Mass Effect Franchise bitching thread

UnluckyKate said:
Some loyaulty missions are stellar (Mordin first, Tali second) and yes, it is unacceptable that gay romance were not avaible anymore in ME2 while it was in ME1.

Hmmm, I am of the opinion that having a sex with an alien, a unisex alien at that, is never really gay, nor is it really straight. I mean if a man has sex with a male sheep...

Am I the only one who really liked Jacob's loyalty mission? I found it engaging and was probably the main interesting thing about the character. (I liked that he was a relatively normal dude in a crazy situation. Normally everyone is as crazy/bombastic as the shit they get themselves caught up in, and that even includes revenge-obsessed batman Garrus.)
 
I got ME2 a few weeks ago, after having missed out on the first one. I enjoyed it a lot, but there are many ways it can and should be improved.


Dialogue and Characterization

Before purchasing ME2 I had recently jumped on the BioWare train by getting DA:O. One thing that really stood out for me was the generally excellent characterization and dialogue. The party banter system was excellent IMHO, characters made references to events and plot decisions, and acted differently as you got to know them better.

Lack of voicing of The Warden sucked, but I did like the fact that the dialogue menu gave a much better indication of the tone and implications of possible comments instead of the ME2 dialogue wheel. Forgetting being forced into Paragon/Renegade late game for a second, there were so many times where there was a huge dissonance between the implied tone and the actual dialogue.

As an example, during Tali's loyalty mission, a possible reaction to being called Captain Shepard in the dialogue wheel is "Commander, not Captain", which gives the impression of a hostile "get my rank right you stupid fucks" instead of the actual reply which is a polite "You don't have to call me that; I never actually reached the rank of captain".

Apart from the almost complete lack of party banter in ME2, save for a one-shot comment between Tali and Garrus on the Citadel, the sheer lack of dialogue, especially for the few older characters really surprised me. As a player new to the series I got the impression of an actual history between Shepard and the older characters simply from the dialogue and tone itself. A good example would be the post-mission debriefing banter between Garrus and Shepard after recruiting him which gives the impression that hey, these two know each other so well that they can joke about Garrus having half his face blown off immediately after the event. That is a good thing!

So why are there something like 2 or so conversations you can have with him? It's extremely jarring.

The whole being locked in a romance crap because you said one or two nice things was a bunch of bullshit too. It was kind of a problem in DA:O as well, where a mildly flirtatious comment somehow translated to "you are now in a relationship", but at the very least you could easily get out of them. Where's the "I have no interest in fucking you Jack, so stop bringing that up and get that shit out of your head" option?

Then there's also nonsensical limitations like not being able to tell two squabbling members to stop being so fucking childish because I haven't punched enough reporters in the face, or not being able to threaten some criminal with my reinstated Spectre status.

Dialogue limitations are always going to be a problem with RPGs given the limits of current technology, especially when lines are voiced, but BioWare need to work on not making dialogue options so confining at times. Example: the end game choice of "we need this base" verses "blow it up, it's an abomination" (the latter is really fucking stupid and not a rational justification). I can't say "I'm blowing it up because I can't trust you with it", or "This technology could be dangerous; what if it indoctrinates you?". Or Mordin's loyalty mission where Paragon options mean you give Mordin a huge amount of shit (needlessly I think), instead of say trying to convince him that a new strategy might be in order because it's no longer the best option.


RPG Elements

For a so called RPG, Mass Effect 2 has the least RPG elements I've ever seen. Character customisation and class building is pretty limited. There's very little in the way of equipment stats/upgrades and buffs. There's no character skills or professions. There's no inventory system. The lack of these isn't necessarily a bad thing, and they shouldn't be shoehorned in unnecessarily, but when there's so little then the spotlight really does focus on what's left.

The only real roleplaying left (short of the grindtastic and tedious planet scanning) is the dialogue options, and due to the morality system that comes down to whether you're a saint or the galaxy's biggest prick. At least, you're forced into that due to metagaming if you don't want to be completely fucked over.

I'm perfectly fine with not having to loot every corpse for futuristic vendor trash which I need to sell to clear my inventory, or having an inventory system cluttered up with useless crap. There is a middle ground that could be taken however.

I'm definitely not a fan of having weapon and armour upgrades hidden around location which can be easily and permanently missed. Especially when you can easily accidentally get into cutscenes unintentionally, or end up switching to a new zone where you can't backtrack from.


Morality system

Limiting dialogue options due to morality or because I did something especially nice/badass, and adopting the system that changes the difficulty based on the maximum number of points you could have obtained by that point really sucks.

Editing a saved game to avoid this nonsense makes the game far more fun. If BioWare are going to limit dialogue, at least make it based on a coersion skill or something, like Dragon Age (and the original ME, if I understand correctly?).

I mostly play a Paragon, but I'd like to see more opportunity to mess up, instead of the "good is always the best option" vibe I get. The biggest Paragon mistake you can make is letting a murderess go.


Combat

Whilst it has its issues, I generally enjoyed the combat in ME2. However the cover system really does need improving to the standards seen in Gear of War. Several times I got killed because Shepard refused to take cover for some reason, or I ended up climbing over obstacles due to hitting the button twice because of lengthy delays. Randomly coming out of cover for no reason because I switched weapons or ammo powers also really pissed me off.

Having a character be visible from third person but not visible when aiming from cover due to the game messing up the position/stance was annoying as well. In Gears, I always felt like I had control over the character, but in ME2 there are times where I feel I'm fighting for control.

I've heard that ME3 is improving the smoothness of the cover system as well as adding other elements from GoW like rolls and blindfire. That's not a problem in my opinion.

I didn't have too much of a problem with the cooldown system as a Soldier class, save for stupid stuff like changing the ammo power. Then again pretty much the only ability I used was adrenaline rush, occasionally mixed up with a bonus power.

I would also like the ability to change weapons without having to pause the game and navigate menus (at least, on the console version). Having to switch weapons repeatedly really gets in the way of the action I feel.


Suicide Mission

I like the concept of the suicide mission: anyone and everyone can die if you mess it up badly. However I think the actual implementation and mechanics made it too easy to get a perfect result, when you consider that if you don't do loyalty missions then you basically skip out half of the game's content.

I have no problem with being able to get everyone out and get a perfect ending, but I think it should have involved more effort and possibility of player skill impacting the results instead of simply picking the right choices.

