Disappointment With Mass Effect 2? An Open Discussion. Volume 2
#26
Posté 26 septembre 2010 - 04:04
Rather than simply state which elements of ME2 I didn't like, I'm going to also highlight areas where I feel that ME2 improved on the original game. Bioware did a lot of things right in ME2, and I don't feel inclined to be overly critical. At the end of the day, I enjoyed ME2 more than I enjoyed ME1 .. but there were certainly parts that I wasn't ecstatic over.
All statements are, of course, just my personal opinion.
The basic combat gameplay. ME2 made a massive improvement on ME1. Adding ammo made for a far more tactical and cautious shooter experience, especially with low-ammo weapons like pistols and sniper rifles. The cover system was also considerably better, and being able to curve (some) powers around obstacles was also great. I'm glad that "Immunity" didn't make it to ME2. It was a terribly cheesy skill.
Inventory. I really don't miss it. I love that finding a new weapon in ME2 is an event to celebrate, and that the various types of (for example) assault rifle are all very different from one another. I like researching tech to upgrade my abilities and being easily able to switch ammo types.
Less Skills. I personally think this is a fallacy; when one considered the amount of bonus skills, and the variety involved in being able to evolve skills in different ways, ME2 has enough skills to keep me happy without limiting replayability.
The resurrection of Jebus Shepard. I really disliked this. My hope is that the resurrection serves an actual purpose later in the story, because it just seems like a terribly cheap and unnecessary way to "shock" the player, reset Shepard's stats and shoe-horn him into indentured servitude in a terrorist organisation, which brings me to:
Cerberus. I still don't understand why my paragon Shepards have to work with an organisation that ME1 showed us was comprised of a bunch of inept, unethical anti-alien scumbags. Where's the option to strip the Cerberus insigna off the ship, replace all the die-hard Cerberus crew, regain my Spectre status and cut all ties with these idiots?
The "bad guys". I didn't like the Collectors. Perhaps because we really don't see them very often, and learn next to nothing about them aside from them being a bio-engineered slave-race made by the Reapers from the conquered Protheans. They're just, meh.
The "good guys". Didn't care for Jacob or Morinth, and was disappointed that the ME1 characters had little impact on ME2, but the rest of the ME2 squadmates were interesting and varied.
The final (pre boss) sequence. ME2 had a tough act to follow here; climbing the outside of the citadel tower in zero gravity with the colossal form of Sovereign looming ahead was impressive as hell. Still, I enjoyed the Suicide Mission, especially as every member of the squad had an active role in it's success rather than just "Shep +2 saves the day",
The final "boss fight". I found the baby human Reaper to be a rather cheesy enemy. The Reaper-infused corpse of Saren wins out here, even if the fight was rather trivial for many classes due to overpowered skills and equipment.
The DLC. I was apathetic about the minor ones; alternate appearances, weapon packs, and the Firewalker are things that I could have done without, but the character-driven ones like Kasumi, Overlord and LotSB were outstanding, and well worth the money. LotSB deserves a special mention for, finally, adding a degree of humour and romance that had been previously missing from the ME series.
#27
Posté 26 septembre 2010 - 04:11
#28
Posté 26 septembre 2010 - 04:25
For me the only real downside to ME 2 was not as great a plot as the first game. In the original game i really felt i was doing something special. Helping to save the galaxy from a major threat when nobody would believe Shepard and then finally winning a climatic battle that helps change everyones opinion of humans that they are selfish barbarians who love to conquer. In ME 2 it doesn't really have the same effect with it's huge focus on humans and the fact you become some **** for terrorists you're supposed to hate. The final mission in ME 2 was good but didn't have the effect of the battle for the Citadel. It felt like a universal battle for survival with you at the center of it. And the Human Reaper was just silly and didn't have the effect of fighting Saren when Sovereign possesed his body. With the cut scenes showing the battle in between it really felt like a huge battle.
And then theres the little things. In ME 1 i felt there was too much pointless quests and running around however in ME 2 sidequests were generally cut down to planet exploration and we didn't really get much in the way of interaction with the various characters we come accross
Overall ME 2 is a superior game but it doesn't have as great or impactful a storyline and this needs to be worked out for ME 3 or there will most likely be more dissapointment. I really hope they don't bring back an inventory though. It has no real purpose in ME other than having to juggle a million items you never use.
