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Moving back and forth between playing ME2 and DA:O is a strange experience. There are times when, irritated by Morrigan's cruel attitude towards all living creatures besides herself, I long for Mordin's scientific approach to life. Conversely, I sometimes favor Alistair's youthful humor over Jack's cold demeanor. The games are similar enough that, were it not for the setting, I would not be surprised to find Garrus roasting marshmallows around the Ferelden campfire.
Early in each game, the protagonist is given two core allies. The majority of each experience is mostly spent recruiting the remaining party members, as individuals or as representatives of their people contributing to the war effort. It is understood in both cases that the success of the long term mission hinges upon their support. Unfortunately they are so morally disparate, some quite ethically ambivalent, that trusting them and finding a way to please them can be difficult.
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Each cast member has their own personal history, which comes into play during optional side quests. Completing these quests offer mechanical rewards, insight into their character, and opportunities to enhance emotional bonds. Yet these emotional bonds are stronger amongst one group. When it comes to the final battle, I would rather have the crew of the Normandy by my side.
Despite the similarities between the two games, Mass Effect 2 creates more compelling relationships between the protagonist and her cohorts for one reason - the friendships are more personal. To begin with, ME2 has the advantage of being a sequel. As I have discussed once before, the sentimentality of ME2 evokes a sense of nostalgia, deepening the in-game relations between Commander Shepard and the crew with which she is already familiar. Yet even with her new crew members, Shepard builds a stronger rapport.
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The story foundation also constructs more personal relationships in ME2. Commander Shepard pursues individuals to join her ranks, while the protagonist of DA:O recruits armies. Collecting individuals is just a side effect. Similarly, the personal quests available in DA:O seem less personally significant than in ME2, taking a relatively short amount of time. The over-all mission is always of the utmost importance.
The loyalty quests in ME2, however, are very emotional, and are particularly interesting for Shepard. There are times when she must decide to uphold her own principles or protect her friends. These decisions are not easy to make. Also, it is hard to measure the outcomes of these choices.
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This is not to say the relationships in Dragon Age are vapid. On the contrary, Bioware surpasses the vast majority of games with party mechanics in regards to compelling cohorts. Additionally, more impressive than creating believable friendships, is Bioware ability to evoke emotions by threatening these characters. I have arrived at the point in both games where I proceed with trepidation, fearing for the safety of my team. I applaud the lead writers for ME2 and DA:O for this achievement (Mac Walters and David Gaider respectively). Regardless, when the suspense of a game depends on compelling relationships, Bioware should pay more attention to the Normandy crew of Mass Effect 2 than the fireside camp of Dragon Age.
I think you missed one important point here: Shepard is a character that exists outside your head. You get to make choices at key points, but you're more serving as the angel (or devil) sitting on their shoulder than the neurons firing in their brain. This means that they can give Shepard much more meaningful emotional output, and the scene as a whole becomes powerful in a way that DA:O's hands-off approach to the protagonist cannot support. Definitely the other things you bring up are large factors, but Shepard's ability to surprise you is one more thing that ups the ante.
ReplyDelete@ Julian
ReplyDeleteAbsolutely. Although with significant playable background stories, I think Bioware was trying to make the created characters of Dragon Age has the same appeal. You're right though, she is much more of a pre-imbued character. Which is why the voice acting was so effective as well.
That's a good point about the origins. I'm still not quite finished with my first playthrough and have yet to explore the other origins, but I felt like my city elf origin gave me a strong perspective on Ferelden and its society and people. It's interesting and exciting to see Bioware exploring two opposite ways of getting you invested in the world and characters. I hope that they continue to explore both avenues and refrain from abandoning one to focus on the other.
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