[QUOTE="NeonNinja"][QUOTE="texasgoldrush"] Becuase ME2 IS open ended. Sure the missions aren't...but I get to choose not only the order I do them, but if I do them at all. Some have a decision that affects the mission as well. During missions, its highly linear, outside of missions, its one of Bioware's most open games they have ever created. Obsidian is hit or miss....Alpha Protocols story sucked, and KOTOR II is not as good as KOTOR I storywise.texasgoldrush
Oh, right. I must have missed that portion of Final Fantasy XIII in Gran Pulse that saw me put in around 65 hours there (with the other 15 being the linear beginning) where I had missions where I could choose to either do them, ignore them, what order to do them etc. Granted all of these missions are monster hunts/fights etc, but the fact remains that I can do them if I want to and even select the order I do them in.
Sure, a game with dialogue choices will have more of an edge in how a mission turns out, like if I choose to kill Samara or the Ardat Yakshi (I don't remember her name since she's dead now). The thing is, the whole game is linearly designed. It's a corridor shooter in design. Doom's levels were more open-ended than Mass Effect 2's missions. If I'm going to praise it because I can choose to do Jacob's loyalty mission but ignore Legion's loyalty mission just because that counts as open-ended? The way you level up is streamlined. The way you fight is streamlined. The level design is streamlined. So what if I can decide from a menu where to go, it's still a linear game through and through. I heard all of this ridiculous praise for Mass Effect 2 and it seemed like such a safe bet considering how fantastic the original is, and then I end up with a game that lacks direction in plot, cuts corners for various things rather than trying to improve them and to top it all off features the same type of level design in the campaign as Call of Duty. No wonder it earned so much praise. It's a dumbed down, linear mess. But a series known for being linear like Final Fantasy goes and gets criticized because it stays true to the genre? This is one of those things that I just don't understand and it still doesn't make sense to me. Oh well, to each their own I guess.
Monster hunt fights vs storyline, huge difference. and when is streamling bad? Its how you streamline and what you streamline. ME2 streamlined their game far better than FFXIII did. And the level design is just like the first games...the maps of the first (minus the mako planets) were pretty linear as well. The direction of the plot is clear in ME2, its character centric. Thats why, its open nature works.First off, yes, monster fights vs storyline is different, which is why I made specific mention that despite my defense of FF13's open nature all of the missions were monster fights. I didn't hold that back. However, the difference between FF13's missions and Mass Effect 2's missions are trivial at best. The real difference is that ME2's missions tell some form of a story while FF13's missions serve as gameplay. However, in the end both games' missions follow a similar structure. You travel through an area, killing enemies to reach a certain objective. In the end, not so different, right? But FF13 still retains the same level of openness that you praised for ME2 when it comes to mission structure, even if they aren't a part of the story (well, technically they are a part of the backstory, but they don't affect the main plot).
Streamlining isn't bad, but oversimplification is. That's what happened in the transition from Mass Effect to Mass Effect 2. The level design is not like the first game. When I landed on the Citadel in Mass Effect it was this wide place that I could explore. Same deal with Feros and Noveria. Those places to explore in Mass Effect 2 are gone. Omega is basically a nightclub, the new Citadel is essentially there for a few shops. You can't explore anywhere. When I mention open-ended design I'm not saying that Mass Effect 1 had these grand, sweeping combat arenas, but it was a much better developed game. If I landed on Feros it wasn't just some linear romp for 20 minutes that I would do and never return to, Feros became a destination, a four hour chunk of the game that let me play and explore new areas. Mass Effect was open-ended, Mass Effect 2 is not open-ended.
As far as being character-centric. I agree with you to an extent. As there are 11 or so characters in the game, many of them being new, they need to be explored a bit. Unfortunately all characters followed a set pattern. You would recruit them. Then you would talk with them. From there they would refuse to speak with you until the time for their loyalty mission came, then you would do that, then they would speak with you and all of a sudden you're given the heads up that you can now use the Omega 4 Relay. The characters were not all fleshed out enough (some were, but not all). If anything, ME1 had more fleshed out characters because you practically gathered your party together at the beginning of the game and then you could interact with them constantly and see them change as you progressed through the game. Sure beats constantly hearing "Again? No offense commander but I'm not big on forcing these talks" everytime I try to talk to one of my team-members.
As far as the streamlining between ME2 and FF13, I disagree, though it's a matter of opinion. Final Fantasy 13 streamlined the design of the game to properly tell its plot of refugees on the run from the government. On the other hand, I'm trying to figure out why Mass Effect 2 was so streamlined in comparison to the first. It was unnecessary in my opinion.
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