#29
Posté 26 septembre 2010 - 04:30
Just like in ME, where it was all too easy to hit the 99,999,999 credit limit on your first playthrough. Game economics - is that a major yet?
That's one thing I would love to see fixed in ME3.
I would also love to have more things to discuss with my teammates. Random conversations, more discussions to overhear. I shouldn't be stuck on 'calibrations' with someone before we even start the endgame. That's just lame. We should be able to talk to our teammates, even if we're not romancing them. Especially if we're not romancing them. I also think the teammates should have something to say about the romances, and people we're friends with should have more to say to us than people we've pissed off. That sounds like it's too much to ask, but is it really? There's space on the disk. Is it really that hard to record an extra hour of non-specific dialogue? Of course, that means that the writing team would have to flesh out some of the characters and their backgrounds more, but why would that be a bad thing?
I would also like to put in a vote for the return of High Explosive rounds for my Widow
#30
Posté 26 septembre 2010 - 04:33
What I did not like was the upgrade system, for the same reason. There are enough minerals and credits around to buy and research EVERY upgrade, whereas in ME1 you had a limited number of mods you could install in your weapons and armor.. They should have made you choose between one upgrade or another, like the research lab in Starcraft 2. For instance, if you want to boost your shields at this upgrade level, then you have to give up increased tech damage.
#31
Posté 26 septembre 2010 - 04:48
Talogrungi wrote...
The basic combat gameplay. ME2 made a massive improvement on ME1. Adding ammo made for a far more tactical and cautious shooter experience, especially with low-ammo weapons like pistols and sniper rifles. The cover system was also considerably better, and being able to curve (some) powers around obstacles was also great. I'm glad that "Immunity" didn't make it to ME2. It was a terribly cheesy skill.
I wouldn't mind the ammo system if it had lore that made literally any sense.. Cover was redundent imo as that's really all combat became in ME2, a big game of whack a mole that made even insanity runs easy as hell. Powers being able to curve and move across the field was cool, I liked that, but I didn't understand why enemies had that, I had that, but my squadmembers all had instant powers and abilities, perhaps for balance but it didn't make sense. Immunity was cheesy, completely agree..
Inventory. I really don't miss it. I love that finding a new weapon in ME2 is an event to celebrate, and that the various types of (for example) assault rifle are all very different from one another. I like researching tech to upgrade my abilities and being easily able to switch ammo types.
I thought finding unique weapons was an ok change, but I wish they would have let me mod them out. Ammo types are fine from a gameplay standpoint, again though, lore suffers greatly as they simply make zero sense..
Less Skills. I personally think this is a fallacy; when one considered the amount of bonus skills, and the variety involved in being able to evolve skills in different ways, ME2 has enough skills to keep me happy without limiting replayability.
I disagree that there was enough, ME2 pigeonholes every class into basically having one build by the end of the game. You have enough skill points to max every power minus two (though one of the two gets a single point put into it) that means you have over 70% of all available abilities for your class which is far to many imo. Same with squadmemebers, they get 75% of available powers.
No RPG should allow you to have a near complete class imo. If they added maybe two more abilities then it would actually start creating different builds, but as it stands, my final Sentinal Shepard is most likely gonna be almost identical to yours.
The resurrection of Jebus Shepard. I really disliked this. My hope is that the resurrection serves an actual purpose later in the story, because it just seems like a terribly cheap and unnecessary way to "shock" the player, reset Shepard's stats and shoe-horn him into indentured servitude in a terrorist organisation, which brings me to:
Cerberus. I still don't understand why my paragon Shepards have to work with an organisation that ME1 showed us was comprised of a bunch of inept, unethical anti-alien scumbags. Where's the option to strip the Cerberus insigna off the ship, replace all the die-hard Cerberus crew, regain my Spectre status and cut all ties with these idiots?
I completely agree on both points, Shepard dieing was simply stupid and working for Cerberus was something many hated. Perhaps if they would have actually had some discussions surrounding Sheps death and have Shep evolve as a character because of it I could have accepted it better and perhaps tell me why I can't leave Cerberus rather than just not allowing me to have the option and never explaining why.
