Some people are of the opinion that ME1 was a better RPG system than ME2.
I disagree, and I will list the reasons why.
1: ME1 had twice-three times the amount of skills, but most of them were gun skills/healing skills.
Since ME1 had regenerating health/shields much as ME2 does, the healing skills are directed at people who are terrible at ME1 (I'll touch on this later, but seriously consider not passing on your genes if you had trouble beating ME1) Gun skills are innaccurate. I'm not asking for all things to be true to life, but guns should not do more damage, or be more accurate because I use them more often. One could argue that YOU the player are becoming more accurate, but then why doesn't AR aiming skill carry over to shotgun aiming skill? God knows they are similar enough. Gun skills are just empty places to put points. Placeholders saying that "if you play longer you do more damage, don't ask questions". And I'm okay with that, but ME2 did it better. ME2 had health/damage skills in one tier, which I found was smoother overall. It's easier, but not in a bad way.
2: You could put more points into each skill in ME1, but each point meant less.
ME2 had half the levels of ME1, and half the skill points, but each level up actually meant something. In ME1 I'd often not level up for 5 or 6 levels, whereas in ME2 you almost always level up immediately every time. It's more fulfilling to level up in ME2.
3: ME1 had a more in depth inventory system, but ME2 accomplished the same ends by using ammo powers.
Don't get me wrong, I wish ME2 had more weapons, and it would have been cool to switch armours out for squadmates without appearance packs, but I'm talking more about weapon addons. I certainly don't miss spending twenty minutes of flowbreaking inventory assessment trying to figure out what to equip my guns with.
In ME2 it's a much faster, on the fly decision. Synthetics? Disruptor ammo. Armored opponents? Incendiary rounds. Anything? Warp Ammo. It keeps the player in the game, which is what really counts.
4: ME1 had a much bigger RPG element, but you could beat the game on insanity without dying without putting a single point into anything. ME1 was pisseasy. RPG elements should make you feel truly more powerful over time. 2% extra damage versus synthetics on wednsdays after 6PM doesn't count as feeling more powerful. I would love to see a non-gibbed playthrough of ME2 without using development points on insanity. It isn't likely to happen. ME2 is a much harder game, and it requires it's RPG elements more than ME1 did.
In the end, this is my opinion, but I'd love if you'd all discuss it to show me the error of my ways/support my ideas.
Oh, and if this thread makes anyone mad, just let me preempt the fury.

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