So, at just before 6 minutes into Part 8, Chuck talks about how DA2 was the canary in the coal mine for what we were going to see in Mass Effect 3, which by all accounts was an utter disaster, especially from a public relations standpoint. He makes a good point about how the scores show that there was a huge divide between the gaming press and regular gamers on Dragon Age 2 and Mass Effect 3, with the critics rating the games higher and not dropping the scores much at all from the previous games, but with gamers dropping the score massively from the previous games. I have to concede this point to him, and that it’s an important finding because it shows that what they were doing wasn’t budging the critics, but was upsetting the paying public, and for any business you aren’t going to be successful if the critics like your product but the people who are actually paying for it don’t. That being said, Bioware really couldn’t have taken any real lessons from that difference. DA2 was a troubled product, with a lot of bugs — most of which Chuck ran into during his playthrough — and deliberately subverted the traditional power fantasy, at least in part because of how it was trying to set up for the Mage/Templar conflict in Dragon Age Inquisition. Any of these could explain critics liking it more than the gaming public in general, to either not noticing the bugs as much — I played on a PS3 and had it crashed twice in my last playthrough, whereas the crashes were far more common in Chuck’s playthrough — to appreciating the subversions or the more personal focus just because it was different than what they had seen before. A canary in the coal mine is supposed to be the indication that something is wrong and you need to change course (leave, in the case of a coal mine) but from the scores itself, given the conditions of the game, couldn’t really be that sort of indication.
But Chuck also comments that DA2 was an indication of the direction Bioware was going in, where we are merely participants in their story, which came to its fullest fruition in Mass Effect 3, and with the ending to Mass Effect 3, and where the divide between those advocating for the game on the basis of art and those angry at it for the lack of control became crystal clear. I disagree. I believe that the real canary in the coal mine was actually Mass Effect 2, and we ended up with Mass Effect 3 because the gaming community didn’t complain about Mass Effect 2. Or, to be more accurate, that Mass Effect 2 was well-received and Dragon Age 2 wasn’t.
To start this off, I’m going to reference what Chuck says about Shepard at 15:20 in Part 4:
Shepard is a tank that decides where to go, and goes there. And it takes a concerted effort to force her to change direction. Hawke, on the other hand, is a person who operates the switch on a railroad track. She can decide which way to send the train, sure, but she’s not the one who’s driving that train.
I’m going to rely on Shamus Young’s massive treatise on the Mass Effect games to show that this isn’t true of Shepard in Mass Effect 2. The link is to the start of the Mass Effect 2 section, because Shamus spends that entire section of posts weaving that argument through all of the posts, so I’ll simply be summarizing it. Ultimately, my argument will be that pretty much every complaint Chuck had about the agency of Hawke was present to the same degree if not moreso in ME2, and ME2 didn’t even try to give the basics of motivation or importance to the player, nor did it do so to tell a new or unique story, nor did it do so to set up for ME3 in any interesting way or to build off of anything set up in the original Mass Effect. ME2 was just as controlling as DA2 but for far less reason and it spent far less time to try to build that sense of illusion that Chuck demanded from DA2.
Let’s start by looking at what Shepard’s main goal was at the end of the first game, which was to find a way to stop the Reapers. But what is Shepard doing at the start at ME2? Hunting Geth. And not because they decided that that was the best way to find a lead on the Reapers. And, in fact, not by their own choice at all. Shepard is ordered to hunt Geth by the Alliance, as Miranda lampshades in the first scene with the Illusive Man. And then Shepard is killed by the Collectors, and revived by Cerberus, at which point the Illusive Man “convinces” Shepard to join up with an organization that in the first game was at most minor villains that Shepard might have a personal dislike for (as, if I recall correctly, on at least some origins Cerberus got Shepard’s squad killed by a Thresher Maw). Part of this is convincing Shepard to not keep looking for a way to stop the Reapers, but instead to stop the Collectors from abducting colonists.