The "bad guys". I didn't like the Collectors. Perhaps because we really don't see them very often, and learn next to nothing about them aside from them being a bio-engineered slave-race made by the Reapers from the conquered Protheans. They're just, meh.
The "good guys". Didn't care for Jacob or Morinth, and was disappointed that the ME1 characters had little impact on ME2, but the rest of the ME2 squadmates were interesting and varied.
Agreed
The final (pre boss) sequence. ME2 had a tough act to follow here; climbing the outside of the citadel tower in zero gravity with the colossal form of Sovereign looming ahead was impressive as hell. Still, I enjoyed the Suicide Mission, especially as every member of the squad had an active role in it's success rather than just "Shep +2 saves the day",
The final "boss fight". I found the baby human Reaper to be a rather cheesy enemy. The Reaper-infused corpse of Saren wins out here, even if the fight was rather trivial for many classes due to overpowered skills and equipment.
Well only five out of twelve really do anything on the suicide mission, four if you pick the same fireteam leader both times. Regardless, the "anyone can die" aspect was cool, if it would have been difficult in any way to have any of them survive, you pretty much have to sabotage yourself to have any character deaths at the end which is the opposite of how it should have been, imo.
The final boss was horrendously contrived and threadbare. I hated it, which made me hate the end of the game in general, a byproduct to be sure, but I still cringe when I have to go on the suicide mission because I know what's in store, which is a giant robot made of Soylent Green... So dumb...
The DLC. I was apathetic about the minor ones; alternate appearances, weapon packs, and the Firewalker are things that I could have done without, but the character-driven ones like Kasumi, Overlord and LotSB were outstanding, and well worth the money. LotSB deserves a special mention for, finally, adding a degree of humour and romance that had been previously missing from the ME series.
Pretty much all of it minus LotSB was pointless.. Sure Kasumi is cool, but has near no interaction with the player after her mish, same with Zaeed. Weapon/armor packs = cash grab. Overlord, although well done, was again sort of pointless, I'd be surprised if it has any impact at all on ME3. But LotSB was wicked I will admit and if ME3 is created in the same way I'll be really pleased.
Modifié par Revan312, 26 septembre 2010 - 04:51 .
#32
Guest_INVAYNED_*
Posté 26 septembre 2010 - 05:16
Guest_INVAYNED_*
1.Ammo clips.
2.Weapon upgrades/customization are gone
3.Way to much action-shooting.not enough story and dialog
4.Full:free-roaming of planets are gone
5.This 30 level cap.i feel it makes the game a bit to easy.
6.After the third playthrough,the bug/glitches get worse and no real replay value(not enough to keep me entertained with it)
7.The DLC that has come out should have been on/in the game already.(the kasumni and clothes dlc i can see paying for that stuff)
8.Armor customization is very limited and blend
And over all it did not feel/play like an RPG like it was hyped up to be
#33
Posté 26 septembre 2010 - 05:37
Daewan wrote...
I would also like to put in a vote for the return of High Explosive rounds for my Widow
Hells yeah! Start up that poll! KA BOOM. It's like a biotic cannon of FIREY DOOM.
#34
Posté 26 septembre 2010 - 05:39
2 Collectors Potentially a truly intriguing, and scary, yet sad and sympathetic villain. Totally wasted in facor of shooting mercs constantly. The Big Reveal is pretty much an afterthought.
3 Shepard's death: Cheap, melodramatic, and heavy-handed use of the Phased Linear Oscillating Transducer device to reset the game. What were they thinking? Really, what were they thinking? Death is supposed to be a big deal. Not an extended sabbatical for the hero!
4) Squadmates. In a character-centric game, the characters don't talk to each other and barely acknowledge each others existence. How does that make sense?
5 Termireaper: What. The. Frak. ME 3 better have a truly awesome explanation for that. As it is, I felt like a refugee from a Final Fantasy game fighting it.
6 Harbringer: This from the company that gave us Saverok, Jon Irenicus, the Valsharess, Darths Revan and Malak, Sun Li, Saren Arterius, and Logain Mac Tir gave us, that???
