I have no doubts that ME2 reaches a larger audience with its softer sci-fi tone, but that doesn't mean it needed to go that way in order to keep things fresh.NinjaDeathSlap said:Well, seem as Bioware let you import your entire codex from ME1 to ME2 along with everything else, that would suggest they were still taking the detail of the first gamer into account.mechanixis said:I guess not everyone takes story as seriously as I do, but there was a pronounced tonal shift from the first game to the second. The first one takes the universe and science fiction elements very seriously, and great care was taken to ensure everything was consistent. Just listen to the codex entries from the first game: serious thought and research went into making this setting plausible. Mass Effect 2, on the other hand, veers into "flashy action movie" territory. While the first game has a very restrained, hard sci-fi aesthetic - technology like weapons, armor, and ships all look drab and functional rather than flashy - the second game slaps unnecessary glowy lights and bulky shoulderpads on everything. Lots of characters are ushered into the plot because they're 'cool', rather than being relevant to the story (Jack, for instance, brings hardly anything to your team you can't get from a mentally stable Asari.) Cerberus is changed from a terrorist organization to a benevolent, omnipotent Illuminati that gives you a massive ship, gets all your friends back together to crew it, and knows everything at all times (but, again, can't find anyone more professional than Jack to join your squad, because someone on the dev team thought she was a badass.) A new villain is introduced that has almost no bearing on the overarching plot. Think about it: what progress has been made in stopping the Reaper invasion from the end of ME1 to the end of ME2? Did the events of the game even delay them?
All of these things are writing genocide to a franchise that had a lot going for it. The first game had a really tight narrative with a well-conceived mystery plot ("What is the Conduit?"), strong antagonist (Saren), strong reveal (Sovereign), and meaningful finale (a climactic battle that cements a new position for mankind in the galaxy). It had a classic three-act structure that any fiction writing student can immediately recognize. All the characters and events were an organic part of the plot. Comparatively, Mass Effect 2 was a string of unrelated action scenes, culminating in a silly fight with a giant terminator.
Lastly, what the "faffing about" provided was pacing. Mass Effect 2 consisted almost entirely of pointing a gun at things and shooting them; the original involved a lot more exploration and negotiation. It did get rather slow at times, but it felt more like it was a game about a space adventure, rather than being a game about shooting things.
Anyway, that's my dissertation. I thought Mass Effect 1 was Bioware's crowning achievement, and the sequel took away a lot of the elements I lauded the first one for. I honestly don't mind the reduced RPG elements; it's everything else getting dumbed down that frustrates me.
I guess Bioware are damned if they do and damned if they don't. Yes, there was a tonal shift, but if there hadn't been people would have just got pissy with the old sequel argument of 'They're just selling us the same game for full price again!'.
In regards to Cerberus... In the first game you learn nothing about their command structure or the true extent of their organisation's reach. So who's to say they were ever meant to be just a terrorist organisation. They were large and well resourced enough to track down, abduct, and kill an Admiral in the Alliance Navy in what must have been a matter of day's, so they can't have been that small, and who's to say they couldn't have grown in the 2 years that Shepard was dead.
As far as the plot goes... No, you don't slow the Reaper advance or do anything quite as significant as the end of the first game. But of course you don't, the second installment of a trilogy isn't supposed to be as climactic as the first or third. And you do still deal the Reapers a blow. Although they would never admit it, the Reapers are scared of facing humanity in a fair fight after what you did to Sovereign, so they try to use the Collectors to subtly remove humans from the picture, paving the way for the invasion. They also want to use human genetic material to create the next generation of Reaper, the logic being that they will become stronger if they use the DNA of their strongest adversaries.
This is just my opinion, but I thought the dialouge added pacing far better than the vehicle sections or the equipment swapping did, which is what I was referring to by 'faffing about'. and the dialouge is still there in ME2.
And we did know some things about Cerberus - we knew they were a radical fringe group that focused on dangerous human experimentation. In ME2, that's thrown out the window, and replaced with this organization with seemingly infinite resources, manpower, and intelligence as the plot demands it. It's like ME3 opening with the reveal that the President of Earth is an erudite, well-spoken Thresher Maw, and dismissing the fact that all previously encountered Thresher Maws were radical terrorist Thresher Maws acting alone. Suspension of disbelief only goes so far. I guess if you like it you like it, but personally I felt like Cerberus was a totally unnecessary addition to the plot in an effort to make the story "darker" than the first game.
And while it's true that the second part of the trilogy isn't supposed to wrap up the whole conflict, it should at least address the same conflict as the first part. What would you miss if you went straight from Mass Effect 1 to Mass Effect 3? Do you spend the time preparing for the Reaper invasion? Do you postpone their plans at all? No: a new enemy is handwaved into existence to give you a neat new character model to shoot at, and at the end of the game you blow up their base. The closest thing to relevance is learning some trivia about the Reapers' objectives that in no way will help in ME3.
And on the subject of Reapers, let's compare Sovereign and Harbinger, because they're very different characters. When you meet Sovereign, he seems barely annoyed that you're bothering him. He's an ageless, deathless machine god the size of a small continent, and you're talking back to him. He explains nothing and brushes you off. It made the Reapers seem really ominous, unknowable, and intimidating; it's an important part of their character in the first game. Harbinger, on the other hand, can't smack-talk you enough. He warps in to fight you every five minutes and spouts silly grimdark dialogue that sounds like a 14-year-old Dungeon Master wrote it. You kill him a hundred times before the end of the game. And what was that unknowable, eternal purpose that Reapers harvest all life for? Reproduction. A nice, easy to understand, unimaginitive reason.
Again, being different isn't a reason for it to be worse by itself. It's just that ME2 is saturated with terrible writing decisions that directly contradict the first game. Killing the main character at the start of the story and then immediately bringing him back with zero consequences is just a bad writing move. So is having a character who somehow knows everything and simply tells the protagonist what to do. And telling the viewer that an organization is dangerous and controversial without ever showing them do anything dangerous or controversial (and instead showing them be helpful and reasonable.)
Heat Sinks weren't introduced because Geth weapons technology made Alliance shield tech obsolete - it was introduced because they wanted to make the game into more recognizable action schlock. Mass Effect 1 seemed above that.