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Uncharted Planets in Mass Effect 2 Pale in Comparison to Uncharted Planets in Mass Effect 1


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#26
aksoileau

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Idk OP... It wasn't very immersive searching that 50th downed satellite or anomoly for that turian insignia or league of one medallion. N7 missions were small in scope, but quite good.

#27
termokanden

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Akizora wrote...

The monkey is always in the same place for me, so I skip everything and go straight to it.


It's always in the mine? Good to know :)

#28
HoldenJ_C

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Ringo12 wrote...

Yawn those pictures suck same looking planet different colors.

Unless if Bioware decides to give us uncharted planets with side missions like Project Overlord I seriously doubt it would as entertaining. Project Overlord really should have been the threshold for side missions on uncharted worlds.


You do realize that in reality if humans were able to explore uncharted planets in the real world they would all look relatively the same except for some varying rock types and colors along with different craters, valleys, and mountain shapes which is how they are in Mass Effect 1 (along with awesome scenery).

#29
William Adama

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Akizora wrote...

It really was not cool or fun at all to explore rigged areas with jagged edges and horrendous controls with a supposedly mlitary tank that gets tossed around like a toycar. Only to later encounter the same base in the middle of a completely flat ground surrounded by either turrets, spikes or some other standard_mesh. Then go into the base and fight through the same enemies in a large arena with lots of boxes, whats with all the boxes? Where's the furniture? Wheres the bathroom? Do they sleep? Do they pee? Do they eat?

No, I much more liked the style of Overlord, but if they would have made it possible to exit the vehicle and perhaps added secret areas, perhaps secret bases that would have made it more fun. A huge area needs to look good, you need to be able to explore it without tedium and the reward needs to be significant for beating a challenge.


No.

ME1 had pretty looking side mission planets with a sci fi edge to them. Variable climate extremes (hot and cold), breathtaking atmospheric colors and captivating expanisiveness.

There must have been 7 N7 planets with jungles on them... so which of the 2 games had more reused planet types?

Im sorry to say but in reality, 99% of the worlds in our galaxy/universe are barren, rocks with differing atmospheres. Mass effect isnt star wars or star trek where every system has a M class planet with some form of alien life; that's asinine. 

Overall, the first game had better side mission planets. I felt like I was actually charting unexplored alien worlds.

#30
HoldenJ_C

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William Adama wrote...

Akizora wrote...

It really was not cool or fun at all to explore rigged areas with jagged edges and horrendous controls with a supposedly mlitary tank that gets tossed around like a toycar. Only to later encounter the same base in the middle of a completely flat ground surrounded by either turrets, spikes or some other standard_mesh. Then go into the base and fight through the same enemies in a large arena with lots of boxes, whats with all the boxes? Where's the furniture? Wheres the bathroom? Do they sleep? Do they pee? Do they eat?

No, I much more liked the style of Overlord, but if they would have made it possible to exit the vehicle and perhaps added secret areas, perhaps secret bases that would have made it more fun. A huge area needs to look good, you need to be able to explore it without tedium and the reward needs to be significant for beating a challenge.


No.

ME1 had pretty looking side mission planets with a sci fi edge to them. Variable climate extremes (hot and cold), breathtaking atmospheric colors and captivating expanisiveness.

There must have been 7 N7 planets with jungles on them... so which of the 2 games had more reused planet types?

Im sorry to say but in reality, 99% of the worlds in our galaxy/universe are barren, rocks with differing atmospheres. Mass effect isnt star wars or star trek where every system has a M class planet with some form of alien life; that's asinine. 

Overall, the first game had better side mission planets. I felt like I was actually charting unexplored alien worlds.


I agree 100%.

#31
BP20125810

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In Bioware's defence, the ME2 planets were much more unique and funner to play on. You gotta admit, it got old seing the same base for the 500th time in ME1.

#32
bald man in a boat

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Yeah sorry but I disagree with the OP. Vehemently.

#33
AlbertoAquilani

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I enjoyed the first game's Mako missions, yeah the controls didn't feel right and a couple of places were so annoying to navigate. But I believe they hit the sweet spot with BDtS and Overlord. If they went that direction for side-quests, or if not, at least put us in more unique distinct environments with hand-crafted story content, made it longer and with more things to do. I'd be happy.

