Parable - 58 - HD
🕑 Added 2020-01-20 23:05:35 +0000 UTCI don't know how Rhoda's sandals came off when she tore off her robe, but that's undoubtedly when it happened. It's not a dramatic "removal of wardrobe of an abandoned profession" moment unless it's done in a single motion.
Commentary
Despite having a collection of the first three Mass Effect games, I have not yet played Mass Effect 2. I have only played some of the first Mass Effect, the gameplay between interesting dialogue sections eventually being too much for me to maintain interest (though I would like to give it another shot someday).
I have, however, watched much of a Let's Play of Mass Effect 2, which leaves me spoiled for choice in regard to examples of cutscene nonsense from companions in video games. One such instance was a new soon-to-be recruit essentially using psychic attacks against enemies that are highly resilient to psychic attacks, and utterly destroying them with ease.
Heard, Not Seen
I think this would be more amusing if Rhoda were not shown at all, and her actions simply implied by sound effects and Susan's dialogue.
I also think people would throw all of the stones at me had I not shown Rhoda in some ridiculous attack pose with the hammer, so compromises were made.
Granted, the pose didn't have to be ridiculous, but that's a rotated view of her leaping upward towards the cultists, and the hammer is positioned more with concern for negative space in the panel than functionality in combat, so it is nonetheless so. Also, it appears to be on fire for some reason,
Comments
Some Ed
I think there's a difficulty in presenting a story that is all dialogue and story. People like me tend to bring it into sharp relief. Basically, how do you make this a game? You need to give the player some input, or it's just a movie. But if you give the player a lot of free reign, you have infinite dialog and cut scenes to generate. If you don't give the player a lot of free reign, we notice. "There's four choices for the action to take here. And none of them are actions I would take. Or, for that matter, any of the people I know. Except, of course, my cousin, who has valiantly acted as the learning experience for all of us, so we know not to do this."
Chordat
Vast, empty spaces between interesting things is a common problem in Bioware games in general. They really needed to add a quick-travel system to all their games, but only the later titles actually have one.
Stephen Gilberg
Then we have a complaint in common after all. The emptiness bothered me more than the talking.
Dan Shive
I definitely played it on the easiest difficulty setting, but there was still large, mostly empty areas to traverse. The dragging out of things had as much to do with level design as anything else.
IvyReed
Susan, having played too far in the game without completing any story quests, achieves a glitch, and becomes stuck on her knees for the rest of the play-through (her character can still move around she just sorta slides across the ground like a Roomba)
There's actually an option, I believe, to make the game play more like a visual novel, rather than as a combat-oriented game. It's in the difficulty settings, if I remember correctly.
Dan Shive
I think I would prefer Bioware games more without any combat, but then I seem to have particularly tastes when it comes to games. If a game is dialogue and story heavy, I can see action and combat as in the way. If a game is more action focused with mostly optional dialogue, then too much story and dialogue can be annoying.
Dan Shive
I beg your pardon, but are you suggesting there exists desire to see Rhoda asserting herself in a position of command and dominance, and Susan, shrunk to no larger than a doll and without proper clothing, behaving submissively? Why, the very idea!
Stephen Gilberg
I had pretty much the opposite problem with Mass Effect 3 (the only entry I've tried): The ratio of story and dialog to actual gameplay was too high. When I realized that an hour had elapsed between battles, I quit.
coredumperror
Action-Rhoda and submissive Susan? Double 'Yes!'
Kevin Wright
You are correct, Dan, vis-a-vis showing Rhoda in the action pose. *ALL* the stones.
McZed
Half of me thinks that this playthrough will be abandoned at the two thirds complete mark when Susan has enough cliches.