And this doesn't even include "kinder, gentler Cerberus", the Virmire Survivor's bizzare personality change, Liara's change, "Ah, yes, 'Reapers'" and the enormous amount of emails you get as "consequences" for actions in ME 1 (especially given you're "dead" and working for a supersecret organization), lack of exploration opportunities,
Modifié par iakus, 26 septembre 2010 - 05:42 .
#35
Posté 26 septembre 2010 - 05:44
Whatever666343431431654324 wrote...
Stripping the dead of weapons and armor just doesn't fit ME, even ignoring the traditional bag of holding mechanic. It slows down the gameplay and really doesn't fit Shepard.
Does it fit shepardt to steal the credits of abducted colonists then?
#36
Posté 26 septembre 2010 - 05:53
Plus:
+Tighter combat
+Better looking
+Nice art direction
+More Character Depth
+Armor Colors
Minus:
-No inventory...At all
-Story had little advancement ( Ill touch on that in a moment)
-Small amount of Armor and weapons even with DLC
-Small amount of side quest's
-Squad Tree was too linear
Ok so that is how I looked at ME2. Now with the story I can see two sides. One side would be it is a sequel and had a very weak plot compared to the first, but contrasting on that you can see why. ME1 was introducing us to the threat and getting us involved. ME2 was building on the characters and making a team to face the reapers. If Shepard came back and there were no collectors and it was a pirate ship or something that killed him, he would have built a team regardless, they were just a pawn to advance the story.
Again, the big thing for me is a hard hitting story in the next one and the rpg elements. I don't like BW's whole idea that they rely on speech so much. They are just trying to appeal to more audiences but it makes me feel hung out to dry.
#37
Posté 26 septembre 2010 - 05:56
Weapons suffer from this more than armour. Armour lets you change colour and a (very) few pieces around, but anything besides heavy weapons are straight upgrades, which... automatically are equipped on your squadmates anyways, with one or two exceptions (krogan shotgun comes to mind). So there's no point in giving the player access to this at all except as padding.
Now, if weapons did different things -- if there was a specific weapon for high explosive rounds, for instance! or acid, or those other fancy effects from ME1 -- then we'd be getting somewhere. Weapons that have different functions instead of being straight upgrades.
#38
Posté 26 septembre 2010 - 05:56
scotchtape622 wrote...
Gameplay-wise, almost every part of the game was improved IMO. (I actually can't think off the top of my head about something that is worse, other than the PC losing all the hotkeys).
No crouching. Laughable tech and biotics powers,both in awfull reduced range(an "evolved" overoad area is 3 meters now)
and nerfed in all possible ways robots could only be hacked without their "protection" on.(how in the world shields and armor could prevent that)
#39
Posté 26 septembre 2010 - 06:03
However, I think all complaints have been mentioned there. And while they are still valid, LotSB was a huge improvement. It was of the quality that I would have expected from the main game. I am hopeful that BioWare have learnt from the numerous mistakes that they made with ME 2, and perhaps even from our posts on the forum. And I am hopeful that the writing for ME 3 will be much more like LotSB (and in effect like ME 1), and less like ME 2. Then, for all I care, they can keep their new combat system. Especially since combat, too, was much improved in LotSB. It was a bit more challenging, more diverse, and even a little less linear.
Modifié par bjdbwea, 26 septembre 2010 - 06:06 .
#40
Posté 26 septembre 2010 - 06:18
With that said, I'll rest my case in this thread and hope for the best as far as ME 3 is concerned. LotSB proves that BioWare is still able to deliver, if they want to and are allowed to.
Modifié par bjdbwea, 26 septembre 2010 - 06:19 .
#41
Posté 26 septembre 2010 - 06:43
SK: Round Two FIGHT!!
#42
Posté 26 septembre 2010 - 06:55
1. "MASS EFFECT 2" does just suddenly appear in giant letters (ruined it for me, ever heard of fading to black?)
2. Had something else instead of getting picked up by Cerberus. Like show a funeral in space or something. I felt being recovered ruined all the mystery. Imagine if Shepard just suddenly woke up during the attack. You would've been pretty damn confused.
Combat to me was much worse, but its just combat.. It isn't the driving force behind me playing the game. And certain characters' had parts of their personality or choices that seemed odd.