For example, what if the time taken to defeat the final boss had an impact on who survived, by forcing your team to hold the line for longer? What if a good player was able to use a less effective technician by being able to pull off a difficult shot to save them from a rocket to the face. What if a good player was able to use a weaker biotic by clearing the area faster?

What if character development actually had an impact? For example, the Paragon ending to Zaeed's loyalty mission reduces his lone wolf tendencies by making him into an effective squad leader.



Uh yeah, that's enough text for the moment.

Overall I consider ME2 to be a pretty good game. The characterization and writing we do get is generally of a high quality as you'd expect from BioWare. The sci-fi elements seem pretty consistent and quite well justified compared to most works. But the two main parts of the game, namely the shooting element and the roleplaying element both need serious work, especially the latter.
 
Here are all my problems with Mass Effect 2 which I posted in the OT after completing it:

  • This game suffers from Bioware syndrome. Whether its KOTOR, Jade Empire, Dragon Age or Mass effect; Bioware likes to follow a tried and true formulae with respect to how you upgrade your character, how interact with your NPCs, dialouge trees, quests. Everything is approached the same way in every game they do and it feels a little uncanny.
  • Moral Choices are blatantly black and white, or inconsequential in this game. Games like Fallout LV and the Witcher and even Dragon Age do a better job of actually providing a grey spectrum. In Mass Effect2 I feel like every decision I make is only for the sake of max/min'ing my alignment for the sake of dialogue options.
  • This game is so damn easy. Easier than the first game, IMO. I rolled Infiltrator with Miranda and Grunt for company. I didn't see anything OPed about my particular class, its more just a matter of there always being easy cover, regenerating health.
  • The story telling in this game really isn't that good. The plot is as straightforward as it gets. BAsically all the characters who were setup to be a liabilty (Illusive man, the AI, Grunt along with half of your party) turn out to be a big fat nothing. Most interactions are just stand and talk, with obviously tacked-on paragon/renegade actions which did nothing for me. Fascial detial is good, but animation doesn't hold up. The music is hit-and-miss, and deffinately misses in some key parts at the end when your party memebers are getting killed off.
  • The upgrade system has managed to be more simplistic yet more tedious at the same time. Mining is boring, and whoever told me you don't have to do a lot of it was lying to me. I dumped way too much time into this and reducing the mouse sensitivity for the mining just made it 10x more painfull
  • As a fully-realized explorable world, there's far-better developed games, The Witcher, Fallout and STALKER come to mind. Perhaps because ME2's world is so disjointed, there's no open world and it needs it. The Citadel is supposed to be this massive city, but I can only explore it via taxi, and it only amounts to a handfull of locations that aren't really that big or interesting in themselves. The whole game does the same thing, disjointed, small locations like you're visiting rooms instead of worlds.
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kokujin said:
The only thing ME2 did better than ME1 was the combat,everything else was worse.Both games were barely RPGs and they stripped that down even more in 2.ME2 doesn't even have armor for christ's sake.

It had upgrades to your existiing armor. That and the gun upgrades to me seemed a far more rewarding since they had a tangible difference and I didn't get 800 of them every damn mission I went on. Loot was awful in ME1 and I got sick of managing my inventory at the end of the game. So yeah, given the choice of either getting 800 virtually identical weapons or armor or getting one research upgrade that gives one of my characters 20% increase of DEF against energy weapons or a rapid firing sniper rifle, then yes, I'm going to take the second option every time.
 
Riposte said:
Genres need to differentiate themselves from each other. That is how you break things down into groups. I really hope I don't have to explain this. Creating a random list of attributes(and, it is random) doesn't peel away to the essence of the subject and doesn't give good enough reason why you cannot properly compare it to something different. (EDIT: Here is a preschool example: You don't compare bananas to school buses just because they are both yellow and long. You compare bananas to other fruit, or other foods at most.)

Easy on the condescension there chief. Your objection here is utterly nonsensical - that it's not fair to consider RPGs a genre because... many things can be considered RPGs I guess? A concept I hope I don't have to explain to you is that things can be part of many groups, not just one. The fact that Terminator 2 is an action movie doesn't mean it's not also a Science Fiction movie. The two aren't mutually exclusive. Likewise, genres and subgenres are intuitive and functional. I am a Human, and as a Human I am a member of Primates. As a Primate I am a member of Mammals, and so on.


Everything you said can be added into every type of game. Not just some, but every one. In fact some of them are in just about every game. ("Quest" is a fancier way of saying objective, videogames are nothing but stats.)

Oh horseshit, you're being asinine for no reason. Quest is NOT a fancier way of saying objective, it has a specific meaning in videogames, which is a task completed by player characters in order to gain a reward of some type. "Progressing the game" doesn't count, before you decide to be more irritating and claim that it qualifies. You get experience, or gold, or some other reward for completing a task. You going to the next checkpoint in CoD is not questing.



So we come down to leveling and equipment, which is a fancier way to say "change "character" stats during play". This is also in just about every game, but here is a very small sampling: switching/obtaining new guns in a FPS, having the bar grow in Pong, getting a 1up, obtaining a costume in Super Mario by grabbing a power up.

Dear lord in heaven, NO. Leveling is the gaining of experience points to progress a character resulting in them becoming more powerful in some respect.

Getting a 1up mushroom or picking up a gun off the ground is not leveling up in any sense of the word. You are being so deliberately vague and misleading you may as well have just said "leveling is just a fancy way of saying numbers changing, and numbers change in all computer programs, so microsoft office levels up all the time", it would have been just as valid.

Leveling up must have clear progression, you're getting better, permanent stat changes and or new abilities, as a result of satisfying the criterion for your character to grow a level (experience points, praxis points, whatever) through the completion of certain tasks.


Even if you were to restrict to more permanent changes in stats, you'd still wouldn't be able to do a good job. Megaman, Devil May Cry, Team Fortress 2, and etc all just became RPGs. But that's enough with this flawed approach.

No they didn't. Including an element (or even two) of the things that classify something as an RPG doesn't mean it is an RPG. A game having shooting doesn't make it a first person shooter. Fuck, a game having shooting from the first person perspective doesn't make it a first person shooter - Deus Ex is NOT an FPS. To put it in preschool terms for you, painting a car yellow doesn't make it a banana, there's more to it than that.

