Posts Tagged characters

Mass Effect 2: a Few Steps Forward, and a Few Steps Back

me2header Mass Effect 2: a Few Steps Forward, and a Few Steps Back

Mass Effect 2 has been out for a few weeks now, and everyone seems to be raving about its improvements over the original. The framerate is smoother, the graphics have received an overall upgrade, loading times have been reduced, dialogues can be interrupted with paragon/renegade actions, the combat is better, etc. Most of these claims are undeniably true, although some are a bit subjective.

miranda 02 p Mass Effect 2: a Few Steps Forward, and a Few Steps Back

At least one of the female characters got a hair-upgrade.

For example, I enjoyed the first game’s combat quite a bit. Its weapons contained unlimited ammo but were always in danger of overheating, giving the action a certain sense of rhythm. The characters’ powers/abilities such as Lift and Stasis also provided tactical options and visual “oomph” that’s a bit lacking in the sequel. Of course they’ve been offset by other additions to the gameplay, so it’s not a simple downgrade.

The game actually feels closer to Gears of War now — not as many variables to juggle, manual cover, more visceral feedback, etc. Both systems are good, though, just different, so arguing about them is a bit of a moot point.

screenshot 074 p Mass Effect 2: a Few Steps Forward, and a Few Steps Back

The creepy husks are back! I always thought that they were underused in the original, both gameplay and story-wise.

There are other, smaller changes that didn’t sit well with me (such as controlling the dinky spaceship model on the otherwise impressive galaxy map), but what I see as ME2′s major failings — especially when compared to its predecessor — are its story and narrative, and the overall homogenization of its gameplay.

The actual story of ME2 is composed of three main points: bad aliens show up, a MacGuffin is retrieved to combat the aliens, the aliens get blown up. That’s it. There’s very few revelations, very little progression, and the aliens’ motives — and the end battle — are pretty ludicrous. There’s just not enough meat on the bones here, especially for a game that’s 20+ hours long.

The main reason for this is that ME2 is structured around a “suicide mission” akin to that of The Dirty Dozen. This premise works well for the movie as a concrete plan is hatched and the recruits have a clear motive for signing up: they’re all convicts fighting for their freedom. ME2 follows a similar structure, but only one of the characters — a scientist who can research the aliens’ technology — has a logical connection to the story. The other 10 (or 11, depending on how you look at it) are mostly badasses who sort of tag along.

Maybe it’s because they somehow know that the player will spend the majority of the game running around solving their personal problems (usually with guns) while awaiting the go-ahead to save the galaxy?

screenshot 022 p Mass Effect 2: a Few Steps Forward, and a Few Steps Back

Of course there's still sex in the game, but now with even more clothes on.

Either way, the mission itself is vague, revolving around a harebrained scheme to somehow strike at the enemy’s homeworld. There’s quite a few logical plot-holes here, and the whole thing comes across a little forced.

ME2 also lacks the interesting NPCs of the original. The Council and Captain Anderson don’t seem too concerned that their privileged commando is not dead and has actually joined a terrorist group, and there’s no equivalent to Saren and his villainous cronies. Instead, the galaxy turns out to be a very small place where numerous characters from ME1 make perfunctory appearances. It’s neat at first, but eventually wears thin as the player wades through a perpetual stream of serendipitous run-ins.

anderson 01 p Mass Effect 2: a Few Steps Forward, and a Few Steps Back

Commander Shepard's return to the Citadel proves very anti-climactic.

The gameplay changes fare better for the most part.

A large portion of ME1 has been been cut down and streamlined, and there are plenty of general improvements (although the UI is still pretty bad). The new approach to missions and progression is so consistently predictable, though, that it gives off a vibe of exploring a game rather than a world.

