@Dookysharpgun
You bring up some excellent points. I apologize for using inflammatory language (the h word); I'll blame it on my roots as a World of Warcraft forum troll.
I agree with many of your points about DAII. Pressing A over and over again was in fact silly and a pretty big annoyance of mine. Some of the character story lines were not as good as they could have been, and some of the quests were pointlessly painful (you have found X, return it to person with ! over their head; there are bad people in the town at night, kill them). But my argument is that the game was not a terrible game, but an enjoyable one. I still disagree about the difficulty setting: turning up the difficulty did more than make the enemies have more hit points, it turned on the types of things that should be on with any RPG (friendly fire from AoE spells for example), making the higher difficulty legitimately challenging. I continued to pause the game after every hit and every spell to see the AI's reaction and to plan out my next action, an important part of any BioWare RPG I play. In the end, despite minor disagreements, I think we can agree that DAII should not have been released by BioWare, they should be a better developer than that.
My angle is that it wasn't an abomination, but a warning of what could happen if we let it. And, if I understand your argument, you say that it wasn't a great game, but a warning of what could happen if we let it. I just want to stress that it wasn't as terrible as a lot of people make it out to be.
But I think we may disagree on ME2's story and its role at a fundamental level. I'm not bothered by the fact that the story of ME was not advanced in the sequel in a meaningful way, in fact I'm glad they didn't advance the overall story (I'll get to that later). Aside from the gameplay being fun, The story in ME2 was well contained and I cared about each of the characters presented. In addition to the memorable characters (the illusive man really is a fun and complex character) I think the best argument for the story being excellent is that I was struck by the result of my final decision in ME2. I spent a lot of time considering what I was going to do, I really did. When I saw the red planet, I realized I picked the evil choice, and I was fuming angry. This anger at the writers did not resolve until I read the third mass effect novel, and I realized why my decision was evil (not because of me, but because of those around me). This level of complexity is really rare in video games, and knowing that these are the writers putting the story together puts me at ease -- admittedly, I am a little worried for ME3, knowing that Karpyshin was not as involved in the writing. As far as the DLC, I think that Arrival is the best way to handle the biggest problem in trilogy video games. In a trilogy, the second story has a problem that is amplified in video games due to the production cycle. If the story is advanced too far, there will be a pretty high cliff-hanger; this will leave the consumer in a state of high agitation which cannot be sustained for a very long time. Essentially by the time the next game is released, the interest in the game as a whole will be mostly gone. By releasing the biggest connection between ME1 and ME3 as a DLC less than a year before 3, the developers have kept the game fresh in our minds. Aside from all of this, for me, the most exciting thing about BioWare games' stories is the depth in the characters; and ME2 had this in excess of any expectation I ever had. For this reason alone, I'm excited for ME3.
There are many things that did worry me about ME3's development, but following the way the developers responded to Deception, I feel at ease. I really am glad I have no idea who Chobot is, because I could see clearly how she would be a barrier to suspension of disbelief - I actually know the actress who did one of the voices in ME2 and it really harmed my suspension of disbelief. I was initially worried about the Co-op multiplayer, but having seen how it could be implemented and how other developers have done multiplayer well - AC:B, Bioshock 2 - I'm more than a little excited for the addition of multiplayer. I seriously have thought how some BioWare game could be significantly better if there were humans behind the actions of some of my companions; but you are absolutely right in that the demo will shed much needed light on BioWare's implementation.
I just want to take a second and comment on the depth of tactical choices in ME2. I know you didn't bring up anything about the gameplay in ME2, but I feel that it is something that has to be addressed in any serious discussion of ME2. A lot of people say that combat in ME2 was dumbed down, and I have to disagree. Compared to ME1, ME2 combat was significantly better, and it retained a lot of depth. Many misinterpret choice as depth, but this is not true. Having the choice of many armors and many guns is not the same as depth if there is a clear and obvious best choice in all of this variety; there were a lot of choices in the first game, but there was always the obviously better gun. In the second one, they simply said, here is the best gun, we know it, you know it, here you go. This shifted the depth from the sheer number of guns you had to sell when you went to a store, to the effect a gun has on your gameplay (shotgun vs assault rifle vs hand gun vs sniper rifle). More importantly, the differences between the guns within a type was more pronounced (one powerful shot, multiple little shots, more spread, less spread, etc). I personally even liked the power progression better: instead of making it so that you needed many levels so that you could make your powers better in small increments, they made each level more meaningful by giving you more of a leap over the previous level (maybe this could be refined a little more so that it reaches a happier medium - I didn't like being able to progress only at the end of a mission). And the variety of ammo was still there, except this time, you had to choose for the entire party whether you wanted to use one type of ammo or another; a very interesting shift in tactical gameplay (although I like having variety in ammo more).
We may agree, we may disagree, but I want to take this chance to thank you for a very stimulating discussion.
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