Art Vandelay
Full Member
Karpyshyn leaving really screwed them. The ending of ME3 was the culmination of that. They could tell the smaller stories of the characters ok, but completely lost it trying to tell the overall story. I agree it should have been a quest for knowledge, but ME2 started the build up to a big fight that they could never deliver on. Almost anything would have been better than the ending they produced though. Even not being able to stop the Reapers but still putting up a fight would have been better. ME2 was my favourite game, until the final 20 minutes of ME3 happened. Now the entire series is soiled.Kind of agree (although I enjoyed a lot ME2). I kind of preferred the weird gameplay of the first game, mostly because it was novel and to some degree challenging. While the overheating of weapons was a pain in the arse, it made you play a bit more careful than the virtually unlimited ammo in the second and third game. In addition, the emphasis of the gameplay was on making the right upgrades and balancing the team, rather than just being good at shooting. On the second game, just get at least one biotic with you, upgrade the 'slow time' and you're essentially unstoppable.
Indeed. On the entire first two games you hear repeatedly that Reapers cannot be defeated with conventional weapons. But in the third game, the most epic thing is the space battle and you hear (and see) that 4 dreadnoughts can destroy a Reaper capital ship. Totally agree that the second and third games should have been quests for knowledge and a way of stopping Reapers to come (similar how LotR is all about stopping Sauron from coming), not preparing to fight it. Karpyshyn leaving Mass Effect 2 for The Old Republic (and then leaving entirely the company after Mass Effect 2) seems to have affected the story quite a lot.
Mass Effect was essentially KOTOR in the new generation machines and without the Star Wars theme. Which isn't a bad thing.
The problem though is that BioWare have become very one-dimensional on their stories. The baddies rise up, you have the chosen one and his friends who stop them. Baldur's Gate, KOTOR, Mass Effect, Dragon Age: Origin and Inquisition all seem to use this formula. They made things a bit more complex for Jade Empire and especially for the second Dragon Age, but considering that the game sucked (not because of story though), they went to the good vs evil in Inquisition. It is fine, but a bit of an overused formula and make the baddies look much more cartoonish and in essence there are no personal conflicts there.
Obsidian Entertainment have been far better at telling stories (well, at least they tried but them being a small company made half of their games unfinished), and the Witcher 3 went into far more complex stories, so BioWare should go in that direction too (IMO), instead of recycling the same kind of stories all over again. Otherwise, they will be at risk of just becoming a boring company, which would be a shame considering how innovative they have been in the past.
I'd go as far as to say not only have Bioware been one dimensional in their story telling, but they've essentially been making the same game over and over again since KOTOR. Chosen one has to stop all powerful evil threat with his band of knights and rogues by recruiting them, gathering them in his central hub, talking to them there and then exploring a location with a couple of them. Also he can agree with one of them until they send him on a quest to solve their daddy issues, followed by the sweet, sweet dry humping.