I didn't enjoy the N7 missions. Except possibly the Normandy Crash Site. I thought they did a good job with that.

#34
jakal66

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HoldenJ_C wrote...

William Adama wrote...

Akizora wrote...

It really was not cool or fun at all to explore rigged areas with jagged edges and horrendous controls with a supposedly mlitary tank that gets tossed around like a toycar. Only to later encounter the same base in the middle of a completely flat ground surrounded by either turrets, spikes or some other standard_mesh. Then go into the base and fight through the same enemies in a large arena with lots of boxes, whats with all the boxes? Where's the furniture? Wheres the bathroom? Do they sleep? Do they pee? Do they eat?

No, I much more liked the style of Overlord, but if they would have made it possible to exit the vehicle and perhaps added secret areas, perhaps secret bases that would have made it more fun. A huge area needs to look good, you need to be able to explore it without tedium and the reward needs to be significant for beating a challenge.


No.

ME1 had pretty looking side mission planets with a sci fi edge to them. Variable climate extremes (hot and cold), breathtaking atmospheric colors and captivating expanisiveness.

There must have been 7 N7 planets with jungles on them... so which of the 2 games had more reused planet types?

Im sorry to say but in reality, 99% of the worlds in our galaxy/universe are barren, rocks with differing atmospheres. Mass effect isnt star wars or star trek where every system has a M class planet with some form of alien life; that's asinine. 

Overall, the first game had better side mission planets. I felt like I was actually charting unexplored alien worlds.


I agree 100%.


Too bad this is a science fiction game not a Nat Geo special....

I DO NOT want repetivive bases and planets.

I just finished a playthrough of ME1 doing ALLLL the sidequests...checking all the uncharted planets and damn it gets boring after half way...yes some of the sotries are cool but seeing the same base over and over again is depressing.
ME2 had more "new" places but perhaps the missions were not so engaging...still it's not like the me1 ones were like Super Awsome...

#35
Lord Atlia

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I preferred the N7 missions myself.

#36
AnimatedMonster

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"Exploring" the galaxy in Mass Effect was one of the worst experiences that I've ever had playing video games. Besides just being dull and monotonous, it was incredibly unrewarding. The N7 missions in ME2 were definitely better, but exploring was still hampered by the horrible mining gameplay.

I'm much more in favor of a KOTOR/Ratchet and Clank system of exploring the galaxy. By that I mean having 10+ unique planets that you can travel in between whenever you want. The planets would of course be packed with side quests.

ME1's exploration is just too ambitious to be done properly.

#37
Akizora

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AnimatedMonster wrote...

"Exploring" the galaxy in Mass Effect was one of the worst experiences that I've ever had playing video games. Besides just being dull and monotonous, it was incredibly unrewarding. The N7 missions in ME2 were definitely better, but exploring was still hampered by the horrible mining gameplay.

I'm much more in favor of a KOTOR/Ratchet and Clank system of exploring the galaxy. By that I mean having 10+ unique planets that you can travel in between whenever you want. The planets would of course be packed with side quests.

ME1's exploration is just too ambitious to be done properly.


Agreed, every planet pretty much being a hub with mainquests, sidequests, sideareas and so on was much better than random planets. It basically gave purpose to everything.

#38
William Adama

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Does anyone here consider the loyalty missions sidequests?

I dont. So to qualify as a "side mission", it must be a N7 mission OR UNC mission.

Yes the ME1 sidequests had the same old reused dungeons... but the locales were far more appealing and plausible than the N7 missions. In my world of fiction, the more believable the setting, the far more immersive it is.

ME2's N7 missions had indigenous life on almost every single one AND they all took place on lush jungle worlds... that is insulting to anyone who has picked up a astronomy book and read it.

ME1 UNC's planets are far more plausible, thus that is why I forgave its repetitive dungeons. I take realism over what ME2 did anyday.

I think that is why the majority of people on this forum who preferred the UNC missions over the N7 would tend to agree with.

#39
AlanC9

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AnimatedMonster wrote...

"Exploring" the galaxy in Mass Effect was one of the worst experiences that I've ever had playing video games. Besides just being dull and monotonous, it was incredibly unrewarding.  


Then why'd you do it?

I'm not disagreeing with your tastes -- I though most of the ME1 planets and sidequests were worthless, and should have been cut in the interest of role-playing. But if you didn't like exploring those planets, why did you bother?

