[quote]Terror_K wrote...
That depends what one is looking for.[/quote]
I really should say that this is all it boils down to, but I want to address a few things point by point.
[quote]ME1 entertains me far more, while except for the first time with ME2 I find myself starting a game and then getting bored of it a few days in and I just leave it for a while and play something else. This included importing what I consider my ultimate character who I care the most about: I took her through and stopped playing her about halfway. That almost never happened with ME1 with any of my characters, with the one exception the time DAO was released and briefly drew my attention away from my current playthrough.[/quote]
Then play ME1. That's what I've been doing lately. The achievements were much more difficult to earn in ME1 because they required you to play every class, and Biotics is just not my style. But I got bored of ME1 on Insanity after working on it for several days straight on what I would consider my ultimate character. I haven't touched it in a couple of months. I got bored of it, I got distracted, I don't remember. But does that mean that ME1 failed to entertain me? No, of course not. Well, wait. It did. It was the fact that I exploited the ability to get the best loadouts so early in the game that it's essentially a cakewalk. The power trip was nice, but asides from the Geth Snipers, nothing is a threat to me anymore.
Anyway, before I get too sidetracked. Because ME1 failed to hold my attention this time, does that make it a failure as a game or RPG? Hardly. I still have to go through the rest of Dragon Age, too, but just because that's such a long and ponderous game.
[quote]I, Terror_K, wrote... in another topic... yesterday... related to something similar...
Well, when I personally say it dumbed down and lacked RPG elements I'm referring to several things that are lost, such as the following:-
* Stats no longer determining your ability to shoot a weapon whatsoever.[/quote]
This I disagree with. It is customary in most RPGs for certain characters, based on their race or class, to already start out with a proficiency in certain weapons. Given that Shep is a soldier and, atop that, a Special Forces badass, it's a given that he'll know how to shoot straight regardless of his specialty.
Like the system in ME1 was so balanced anyway. Like I said in another thread, do you know how much I have invested in Assault Rifles on that ultimate character I mentioned?
One point. And with that
one point and the Spectre VII Assault Rifle, I can bestow several seconds of high-speed death with perfect accuracy on anything. That's not balanced in the
least, and I haven't even added ammo or upgrades to the gun yet.
[quote]* The complete scrapping of any non-combat stats. Even persuasion is incorporated into a combat-skill now.[/quote]
It has actually been incorporated into your overall character progression's talent. Choosing the option that grants you the bonus to Persuasion and Intimidation usually means giving up the path that would've given you a boost in your combat abilities. >_>
[quote]* Half as many skills overall, with less variation in class builds.[/quote]
I agree with this. I am all for more Talents as I was a huge fan of tech mines in ME1.
[quote]* The weapons system basically being reduced to a standard shooter one, with little variety in the items department and said items being governed entirely by their "feel" now and completely lacking in any statistical data/attributes to summarise and define them, or to compare them to similar items.[/quote]
There is a lot more variance in weapons because of how functionally different they are from one another. In ME1, a pistol was always a pistol. In ME2, you can choose the pistol with less power per shot but a deeper magazine, or great power per shot but a very shallow magazine. Assault Rifle with full auto fire, or Assault Rifle with more accurate burst fire, or (on Hardcore) the Assault Rifle that decimates shields but is weak against other parameters. Their statistics are not as important as their function, being that you can influence their damage easily with ammo abilities.
[quote]* The completely linear items system, where each and every item is in the same exact place every time and getting every item is pretty much inevitable, with no challenge or variation whatsoever. There's no incentive and no reward, the stuff is just thrown at you. Its about as deep as playing single-player Quake and finding each weapon as you progress. No... I lie actually: Quake was deeper because sometimes they were actually in hidden locations and harder to find. Everything just falls on your lap in ME2.[/quote]
This happened in ME1, too. You would ALWAYS get the Stinger II pistol on New Eden from those farmers, provided you were able to Persuade or Intimidate them. That pistol, being that it was from Devlon Industries, was so good that it lasted most people until halfway into the story before they found another one good enough to replace it and feel a difference. While some of the items you'd find in a loot were random, several were pre-determined as well, especially early on.