#43
Posté 26 septembre 2010 - 06:57
NPC AI is universally a joke. AI for enemy and teammates is only marginally better because there really ISN'T "AI" really.
So, c'mon Bioware! Create a game engine that can do it all or quit, damnit!
#44
Posté 26 septembre 2010 - 09:04
The basic combat gameplay. ME2 made a massive improvement on ME1.
Adding ammo made for a far more tactical and cautious shooter
experience, especially with low-ammo weapons like pistols and sniper
rifles. The cover system was also considerably better, and being able to
curve (some) powers around obstacles was also great. I'm glad that
"Immunity" didn't make it to ME2. It was a terribly cheesy skill.
My personal opinion is that anyone who thinks gameplay was better in ME1 is...well, has some unusual opinions concerning gameplay, but that's subjective, of course.
Inventory. I really don't miss it. I love that finding a new weapon
in ME2 is an event to celebrate, and that the various types of (for
example) assault rifle are all very different from one another. I like
researching tech to upgrade my abilities and being easily able to switch
ammo types.
I didn't miss it at all the way ME1 handled inventory, to be honest. I thought I would in the beginning of ME2, but as the game passed, I remember thinking before I even reached Moridin's clinic, "Hey, who cares?" The tech upgrades were really cool instead.
The resurrection of Jebus Shepard. I really
disliked this. My hope is that the resurrection serves an actual
purpose later in the story, because it just seems like a terribly cheap
and unnecessary way to "shock" the player, reset Shepard's stats and
shoe-horn him into indentured servitude in a terrorist organisation,
which brings me to:
Well, I'm of a few minds on this. On the one hand, I was thinking going into ME2, "OK, just killed exactly one Reaper at a terrible cost, but there are who knows how many more out there? Everything else is on the table right now." That's what my very - but not fanatically - paragon Shepard was thinking, and to be honest it's difficult for me to imagine a rational military person not thinking the same thing. Flash forward to two years later, and you've been doing nothing about the problem. That's two years for the Reapers to be advancing your agenda, and you've got a very good idea what that means when you're well aware that your side is largely composed of a bunch of ostriches who would love nothing better than to bury their heads under the sand. Remember what was happening when Shepard died: you'd been sent to fight Geth.
I think the story should have done a better job highlighting this fact. I was able to embrace how frustrating that must have been from the get-go, but it ought to have been hammered in. Can you imagine how frustrating, bitter, and eventually infuriating it must have been? Here's Shepard, who sent one of her two close friends - maybe even a lover - along with thousands of other Alliance soldiers and ships to save the Citadel from Sovereign from a threat she'd been agitating them to do something about for months and when she finally succeeds not because of but in spite of their help, how is she rewarded? More stonewalling. That's assuming a Paragon run, of course. I actually haven't looked into how the game starts if you did a Renegade save-humanity run, but now I'm curious.
But anyway, you wake up and it's two years later, and these idiots have been the only ones on the board for two years. You know there's only so much Anderson and the Alliance - not always the best, most efficient of organizations - can do, and there's still the Reapers. And now Collectors are kidnapping tens of thousands of colonists, and nobody knows anything. You have to get started doing something, now. Is Shepard shoehorned? Absolutely! ME1 set that story up.
Now, as for Cerberus being a bunch of inept alien-hating terrorists, that's a very legitimate complaint, and it's another point where ME2's story could have been much better. ME2's story angle is that this wasn't so much Cerberus but rather radical splinter-Cerberus branches that were subject to very loose oversight and got out of hand. Well, that kind of thing has lots of very real-world analogs, and it would not be difficult to story-tell quite well, even brilliantly, if it had been explored. Jack's loyalty mission did a bit of that, but really it was only hinted at. A few of Shepard's conversations with tIM did this as well, but truthfully it would be an enormous sticking point with a Paragon Shepard before she would ever even consider working even nearby much less for Cerberus. I mean like a good solid 5m+ recorded dialogue's worth of exposition. So I agree with you there. The bones of the story are there, and my video-game storytelling mode was able to fill it in no problem, because I take in VG stories that way.
s?
The "bad guys". I didn't like the Collectors. Perhaps because
we really don't see them very often, and learn next to nothing about
them aside from them being a bio-engineered slave-race made by the
Reapers from the conquered Protheans. They're just, meh.
