Major issues:
There is no need to have a morality meter or morality award points. Most people do not care for the game telling they are wrong for or evil because they agree with a morally ambiguous issue like the genophage. All choices should just be made by the character without being prodded towards or told constantly they are being the "good guy" or the "bad guy". Choices should just be choices with the effects of those choices being the only thing felt.
There should be an ability to blindfire while in cover rather than having the player pop their full body out when the fire button is pressed without even having pressing the aim button.
Side missions were way too short and streamlined. The game lacked any kind of exploration or a sense of larger world/universe whatsoever. In that sense, the planet exploration on the Mako is actually preferable to the 2 minute long side missions that feature no exploration whatsoever in the second. Part of the fun of being an RPG set in space is the sense of wonder and exploration, and none of that was really felt in the second. Planet exploration should have been improved or re-hauled, not completely scrapped.
More possibilities for dialogue with party members. I literally had a couple conversations with Garrus and for the rest of the game I was told "maybe later". This was the case for just about every party member in the game. I really found it difficult to get too attached to any of them.
Many more options of customization. This could've been expanded upon on such a larger level. a couple choices for shoulder pads and a couple choices for gauntlets is a step in the right direction, but ultimately the choices are extremely limited.
Same goes for weapon customization. How awesome would it be if upgrades to weapons actually changed the appearance of the gun similarly to army of two or call of duty? Before going on missions you could attach different sights or barrels that would completely change the properties of the weapons, as well physically appear on the gun. This sort od customization is something that is really popular among gamers and always helps the player to feel unique.
Finally, do not tell the player which actions are morally right or wrong by putting the "nice" dialogue at the top, and "mean" dialogue at the bottom. This should be a choice the player decides for themselves what is the morally right decision in the matter. By not hiding the game's opinion on the choices, you are essentially making sure that most players will end the game with the exact same experience, as everyone playing a paragon chooses every high dialogue option, and those playing a renegade choose every low option. At least give the player some bit of thought process in these decisions. One of the best sequences in the game was end of the Archangel loyalty mission. I won't spoil it, but the choice is made completely ambiguous, and the player chooses left or right, not top (good) answer or low (bad) answer. That was one of the few times in the game where I felt my judgment was really my own.
Why were the love scenes so tame? Almost everyone I know felt that these scenes and the entire work up to them left them with one word. Lame. they went from being so mature in the first one to PG-13 in the second. Strange when some of the language and subject matter in the game is so mature, and the love scene is such a letdown.
Some hub worlds like the citadel lack .......space. Just a bunch or corridors as if you are running around the most cramped mall ever built. Some of the architecture and design of these areas that should be so magnificent do not really compliment them at all. Although Bioware RPGs in general have always suffered from the corridor-syndrome. Lacking real openness and exploration to the environments, as well as some really unrealistically designed architecture. Cramped spaces aside, there is only one bathroom on the citadel, and that bathroom is only the men's bathroom? Strange design.
Minor issues:
All party members should be wearing armor in battle. Not just Shepard.
Masks or helmets should come off of Shepard during dialogue sequences.
Do we really need mineral gathering in an action/RPG game?
Who's idea was the mission complete screen? So out of place and an immersion-killer.
Thanks for listening.
Modifié par danman2424, 14 mars 2010 - 01:01 .