someguy1231 wrote...
If you think the combat in ME2 was "generic" and "half-assed", then I think the problem isn't that it tried to be like Gears of War, but that it wasn't like Gears of War enough. And regardless of what you personally think of GoW, it is widely recognized as having the best TPS combat for this gen of gaming.
I actually like Gears of War. I own the first... would probably own the other two had Cliffy B not thrown a hissy fit because PC gamers didn't praise him as a God and continued the series on PC too.
In some ways I agree: ME2 fell down with its combat because it lacked a lot of what Gears of War had: variety to the combat, varied battlefields with multiple approaches, well integrated puzzles and non-TPS gameplay mechanics incorporated into the core gameplay without deviating from it, interesting set-ups and boss-fights, etc. It took the basics and that's it, and that's part of the reason it fell on its butt. Gears of War managed to at least change things up and keep things different and interesting throughout, while ME2 felt like a repetitive corridor shooter of rinse and repeat.
That said, it still also fell down because it came across as basically a poor man's TPS with the only real link to the RPG elements being the powers.
Again, "unique" doesn't automatically equal "better". Nor does "by-the-book" automatically equal "worse". ME1 tried to have a "unique" combat system, and the result was that most people hated it,
I think "hated" is such a strong word. I think many thought it could have done with some work, but if it was so hated then Mass Effect would never have been popular in the first place. I personally think a lot of people didn't get it because it was different, and that doesn't mean it was bad, or that it didn't have merit. I definitely saw a lot of people come to the forums in ME1's wake who hadn't played BioWare games much before complaining that it wasn't enough of a TPS because that's what they were expecting. The combat looked like Gears and was kind of like Gears, but didn't play like Gears. I don't think it was supposed to: if it had been, it would have been far easier to do that from the start rather than introduce the RPG-based systems like the skill-based reticule, etc. In fact, some of the earliest demos show ME1 playing more like a traditional TPS, and then changing to the more RPG stat-driven method they used in the end. So instead of just letting people deal with the fact ME1 was different, they changed its sequel to be more what TPS players were expecting, most likely because that's the audience they wanted to snag. Which you seem to admit in your next sentence...
so Bioware threw in the towel and implemented a system like that seen in other shooter games.
They "threw in the towel" as you said, rather than tweak the system further and keep the RPG nature of it.
Not perfect, I'll freely admit, but it still made for more enjoyable shooter gameplay IMO.
Sure... if you're after shooter gameplay. Of course ME2 has better shooter gameplay when the original wasn't really going for standard TPS gameplay in the first place thanks to its stat-based system. That doesn't mean just because ME2 did a better job of doing something ME1 wasn't really trying to do that it was good overall. Compared to most TPS combat in pure TPS titles, it was weaksauce. That might have been fine had the RPG side been strong enough to compensate... but it wasn't.
(Oh, and before you mention the whole "breaking lore" argument, I actually agree with that. I would've preferred Bioware simply pretend thermal clips had always been in use and retcon the overheating system away, rather than trying to write the change directly into the story. But in the end, fun gameplay trumps consistent lore.)
For me that depends whether the gameplay was worth the sacrifice of the lore and how hard it kicks it in the groin. Personally, I thought the introduction of "ammo" was trite and preferred the game without it. And any sense of urgency that the Thermal Clips was supposed to introduce was instantly neutered by the regenerating health anyway.
And do you know why that is? Because those other three games all did pretty much import their FPS mechanics from the most popular FPS games of their time. Same first-person camera view, same ammo systems, same "point and shoot" mechanics, same reload mechanics, same "bad guys drop ammo" system, same damage bonus to headshots, etc. They knew that trying to change them in a misguided attempt to be "unique" would likely be poorly received. They recognized that FPS mechanics had been firmly established in the minds of most gamers, so if they were going to make a successful FPS/RPG hybrid, it would still have to feel like an FPS, except one based on both character skill and player skill.
No, the reason is because all of those games knew how to properly integrate and meld their Shooter and RPG elements properly. They felt like they were bred from the two: with a Shooter father and RPG mother. Mass Effect 2 felt like instead of breeding them, they cut two really different people in half to make one person instead. When in combat in ME2 it feels so completely removed from the rest of the game, like all the focus is on the combat and the shooter stuff. The RPG stuff is weaksauce at best, and what's there is pushed to the side almost entirely. With Fallout, Borderlands and Deus Ex I can feel the weight of the RPG elements as a constant presence influencing the gameplay at every turn, even in the combat. ME2 never feels that way at all. I never really feel the progression over time or the RPG stuff working away in the background. ME2 is like driving an electric car with the windows up vs. the petrol-fuelled V8 engines in a convertible feeling those other games have: you just don't feel or hear the mechanics at all. The combat is just too isolated from the RPG, and the RPG is likely so quiet because its so very weak. If the RPG elements had some weight to them and felt substantial it might have worked, but they don't. Too often the game seems almost embarrassed about its RPG leanings: trying to push them aside as much as it can for as long as it can, trying to hide as many things as it can and automating others so they never make the player have to think beyond who is next to kill.
I went into each of those three games having already played plenty of FPS games, and immediately felt right at home. I couldn't say the same after going from GoW to ME. GoW2 to ME2, on the other hand, felt much smoother.
Again, Mass Effect wasn't supposed to just be "Gears of War with dialogue" in the first place. People who seem to point out "but Mass Effect wasn't never a pure RPG in the first place and was always a hybrid" don't seem to see things from the other side of things either: Mass Effect was never a pure TPS in the first place either. Why is it not okay when the RPG elements get in the way of the Shooter stuff, but it's all perfectly fine when the TPS elements get in the way of the RPG stuff? How come there's such a thing as adding "too much RPG" to Mass Effect, but never any such thing as "too much Shooter" to it?
Simply put: with ME2, the Shooter elements have dominated the game far too much. And ME3 looks to be suffering the same issues thus far. For every RPG element that's returned or been improved, there's even more pure TPS elements infesting it too. The idea is for the RPG and TPS to try and come together, but it seems that while one side is trying, the other is moving away.





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