1. Equipment and inventory are not role-playing. I can equip Bishop in Rainbow 6 Vegas and even order his squaddies around, but it is still a shooter not RPG. You can mod the weapons with silencers, scopes, and more and the answer is ditto. You can equip Mario in platform games and it doesn't make it RPG. It only impacts gameplay. Both have inventories, armor, and weapons. Sure ME1 has more choice in that regard and I did like that, but it does not make it a better RPG.
2. In ME1 you had no choice but to become a spectre. In ME2 you can be reinstated or choose not to. That is a choice.
3. In ME1 you got to decide who dies Ashely or Kaiden but not a role-playing choice really. It was similar to the misison in ME2 where you had to choose whether the spaceport or residential area gets hit by a missile. Which is more meaningful "choice" in either game is opinion. In ME2, you can kill several team members or choose not to activate Grunt, and even sell Legion. This is far more choice.
4. Far more optional squaddies in ME2. You can pick and choose which to me is role-playing. Pretty much Wrex or Garrus or recruit both was your only choice in ME1. Yeah I recruit everyone since it makes it easier netting more people and XP and credits etc. However, the fact remains more is left to the player in ME2.
5. Missions have much more plot and roleplaying points than in ME1. Wrex loyalty for instance you could do it or not and the mission was a linear one with no choices. In ME2 the Thane loyalty mission will be used as an example. First you had to acquire info and you could actually torture a suspect if you wanted to or you could persuede him to tell it. This defines Shepard and is great roleplay. You could knock out a security guard or talk your way in and at the end you could kill the target, talk down Thane's son, or choose another way to end it. These all impact the game world differently. it is like this throughout ME2. The missions if you are honest in ME1 were just linear shootouts with some objectives on the way and maybe one choice at the end. They all played out the same and offered little in the way of choice and role-playing.
6. You could impact a whole species that of the Geth in ME2. You could even dictate Quarian militarism or peace making attempts with the Geth. However, the huge choice to overwrite or destroy the Geth is huge. Also the genophage data save it or destroy it will have much impact on Krogans. The only parallel in ME1 is kill Rachni queen or not. AFAIK the racni will still exist in ME2 regardless of you killing her in ME1. Don't call that fact though unless it really is. What you should come away with is more meaningful roleplaying choices in ME2.
7. Less skills/stats does not mean less roleplaying. Roleplaying is choices and which powers you have or not determines gameplay. Yes it defines your character, but the same classes were to be had in both games. I do prefer the ME1 more rich options. None of the powers could be used in a meta way to change outcomes in actaul roleplay opportunities. If you could use barrier or pull to yank someone from falling off a roof to save someone that would otherwise die then that would be roleplaying with the powers. Neither game does this. At best a wash for RPG opportunity.
8. The ending. In ME1 save council or not and you could save for paragon or let them die for a neutral and renegade reason. Now the result pretty much ended the game the same. In ME2 collector base BOOM or not. This ends the game differently and has much roleplaying choices in dialogue whichever way you choose.
I could add more and more points, but why belabor the obvious. Well and enjoy and be civil to on another. I know some ME1 purists won't be very accepting of this. However, if they searched their feelings then they'd know ME2 is a great RPG with more choice than ME1.
Modifié par InvincibleHero, 13 mars 2011 - 01:07 .





Retour en haut