If you wanted to bring up an interesting example you would have brought up CoD games post 4, where you have leveling up, abilities etc in an online FPS environment. That is a potentially interesting borderline case, but not one that is impossible to resolve.

Even if what you were saying was true, and RPG was a meaningless classification (it's not), I have no idea why the hell you would bring it up. When people say "Mass Effect 2 is not an RPG", they aren't bloody talking about some philosophical problem they have with genre classifications in videogaming. They are saying that there are these things called RPGs, and Mass Effect 1 satisfied the criteria for it, but Mass Effect 2 didn't. You calling Mass Effect 2 a third person shooter is just fanning the flames in an already ridiculous discussion.
 
Shepard said:
To hell with the haters, Mass Effect 2 is one of the best games this gen, way better than the first one.

Yes. Reviews, and my own fucking tastes bare it out. Better than the first. But kinda fucked up how this battle between games in the same damn series has people in a twist. I love both games, but people gotta make me choose, so I do. Damn them.
 
Loved ME1, one of my favorite games this gen and it blew my mind many times.

Was severely, unbelievably disappointed by ME2. At the end of the day it's just okay. Better combat but that's it, and I don't care that much about combat in RPGs (or what's supposed to be an RPG at least). I'm also not affected by the "epic" set pieces and Shephard running towards some huge enemy and it's 'against all odds' but we gots to fight the good fight etc. boom xxxplosion bla bla shit, I don't care. I don't care if humans are dying/being abducted or whatever, there is no reason for me to care more about humans than the aliens in the game and Bioware is being cheap by focusing on humans just because we're human. It's a weak tactic to garner an emotional response instead of writing an emotional story that would do it better.

Not looking forawrd to ME3 at all, the only way I would be is if they brought back the planet exploration, which they won't because Bioware doesn't want to make RPGs anymore.
 
TheRagnCajun said:
[*]As a fully-realized explorable world, there's far-better developed games, The Witcher, Fallout and STALKER come to mind. Perhaps because ME2's world is so disjointed, there's no open world and it needs it. The Citadel is supposed to be this massive city, but I can only explore it via taxi, and it only amounts to a handfull of locations that aren't really that big or interesting in themselves. The whole game does the same thing, disjointed, small locations like you're visiting rooms instead of worlds.
[/LIST].
So true. Even the Normandy is cut up into 3 different sections with load-times seperating them. That is just laughable and makes going around checking if any of the crew has something new to say a chore.
 
Surprised nobody has brought up the completely schizophrenic portrayal of Cerberus.

I will forever hold that ME2 would have been much better if it had been about Cerberus infiltrating the Alliance and turning it against Shepard, while at the same time experimenting on the remains of Sovereign and the fundamentals of indoctrination.

I really did think Cerberus was being set up to be the enemy in ME2.
 
Snuggler said:
ME1 has a bigger skill tree, but aside from that, I fail to see how it's any more of an RPG than the sequel. The C&C is no better or worse (just bad), the variability of builds is the same, even though the trees were cut down, the equipment and weapon choices were probably even worse since it mostly came down to sifting through tons of junk in ME1.

At least the weapons in ME2 were actually different, there were various types of snipers, shotties, SMGs, and so on. The junk loot in ME1, at it's best, would offer the same weapon you already have with a slight stat bonus. All the rest was just omnigel fodder, lol.
It just feels more like an RPG. The way you get XP per kill, the fact it's not as segmente with the "mission complete" screens, a lot of areas, though still very linear, felt more fun to explore, picking up lots of missions at the Citadel and completing them there or rolling out to different (admittedly boring) planets, etc.

It's not exactly a hardcor RPG or anything, but when I play ME it does feel more RPG than shooter, whereas 2 always feels more shooter than RPG.
 
TheRagnCajun said:
  • Moral Choices are blatantly red and blue, or inconsequential in this game.
Fixed that up for you. : P

TheRagnCajun said:
  • This game is so damn easy. Easier than the first game, IMO. I rolled Infiltrator with Miranda and Grunt for company. I didn't see anything OPed about my particular class, its more just a matter of there always being easy cover, regenerating health.
    ...
  • The upgrade system has managed to be more simplistic yet more tedious at the same time. Mining is boring, and whoever told me you don't have to do a lot of it was lying to me. I dumped way too much time into this and reducing the mouse sensitivity for the mining just made it 10x more painfull
  • As a fully-realized explorable world, there's far-better developed games, The Witcher, Fallout and STALKER come to mind. Perhaps because ME2's world is so disjointed, there's no open world and it needs it. The Citadel is supposed to be this massive city, but I can only explore it via taxi, and it only amounts to a handfull of locations that aren't really that big or interesting in themselves. The whole game does the same thing, disjointed, small locations like you're visiting rooms instead of worlds.
I felt both games were pretty even in difficulty, personally. I had to adjust the way I played going into ME2, but both become relatively easy once you level enough and buy all the good stuff. You would still wait for shields to regenerate in ME1, so the hiding behind cover isn't entirely exclusive to 2.

I'm pretty OCD about stuff like that mining. I don't know how many hours I spent in the first game just mining every planet that had medium readings or better. I managed to fix it my second run by mining up to 300,000 in every slot (not too difficult, honestly), and just making notes of the locations I hadn't mined in. Saved myself from more than half of the locations by doing this. Still nags at my mind once in a while, since I just finished that play through, but I'll forget soon enough.

I know that most people hated waiting in the elevators and such, but I really liked that method. The times where squadmates would talk, radio transmissions that made note of your actions or revealed new missions, and keeping you in that location were a good idea.



edit:
Patryn said:
Surprised nobody has brought up the completely schizophrenic portrayal of Cerberus.
We just knew you would want to be the one that covered that, so we left that issue to you.

I still don't understand, in spite of everything they claim Shepherd could do for them/humanity, why the two sides would ever agree to cooperate like they did. Not to mention the giant funding of the Lazerus project. The reasons presented in the game just feel a little too "Uh, yeah, because! Look, over there! It's mission time!"
 
So I can say right now your problem is that you are caught up in tropes and trends inherited from the back of videogame boxes. At times this means focusing more on popular flavor terminology than what the mechanics actually do. I'm critical of the current popular tradition, genres seem inherited from a wild west era of videogame development and some are not well thought out at all.

ThoseDeafMutes said:
The two aren't mutually exclusive. Likewise, genres and subgenres are intuitive and functional. I am a Human, and as a Human I am a member of Primates. As a Primate I am a member of Mammals, and so on.

