BlackbirdSR-71C wrote...
[Urgent?! In what sense is the whole suicide mission urgent?!
First off they have no clue on how to attack the collectors for a large part of the game. Second, even when you finally get the Reaper Core so that you can pass through the Omega 4 relay, you can still do whatever you want! Shephard's like: "Yeah, I know this is the only chance we've ever had at stopping the collectors and all so we shouldn't take any risks, but I still have to get that Serris Ice Brandy for Dr. Chakwas. That's far more important"
Still, ME2 felt far more pacey, I despise it when the action is constantly broken to open crates or convert stuff to omni-gel. The complexity in ME1 didn't always equate to game depth. Personally I'd much rather see a more complex game world that had more content, with more exploration needed to find it, and more choices amongst a deeper story and deeper characterisation. I'd prefer that to more complex inventory/character screens anyday.
And yet it was a shame to see that the removal of the complexity for ME2 didn't result in any real added depth to the game. The end result was a series of corridors 'n crates shooting galleries linked by a meandering yet predictable plot, and a totally immersion breaking fast travel/exploration system. Don't get me wrong, I still enjoyed it, but I was left wondering exactly what we had gained from what was stripped from ME1





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