Fixers0 wrote...
Who says lore and gameplay can't be in harmony with each other?
Nobody, that's not the point, that's the ultimate goal. However, when one has to chose between the two, gameplay is far ahead and should always be the decisive criteria. We are talking about games here, not stories like in books. Games should be fun to play first, lore adds to the overall experience, but a game that's not fun to play isn't a good game whatever harmony it might have with the lore.
Really, never happened to me, actually in that game i had to aim with Biotics.
ME1 biotics have such a huge AoE basically ensuring your Singularity or Lift will get all enemies into the air regardless how good or bad your aim is. In ME2, biotics do require some aiming, but they are far easier to use than guns (more precise aiming is required to hit a target).
It's Bioware's job to come up with interesting and challenging gameplay, i can give a couple of ideas, but i don't think it's the right place.
Good and interesting ideas are always welcome and if the BSN isn't the right place to share those, which place is?
No, it's yet another epic cheap tactic to unnecessary lengthen combat sequences.
It's a simple fact that hardware (read consoles) can't handle more enemies. I think Bioware would remove those waves if they could but they can't. So again, like the protection system, they had to think of something to make some fights more immersive than others. The only way to do this is to either throw more or stronger enemies at the player. Waves might be a bit cheap, but they are better than nothing - again, it's the lesser evil, not the ultimate solution. I rather fight through a couple waves with different enemy types coming in from different angles than having to fight only a few enemies (likely with huge HP).
Aim, Aim and Aim, besides most enemies in Mass Effect 1 had Kinetic barriers, as they should.
I don't understand what you're saying here, but in ME1 enemies have no protection against (biotic) powers like they have in ME2 (on HC/Insanity only). You could have them all floating around indefinitely which turns the so-called shooting part into a mindless execution. I did not like that, the ME2 (Insanity) system does not trivializes combat and still offers plenty of awesome biotic destruction. That's a lot better than the broken ME1 system. Not the perfect solution, but the lesser evil.
Or, they could change the game so that you have to aim with weapons, or just come up with something entirely new, they whole combat-protection-layer system is so offensive to the games own universe and is so unrealistic that i would be surprised that an omni-tool can be used as a weapon to physically damage someone...oh.
Whether it contradicts the lore is debatable. But is that really so important? According to the lore, using biotics tires the caster very quickly. Making the game true to its lore would mean a biotic Shepard could only cast two or three powers per mission. That would be a terrible gameplay decision.
I can't argue your personal views, but playing a sci-fi (fantasy) game requires a bit of creative imagination. To me, (armor) having some sort of kinetic barrier to shield its user from certain (biotic) attacks seems quite feasible. Shooting fire-/ iceballs out of your wrist isn't - it's a lot of fun to use those attacks though.
There are so many ways to improve gameplay, sequences, flank a hidden Sniper, infiltrate via ventilations systems, hack into a security network, use biotic's to manipulate enviroments, etc, if bioware can't come up with these basic alternatives, then i'm not so sure if they go their priority's right.
All those things would be cool, especially the interactive environment part - I love the LotSB combat in that regard. More options like that are most welcome. However, none of these gameplay improving option is about the protection system (or better put, to stop the player from beating the game on the hardest setting without a challenge).
Also let me ask you a question: What's the point in establishing a detailed lore in a complicated fictional universe via codex if you are just going to Retcon because you want to make enemies thougher?
That's the problem with sequels. Bioware corrected / improved some of the (gameplay) issues of ME1. They could also have opted to ignore gameplay and favor the lore which would not be a good option imho (if that's really the case).
I again refer to the current tech status. Today's computers simply can't produce solid AI. Every game I ever played has poor AI. The only alternative would be to have Bioware hire a couple million people to play every single enemy we face throughout the game and also with the ability to judge player's abilities on the fly to raise the challenge accordingly, which would be a little impracticable

The protection system is actually a very innovative approach. It removes the tedious mega-HP nonsense allowing fast paced killing, but it also limits what the player can do (making the game a little harder as it's supposed to do). The system is also an elegant way to easily explain which powers can be used (to their fullest effect). No more "
casting a hundred fireballs at an enemy before noticing they have no effect so that enemy must be immune to fire damage" BS. Those colored bars make it simple and easy for all players to understand what their powers can and cannot do. I agree the visual presentation needs some improvements, those bars are huge indeed.