You messed up here. You can't be chimpanzee and human at the same time. Mammal is just a higher group/concept, a higher "genre". This goes on and on until you hit the group called "everything". If you go up the list far enough, you can compare bananas and school buses, but at the same time you wouldn't be able to say anything relevant about either. Likewise you can eventually reach a level where Baldur's Gate and Demon's Souls can be compared completely, but you would reach a point where you are ignoring that they are completely different type of games. Genres exist for critical analysis. To judge things logically you need a base to work off of. You compare Quake to Doom, Halo 2 to Halo.

Movie genres(that is beyond "Comedy", "Drama", "Documentary", etc) look like a mess to me, but I don't particularly see how they are involved since they function completely on aesthetics(setting, themes) while videogames are broken down by their mechanics. If you can find an counter-argument here go ahead, but you are talking about a medium which scholars consider "genre movie" a negative term.

Oh horseshit, you're being asinine for no reason. Quest is NOT a fancier way of saying objective, it has a specific meaning in videogames, which is a task completed by player characters in order to gain a reward of some type. "Progressing the game" doesn't count, before you decide to be more irritating and claim that it qualifies. You get experience, or gold, or some other reward for completing a task. You going to the next checkpoint in CoD is not questing.

You seem too focused on the flavor of the coating. It is very inconsistent, especially since you were referencing pen and paper RPGs where "quests" and "campaigns" are totally flux, if not even nonexistent at times(stuff happens, only looks like a quest or story if you look backwards). Quests in WoW might be organized in the quest tab, but for DnD and many videogames quests are just objectives which may be made up of sub-objectives and apart of a larger narrative. Maybe they are called missions, since quests is a fantasy-friendly term(knights go on quests, space marines go on missions), but what they are is objectives.

Does your Call of Duty example fall apart if you happen to get an achievement upon hitting that checkpoint? What if you got a rank-up for it? Are quests in videogames not quests if they don't give you gold/exp/equipment as a reward? Really hard to take this seriously.

Dear lord in heaven, NO. Leveling is the gaining of experience points to progress a character resulting in them becoming more powerful in some respect.

Getting a 1up mushroom or picking up a gun off the ground is not leveling up in any sense of the word. You are being so deliberately vague and misleading you may as well have just said "leveling is just a fancy way of saying numbers changing, and numbers change in all computer programs, so microsoft office levels up all the time", it would have been just as valid.

Leveling up must have clear progression, you're getting better, permanent stat changes and or new abilities, as a result of satisfying the criterion for your character to grow a level (experience points, praxis points, whatever) through the completion of certain tasks.

The (very specific) type of leveling you talk about is just a type of "progress"(progress meaning nothing but "change" that is favorable). Experience Points? Why not dollars or zenies? How about "score"(which can lead to a 1up or ship upgrades)? Why not Boss # defeated? One small mechanical formula among millions and it is a formula that can be fitted into any type of game or perhaps changed completely between a set of sequels which otherwise play very similarly. You can call Devil May Cry a RPG, but what does that accomplish other than make the category too non-specific to make comparisons?

The point here is that your RPG list has nothing to do with genre. At most they are mechanical themes, which like literary themes, can be applied to any videogame genre. Perhaps most concerning is that your flawed definition doesn't even contain "role-playing": allowing the player to act within the story, making it malleable with his actions.

Here is another thing to consider: There pen and paper RPGs without classes, levels, "clear progression", or even character stat increases. (Just like there are RPGs without "quests" and RPGs which don't look like "Chainmail" if you strip the roleplaying.)

Fuck, a game having shooting from the first person perspective doesn't make it a first person shooter

True, though you would have to make a case for it. Breakdown's shooting is automatic and isn't about aiming, while it is essence is based on 3D brawlers. Then there are light gun/rail shooters, lol.

Deus Ex is NOT an FPS.

It is. So is Fallout 3 and NV, btw. Don't get too caught up on level design and universally-applicable formulas.

Even if what you were saying was true, and RPG was a meaningless classification (it's not), I have no idea why the hell you would bring it up. When people say "Mass Effect 2 is not an RPG", they aren't bloody talking about some philosophical problem they have with genre classifications in videogaming. They are saying that there are these things called RPGs, and Mass Effect 1 satisfied the criteria for it, but Mass Effect 2 didn't. You calling Mass Effect 2 a third person shooter is just fanning the flames in an already ridiculous discussion.

Huh? I brought it up because someone asked something along the lines of "What is a RPG?" If you don't want clarity, you don't listen to answers.

If you want a solution, here is one: When people refer to the RPG elements in ME1 and ME2 they are referring to two very different things: the role-playing and the strategy elements. They may be commonly paired, but that is only out of tradition to the RPG-wargame hybrid dungeon crawlers were videogame adaptations of: Dungeon and Dragons. People have more of a problem with the inventory, attribute adjustment, squad management, and etc(since "choices and consequences" was at least as shitty in ME1, more so retrospectively since they relied on a sequel to pan out). ME2 has worse strategy elements. Suddenly, clarity. But feel free to keep on using "RPG elements", I'm not the boss.

Also RPG isn't a meaningless classification. It is a poorly used classification, and a classification that isn't genre(just like "games where you aim" isn't a genre).


(EDIT: Something that should be said, I guess: You can compare completely different games which share similar mechanical formulas in order to compare the formula and its use. Remembering my example, it would be like comparing the shade of yellow from two very different objects. Really not unlike music/story/visuals/themes found in videogames. Though the game's systems might get in the way enough to make such comparison useless, still.)
 
Patryn said:
Surprised nobody has brought up the completely schizophrenic portrayal of Cerberus.

I will forever hold that ME2 would have been much better if it had been about Cerberus infiltrating the Alliance and turning it against Shepard, while at the same time experimenting on the remains of Sovereign and the fundamentals of indoctrination.

I really did think Cerberus was being set up to be the enemy in ME2.
Sole Survivor Shepherd that did all the Cerberus related sidequests in ME1 makes it seem like both s/he and Cerberus are schizophrenic. Couldn't even devote a line or two acknowledging it.
 
I only played ME2, and I thought the ME universe is quite cool, but felt the gameplay could go in Webster's as the very definition of mediocre. Close to how I felt about Oblivion. The gameplay is just not very good.
 
