Zulu_DFA wrote...
1. No "crew abduction". (It's a completely unnecessary and contrived plot device, that created a plot hole a few light years across. It pumped things up a little for the "ZOMG! collecterz gots da crew!" kids.) EDI could have been unshackled during the Collector Ship mission.
Given that all story advancement is based upon plot devices and all of it is contrived, calling a twist a contrived plot device is redundant. Nor is it a hole.
While 'they could have done it better' can certainly be thrown around forever, the dramatic effect was clear and well done: fixing a often cited complaint of 'no pressure' in ME1's end-game, the abduction put a dramatic pressure on the player, to balance preparing their team with rescuing the crew. Nothing made you leave then, and nothing prevented you from planning around it your first time, but for a first-time playthrough it was very well done device in general.
2. Extended briefing with TIM before passing through the O-4 Relay. TIM saying that Cerberus tried sending probes in to no avail. Now the Normandy is the best option, because of the stealth, armament and QEC, which would allow him to monitor the progress of the mission in real-time. TIM putting it clearly that Shepard's primary objective is gathering intel. A hint that the "cavalry" will be called for in case there's something too big for Shepard to crack on his own.
Why?
There's no need. All game it's been about defeating the Collectors. Maybe a 'take the opportunity to grab as much info as you can' would have been warranted, and included in the mission (a separate specialist role to get Collector data?), but the primary objective has already been clear the whole game. The Base decision is an appropriate last-minute opportunity to spring on the player.
3. No Normandy crashlanding on the C-Base. Instead, TIM coming up and requesting Shepard to board it and gather intel. At this point Shepard can bring up the idea of destroying the Base by the Normandy's BFBs - like the one used to blow up Teltin. TIM wins the conversation by suggesting that the fate of the abducted colonists must be investigated.
No need for this at all, nor would it make more sense in general.
4. The Team goes in, the Crew remains to defend perimeter around the Normandy, with one squadmate leading them, and they can all die or all live by the "suicide mission" mechanics.
This doesn't make more sense either.
5. Better specialist roles. (As it's been actually implemented, the "tech expert" and "2nd fire team leader" make no sense whatsovever.) Also 2-3 mandatory deaths of random squadmates in the "hold the line" section, to make the mission truly "suicide". This could also determine Shepard's death: if the "hold the line" team all dies, Shepard is unable to withdraw to the Normandy and orders Joker to abandon him.
Without agreeing to the first assertion in particular, this in general could have been expanded.
An often cited one that would have been great would have been a 'kill the General' role: send one man on a diversionary/suicide run to kill the General, which could prevent Harbinger's influence in the final battle. Only the strongest Hold-the-Liners/Thane could do so and get back alive, while the rest would die, giving use for Grunt/Zaeed/Thane/Garrus.
6. Better dialogue during the final choice. (Shepard's reasoning for both destroying and keeping the Base sounds ridiculous.)
Indeed.