Terror_K wrote...
The reason I don't often compliment ME2 and much of ME3 is because a lot of the changes seem targeted at the same audience that I'm not part of and are changes related to recent trends I generally dislike in gaming recently, including the general watering down, simplification and over-accessibility of games to suit a broader audience more used to playing the likes of CoD, Gears and Halo. The basic mentality of those creating the game and the direction they seem to want to take it in is simply one I don't agree with, where simpler always equals better, things are overly automated because too many gamers today are immediately put off by anything complex or even remotely fiddly that deviates away from the core gameplay for any more than a few seconds, and things being watered down and made so basic that too much freedom is given where restrictions should be placed just so players aren't put off by not being able to have everything in one playthrough. This is the same mentality and style that's resulted in things such as classes disappearing entirely and allowing players to just create a character with no restrictions and limitations in some recent games.
Simply put: ME3 still seems far more aimed at today's mainstream crowd and incorporates too many "modern" gameplay factors and trends I simply don't like. ME1 was far from perfect, but it was presented, designed and styled in a manner that felt more in-line with proper RPG design, even if it wasn't a pure hardcore RPG. ME2 felt too much like it was designed as a modern action game in every respect with the RPG stuff no longer core and just slapped on to merely exist. ME3 admittedly seems stronger in the RPG aspects, but still feels like they've been haphazardly stapled to an action TPS game made for the CoD audience. More customisation has returned, but I see little real meat, and there's still a pervading sense of simplicity to it. I could be wrong, but that's the feeling I'm getting so far.
Here's my take on this.
Mass Effect 1 gameplay was almost completely cerebral in the sense that being good at video games didn't make the game much easier for you. The combat was clunky and you sort of lobbed powers at things until they died. Your success was largely attributed to how well you geared and leveled your characters. A lot of people complain that ME2 was too streamlined and I get that, but only to an extent.
Although there were certainly more abilities per character, I don't think there was much discernible difference between say...Sabotage and Overload. And although ME1 had way more weapons and mods than ME2, there wasn't really a lot of difference between a Lancer I and an HMWA X. Furthermore, there wasn't a whole lot of distinction between the classes. Yes they all had different powers to lob, but I can't say that I played my engineer any differently than I played my solider (Use powers on cool down and keep shooting until everything is dead). I used my Pistol instead of my Assault rifle, but that's about it.
Now, Mass Effect 2 undoubtedly is a shift in the other direction. How good you are at playing the game is probably the primary deciding factor in how well you play (I realize this sounds like a tautology, but stick with me, lol). However, I would argue that the game is much deeper than people give it credit for.
Let’s take the soldier for example. As a soldier in ME2 you have several key choices that determine how you play. They are (1) what super weapon you pick on the collector ship, (2) what evolution of Adrenaline Rush you take, and (3) what evolution of combat mastery you take. Not all choices are created equal and there are certain best builds. I’ve seen
theorycrafting on this subject rival some discussions on World of Warcraft message boards.
For example, Heightened Adrenaline Rush gives a much larger damage boost than hardened, but not enough to compensate for the increased time dilation for rapid fire weapons. Since the Widow can only get off one shot in either evolution, Heightened AR is going to much more suited to it since it gives you a larger per shot damage boost. Whereas the Revenant is much more suited to Hardened AR since you’re not taking as big a hit in your damage per second capability.
A real time gameplay example would be ammo power selection. Incendiary ammo is going to be better when fighting armored Krogan and Vorcha. Disruptor ammo is going to be better when fighting shielded geth. But what about when fighting shielded mercenaries or armored mechs? Then what? Do you stick to a certain ammo type? Do you assign certain weapons certain ammo types and swap around depending on the situation?
Even simple choices like who you do or don’t take on a mission based on the powers they have and the enemies you are going to fight will drastically affect the difficulty of the mission. These kinds of choices are so much more interesting to me than anything you do in ME1.
So while your ability to play action games contributes much more to your success in ME2 than in ME1, I would argue that the people that succeed most in ME2 are the people that can both play well and make intelligent RPG/tactical choices.
Modifié par Janus Prospero, 24 octobre 2011 - 05:43 .