Personally, I really liked the Collectors, but that's probably because in terms of fantasy and sci-fi villains, slavers have always been a big bad for me. Maybe it's because one of the first hero movies I ever saw when I was a kid - I still remember it vividly - was Indiana Jones and the Temple of Doom. Now, I know people say it's the worst of the first three, but man, I still love it, perhaps because I saw it so young. The Collectors were kidnapping people by the tens of thousands, aiming ultimately for the billions, for liquidation and enslavement. They were slaves themselves. Hits all my big-bad buttons there, so I liked them as villains and victims both. But I think we could have seen them more often, not as often as Darkspawn, but much more often than we did to be sure.
#45
Posté 26 septembre 2010 - 09:18
tonnactus wrote...
Whatever666343431431654324 wrote...
Stripping the dead of weapons and armor just doesn't fit ME, even ignoring the traditional bag of holding mechanic. It slows down the gameplay and really doesn't fit Shepard.
Does it fit shepardt to steal the credits of abducted colonists then?
Nope. But stripping them naked seems worse.
#46
Posté 26 septembre 2010 - 09:19
I liked the idea of modding weapons and it's a shame they didn't include
that in ME2 (could have easily fit into the research part) but don't
miss the inventory. I don't see what the big fuss is about getting to
carry 150 items 140 of which you'll never use and end up turning to omni
gel which translates to "Excuse not to do puzzles gel" And i hated how
combat was broken up because i had to stop and flip through a giant item
list to find the weapons and ammo types i needed and then fight. In ME 2
i just flip accross and choose what i need.
Exactly. Inventory as ME1 did it was pretty mediocre at best. There were elements that were good, perhaps, modding was enjoyable sometimes, but overall the experience was very meh.
In ME 2 it doesn't really have the same effect with it's huge focus on
humans and the fact you become some **** for terrorists you're supposed
to hate. The final mission in ME 2 was good but didn't have the effect
of the battle for the Citadel. It felt like a universal battle for
survival with you at the center of it. And the Human Reaper was just
silly and didn't have the effect of fighting Saren when Sovereign
possesed his body. With the cut scenes showing the battle in between it
really felt like a huge battle.
It's interesting to me when people say that, because for me, the suicide mission for me felt quite menacing. I'm not sure if that's because I'm good at suspending my disbelief, or because I played the game so much so fast, or what. I suspect in these qualities (or drawbacks? Heh) I'm not much different than anyone else around here. The final showdown in ME1 felt grand in scope, very important, but as Moridin said in ME2, something about lacking the personal element. Remember the conversation with him about calling his nephew? He pointed out how it was just helpful for him, psychologically, to remind himself why he was going on the suicide mission. He would still do it even if his call went to voicemail, of course, but it was a conversation he needed to have. This game's final showdown felt a bit like that.
Not as grand, because the threat was less imminent: if you fail to stop the Collectors, there's no Reaper about to open a gigantic mass relay that will summon up all its peers to the galaxy right now; the threat will simply keep growing unabated, and eventually cull the galaxy agaiun. But your crew will be wiped out, including your squad whom you've presumably spent some time talking with and learning about, not to mention all these tens of thousands or even millions of colonists who will be horribly and painfully liquified into jelly and turned inot a monster, etc.
I would also love to have more things to discuss with my teammates.
Random conversations, more discussions to overhear. I shouldn't be
stuck on 'calibrations' with someone before we even start the endgame.
That's just lame. We should be able to talk to our teammates, even if
we're not romancing them. Especially if we're not romancing them. I
also think the teammates should have something to say about the
romances, and people we're friends with should have more to say to us
than people we've pissed off. That sounds like it's too much to ask,
but is it really? There's space on the disk. Is it really that hard to
record an extra hour of non-specific dialogue? Of course, that means
that the writing team would have to flesh out some of the characters and
their backgrounds more, but why would that be a bad thing?
I would settle for a smaller team, but substantially greater interaction and depth with them. Or even a team that's just as large, but greater depth with a greater number of them. And, hell, more than just a half-dozen conversations with each of them, but I am aware this sort of thing does pile up.