Now, here the game is quite careful to not give the player any actual reason to accept this, or think that this is a job best suited for Shepard. The link between the Collectors and the Reapers isn’t discovered until late in the game. Shepard doesn’t have a personal connection to these colonists, nor does any of her companions. For some reason, despite these colonies being at least nominally associated with Earth and the Alliance, the Alliance is uninterested in investigating the disappearances. Nor is the Council, as they aren’t even prepared to send out a Spectre to check it out to see if it’s a threat or if, in fact, it might be related to the Reapers — although their excuse for that is that suddenly they don’t believe the Reapers exist despite that being something that you prove in Mass Effect — or even the Geth. Remember, no one knows what’s causing these disappearances, but none of the people who should be interested in it care, which leaves you to be the one to have to care and have to investigate it despite it being a distraction from what your main goal should be — and what Cerberus really has reason to want to recruit you to investigate for so many reasons — which is the Reaper threat.
The Illusive Man then tells you that the Collectors are behind a special Mass Relay that no ships have entered and come back out of. So, what he wants you to do is figure out how to get through it, right? Wrong. He wants you to go out and recruit a team to deal with the Collectors once you get through it … despite the fact that at that point in time he doesn’t actually have a way to get through the relay. He then gives you a dossier of people to recruit, and off you go. You don’t get to decide what people to recruit, and as far as I remember you can’t advance the story until you’ve recruited all of them. After you recruit the first batch, the Illusive Man gives you a story mission, and then another list of names for you to recruit. When it comes time to figure out how to get through the relay, it’s the Illusive Man who has found the key and sends you to get it. In fact, every story mission is dictated by the Illusive Man, and Shepard just goes off to do it. Which includes a case where the Illusive Man sends you deliberately into a Collector ambush. And when you finally go through the relay and find out in detail what’s happening, you get to the big choice at the end, of whether to keep the base or destroy it … and every character, even those most dedicated to Cerberus, suddenly all say that it would be terrible to give this tech to Cerberus. You know, the people you’ve been working with for the entire game.
And ME3 makes even destroying the base to be a pointless gesture anyway, because the Illusive Man gets that technology anyway … somehow.
You are railroaded into working for Cerberus, anyone you meet immediately distrusts you and won’t work with you because you work with Cerberus — this is why you can’t rejoin the Alliance or the Council, which a number of players are going to want to do — and the thing Cerberus wants you to investigate has no direct relation to what should be your main goal. And at the end, the game bends everything to encourage you to make the “right” choice … and undoes it in ME3 anyway.
I’ve already gone over how DA2 does this better. DA2 tries really hard to give you a connection to and connections with Kirkwall, to encourage you to care about it and want to defend it. It’s also careful to make it clear why you’re the one who is being asked to do these things. The people who ask you to do things make it clear why they have to ask you to do it. And when it comes to those “switches”, the choices matter and the game doesn’t signal what the “right” choice is. At the end, siding with the Templars or Mages is supported by the people that you would expect to side with each side: Merrill wants to side with the mages, Fenris with the Templars, and the others react more to you than to their own ideas. And on top of that, you can convince Merrill and Fenris to side with you even if you side with the group they don’t want to side with. And siding with one side or the other matters to the ending you get, even if you have to fight both of the leaders at the end anyway. And DA2 does this in service of a story that is meant to be a tragedy, and a story that takes a major component of DAO and develops it into something that is a major conflict in DAI, and does so because in order to have that set up we need to have Hawke fail to resolve the issue.
So how is Shepard a tank but Hawke isn’t? Shepard is just going where she is told to go by the Illusive Man, and despite Miranda calling Shepard a hero and icon, no one treats Shepard as such. ME2 gives Shepard no reason to care about the colonists or the Collectors and distracts Shepard from what the first game says Shepard should care about, all in service of this new organization that it is clear — especially in ME3 — that the writers really want to play with, so much so that they demote the Reapers to a secondary villain, especially in ME3. Noting that they don’t really appear in ME2, and so are reduced to Sir-Not-Appearing-In-This-Game.
No one really complained about this for ME2, or at least not that vocally, whereas it was more of a complaint for DA2. The reasons are, I think, two-fold. First, the companions in ME2 are far more interesting than they are in DA2, despite my liking them for DA2 as well (Chuck considers them all jerks). This allowed people to ignore the story and the Illusive Man for the most part and focus on the much better written recruitment and loyalty missions. The second reason is I think the one that most drives Chuck’s views here: ME2 is far more a normal power fantasy than DA2 is. You go out and do missions that are mostly successful in ME2. You succeed in stopping the Collectors, even if that does nothing to help you stop the Reapers. You don’t have that constant sense that you are merely mitigating the damage like you have in DA2, but instead that you are solving the problems that you came to or have to fix to recruit the companion.
