Dionkey wrote...
You have a problem? Instead of fixing it, let's burn it to the ground. If your house has a leak, do you just sell the house? No, of course not. Make better vehicle controls and create planets with more unique environments. The environments in Mass Effect 2 may have been unique, but they were so closed off and linear that it was embarrassing. You're argument is shoddy at best.
And how do you propose that they fix it? By making ME2 a BETTER driving simulator? Then people would complain that the game is too much of a driving game and losing its "RPG elements."
I wouldn't mind having more open-endedness to the world. But let's not pretend that, "drive for ten minutes while you get to your next destination, hop out and play through an embarrassingly bad combat scene, and then talk to some guy" is a perfect system.
Dionkey wrote...
Again with just getting rid of something because it has a problem. Here, you want to fix the inventory? Easy. Make money worth something and not everywhere in the game. Make it so you can research new upgrades with the minerals you collect. The amount of items just needs to be scaled down a bit, not dropped to a few dozen weapons. Omni-gel was useless and should have been the only thing completely scrapped.
Sure, this would have been the ideal situation. But this situation is just as far off from ME1 as ME2. Credits weren't worth a damn thing in ME1. And the amount of time you have flipping through your inventory (where 95% of the stuff is getting melted into omni-gel anyway) is grossly disporportional to the amount of payoff you get. Did you like the planet scanner feature? Because that's about as much fun and "open-ended" as flipping through your inventory.
Dionkey wrote...
Is that a joke? Inventory? Gone. Exploration? Gone. Interesting side-quests? Gone. Diverse skill trees? Gone. I don't know what your definition of an RPG is but I am certainy not role playing when the options are as diverse as childs toys where you can put the moon block in the moon shaped hole.
There's still side quests in ME2. ME1 is a longer game (such as having a level cap of 60), but that doesn't mean there aren't side quests in ME2.
Diverse skill trees? What was the end result of those diverse skill trees? Regardless of skills, regardless of classes, regardless of companions, the combat system was so basic that you basically ran out, spammed your biotics, and tried to headshot everything that you came across.
ME2 features classes that have a very tangible difference in how you play them, skills that are unique and have a very appreciable difference on play-style and how you want to approach things, and a system that actually rewards taking cover and being a cover shooter, exactly how the game is SUPPOSED to play out.
Dionkey wrote...
Yeah, badass! Let's ignore the fact that omni-tools are not physical objects and pretty much explain everything with magic! The science that the series was founded on was too much for the Mac Walters apparently.
Omni-tools are shown to be plenty tangible. You're able to touch it and use it as a keyboard, after all. Donovan Hock had an omni-tool keyboard in his suite. Why is it such a stretch to assume that they could fashion a weapon out of it?
It's certainly an improvement over whacking people with your magic elbow.
Modifié par Logical Escape, 17 août 2011 - 03:44 .