I can't keep track of every thing I saw in the thread even though I wanted to respond to some things, so this is will be my general take.
First I'd like to say I'm a little tired of the Illuminati. Not only did I find that the Shadow Broker is an information collector, but an sovereign empire unto himself. He not only gathers information, but has his own standing field army. He's right up next to Cerebus. I mean, space is big and it would be fairly simple to hide things, but Cerebus is another sovereign nation with as many, if not more, connections as the Shadow Broker. Shoot, they seem to be better than any of the intel devisions than most of the governments. I guess I should chalk this up as what I see as a a plot whole though.
Next, I'll mention that disconnect I felt toward the Collectors. I thought the Collectors were intended as the main story point. They appeared, what 3 times? They had zero impact on the game. They are snatching people up and doing horrible things. What did their attacks do? What is the real horror of it? I guess I won't mention the Alliance not getting worried about entire colonies going missing? There were tens of thousands of people snatched. This didn't raise and eyebrows?
As for the game though, how did this story affect me? Did I lose resources, crew, ship maintenance, or any game play from losing colonies? They didn't portray the horror or desparation through any game play I felt. I guess I am supposed to just feel empathy for them simply because BW says I should? Sure, I don't like seeing people abducted and tortured, but it meant nothing to my game experience besides seeing it in 3 missions. Even then, it's pretty brief. As has been pointed out, it seems I am fighting mercs in a series of disconnected events with 3 main story points that kick off 1 act, one filler story, and 1 placed in at the ending as a final story climax. They impact is hinted at by crew conversation, but that's it. Did the loss of all these people affect the characters in any way?
Side Note: Why in blazes didn't the Normandy hit the Collector vessel on the ground along with the batteries? I had upgraded the guns by then, and the freaking thing was parked, defenseless on the ground. When the batteries opened up, the Normandy should have been hammering at it. I guess it's better to get the colonists kidnapped to who knows what fate and where then possibly disabling or maybe destroying the thing and letting it continue to reek havoc.
By the way, are there supposed to be 5 acts or 3? I get TV and games mixed up some times. As you can see, for me at least, things are so disconnected that I don't even identify the story acts. I have no idea where they really began or ended.
I don't count the opening video of the Collector attack as part of the game since I could play at that point nor even skip it. I guess they killed Sheperd off so they could have start your character as a blank slate, change appearance, etc. but then your trapped into being part of one of your arch nemeses, and your pretty much hunky dory with it. It brings back that one person's post about getting sick of always mentioning, "working for Cerebus." They also want us to be thankful for being brougth back to life? He was dead, what do I care (and don't get me started about rescusitating a corpse)? They only brought Sheperd back to exploit his abilities any way.
The writers didn't even cover the thought of the character being dead and then brought back. Is the character the same or a different person? Is there any identity crisis? Maybe a little to deep for a game, but oh well. I have this terrible thought that to create a blank slate again, they Illusive man has a kill switch in the cyborg Sheperd. How are they going to handle character development again when they've elevated Sheperd to super hero status now? "My God, it's Sheperd! Nothing gets to him/her! Super, Mental Fortress of Solitude! We all saved! My hero..." I all for a hero but they pushed him way over the edge in my opinion. He's like a Captian Kirk * 10. I guess I feel there's no humanity in the character.
More to the point though, I found myself spending the majority of my time placating the various personal needs of the troops to win some form of loyalty. It didn't matter much what I did. As long as I did they loyalty mission, things were golden. There are only a couple points, Jack versus Miranda or Tali versus Legion, that you could break a loyalty that I was aware of. Beyond this, I soon learned that beyond talking to Miranda, every one else is optional. No matter the course I took on the field, how I treated people, whether I stood up for the little guy (which was sorely lacking), or never abandoning a teammate (also sorely lacking). Take Zaeed. All I did was a loyalty mission and done. I mean, Zaeed was betrayed and left to die. He seems to have some issues with this, but my working hard with my squad, fighting for them (what little opportunity there was) or any one didn't have any affect on him? Sure, he's hard, but he's also practical and to the point. Maybe he's more sociopath than normal so actions mean little, but it would have been nice to gain allegiance by example and action than just a single mission. Did I ever have to aid a squadmate on the battlefield, come to their aid, rescue them, cover for them with Cerebus, or any thing? Nope, just need a mission. As some one pointed out, the characters are just mobile guns on the battlefield. Of course, I'm not sure any game has actually done any thing different, but it would be nice if one did. The battle should be it's own story. Let's take Miranda.