Typographenia said:
I know that most people hated waiting in the elevators and such, but I really liked that method. The times where squadmates would talk, radio transmissions that made note of your actions or revealed new missions, and keeping you in that location were a good idea.

Oh you mean when your NPCs would pull you aside to tell you something personal? That is a tired old shtick that is in every single Bioware game, and its annoying. If I wanted to talk to you, I would have innitiated the converstation. I don't care about your plights, leave me alone.

Honestly, I like Loyalty missions, because you learn about the backstory of your NPCs through gameplay and dynamic story-telling. It reminds me of old FF games where you would frequently run into towns and situations which would flush out the characterization and backstory. There was perfect timing, context and flow for these sort of interactions.

By contrast, the random stand-and-talk interactions that Bioware likes to rely on are lazy. Its usually completely irrelevant to whats going on right then, its just not the right time or place to talk about your feelings. Its disjointed.
 
jackdoe said:
But this has gotten me to thinking, why the hell do the Reapers use a middle man? They have ultra high powered wireless signals to activate the Keepers which would then activate the Citadel. Why not just use the wireless signal to activate the Citadel. Why the middle man?
That they do answer. The Prothean AI they talk to in the game tells you how the Keepers have mutated out of the Reaper's control.
 
Sober said:
Sole Survivor Shepherd that did all the Cerberus related sidequests in ME1 makes it seem like both s/he and Cerberus are schizophrenic. Couldn't even devote a line or two acknowledging it.
Shepard brings the Cerberus' stuff from ME1 in a conversation with Miranda; I think it happens after you complete her loyalty mission. However, all Miranda says is that it was either for the greater good, or because it was some rouge separate cell of Cerberus.
 
I've beaten ME1 7 or 8 times. It's a tremendous game, but I'll never go back to it.

ME2 I see myself going back to again and again, because the gameplay is much more solid and rewarding. Chaining abilities, actual skill based shooting, more diverse weapons and abilities, shield/armor takedown strategy... there's so much more to it than ME1.

As far as the story, they both do the job. The settings and characters are similar in both games, and ME2 doesn't do anything that much worse than the first game to be a disappointment here.

The RPG elements in ME1 weren't that great to warrant any complaining about the streamlining in ME2. Increasing redundant abilities by one square in ME1 to raise it 1%... that's great. Might as well get rid of the redundant abilities, have fewer points and increase the ability fewer times raising it 10%. Armor and weapon upgrades are fewer, but honestly I changed armor in ME1 only a few times during the game. Upgrading weapons and managing inventory was a chore in ME1.
 
You messed up here. You can't be chimpanzee and human at the same time. Mammal is just a higher group/concept, a higher "genre". This goes on and on until you hit the group called "everything". If you go up the list far enough, you can compare bananas and school buses, but at the same time you wouldn't be able to say anything relevant about either. Likewise you can eventually reach a level where Baldur's Gate and Demon's Souls can be compared completely, but you would reach a point where you are ignoring that they are completely different type of games. Genres exist for critical analysis. To judge things logically you need a base to work off of. You compare Quake to Doom, Halo 2 to Halo.

I am kind of lost regarding what you are even talking about here. Of course I can compare a bus and a banana. Of course I can compare Demon's Souls to fucking Super Mario Bros. They all have at least something in common, but when they have specific things in common, enough of them, they are considered a genre. Now I'll jump to something you say at the end of your post here:

Also RPG isn't a meaningless classification. It is a poorly used classification, and a classification that isn't genre(just like "games where you aim" isn't a genre).

It is absolutely a genre, because the definition of a genre is:

A kind; a stylistic category or sort, especially of literature or other artworks.

Genres are defined purely by consensus, convention and common usage. And RPG is a very commonly used genre, I'm sure you'll agree. In fact, being used so frequently is apparently one of the things bothering you the most about this. Of course there is no science here, no hard and fast rules for what is allowed to constitute a genre and what isn't. Games where you aim could be a genre if people used it, it's just that they don't.

Movie genres(that is beyond "Comedy", "Drama", "Documentary", etc) look like a mess to me, but I don't particularly see how they are involved since they function completely on aesthetics(setting, themes) while videogames are broken down by their mechanics. If you can find an counter-argument here go ahead, but you are talking about a medium which scholars consider "genre movie" a negative term.

Just like movies have somewhat hierarchical classifications (again, a film being labelled "SciFi" in the video store even though it's an action/adventure as well), when you have mixes of genres in videogames (It's an RPG... and an action game... and a dating sim...) some genres take precedence over others. A game is only called a first person shooter if it's not also something else - in the case of Deus Ex it's also a stealth game, but we consider it an Action RPG.

Mass Effect contains a third person cover shooter, extensive conversations, and maybe even some elements of "adventure" gaming. But, since Action RPG is broader than all of these, and can encompass all of the stuff that goes on, that's what we consider it. Something we were discussing earlier was the inclusion of minor puzzles in ME1. ME2 includes simple pattern matching games. Are the mass effect games also then puzzle games?


You seem too focused on the flavor of the coating. It is very inconsistent, especially since you were referencing pen and paper RPGs where "quests" and "campaigns" are totally flux, if not even nonexistent at times(stuff happens, only looks like a quest or story if you look backwards). Quests in WoW might be organized in the quest tab, but for DnD and many videogames quests are just objectives which may be made up of sub-objectives and apart of a larger narrative. Maybe they are called missions, since quests is a fantasy-friendly term(knights go on quests, space marines go on missions), but what they are is objectives.

Gears of War and Call of Duty don't have NPCs you talk to to get those missions. They don't have hub worlds to find the NPCs in. You don't get side quests. They are linear point to point goals, the completion of which is the purpose of the game. There is no "metagame", so to speak, the whole thing is what you would consider to be a single questline in an RPG (specifically the "main quest"). The questing model is quite obviously distinct from what goes on in, say, Halo. Don't act like you don't understand the difference here.

Does your Call of Duty example fall apart if you happen to get an achievement upon hitting that checkpoint? What if you got a rank-up for it? Are quests in videogames not quests if they don't give you gold/exp/equipment as a reward? Really hard to take this seriously.

You remember when everybody was talking about RPG elements being inserted into CoD before 4 came out? Well this is what happens as a result. Is CoD an RPG, or do the RPG elements no-longer get considered to be something belonging to the RPG?

Experience Points? Why not dollars or zenies?

