Honestly, the only half-baked level design I saw was in ME1 where crates were lazily strewn about in a feeble attempt to differentiate the three kinds of prefab bases and enemies stood like idiots out in the open. And by some do you mean all? Little to no combat in ME1 took place outside, and most of the bits that did were usually sequestered to some kind of basin.
In my opinion, sniper rifles were one of ME2's more glaring improvements. Enemies now have a chance to react to your shots. No longer are they simply fishes in barrels that can be snuffed out without slightest of skill, but they force the player to adapt to their movements. Whether you're fighting ranged battles on the Dantius towers or dealing within the medium quarters of Jack's prison, the sniper is challenged, but still useful.
Really, hmm I must be the only person that noticed all of those crates set up deliberately for cover in the imminent shoot-out to come in ME2. You could predict the moment a firefight was going to start based on the level design. Yeah, crates were lazily strewn about in ME1. But the chaos of that laziness looks a lot better than the predictability of the shooting gallery design in ME2. Everything is designed around the cover mechanic, which is sad because the cover mechanic isn't too good in that game. It's rather clunky to say the least. From the cover that pops up in the prison during the Jack recruitment mission, to the layout of the Suicide Mission. It doesn't seem natural at all.
I literally stated the rifles were an improvement. I said they were awesome. They felt great. I said the level design hindered their potential. Enemies are more a fish in the barrel than they ever were. There's no skill involved. There's zero weapon sway. And enemies are right down your sights everytime. They are right in front of you.
You continue to rationalize ME2s linearity with the trade off of improved graphics and a more entertaining experience. That latter being a bit subjective. Open world games and less linear rpgs have improved their graphics and created more entertaining experiences on successive interactions without having to resort to making the game any less open than its predecessor





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