles, which made combat quite satisfying.
Short of creating ze best space game evar by dedicating years to perfecting every element of both game types, there were two broad directions BioWare could take the sequel: expand the galaxy, create a bunch of genuinely interesting sidequests, ramp up player customization and generally make a more freeform RPG, or tighten things down, cut out the fat, focus on the narrative, and make a linear story-driven experience. Obviously they went with the latter.
Now thats not necessarily a bad thing, at all. That doesn't really pre-dispose me towards the game, many of my favorite gaming experiences are linear but well told narrative journeys. (I refuse to use the term cinematic) And it definitely shows that they were trying to do that.
A lot of the RPG staples have been cut out, like the item micromanagement and the number-driven combat, and that works really well in the context of what Mass Effect 2 is trying to be. In fact I'm a fan of putting skill points only towards combat abilities and offloading things like Biotic cooldown upgrades and such to the research skills. It helps place the focus where it belongs and tightens up the pacing in one sense (more on pacing later though). The combat was oddly samey though. I dont know why I make this comparison, I cant pinpoint specific causes, but I literally came to this game a day after re-playing ME1, with the former fresh in my mind, and ME2 seemed like it had a lot more instances where combat is basically crouching behind a bunch of crates in a room and taking potshots. In fact, thats pretty much all of the combat outside of a few set piece battles.
The characters are the highlight this time around, and they're a definite step above the first game. They still hit the prerequisite cliches, and the romance options are tacky, but I did genuinely enjoy learning more about them, even if it was more curiosity then compassion. Conversations are many and varied, and the single best part of the Mass Effect franchise (the lore) continues to be enjoyable to read and discuss. They're decent characters, and some of the best in the current industry, although thats halfhearted praise. The game definitely suffers from character overload though, and I think that ten characters really was just too many. Thane, Samara, and Legion in particular felt very underdeveopled, and I really wish they had gotten more time to come into their own. As a result the game felt very short to me, like I did a bunch of really short, contained things with a few story missions stitched in, and then it was over.
The overall quality is as disjointed as the first game as well. It actually started out very promisingly. The conversation with the Aria in the club on Omega was well choreographed, well acted and well written, and it got me very hopeful about the game. But like ME1, and really like all BioWare games, for every compelling well put together cutscene or piece of dialogue, there are four that range from mediocre to cringeworthy. And that's just on the main quest, the ratio is far worse with sidequests involved. But this would still be fine with a strong story.
They removed the majority of the inventory, as well as the planet exploration, which I'm fine with in the context of what they wanted from ME2. Of course my ideal Space RPG would have both in spades, but I'm trying not to judge the game based on what I think it should have been. Those are definite steps away from a customizable, explorable RPG and towards the semi-linear progression and the overall story focus. And I'm honestly fine with that...in theory. I actually applaud a developer who cares about plot and writing...in theory. Everything I've just talked about helps them set ME2 up to be a more cinematic (yes, I did use it this time) game overall, which can be a very good thing, but which places a lot of burden on the story that carries the game. A story that they seem to have forgotten to include. Wait, what?
This is the TL;DR paragraph
It just doesn't go anywhere. There's no sense of progression, which would be acceptable in a freeform RPG, but not in one who's express direction is towards being more story driven. It was around the time that I realized that nothing of importance was happening that I was struck with the biggest problem I have with ME2: I really don't know what its trying to be, and I'm not sure if the devs did either. It sends me such mixed signals: do they want the player to control the experience? Then why have they cut out so much player control? Do they want to guide the experience? Then why didn't they actually craft a good guided experience? Instead they give us this Mega Man style of progression that makes a tight, advancing plot difficult. We can all agree that its not trying to be a traditional RPG any more. But is it trying to be a great third person shooter? Its competent there, but not standout. Is it trying to tell a great narrative story? Well it failed at that, for many reasons. Was it trying to be a great character driven experience? Well its decent at that, but it overloads itself with far too many characters, so that in the end I didnt really feel like I got to know many of them very well at all. It needed to either cut out about half the cast, or else go all out and offer thirty or so hours of character driven content. It was much more fun to play through in the initial hours then Mass Effect 1, but it lost steam like an inflatable train running over a porcupine. Its the same weird mishmash of both as ME1, but with various bits swapped around, and they're both weaker games then they could potentially be for it.
Given enough time and money I'd like to think that someone (not necessarily BioWare) could make an RPG that hits both notes with clarity, but when you're constrained to a development cycle its better to be the master of one trade then the jack of all.