But the lesson learned was that trying to give the player motivations to do something and setting it up so that it was clear that they were the ones who had to do those things wasn’t going to make players like the game any more. So there was no reason for ME3 to try to do that, even though it did, at least, give a motivation for Shepard to do those missions (albeit the stupid one of trying to save Earth at the expense of other planets for … reasons). ME2 was the game where the writers took agency away from the player in service of the story that they really wanted to tell. DA2, on the other hand, was the game where the writers took agency away from the player in service of the story that had been started in DAO and that they wanted to continue in DAI. And the players liked ME2 and disliked DA2. So the writers were free to make Cerberus even more of the focus in ME3 for even less reason. And with Cerberus being the focus, the real story — that of the Reapers — wasn’t developed and so led to an ending that simply couldn’t be satisfying because there was no way to develop it properly beforehand … and the writers didn’t care enough about that plot to do so anyway.
As I’ve made clear in these posts, I think DA2 is a flawed game, but not as flawed as Chuck — and many others — think it is. ME2, in terms of agency, is far worse than DA2 is. But ME2’s companions and adherence to the power fantasy made players appreciate it more, which then led to Bioware ditching taking care in establishing motivations, which failed them in ME3 when an ending was required and they couldn’t get away with no developing it … and then they were puzzled that players didn’t like it. DA2 wasn’t the canary in the coal mine. ME2 was. But no one noticed, and ME3 was the result.
Thoughts on “Pride and Prejudice and Zombies”
November 29, 2018It might have ended up as a bit of a guilty pleasure, but a number of years ago I took an English course covering a number of works, one of which was “Pride and Prejudice” by Jane Austen … and I found that I really liked the book, and read it at least once more afterwards (I don’t really know where it is right now, but maybe I should find it to read it again). I’ve never watched the movies, but when I saw the DVD for “Pride and Prejduice and Zombies” cheap I figured “What the hell?” and picked it up to watch it.
Now, the fact that I haven’t read that book in a number of years is pretty important, because that to me is something that really hurts the movie. The main conceit of the movie is to essentially take “Pride and Prejudice” and recast it in a zombie apocalypse. What this involves, at least in the movie, is putting some new scenes in to establish the zombie plot, but for the most part outside of that to keep the scenes the same and, at its best, to recast the scenes and especially the conversations for the new setting. The problem with this is that if you aren’t familiar with the work, you won’t get that that’s what’s happening, and so the best thing about trying this is lost, which would leave the audience trying to treat it as a zombie movie or a historical romance and being puzzled by it. And since I hadn’t read it for a while, there were a number of scenes that I didn’t get, even though I did recall some of them and so managed to “get” them.
And outside of that conceit, it’s not a particularly good example of either of the two genres that it blends, nor is it a particularly good blend of the two genres. The zombie portions are very minor and are really only there to pull off the subversion, and the romance portions don’t stick enough to Austen’s original work to be compelling as a romance. If you wanted to watch it as a zombie movie, you’ll find that the romance portions are too prominent for it to work as that, but if you wanted a historical romance you’ll find that the zombie portions take you out of the romance too often and spoil the mood.
The fight scenes are typical action schlock, with all of the extra posing that you normally see in them, as they’re based on the idealized martial arts of Japan and China. They are so overdone at times that I really wanted there to be a character who refused to train in either and stuck to more traditionally English fighting styles, and did so precisely because they were so annoyed at all the posing that you saw in the Asian forms, perhaps exclaiming “The goal is to kill the zombies, not pose for a portrait with them!”.
The actors are pretty good and work well, but I want to single out Matt Smith here for being the most entertaining thing in the entire movie, which both speaks well of him and somewhat poorly for the movie. I remember that Parson Collins was more staid and boring in the original work, but Smith makes him pretty goofy. Then again, I’m not sure Matt Smith can actually pull off anything other than goofy, so perhaps that was to be expected.
Despite its flaws, this is a movie that I might watch again. To be honest, though, it makes me more inclined to find and read the book (or books) since that would have more room to either build up the zombie plot or make the subversions more clear. Then again, I read the “Abraham Lincoln: Vampire Hunter” book and was disappointed, so maybe this wouldn’t work that well for me either and I should stick with the original.
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