#40
Alpr

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I disagree. ME1 uncharted planets were all the same with different colors. I did 1 mission (involving....chasing after monkeys....) and lost all interest in exploring others entirely.

At least ME2 the resource minigame was quite fun (to me anyways) and the planets with activities were fun and not mind-numbingly tedious.

#41
JeffZero

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Reading all your posts in Edward James Olmos' voice never gets old.

Anyway, no, I don't consider the loyalty missions sidequests. They're just oddly skippable story sequences whose only reason for avoiding is if you're trying to off a particular character in the endgame.

You're right that ME1's UNC worlds were much more plausible. And I do love me some immersion. Nonetheless, the level of repetition in those dungeons is what still manages to tip the 'berg against the game in favor of ME2's bits for me.

#42
100k

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Harmless Crunch wrote...

For instance remember that mission were you fought with Alliance marines agianst Rachni?
../../../uploads_group/5000/4218/25988.jpg


I. Loved. This mission. There I was, exploring a giant, desolate world, and I found this random group of NPCs fighting the Rachni. This tiny interaction made the universe feel so big! 

#43
Schneidend

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A: Explore empty, desolate wasteland with nothing interesting in it but the occasional box or mummified corpse.

B: Actually do something of consequence.

Gonna go ahead and go with B.

#44
Fixers0

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Schneidend wrote...

A: Explore empty, desolate wasteland with nothing interesting in it but the occasional box or mummified corpse.

B: Actually do something of consequence.

Gonna go ahead and go with B.


That's a very poor comparsion, and considering that most of the time the only consequence you have with the N7 missions is that you can't land on the planet anymore,  i think's better to say this.

A: Explore empty, desolate wasteland with nothing interesting in it but the occasional box or mummified corpse.

B, Walk through cramped coridors, Shooting everything you see, with nothing to interact with until you reach the end.

 

#45
corporal doody

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i just want a mission where i get the chance to discover the lair of the shifty looking cows and put an end to their thieving ways!! The has time has come! make it a high speed chase through a shanty town full of vagrants on the outskirts of what was once a prothean city

#46
uberdowzen

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HoldenJ_C wrote...

I really am hoping that BioWare brings back uncharted planets for Mass Effect 3.  

N7 missions pale in comparison and were NOT uncharted planets.

N7 missions were linear missions discovered after doing the dreaded planet scanning mini-game (though more of a chore than a game).  There were almost no open-ended elements to them and resulted in a lot of corridor-to-corridor shooting, which I despise.  

Whenever fans complained about the Mako they didn't say "remove the vehicle entirely," they just said, "fix the controls." 


No. Please, no. No. Did I say no?

The UCWs were horrid. They looked awful, they were tedious and they had cookie-cutter level design. The only thing they did better than N7 missions were the resolutions to the questlines. I did enjoy how the UCWs almost always had a choice but that wasn't worth 10 minutes of driving backwards and forth across a dull looking planet with the occasional (and usually irritating) Thresher Maw battle.

N7 Missions + Choices = The way to go.

By removing the Mako they removed uncharted planets and also removed a huge element of the game that made Mass Effect so immersive.  Removing uncharted planets made the galaxy feel a lot less real and much more fabricated.  Repetitive side quests were followed by repetitive situations and environments.  Uncharted planets were so incredible because you never knew what you would discover on them.  Would there be a giant thresher maw waiting past the next hill?  Or would there be a secret, ancient Prothean artifact containing a hidden compartment holding observational and research data the Protheans did on primative humans over 50,000 years ago, only to be unlocked with a key received from an Asari on the Citadel who has no clue what the key is for  (a real thing from Mass Effect 1)?  Uncharted planets made it feel like you were actually part of the galaxy and that it was waiting for you to explore its entirety, discovering every hidden little secret it held along the way. 


We were playing the same game right? I remember perfectly square sections of land with the occasional piece of scenery. Thresher Maws were predictable ("A large flat piece of land? I sense a Thresher Maw") and the one example you mentioned was one of the few cool UCW missions.

And then there was the weird disconnect between the UCWs and the rest of the game. On the main worlds everything was shown cinematically with a cutscene. On UCWs almost everything was explained through text.

