With shooters being such a popular genre at the moment they have become very polished. Any element of a particular shooter which is weak is especially obvious because it can be compared to other games. Mass Effect 2's ammo system is weak. As compared with some of the best shooters of the last few years the risk of running out of ammo is out of line with how much agency the player has with regards to the system. These good shooters either have a much lower risk or use the ammo pressure as a factor in tactical and strategic choices.
Ammo doesn't really inform any choice. It might demand you shoot better but that isn't really a choice. Effectiveness against defence types, utility and ability synergy (for example charge + shotty) decide which guns you use. All the ammo system does is punish you if you suffer bad luck or don't spend time collecting thermal clips after every fight.
While the upshot of Mass Effect 2's ammo system isn't that you often run completely out of ammo it does generate busy work as you search for clips between every encounter.
Also to be clear I'm not saying ME1's system is better but I'm saying that it does have some advantages. It did add depth and it didn't add empty busy work in the same way gathering thermal clips does.
As much as I love the game, purely as shooter Mass Effect was just awful. The lack of locational damage, bad level design, immunity were for me all worse offenders than its ammo solution. ME2 is a much better shooter, though for me it's shooting mechanics aren't on par with the best and it's ammo system is the weakest component. But from an RPG perspective I have to admit I did kind of like breaking the cool down system. At first overheat is a real problem but by the end of the game it's something you have gained mastery of. The closest to that in ME2 that I've experienced is the shotgun capacity upgrades but it's more that I felt hobbled without them (especially as a Vanguard) than having gained mastery with them.
Even so it's not a high/low dichotomy. There is middle ground between spraying an unlimited number of bullets and ridiculously low ammo capacity. It's kind of odd that ME1 and ME2 occupy extremes of the spectrum. While actually running out was a threat in practice ME2 rarely delivered on it's more the flow breaking busy work of collecting ammo between fights that I object to.
Modifié par Devos, 30 avril 2011 - 08:45 .





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