ODST 3 wrote...
What do you mean no inventory? You get to choose your loadout from an inventory of all useful weapons. I agree it would be more exciting to find these weapons as you went along and customize them with gadgets but I'd rather have that than another Kessler just to convert to omni-gel, which inexplicably opens doors and heals my car.
It really was no more of an inventory than the weapons you collect in any shooter. When later CoD games have more customisation and options weapon-wise than a supposed RPG, you know that the aspect is sorely lacking. Granted this should be changing for ME3, but you specifically mentioned ME2's so-called "improvements" so that's what I mentioned.
Shooting guys in ME 1 was actually a lot more silent because of a frequent lack of impact sound effects and poor physics. The interface in ME 1, rather than using one button to do multiple tasks, instead used three buttons to do one task, for example both triggers and X would draw weapons. I found this very unnecessary and wasteful.
One was draw weapon, the other was shoot weapon, which just also happened to draw it if it wasn't already drawn. I'd rather have redundant systems that putting too many functions on the same button. That may fly on an XBox contoller, but on a PC where you've got dozens of keys and aren't even using most of them, it's clumsy and lazy.
What specifically do you miss about ME 1? Which of these side sidequests added so much more to the ME1 world?
I miss exploring for one. I miss the vast, endless and epic feeling that the UNC worlds gave, which actually made the universe feel vast and showed you not everywhere was bustling, populated and small. I miss actually being given a sidequest via Admiral Hackett, Nassana Dantius, Helena Blake, Admiral Kahoku or some other contact and a proper set-up and conclusion for it. I miss having dialogue choices for it and Shepard and the squaddies commenting (and even being referred to directly in some rare cases) on what's going on. I miss sidequests that spanned mutiple places, had various options and felt like they had weight to them instead of just being more XP or resources, as well as being properly polished. ME2's sidequests (for the most part) were either little isolated experiments or linear little shooting galleries with no real story, set-up or dialogue to them where Shepard ran around silently from datapad to datapad or enemy to enemy with his/her equally silent squaddies. Either that or fetch quests where the items were slapped on an already well beaten path so hamfistedly you couldn't help but collect them (e.g. the trinket on Illium, the manifold on Tuchanka, etc.).
Simply put: I miss the fact that sidequests felt like they added to the world and were properly integrated into it naturally, rather than feeling slapped on as a bunch of gamey, forced content or cheap little gimmicky experiments on a bunch of linear little A to B areas. They wouldn't have been so bad had they been polished better, and actually had proper set-ups, some dialogue, some interesting NPCs and choices and overall were more than just a "to do" tick-list for completionists sake. I was interested in what was going on with Admiral Kahoku, Nassana Dantius, Helena Blake, etc. with the ME1 quests, even if the core gameplay was basically the same in most cases. In ME2 I can barely remember anything side mission-wise that made me care about what was happening. There was next to no effort made to properly integrate it into the rest of the game in a natural way or dress it up in the slightest.
Sylvianus wrote...
In any case, what I find strange is that some people throw their hatred on other communities of players, because Bioware decided to try to attract them. These people have they done anything to you? Did they steal your orange juice for breakfast ? Is it their fault if Bioware wants to attract them ? They didn't ask anything. So some folks need to calm down. This childish jealousy that is behind all their prejudices should be put aside.
What did they do to us? You mean aside from it resulting in the games we once loved and enjoyed getting dumbed down and mainstreamlined to make it more like the games they've already got plenty of while the rest of us are starving for a good, deep RPG?
The problem isn't so much the branching out and trying to attract a bigger and more mainstream audience in and of itself so much as what becomes of the game(s) in the process of doing so. They're essentially both taking out or dumbing down the stuff I love about RPGs and adding factors I don't want in my RPGs at the same time to do so.
And quite frankly, I don't see why a group of people with plenty already on their plate deserve to get even more heaped on it while others sit back with nothing but the crumbs from a few years ago.
Modifié par Terror_K, 28 novembre 2011 - 06:09 .