I love ME1. It has great story, great characters, great moments, all in a great setting. But ME2 dropped a lot of what made ME1 so fantastic and unique in favor of wider appeal as a generic shooter. It winds up like a sit-com where nothing actually happens, and you're in the same place at the end and the beginning. Granted: ME2 did do some things right/better: class powers, actually different guns, headshots, seeing the impact of some small decisions, maybe a couple others. But you don't go to a restaurant to buy motor oil, and I didn't pick up ME2 for COD.
1: "RPG or Shooter" Did the space-travel turret section in KoToR feel weird and clunky to you? Yes. That's because you can either focus on making a shooter or an RPG. In focusing on making ME2 a shooter, they gave up a lot of the primary appeal of an RPG. RPG's depend on story and setting, so by making it a shooter (which does not need them as much), they were both deprioritized, clearly getting much less effort and attention. Everything has to be a big shooty fight (because that's all you have) rather than trusting your stories like talking a broken girl into giving you her gun or getting someone out of blackmail through speech. No, you can't talk Saren out of the indoctrination for a crucial second, you have to shoot everyone.
2: "ME2 = Mauled Setting" In ME1, everything was part of the setting: the guns, the powers, the dialogue, the vehicles, the location design, the missions and so on. You didn't need the codex to figure most things out, but it helped to give a much better picture of the galaxy socially, politically and technologically. In ME2, you have no transportation, you just teleport from shooting gallery to shooting gallery. ME1 elevators kept you in the world, while loading screens make you disappear one place and reappear in the other. The reason you had the Mako was to feel how big places were so that it felt like you were actually going somewhere, actually progressing.
Where did solid holograms come from? And what couldn't you do if you can make any solid object and make them freezing cold to burning hot? And when did we start shooting fireballs and lightning? Everything fit in the technology level they had in ME1. ME2 is just scifi magic. The shields in ME1 protected against guns but not, say, poisons or punches. Now they're just more health. The ammo system is a terrible idea for the story and for the mechanics. The fuel and planet scanning systems are just abominable. ME1 planets had interesting descriptions (the leviathon? wut? disassembler nanobots? a white light being thing? unknown shapes?) And I think that there was one voice actor for the volus, so it felt like we never heard their voices, just the suits'.
There are few to no little touches like this in ME2, and while it might seem negligible, it's these small details that bring something to life.
3. "The Story" The worst part of the ME2 story is that nothing of any real significance happens. You start the game with the same goal, the same ship, with the same problems as when you end. **You die and it does not affect anything**. The sidequests are the only worthwhile stories, and that should not happen. There's more, but to keep from writing pages, I'll just give you the link below.
http://www.shamusyou...dedtale/?p=7004
Never mentioned in ME1: Collectors, TIM, Cerberus being more than "kill me I'm evil", bringing charred corpses back to life possibility, good geth/bad geth, sentient slavery, merc groups, vorcha, holosupergrams, anti-alliance sentiment from humans, walking mechs, Miranda latex suit being as good as armor, ammo and more }:[