Each major location has a safe, single-map hub from which the combat missions are accessed. The player is never in any danger while exploring these areas, and the missions themselves are generally shorter and even more linear than in the original. For the most part they also revolve around recruiting new characters and gaining their loyalty, but lack the gameplay and aesthetic variety found in the story-centric quests.

masseffect2 005 Mass Effect 2: a Few Steps Forward, and a Few Steps Back

Mass Effect 2 focuses more on the legally dubious areas of the galaxy. They look pretty enough, but generally lack the aesthetic variety of the original.

The completely optional side-quests have replaced the Mako-exploration, and are even shorter. They usually involve some rudimentary puzzle-solving and provide extra variety, but are very hit and miss. The bigger problem is that they’re all the same length and don’t offer anything special. The Mako-exploration from the first game was flawed, but at least it created a great sense of scope and exploration that’s missing in the sequel.

ME2′s side-quests contain no hidden characters, no special weapons, and no significant surprises of any kind. Just like with the game’s other missions, you soon learn exactly what to expect instead of being awed by the wonders of alien worlds.

joker 01 p Mass Effect 2: a Few Steps Forward, and a Few Steps Back

Although Shepard now has many more customization options, the other characters' outfits no longer change based on their equipment.

Of course there are other things to harp on, but the overall game is quite good. It’s just a shame that during BioWare’s sprint to fix the complaints of the original game, the company forgot some of the things that made it notable in the first place.

, , , , ,

4 Comments

Melodrama

The term melodrama comes from the world of theatre. More specifically, it stems from plays that used music in unison with the on-stage action, i.e., a series of quick bow slices to the violin would accompany the entrance of the evil, mustache-twirling landlord. Melodramas were widely laughed at by the critics, yet lapped up by the common folk.

melodrama Melodrama

The quintessential image of a melodrama.

Today, most forms of entertainment media are melodramas, and the “common folk” are the mainstream audience. Even when aiming for the so-called lowest common denominator, though, melodramas don’t have to be bad.

There are a lot of negative connotations that accompany the term: black and white characters, formulaic stories, sensational confrontations, implausible coincidences and a rigid commitment to happy endings. Still, these can easily become positives by embodying: unambiguous characters, clear plotlines, emotional climaxes, exciting twists and satisfying finales.

This is the difference between pathos and bathos.

Pathos, n.

  1. An element in experience or in artistic representation evoking sympathy, pity, compassion or sorrow.


Bathos, n.

  1. An insincere or overdone pathos that fails to evoke sympathy, pity, compassion or sorrow.


Unfortunately, stories in videogames tend to fall into the latter category. It might simply be an after-effect of their heritage — after all, games are still largely perceived as toys, and everyone (including most publishers and developers) seems to have a hard time accepting the fact that the average gamer can legally purchase alcohol. Of course I also understand that it’s safer to accommodate the youth while banking on the loyalty of older, nostalgic fans, but the same writing principles should apply regardless of the target age-group.

ffcap11 Melodrama

I wouldn't be surprised if this character turns out to be a fun but gruff rebel with a heart of gold. As leader of the resistance, he'll probably be punching out tanks with a bunch of other teenagers as they attempt to save the world.

Final Fantasy is a good (or bad, depending on your outlook) example of this. The 8-bit/16-bit games were great for grade-schoolers, and while the later ones swung their focus to teenagers, they were pretty trite and not nearly as sophisticated as one might think. Someone on Slashdot: Games once responded to a post about Square-Enix’s titles saying (and I’m paraphrasing here): “They’re to deepness what Goths are to people with severe clinical depression: showy, self-infatuated shells that take on the trappings instead of the content.” Regrettably, that’s a very accurate description.

So how do we avoid this? If we have to stick to melodrama, how do we fill it with pathos, not bathos?

It’s quite simple, really: respect the setting, the story and the characters.

That’s it.

You don’t have to be Shakespeare, you just have to examine your own work and ask: “Is this good, or is it…laughable?” Everyone has their own subjective preferences, but this alone would eliminate a plethora of banal storytelling in videogames.

, , , , , , , , , , , , ,

2 Comments