Uncharted planets were my favorite part of Mass Effect and I was extremely sad to see them replaced with a chore-like mini-game followed by linear, insignificant 'N7 missions' in the second entry.  Uncharted planet exploration was something that no game had ever done with such mastery and was an experience that could be had no where else on Earth.  A convincing, entertaining simulation of exploring the galaxy (which is something humans will almost certainly never do in any of our lifetimes) is truly remarkable.  If anyone from BioWare happens to read this please consider amending the way uncharted planets are handled for Mass Effect 3 and restore them to their previous, unparalleled, awe-inspiring state.


I have to respectfully disagree. The UCWs almost ruined Mass Effect for me. I'll give them an A+ for ambition but a D for execution. In theory the idea of exploring massive awe inspiring planets is great. The problem was that the UCWs weren't particularly awe inspiring.

Reading through your post I do get where you're coming from and the game you're describing sounds awesome. The problem is that that's not the feeling I got from the UCWs.

#47
nickkcin11

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With a tweaked Hammerhead, exploring those uncharted words will be a lot better. I agree, ME2 side quests (N7 missions) didn't promote any exploring at all. That being said the ME1 uncharted words weren't fully realized and felt like there wasn't much to do (scan a random mummified Salarian and a Probe...). Also all the bases were 1/3 possible layouts which made them feel EXTREMELY repetitive. I would like more side quests but I will always take quality over quantity. And if there isn't enough disk space, I don't mind 3 disks BW Posted Image

Modifié par nickkcin11, 29 avril 2011 - 06:05 .


#48
Whereto

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Hmmm, so people are judging game design with real life? Ok then, yes in real life there are more barren planets than planets with something on them, but no, this is not real life. I don't want to travel across a bloody barren crap hole, to pick up some ****ty rock and maybe a **** little capsule to get some ****ty credits for. Sure you may like seeing the same level with a hill some where else and a different colored sky, but I and many people don't want to see the same world 50 times. I didn't buy the game to explore cookie cutter levels, I bought it to get a game with some action and a story, none of which uncharted worlds from me1 provide(90% of the time)

#49
starmine76

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I am going to both agree and dissagree with you, OP.

I disagree with the notion that the Uncharted worlds were a well executed feature. Sure, It blew my mind back in 07, but for a modern game ME1's side quests would seem amateurish. The way that each planet was just a re-skinned wasteland with randomly generated terrain (complete with the same damn cut scene every time you land) the actual stuff that you found was pretty dull and for the most part uninteresting, and worst of all, exploration and sidequests had no payoff in the context of the story. At best, the mission would simply end and you'd go about your business. At worst, a text box would appear describing a cutscene that BW clearly didn't have time to animate. Simply put, the Uncharted worlds were crap.

Does that mean that they should have been cut out of ME2, or not brought back in ME3? Definitely not.

One of the best parts of the wait for ME2 was looking at the worst parts of ME1 (which was an amazing, ambitous, but undeniably flawed game) and imagining how it would be improved for the second  game. I don't think anybody really wanted UCW's gone; they just wanted them to be improved.

Exploring an uncharted world should not be  a linear affair dictated by a boring minigame, nor should it translate to traversing through repetitive, boring wastelands for hours on end. It should be an unpredictable and risky endevor, with a variety of planets, not just flatly textured snow planets or dessert wasteland planets, but jungle planets teeming with unique wildlife and other visually stimulating enviroments to explore.

The vehicle used to explore these enviroments should be presise and easy to use, and the most keen explorers should be rewarded with secret artifacts and other interesting items that actually seem to matter. When you discover a secret merc/cerberus base, it should develop into a unique and interesting side mission that may spin off into an entire branch of missions, each with a clear payoff that has a clear effect on the world around me.

It's late and I'm tired of (attempting to) write eloquently, so I'm just going to sum up my post bluntly (and in all caps):

BIOWARE,  I WANT TO EXPLORE THE GALAXY AND FIND COOL **** WITH MY SPACE TANK/FLOATY SHIP THING. PLZ DON'T MAKE IT BORING OR REPETITIVE, CAUSE THIS ISN'T 2007 ANYMORE. THANKS.

#50
AlanC9

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JeffZero wrote...
Anyway, no, I don't consider the loyalty missions sidequests. They're just oddly skippable story sequences whose only reason for avoiding is if you're trying to off a particular character in the endgame.


Isn't that the definition of sidequest?