I mean, they were so close. They had the gameplay: sure, it basically completely abandoned their RPG roots, but at least it was fast, responsive, and it didn't intrude. They had the presentation: the most consistently good voice acting and dialogue writing I've seen in a game that's even fractionally more non-linear then something like Uncharted. Admittedly that means a lot of mediocre, with some great thrown in, but when many games (Mass Effect 1 included) are mostly bad with a few mediocre, well hey, its progress!
And then they botched the story! The story and the macro-writing! All the believable dialogue in the world can't save you when you have serious pacing problems. They were so close, they had almost everything else, but they botched the story and with it the game's structure.
Oh and one other nitpick, that kind of bothered me: Mass Effect 1's story was pretty mediocre overall, but you know what it did really really really well? Made the Reapers seem like an incredibly ancient, incredibly alien, and above all incredibly dangerous threat. The first encounter with Sovereign in Saren's office is easily one of the best scenes in the game, as you come to grips with this intelligence that you're trying to converse with. ME2 didn't do that nearly as well, and I would personally like to meet and try to understand the aberrant person who somehow thought that the correct way to make a sinister main villain was to have him repeat the same six lines in the vein of "you are doomed Shepard" for every fucking encounter with the collectors. This game has almost no weight to its plot, they try to force some gravitas into the situation but it just doesn't work.
And the level of humans are awesome, and you, Commander Shepard, are the most awesome of all awesome people has been ratcheted up from annoying in ME1 to downright nauseating in ME2.
I know that I'm coming off pretty harsh in this post, and its true, I think ME2 has a lot of flaws. But there really isn't any piece of it thats bad, at worst its mediocre and at best its fun. Its gameplay wasn't actually "good", it was too repetitive and shallow in both combat and dialogue for that. But it wasn't offensively bad, and there was something weirdly compelling about it that pushed me to finish it in under a week.
I'd really like it if the majority of this thread was people actually responding to my comments, rather then ME2 was brilliant, maybe you don't get it and ME2 sucks, you're totally right. I'd like to think my opinions are a bit more complicated then that.
Oh, and for those who are curious: my Shepard survived, and I lost Thane, Legion and Miranda in the assault.
Mass Effect 1 disappointed me, but not on its own merits. Its not what I want out of a big space RPG, and when those are in such scarce quantity unfortunately it has to take the brunt of my frustrations, but it was an enjoyable experience. And I did have a significantly better time with it on my second playthrough a few weeks ago, primarily because a.)I didn't bother with most of the repetitious boring sidequests tis time, and b.)I specialized in Sniper Rifles, which made combat quite satisfying.
Short of creating ze best space game evar by dedicating years to perfecting every element of both game types, there were two broad directions BioWare could take the sequel: expand the galaxy, create a bunch of genuinely interesting sidequests, ramp up player customization and generally make a more freeform RPG, or tighten things down, cut out the fat, focus on the narrative, and make a linear story-driven experience. Obviously they went with the latter.
Now thats not necessarily a bad thing, at all. That doesn't really pre-dispose me towards the game, many of my favorite gaming experiences are linear but well told narrative journeys. (I refuse to use the term cinematic) And it definitely shows that they were trying to do that.
A lot of the RPG staples have been cut out, like the item micromanagement and the number-driven combat, and that works really well in the context of what Mass Effect 2 is trying to be. In fact I'm a fan of putting skill points only towards combat abilities and offloading things like Biotic cooldown upgrades and such to the research skills. It helps place the focus where it belongs and tightens up the pacing in one sense (more on pacing later though). The combat was oddly samey though. I dont know why I make this comparison, I cant pinpoint specific causes, but I literally came to this game a day after re-playing ME1, with the former fresh in my mind, and ME2 seemed like it had a lot more instances where combat is basically crouching behind a bunch of crates in a room and taking potshots. In fact, thats pretty much all of the combat outside of a few set piece battles.
The characters are the highlight this time around, and they're a definite step above the first game. They still hit the prerequisite cliches, and the romance options are tacky, but I did genuinely enjoy learning more about them, even if it was more curiosity then compassion. Conversations are many and varied, and the single best part of the Mass Effect franchise (the lore) continues to be enjoyable to read and discuss. They're decent characters, and some of the best in the current industry, although thats halfhearted praise. The game definitely suffers from character overload though, and I think that ten characters really was just too many. Thane, Samara, and Legion in particular felt very underdeveopled, and I really wish they had gotten more time to come into their own. As a result the game felt very short to me, like I did a bunch of really short, contained things with a few story missions stitched in, and then it was over.