Demon's Souls uses it's currency to control your character attributes, so you absolutely can use dollars and zenies. Deus Ex 3 lets you earn Praxis points (what you use to level up) either through experience or through money.

How about "score"(which can lead to a 1up or ship upgrades)?

If your score going up leads to stat increases then you can consider that leveling. Extra lives via 1up mushrooms is not leveling, even if you collected them by gathering score or zenies or blowjobs or experience points.

You can call Devil May Cry a RPG, but what does that accomplish other than make the category too non-specific to make comparisons?

I reiterate: a category that is defined by having multiple things is not invalidated by the possibility of a single one of those things being possessed by something not of that category. All X's have Y, but not all Y's are X, you follow? If you think this categorization is confusing you should try to argue about whether 28 days later was a zombie film or not.

The point here is that your RPG list has nothing to do with genre. At most they are mechanical themes, which like literary themes, can be applied to any videogame genre.

Already discussed the "genre" thing above.

That's hardly a "problem". The fact that RPGs can take so many forms is why there are so many and varied sub-genres (of which Action RPG is the one ME/2 belong to, as discussed). The "problem" only appears when people insist that because it's not part of their pet sub-genre then it's not part of the broader genre (Wah ME2 is not an rpg because it doesn't have an inventory!).

Perhaps most concerning is that your flawed definition doesn't even contain "role-playing": allowing the player to act within the story, making it malleable with his actions.

My flawed definition? I didn't come up with this definition. This is how it's used by the majority of people, whether they know it or not. It's also the definition given to us in a first year games elective I took last year (best subject ever, btw).

And to answer more directly, it's that way because the fact that we're calling this an "RPG" is because of the genres origins in totally non-interactive stories that simply featured mechanical conversions from D&D or related games. There wasn't an RPG that actually featured "role playing" in a traditional sense for years after the genre's inception. The notion that it has to feature "Role playing" because that's what RP stands for is just a misnomer.

Here is another thing to consider: There pen and paper RPGs without classes, levels, "clear progression", or even character stat increases. (Just like there are RPGs without "quests" and RPGs which don't look like "Chainmail" if you strip the roleplaying.)

If you made a video game based on it, it wouldn't satisfy criteria. That's a strange thing to think about, but the classification is here to stay regardless.


Huh? I brought it up because someone asked something along the lines of "What is a RPG?" If you don't want clarity, you don't listen to answers.

If you'd followed ME threads you'd know damn well why that was brought up in the first place. I answered with the generally agreed upon industry definition for what an RPG is, then you got into this argument with me.

ME2 has worse strategy elements. Suddenly, clarity. But feel free to keep on using "RPG elements", I'm not the boss.

Worse strategy elements = no strategy elements / not an RPG? Because that's what comes out of these threads 90% of the time: "Mass Effect 2 is not an RPG, because X element was shallower". If they had any brains they'd just be saying that - that ME2's RPG mechanics shallower than the prior entry.
 
But my Shepard was homosex with Liara. loldoesn'tcount? But then she was with Thane because fuck yeah he's awesome. He has space cancer and everything.
 
Mass Effect is awful and you should all feel bad for making this series popular. I bought ME and ME2 for $15 combined a few months ago on Steam, and I was shocked at how boring, incomplete, and hackneyed Mass Effect was.

Let's talk about the story. A lot of it is just plainly ripped from KotOR. Council = Republic. Spectres = Jedi. Reapers (what an amazing name, by the way) = Star Forge, Prothean = Rakata etc. The story isn't some deep and interesting space drama, it's your very generic "save world from horrible unstoppable force." The characters are also a mish-mash of tropes we've seen a billion times. Ashley = military bitch, Tali = Kid good with machines, Liara = naive smart girl, Kaidan = generic guy, Wrex = anti-hero, Garrus = guy no one talks to. We've seen these tropes a hundred times before and Mass Effect doesn't do anything innovative with them. The races aren't interesting and nothing seems alien about their cultures or their attitude, they are just ugly humans.

The paragon/renegade system is outdated and only gives the illusion of choice. Basically be a dick or be a knight in shining armor, there's no in-between. After playing The Witcher, I don't know how people can stand such black and white and generic choices. I hate how the paragon/renegade choice was always in the exact same spot on the dialogue wheel. Bioware didn't even bother to challenge us to think about our actions, they just blatantly pointed out which was good and which was evil. The rest of the spokes on the dialogue wheel were just asinine comment about irrelevant stuff you didn't care about. This stuff seemed innovative in KotOR, but gamers should want more from these types of RPGs now.

This game toted that you could explore the vast and exotic landscapes of the galaxy. Yeah, I guess you can if you consider different colored skies and the same mountainous terrain as "exploring." There was nothing on those planets you drove around on. Sometimes you would find a crashed ship where you could loot junk to turn into omni-gel, but other than that each non-story side planet was the same. The only reason to visit them is to do the sidequests, and god were those terrible. "Shepard, this is the UNC commander... I just drank a bottle of Nyquil so if I sound like I'm about to go to sleep that's why. I want you to explore some shithole and uh... shoot some people. Honestly it will be pretty easy but it will be boring as hell so that's why we're sending you." Not one single planet was creative or exciting to explore. Compare ANY planet in the first KotOR to any planet in Mass Effect and it's night and day when it comes to quality in terms of interesting locals and things to do and see. Every main story planet you went to in Mass Effect was a bunch of boring ass metallic corridors.

And the actual gameplay is just boring. Throw biotic, pew pew. You fight the same handful of people OVER and OVER again. I think this game has the least variety in terms of enemies in any RPG possibly ever.

There's some other stuff I could probably complain about, but when I was playing Mass Effect, I kept telling myself "it gets better, once you beat it you will have a Buddha-like moment of enlightenment and understand why everyone loves this game." Nope. At the end of the game I was just left shaking my head at how people have latched on to this hollow, brain-meltingly boring series.
 
Forkball said:
Mass Effect is awful and you should all feel bad for making this series popular. I bought ME and ME2 for $15 combined a few months ago on Steam, and I was shocked at how boring, incomplete, and hackneyed Mass Effect was.