2 Collectors Potentially a truly intriguing, and scary, yet sad and
sympathetic villain. Totally wasted in facor of shooting mercs
constantly. The Big Reveal is pretty much an afterthought.
To an extent, I agree. ME2 failed to capitalize on the full potential of the Collectors as intriguing and terrifying...but simultaneously dreadful and pitiable. One thing that could have been done, for example, is to return to Ilos, recover more Prothean technology and culture. And see what the Protheans actually were, versus what they actually are. Get a real sense of what they've lost, or more accurately what's been stolen from them. The reliance on mercs was a mistake: mercs should have played a big role in the game, because after all, a ****-ton of the military died out in ME1 so there would be a power-vaccuum, but not the near-exclusive role they DID play.
3 Shepard's death: Cheap, melodramatic, and heavy-handed use of the
Phased Linear Oscillating Transducer device to reset the game. What were
they thinking? Really, what were they thinking? Death is supposed to be a big deal. Not an extended sabbatical for the hero!
*shrug* Different strokes, I guess. Didn't seem cheap or melodramatic to me, and it did seem like quite the bid deal.
4) Squadmates. In a character-centric game, the characters don't
talk to each other and barely acknowledge each others existence. How
does that make sense?
I agree with that, though it's a criticism for all video-games, and one I think ME2 just goes with the genre, sadly.
6 Harbringer: This from the company that gave us Saverok, Jon
Irenicus, the Valsharess, Darths Revan and Malak, Sun Li, Saren
Arterius, and Logain Mac Tir gave us, that???
In this game, you also get the Illusive Man who I thought was pretty darn impressive.
#47
Posté 26 septembre 2010 - 09:20
I agree with this!AntiChri5 wrote...
Mass Effect 2 is a great game, certainly better then Mass Effect.
Do i like all of the changes?
No, of course not, but Mass Effect had a terrible combat system, and has become that annoying thing i have to do in order to play Mass Effect 2.
I hate the change from sleeck and functional hardsuits to comic book hero outfits, i hate the Hammerhead with a passion, i miss having a strong and consistent plot rather then a disconected jumble of pokémon recruitment.
I have decided to give the story of ME 2 a temporary pass on the assumption that we were gathering a squad for ME 3 as well as ME 2 and will have to spend much less time on character development and focus entirely on a strong central plot: The Reaper threat.
All in all though i love Mass Effect 2.
One small thing that the ME1 combat had over ME2 was the weapon mods and ammo types*. I'd like to see them back for ME3, but I'd have ME2's system if it was a dichotomy.
*I know there are ammo powers in ME2, but I'm a bit sceptical about them being powers. I thought that combat powers should have been types of grenades and some sort of damage mitigation. That'd be nice for ME3 too!
#48
Posté 26 septembre 2010 - 10:58
Whatever666343431431654324 wrote...
tonnactus wrote...
Whatever666343431431654324 wrote...
Stripping the dead of weapons and armor just doesn't fit ME, even ignoring the traditional bag of holding mechanic. It slows down the gameplay and really doesn't fit Shepard.
Does it fit shepardt to steal the credits of abducted colonists then?
Nope. But stripping them naked seems worse.
Eh? Stripping the dead of weapons/ammo is cool and very in tune with real (honorable) military. It is LOGICAL and REASONABLE. Looting their bodies of money, on the other hand, is scum behavior.
It was weird to loot during Tali's loyalty mission, for instance.
#49
Posté 26 septembre 2010 - 11:17
Tooneyman wrote...
I said it before and I'll say it again. The fact you can't have your inventory pack on you is just bull. When they took the inventory away I felt like I was dieing during my missions. The freedom to change your weapons in the middle of battle in ME 1 was always my favorite part.. I say if they bring the inventory back which I hope they will for ME 3 many people will be happy.
Really? what you looked at a situation and Said, 'You know Assault Rife A has 4 less points in it's accuaracy rating than Assault Rife B. I'm gonna switch to it now. but A doesn't overheat as fast so afterward I'm gonna switch back."
Seriously?
I prasied god when the invintory wasn't there. no longer did I have to convert all this extra crap into omni-gel or spend time just selling **** to the Reqesiton officer. I would cry if ME3 had an inventory system in it.
#50
Posté 26 septembre 2010 - 11:52





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