Gatt9 wrote...
Ammo was added for no other reason than to be more shootery
Bollocks. It was added because it makes shooting mechanics more interesting and tactical then "I guess I'll just stop firing for a while to let my gun cool down." Worse, that mechanic only mattered at the lower levels, where the character is more fragile, and the player is less likely to have the skills and ability to deal with combat situations. At higher levels you could shoot quite freely (spectre weapon with heat sink, anyone?) rendering the overheating mechanic null and void. Adding the ammo mechanic was a good game design choice, and anyone arguing otherwise either doesn't understand game design, or is merely using it as a grandstanding issue on which to complain.
Gatt9 wrote...
*Experience in ME2 is completely irrelevant. You can do an incredibly difficult side mission and get 50xps out of it, do an incredibly easy story mission and it hands you a level pretty much everytime. It's obvious that the intention was to only give a level or *maybe* two to those who did side missions, but give everyone skill points for every story mission. It doesn't care how many critters you kill, or how you resolve the mission, everyone gets the same thing no matter what. At that point, it ceases to be an Experience system and becomes "Do a story mission, get points!", which is very anti-RPG.
The funny thing about RPGs is that side quests aren't generally meant to be mandatory. It's expected that people will do some, but they're often there to provide an extra advantage to those who do, by giving them some extra weapons, gold or ... ah, maybe a level or two.
Gatt9 wrote...
**Levels are irrelevant. You kill a YMIR at level 2 with starter weapons, he's about as hard as it gets. So at that point, you can kill everything in the game if you could see it. As such, the levels perform no real function, if you can already do everything at the very begining, then there's no difference between level 2 and level 30.
Funny, by that token, Dragon Age is equally anti-RPG, because experience
is largely irrelevant because enemies are scaled and hence your
advances are rendered largely redundant.
Gatt9 wrote...
***You can hear Shepherd say something nice, or hear him say something mean, but in almost every instance, everyone gets the same results, and no one reacts to the personality you're demonstrating, even when it conflicts with their own. Contrast this to earlier Bioware games where the NPC's would conflict with you if you didn't mesh with their personalities. Now you can do whatever you want without consequence.
In Baldur's Gate 2, you always go to Spellhold, get betrayed by Saemon Havarian, kill Bodhi, and then follow Irencus to Suldanesselar & Hell and then kill him. In KotOR, you always recall your past, Bastila always turns to the dark side and you kill Malak. In Neverwinter Nights, Fenthick is always executed, Aribeth always turns traitor, and you banish the Old Ones forever.
I'm sorry, I don't buy the "consequences were deeper in older games" argument, because it's simply inaccurate.
Gatt9 wrote...
****Just because there's different types of weapons doesn't mean they're relevant. Since the starter weapons kill what's pretty much the hardest thing you face in the game, the weapons are essentially irrelevant. Grab whichever one looks best to you and you'll be perfectly fine. The armor is even less relevant, all of the bonuses are completely insignificant.
Mass Effect wasn't any better, as you just upgraded to the new level of weapons whenever you found them, until you could buy Spectre weapons and then didn't bother with anything else. The difference between weapon types in Dragon Age Origins (e.g. longsword vs mace or greatsword vs maul) is also negligible.
The funny thing is that I agree that Mass Effect 3 should incorporate more complex design in terms of inventory, levelling and story consequences. However, many of the "reasons" people provide to say ME2 is shallow or a Gears of War clone are steeped in ignorance or personal preference.