The overall quality is as disjointed as the first game as well. It actually started out very promisingly. The conversation with the Aria in the club on Omega was well choreographed, well acted and well written, and it got me very hopeful about the game. But like ME1, and really like all BioWare games, for every compelling well put together cutscene or piece of dialogue, there are four that range from mediocre to cringeworthy. And that's just on the main quest, the ratio is far worse with sidequests involved. But this would still be fine with a strong story.
They removed the majority of the inventory, as well as the planet exploration, which I'm fine with in the context of what they wanted from ME2. Of course my ideal Space RPG would have both in spades, but I'm trying not to judge the game based on what I think it should have been. Those are definite steps away from a customizable, explorable RPG and towards the semi-linear progression and the overall story focus. And I'm honestly fine with that...in theory. I actually applaud a developer who cares about plot and writing...in theory. Everything I've just talked about helps them set ME2 up to be a more cinematic (yes, I did use it this time) game overall, which can be a very good thing, but which places a lot of burden on the story that carries the game. A story that they seem to have forgotten to include. Wait, what?
This is the TL;DR paragraph
It just doesn't go anywhere. There's no sense of progression, which would be acceptable in a freeform RPG, but not in one who's express direction is towards being more story driven. It was around the time that I realized that nothing of importance was happening that I was struck with the biggest problem I have with ME2: I really don't know what its trying to be, and I'm not sure if the devs did either. It sends me such mixed signals: do they want the player to control the experience? Then why have they cut out so much player control? Do they want to guide the experience? Then why didn't they actually craft a good guided experience? Instead they give us this Mega Man style of progression that makes a tight, advancing plot difficult. We can all agree that its not trying to be a traditional RPG any more. But is it trying to be a great third person shooter? Its competent there, but not standout. Is it trying to tell a great narrative story? Well it failed at that, for many reasons. Was it trying to be a great character driven experience? Well its decent at that, but it overloads itself with far too many characters, so that in the end I didnt really feel like I got to know many of them very well at all. It needed to either cut out about half the cast, or else go all out and offer thirty or so hours of character driven content. It was much more fun to play through in the initial hours then Mass Effect 1, but it lost steam like an inflatable train running over a porcupine. Its the same weird mishmash of both as ME1, but with various bits swapped around, and they're both weaker games then they could potentially be for it.
Given enough time and money I'd like to think that someone (not necessarily BioWare) could make an RPG that hits both notes with clarity, but when you're constrained to a development cycle its better to be the master of one trade then the jack of all.
I mean, they were so close. They had the gameplay: sure, it basically completely abandoned their RPG roots, but at least it was fast, responsive, and it didn't intrude. They had the presentation: the most consistently good voice acting and dialogue writing I've seen in a game that's even fractionally more non-linear then something like Uncharted. Admittedly that means a lot of mediocre, with some great thrown in, but when many games (Mass Effect 1 included) are mostly bad with a few mediocre, well hey, its progress!
And then they botched the story! The story and the macro-writing! All the believable dialogue in the world can't save you when you have serious pacing problems. They were so close, they had almost everything else, but they botched the story and with it the game's structure.
Oh and one other nitpick, that kind of bothered me: Mass Effect 1's story was pretty mediocre overall, but you know what it did really really really well? Made the Reapers seem like an incredibly ancient, incredibly alien, and above all incredibly dangerous threat. The first encounter with Sovereign in Saren's office is easily one of the best scenes in the game, as you come to grips with this intelligence that you're trying to converse with. ME2 didn't do that nearly as well, and I would personally like to meet and try to understand the aberrant person who somehow thought that the correct way to make a sinister main villain was to have him repeat the same six lines in the vein of "you are doomed Shepard" for every fucking encounter with the collectors. This game has almost no weight to its plot, they try to force some gravitas into the situation but it just doesn't work.
And the level of humans are awesome, and you, Commander Shepard, are the most awesome of all awesome people has been ratcheted up from annoying in ME1 to downright nauseating in ME2.
I know that I'm coming off pretty harsh in this post, and its true, I think ME2 has a lot of flaws. But there really isn't any piece of it thats bad, at worst its mediocre and at best its fun. Its gameplay wasn't actually "good", it was too repetitive and shallow in both combat and dialogue for that. But it wasn't offensively bad, and there was something weirdly compelling about it that pushed me to finish it in under a week.
I'd really like it if the majority of this thread was people actually responding to my comments, rather then ME2 was brilliant, maybe you don't get it and ME2 sucks, you're totally right. I'd like to think my opinions are a bit more complicated then that.
Oh, and for those who are curious: my Shepard survived, and I lost Thane, Legion and Miranda in the assault.