Let's talk about the story. A lot of it is just plainly ripped from KotOR. Council = Republic. Spectres = Jedi. Reapers (what an amazing name, by the way) = Star Forge, Prothean = Rakata etc. The story isn't some deep and interesting space drama, it's your very generic "save world from horrible unstoppable force." The characters are also a mish-mash of tropes we've seen a billion times. Ashley = military bitch, Tali = Kid good with machines, Liara = naive smart girl, Kaidan = generic guy, Wrex = anti-hero, Garrus = guy no one talks to. We've seen these tropes a hundred times before and Mass Effect doesn't do anything innovative with them. The races aren't interesting and nothing seems alien about their cultures or their attitude, they are just ugly humans.

The paragon/renegade system is outdated and only gives the illusion of choice. Basically be a dick or be a knight in shining armor, there's no in-between. After playing The Witcher, I don't know how people can stand such black and white and generic choices. I hate how the paragon/renegade choice was always in the exact same spot on the dialogue wheel. Bioware didn't even bother to challenge us to think about our actions, they just blatantly pointed out which was good and which was evil. The rest of the spokes on the dialogue wheel were just asinine comment about irrelevant stuff you didn't care about. This stuff seemed innovative in KotOR, but gamers should want more from these types of RPGs now.

This game toted that you could explore the vast and exotic landscapes of the galaxy. Yeah, I guess you can if you consider different colored skies and the same mountainous terrain as "exploring." There was nothing on those planets you drove around on. Sometimes you would find a crashed ship where you could loot junk to turn into omni-gel, but other than that each non-story side planet was the same. The only reason to visit them is to do the sidequests, and god were those terrible. "Shepard, this is the UNC commander... I just drank a bottle of Nyquil so if I sound like I'm about to go to sleep that's why. I want you to explore some shithole and uh... shoot some people. Honestly it will be pretty easy but it will be boring as hell so that's why we're sending you." Not one single planet was creative or exciting to explore. Compare ANY planet in the first KotOR to any planet in Mass Effect and it's night and day when it comes to quality in terms of interesting locals and things to do and see. Every main story planet you went to in Mass Effect was a bunch of boring ass metallic corridors.

And the actual gameplay is just boring. Throw biotic, pew pew. You fight the same handful of people OVER and OVER again. I think this game has the least variety in terms of enemies in any RPG possibly ever.

There's some other stuff I could probably complain about, but when I was playing Mass Effect, I kept telling myself "it gets better, once you beat it you will have a Buddha-like moment of enlightenment and understand why everyone loves this game." Nope. At the end of the game I was just left shaking my head at how people have latched on to this hollow, brain-meltingly boring series.

ME1 was always a "greater than sum of its parts" thing for me. I can understand that 2 is better gamewise, but something about ME1's atmosphere and music make me like it more.
 
Forkball said:
At the end of the game I was just left shaking my head at how people have latched on to this hollow, brain-meltingly boring series.

Different strokes n all that. ME certainly has its share of issues and not everyone is going to like it, but being bewildered that other people might enjoy is a bit much. I'm pretty confident you probably really like a game others would find to be complete shit.
 
_dementia said:
ME1 was always a "greater than sum of its parts" thing for me. I can understand that 2 is better gamewise, but something about ME1's atmosphere and music make me like it more.
I think part of it is ME1 had stuff like the Mako and planetary exploration and stuff, so it didn't feel as much like a linear corridor shooter with bad/tacked on RPG elements as 2 did.

Plus the story may not have been anything special but at least it was relevant.
 
Sober said:
Sole Survivor Shepherd that did all the Cerberus related sidequests in ME1 makes it seem like both s/he and Cerberus are schizophrenic. Couldn't even devote a line or two acknowledging it.
They did throw something into the Shadow Broker DLC where another Spectre is like "seriously, you're working with terrorists who killed your friends, you're way more fucked up than me."

Of course, that condemnation falls flat on its face when you remember that the player had no choice but to work with Cerberus, no matter how out of character it would be. (Even if you're Sole Survivor and did all the Cerberus quests in ME1, Shepard's reaction to Jacob's reveal that they're Cerberus in ME2's opening is just, "Oh yeah, I kinda remember those guys." Yeah, that was only a few months ago to you, and you learned that they were behind your greatest tragedy and the torture and murder of your best friends. Almost forgot about that!)
 
Was anyone else bothered by the fact that not once during ME2 is it ever mentioned by Illusive Man or anyone else in Cerberus about your actions against them in ME1? IIRC there were a couple missions in ME1 where you thwarted Cerberus attacks and invasions and this was just totally forgotten during the entire ME2 storyline. Agitated me quite a bit and it was something I realized within the first hour or so.
 
JumpingTheGun said:
Was anyone else bothered by the fact that not once during ME2 is it ever mentioned by Illusive Man or anyone else in Cerberus about your actions against them in ME1? IIRC there were a couple missions in ME1 where you thwarted Cerberus attacks and invasions and this was just totally forgotten during the entire ME2 storyline. Agitated me quite a bit and it was something I realized within the first hour or so.
Because Ceberus was totally retconned into being a pro human organization who's ends don't justify the means instead of an evil organization that wanted to control the galaxy.

And what's with the Collector base? Why are our only 2 choices both stupid? Destroy it or give it to Cerberus? Why would I ever want to do either of those things?
 
tiff said:
To be honest I forgot Cerberus was even in ME1.
They were a rogue Alliance covert ops group that only top Alliance personnel know about, who murdered a bunch of Alliance soldiers and did horrifying experiments on bioweapons.


Uhh actually wait they're a pro-human group with galactic influence with no real Alliance military background (that was a... a cover story!) and half the galaxy knows about them. Also any of those past bad things were rogue cells or misunderstandings or some other bullshit lie that Miranda makes up.

aren't you so enthralled by this moral ambiguity, shep does whuteva it takes~ to save the galaxy (from bug people kidnapping farmers to make a robot that can be killed with small arms fire)


Also in ME3 they're now working for the Reapers because TIM was partially indoctrinated decades ago and that's why he has glowy robot eyes fuck if you think BioWare planned this out at all
 
Billychu said:
Because Ceberus was totally retconned into being a pro human organization who's ends don't justify the means instead of an evil organization that wanted to control the galaxy.

And what's with the Collector base? Why are our only 2 choices both stupid? Destroy it or give it to Cerberus? Why would I ever want to do either of those things?


Seriously. Why wasnt I given the choice to give the info to the Alliance?
 