I'd say I was pretty incentivized to get that Geth Pulse Rifle. Otherwise, heh, I wouldn't have upgraded the difficulty to Hardcore.
[quote]* The loss of weapons modding.[/quote]
Research.
[quote]* The loss of armour modding.[/quote]
Research.
[quote]* The loss of armour classes.[/quote]
Is there a military out there that will arbitrarily give you light armor as opposed to the heaviest protection it can afford? Someone noted here in this thread that L/M/H armor was just a fantasy RPG holdover.
[quote]* Armour being mostly cosmetic now, with no statistical attributes at all. It doesn't really even act like armour: more just like a thing to have with a bonus attribute. Meaningless and shallow when it performs no other function. It's nice that it's split up now instead of always just being one piece, but the individual parts have no real identity. Its less armour and more like just wearing a bunch of Rings or Necklaces in a Fantasy RPG.[/quote]
I, too, feel that the armor statistics have little meaning to me. At least, less than the armor research upgrades do. The good thing is, at least, that I can wear whatever armor I wish without fearing a backlash. What if someone really liked the Phoenix armor in ME1 but couldn't use it because it was such merchant trash?
[quote]* The loss of decryption and hacking ability being determined by a statistical skill/attribute, or even a class.[/quote]
This is true.
[quote]* That XP is almost meaningless now with no context beyond the overall mission. XP may as well be a random arbitrary number in the current system, as we're given no indication as to what we're actually getting XP for directly. To compare it to something, its like the difference between getting back a fifty-question multi choice exam you did with each question individually marked as to whether its correct or incorrect and being given one with only an overall grade on it and no indication where one was right or wrong. It also doesn't help that the amount you get is exactly the same no matter what you do or how you accomplish the quest.[/quote]
The XP you get seems to scale depending on the kind of mission you accomplish. On the other hand, I'm not a big fan of the way it was structured in ME2. I wish that the XP was given to you with each act that you did to gain it.
[quote]* Omni-tools and Biotic Amps are gone completely, let alone reduced to shooter models with no stats. They simply don't exist and no longer factor.[/quote]
Technically, they're in research and upgrading them is vital if you wish to do any damage whatsoever with your techs or biotics.
[quote]* Regenerating health. A standard modern shooter convention that takes away the need to have a vitality or healing-based skill, as well as items related to this.[/quote]
This is actually in Guild Wars, so it's not really a shooter mechanic all on its own. You can also use medigel to replenish your health after you've attained a certain research upgrade if you're really in a bad spot.
[quote]* Exploration pretty much gone.[/quote]
True, though I wouldn't say much of value was lost. Hopefully it will be implemented in ME3 in a more worthwhile way. If so, we should be getting a preview with Overlord very soon.
[quote]* A far more linear approach to... well, pretty much everything. Far fewer variations on going about a quest, with pretty much everything reduced to getting from A to B with combat. Few non-combat solutions. Pretty much no alternatives or branching out in levels, with everything pretty much a straight line.[/quote]
There were usually two solutions to every quest, which is about how many there usually are in ME2.
[quote]* Shallow leveling system that goes for instant gratification rather than gradual improvement.[/quote]
I'd say that the levels actually count for more in ME2 as opposed to ME1.
[quote]* The loss of new abilities opening up as you progress a skill. Split up at 4th skill level is nice, but doesn't change much or provide two completely different paths; generally just a trade-off between more damage over more time, more damage over more defense, or more damage to one target over wider damage to more, etc.[/quote]
Which is still more of a choice than you had in ME1 regarding certain skills. The scaling of talent upgrades was linear there, too. The talent split gives you more specialization, such as if you want to focus on single-target elimination or crowd control with, say, Area Incinerate.
[quote]* Certain classes no longer needed. Companions less crucial, meaning you can pretty much take anybody with you rather than needing somebody who compliments and offsets your class. No need for a tech character at all any more, since non-combat tech requirements no longer an issue.[/quote]
This is entirely not true. You try handling a horde of husks with Thane and Miranda as opposed to Mordin and Grunt. Techs are perhaps the
best method of dealing with swarms outside of the Arc Projector or CAIN.
Modifié par FlyingWalrus, 15 juin 2010 - 07:30 .