Ford Prefect wrote:weemadando wrote:Having to talk to everyone in your crew after each mission. Because you need to know their stories. Because. Just because. Never mind that half of my crew I'd toss out the airlock in Mass Effect first chance I got, I have to talk to these people. I hope there's an option to tell that racist human bitch that you only fucked her because she was easy once you nail her. I'd take my fucking renegade points for that.
I'm pretty sure that, to complete the main quest, you don't actually have to talk to your party. That said, why would you complain about them? They're pretty much the only sequences which you can describe as competantly written and delivered. Even Ashley's dribbling is worthwhile just to hear Sheppard reply to her. He sounds pretty neutral but it's obvious that he thinks she's a complete nutcase, even when using the nice responses.
I'll admit in Mass Effect they have some good ones: Wrex and Garrus are both interesting, but Kaidan and the Quarian are just walking, talking codexes thus far. Liara and Ashley may be interesting, but I was a bit let down by Liara as I did Noveria first and whacked her mum, then went and found her. Sadly my first dialogue option when finding her in the bubble couldn't be: "I just want to get this out in the open first, but I just killed your mother. Do you still want my help?"
In KotOR 1&2 and Jade Empire, most of your companions merely served to be annoyances and I really feel that the ones in ME are heading that way too.
Bioware's problem is that they so desperately want to portray the pen and paper type experience with a lot of depth and scope, but they instead become the most irritating rail-roading GMs because they have a story that they desperately want to tell you.
For example, my Shepherd looks about 40+ and is ravaged (lined face, scars etc) and is a Spacer/War Hero. I split points early on between Charm and Intimidate, but it just became so irritating because like all their other games the "renegade" was in fact "Fuck you, I want to drown your babies" which didn't play into the character I had in mind.
The prime example here is Noveria with the Rachni queen, you have to either kill it or release it. You can't hold off on the decision, or call the council for their input or anything - it's a false dilemma because there should be no timeframe to this decision. And it drives me nuts. Then when I let her go, Wrex remains steadfastly loyal and seemingly undisturbed by my actions, only grunting a few syllables of displeasure.