JumpingTheGun said:
Was anyone else bothered by the fact that not once during ME2 is it ever mentioned by Illusive Man or anyone else in Cerberus about your actions against them in ME1? IIRC there were a couple missions in ME1 where you thwarted Cerberus attacks and invasions and this was just totally forgotten during the entire ME2 storyline. Agitated me quite a bit and it was something I realized within the first hour or so.

I thought IM did, but it was something like "I know we've had our problems in the past" or something like that, this way they could encompass the minor skirmishes you had with Cerberus in ME1 with the slaughter of your teammates in the origin story. I don't think I picked the sole survivor origin story on either of my playthroughs of ME1 so I honestly didn't remember anything of Cerberus in ME1 other than another group of angry humans I had to put down (there was them, space pirates, some medical company....thats it?)
 
EmCeeGramr said:
Also in ME3 they're now working for the Reapers because TIM was partially indoctrinated decades ago and that's why he has glowy robot eyes fuck if you think BioWare planned this out at all
Haha did this happen in 2 or did they pull a second between-game about face in as many games?
 
tiff said:
Haha did this happen in 2 or did they pull a second between-game about face in as many games?
It appeared for the first time in previews for ME3. Cerberus are apparently working for the Reapers, and they have assassin squads in huge power armor chasing after you.

The indoctrinated TIM came from a bad book or comic that came out early this year or last year.
 
JumpingTheGun said:
Was anyone else bothered by the fact that not once during ME2 is it ever mentioned by Illusive Man or anyone else in Cerberus about your actions against them in ME1? IIRC there were a couple missions in ME1 where you thwarted Cerberus attacks and invasions and this was just totally forgotten during the entire ME2 storyline. Agitated me quite a bit and it was something I realized within the first hour or so.

Only Miranda mentions it.
 
After playing ME1 I thought, "well, that wasn't all that good but it has potential."

After playing ME2 I thought, "well, there goes the potential."
 
tiff said:
Haha did this happen in 2 or did they pull a second between-game about face in as many games?

If I recall right, that's from the Mass Effect comic that is a top-notch well-written piece of fiction devoid of contradictions, retcons and continuity errors.

Same writer as ME3, from what I've heard.
 
EmCeeGramr said:
It appeared for the first time in previews for ME3. Cerberus are apparently working for the Reapers, and they have assassin squads in huge power armor chasing after you.

The indoctrinated TIM came from a bad book or comic that came out early this year or last year.
Da fuck? Then why did TIM give us unlimited resources to- you know, what? Fuck it. I'll buy ME3, but I'm finding it really hard to care anymore. Nothing even makes sense.
 
JumpingTheGun said:
Seriously. Why wasnt I given the choice to give the info to the Alliance?

If bioware give that choice it wont matter because cerberus will have data about the colector base no matter what you choose.
 
I would like to focus some bitching towards the modding community for PC players. While there are several buck nekkid mods for Dragon Age, we have yet to see Miranda's boobs. This is rude and inconsiderate. No excuses about how its tougher to mod or some BS. Human ingenuity put a man on the moon, it can get Miranda naked.

Thank you.
 
Mattdaddy said:
I would like to focus some bitching towards the modding community for PC players. While there are several buck nekkid mods for Dragon Age, we have yet to see Miranda's boobs. This is rude and inconsiderate. No excuses about how its tougher to mod or some BS. Human ingenuity put a man on the moon, it can get Miranda naked.

Thank you.
Miranda is ugly. I want to see Liara. Seriously why are all the human girls ugly? Ashely and Miranda are just weird looking. Which is bizarre because the person Miranda is based off of is actually really attractive.
 
EmCeeGramr said:
It appeared for the first time in previews for ME3. Cerberus are apparently working for the Reapers, and they have assassin squads in huge power armor chasing after you.

The indoctrinated TIM came from a bad book or comic that came out early this year or last year.
My mind is full of fuck
 
EmCeeGramr said:
Also in ME3 they're now working for the Reapers because TIM was partially indoctrinated decades ago and that's why he has glowy robot eyes fuck if you think BioWare planned this out at all

OK, they'll have jumped the Mako straight into DA2 shitastrophy if that is true. Even I can't shrug my shoulders at that. If IM is working for the reapers then it completely invalidates the entirety of ME2, whether you think the story was any good or not. I will be glad to take a croquet mallet to the Drs' balls if this is the case.
 
truly101 said:
OK, they'll have jumped the Mako straight into DA2 shitastrophy if that is true. Even I can't shrug my shoulders at that. If IM is working for the reapers then it completely invalidates the entirety of ME2, whether you think the story was any good or not. I will be glad to take a croquet mallet to the Drs' balls if this is the case.
Seriously. Any last shreds of a coherent story the franchise had after 2 are gone now.
 
EmCeeGramr said:
It appeared for the first time in previews for ME3. Cerberus are apparently working for the Reapers, and they have assassin squads in huge power armor chasing after you.

The indoctrinated TIM came from a bad book or comic that came out early this year or last year.
I thought I was half-joking when I used to say that my Shepard's ending (stranded on a derelict space station because the 'Return to Normandy' button stopped working) was way better than whatever Bioware would come up with, but I'm not so sure now.

Mr. B Natural said:
After playing ME1 I thought, "well, that wasn't all that good but it has potential."

After playing ME2 I thought, "well, there goes the potential."
Pretty much.
 
Billychu said:
At least no one was dumb enough to give TIM the Collector base, right?
My goody two shoes Buzz Lightyear Shepard? no. My sociopathic bitchy femshep that has a tendency to kill things when they become a hassle............uh yes?
So yeah, when Kelly and the gang were kidnapped by the bee people, My femshep was clubbing at Omega, did some commercials on The Citidel. SHE WAS FREE AT LAST!
 
truly101 said:
OK, they'll have jumped the Mako straight into DA2 shitastrophy if that is true. Even I can't shrug my shoulders at that. If IM is working for the reapers then it completely invalidates the entirety of ME2, whether you think the story was any good or not. I will be glad to take a croquet mallet to the Drs' balls if this is the case.

It doesn't invalidate ME2 at all though.

The_Technomancer said:
Seriously. Any last shreds of a coherent story the franchise had after 2 are gone now.


You can't say that especially since the third game hasn't been released, I think it will be explained.
 
Lothars said:
It doesn't invalidate ME2 at all though.
Yes it does. Why would TIM have you do all that work to stop the Reapers if HE WAS WORKING FOR THEM. It doesn't make any sense and if they control someone as powerful as TIM we're sort of screwed anyway.
 
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