The point that killed it for me completely was as I was talking to the reporter (can't remember her name, not Wong) on Citadel and a renegade option pops up. I click the left mouse button...and punch her in the face. In the first game, anytime I was given the option to do something like that I would be informed about it, like when I have the option to gun the kid down in Chora's Den. That was awesome, because I had complete control over it. With the reporter, I had no idea this would be the outcome, and had I known, I wouldn't have done it. I was trying to play Sheppard as a barely-contained tragic hero who gets dirty behind the scenes when he has to but keeps it a bit more in check in public, and this ruined it. Apparently Bioware has decided that games are more fun when they make decisions for the player.
There are way too many cutscenes now, too. When are game designers going to realize they aren't movie directors? Games are fun when they present the player with interesting choices, not force them along a predetermined path.
There are many things to choose from and do in the second game, but I was very drawn to the role-playing aspects of the first game, and this has been dumbed down. I liked having to put points in Intimidate to unlock the dialogue options - its part of role-playing and decision making. I liked the complexity of the old skill system, but I can live with the newer one. I like that they made gathering resources meaningful. I like that they got rid of unlimited ammo, and the combat system is much improved. But I feel so let down by the watered-down role playing that I can't play this. I'm the guy who actually enjoyed driving the Mako around and exploring every nook and cranny of the Citadel on foot. I'm going to keep an eye on the reviews to see if ME3 brings some of the old ME back, but I'm not getting my hopes up.
Modifié par neros1x, 17 juillet 2011 - 07:01 .





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