that_one_guy02 wrote...
I could not disagree more Johnny. Every sidequest was different in ME2. Whereas in ME1 sidequests, they use 3 basic buildings, 1 basic ship, and then used crates to spice it up. The worlds were not much different save for a different terrain color. ME2 worlds feel like different places and no room is used more than once. It ends up being much more immersive and way less repetitive.
Thing is, those are not the only side quests. And thing is, I'm more talking about the overall design. I know there's plenty of identical structures and interiors, but that doesn't mean Bioware couldn't work on them and making the side quests a notch better. Rather, they scrapped the whole thing and adopted extremely scripted events. Some are different and fun, yes - particularly Samara and Thane - but the rest, not so much. Well, there's a
little something fun in almost every mission (loyalty or not) - except for Jacob and Miranda at least - but most of them still drag you along, and those which have shooting are still made like every other mission out there (Mordin, Miranda, Jacob, Garrus, Grunt and Legion). Tali was the best by far.
Back to ME1 side quests, a lot of them involved talking to people on the Citadel and doing things for them, not necessarily going off the station. And you had all the side-quests which you encountered throughout the main quest planets. Feros, where you would find things to the people there, Virmire, where you would help people in the station or in the labs. Granted, some were more simplistic than others, but that doesn't mean they couldn't improve on them. At least they had a much more interesting approach on rpg quests - they weren't even really quests in ME2, but missions - there are quests like I talk of in ME2, but too limited for my tastes, even more when there's too many of these missions which could've been handled better. And just look how the hub-worlds were incredibly small...
And back to Noveria, one of the reasons I like that mission so much, is that it has you talking to people, doing things, in order to advance and continue on. You try to get details, ok I need to go there, how do I do it, I need a pass. Ok now, I need to put the station back up. Okay now, I'm in this relatively open place where there's several people I can talk to and/or help. It's not just a long corridor of shooting entertwined with dialogues. And there's actually a sense of place, real RPG-style level design. Another reason why I find ME2's shooting so boring besides the repetitive and samey encounters, is the level design. Places are rarely built to serve a certain purpose, but make you push your way through them. I miss going through areas built arond something in particular, like Zhu's Hope, the Binary Helix (or was it) base on Feros, The Noveria port and labs. They aren't built as corridors to go through shooting your way, but as real RPG places. And it makes places much more interesting to go through too.
But hey, it's hard for a game to be better than the tastes of the crowd you're catering it towards. (as Casey Hudon said they wanted to make an RPG fun to the COD crowd. Unfortunately, as they may find it fun, it means people who like decent RPGs, or even decent shooters to not be too pleased)
Modifié par Evil Johnny 666, 16 février 2011 - 05:00 .