I always woo her. I did Tali once just to see if I could see what she looked like, but we all know how that turned out. I guess she's just too professional, but she never complains about my character taking unnecessary risks, darn near getting his head blown off, or doing general stupid (heroic I guess since I survived them) actions. Shoot, Tali I'd expect to say some thing even more so, even though I don't court her, since she's not military. I mean Miranda even makes you promise to not get killed. The promise doesn't seem to have any meaning in combat when I'm doing some thing stupid again, like pushing my health as far as it goes to get that last shot in or getting hammered so I can take out the shooters attacking my squadmates. I don't even bother with medigel. I normally finish all fights myself if they get taken out since I save a 100 creds. I'm surprised this doesn't ****** off the people under my command. Aren't I supposed to care about them? Of course who needs a corpsman or doctor when you snap back wash, after wash.
People use The Dirty Dozen, the Seven Samurai, etc, as examples. The thing is, you learn about these guys through the story and they are directly tied to the story. I don't feel that in ME2. It's like the game tried the Collector part, then tried the character part, but didn't deliver on either. To fit both, they cut out a great deal of story building for either. It's like an anthology. There's a bunch of stories in them but they only connection is the theme of the book. How did the characters connect to the story? Did I meet any one during a colony search? Did I see a promising idividual on Omega? Did one of them come up to me, after recognizing Sheperd's name, and want to serve with Sheperd (the character was portrayed as a super hero)? Nope. By the nature of handing out dossiers, they almost immediately alienated the characters from the story and fit them into bubble universes. Building the team was no longers Sheperds problem. All he had to do was collect the complete set to gain the online promotional prize! Skippy.
Of course the Illuminati knows all so Sheperd was second placed any way. TIM had it all lined out. Instead of answering with generalities and telling Sheperd it's his problem to assemble a team, he hands him his selection, which weren't even Cerebus. Almost a garuntee that Sheperd will act against Cerebus. Instead of making it a pressure point, and saying, "get the team together," or here are my recommendation, then Sheperd running into various sorts and actually hiring them instead in the course of finding TIM's recommendations, you're stuck. I think that would have been better considering my characters view of Cerebus.
Then there are the Collectors. Folks talk about Big Reveals. Well my impression is that there were few and the ones there, like the Collector ship set as a trap one. It was brief then over. Were there others? Did any one get the collectors edition? If, so, let's look at the Scion. It's supposed to be another example of the evil Collector experimentation. Was this used or introduced in any way? Could they not have worked this as part of the story? Instead, all I got was one pile of discarded corpses followed the Prometheon are Collectors, less than 5 minutes apart, in one mission. Why weren't there autopsies on the Collectors I took out? They needed the ship for the to find out about their genetics for the big OMG? Then all Sheperd really says about it was, "Well spiffy, let's go kick some more butts."
Finally, one of my biggest beefs, any military response is considered a renegade response. Let's take Haestrom as an example. You come across the dead Quarian marine's radio with Kal'Reegar talking. He's almost asking for a sitrep, but can't quite find the dialogue for it. Then you pick of the radio and use the, "they're dead response," you get renegade. It's not like a commanders responsibility is to keep track the disposition of his men or show conern for them. It's not like he needs to care or look after them. Sure, he sends them into harms way, but it is abosulely irresponsible, if not court martial material, to not learn about what happened to your men. Some guy, whom calls himself Sheperd, picks up your men's radio and start to speak on it, tells you the sitrep from hiswhere he is or the what happened the marines is considered a renegade, Reegar doesn't even enquire about his people and Sheperd can't even be honest and tell him they are KIA or give a brief run down of what appeared to have happened? Reegar doesn't even question this stranger on the mike? He even assumes it's THE Sheperd and he's here to kick buttocks. He doesn't even bat an eye why any one would be on the God forsaken rock and probably fightign Geth? Nope, you try and do any thing militarily responsible and you are renegade. I'm surprised Sheperd doesn't wear fluffy, bunny slippers to combat and fling pillows instead of live munitions. I even have the Ruthless rep from the first game (the job was to save people, and that Sheperd did it, probably at great personal cost by losing his people to save others). I'm surprised one's rep doesn't influence the paragon/renegade points. Okay, a little off topic, but I had to get that off my chest. Really bugs me.
At any rate, I am fortunately running out of steam. I hope I made some sense.