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Bugs and design flaws (not a rant)


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TrueThanny

TrueThanny
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This list is actually rather small.  I'm fairly impressed with the quality of the GA release.

I'm not going to comment much on fundamental game mechanics, or anything else I think has no chance of being addressed with a patch.  I'll also try to avoid any spoilers.

First, the bugs I ran into:

1)  Intro movies cannot be skipped.  I should not have to delete or rename movie files to avoid waiting several seconds to get into the actual game.  There are also many places in the game where cutscenes (both movie and live-rendered) cannot be skipped.  But it's the intro ones that are really annoying.

2)  Levitation.  Sometimes, if you hit a spot just right, you get popped up above the ground, and walk around on nothing.  In all cases but one, I found my way down - the other required a reload to continue.  I tried to reproduce the one which required a reload, but couldn't, so it may be difficult to reproduce.

3)  Ammo capacity inconsistency.  Many times - perhaps most - the ammo capacity upgrades provided by armor modules aren't properly recognized.  Sometimes restarting the mission will correct this.  Sometimes it will not. 

I played the suicide mission twice (didn't like the outcome of the first go), and on the first try, I was hit with this bug, and could not work around it by restarting the mission, reloading the game, or anything.  The second time, I got the correct ammo.  The one case where this makes a large difference is if you're using Cain, which can fire two shots when the ammo capacity is properly respected (assuming all heavy weapons ammo research is completed), but only one when this bug rears its head.  There's a particular enemy in that suicide mission which is vastly easier to defeat when two Cain shots are available.

I did not check whether or not this bug also affected the modifications of other armor modules, but it seems quite plausible that it would.

4)  A side mission involving a character named Ish won't go away if you complete it via the paragon route.  Strictly speaking, it's a cosmetic bug, but annoying nonetheless.

5)  The first time you hack something, there are no instructions whatsoever.  A later hack showed the instructions, long after I had fumbled about trying to figure out what it was looking for (and what the controls were).

6)  Help messages do not show the correct key.  They are hard-coded to the default keys, which is a bad, bad thing.  Furthermore, they cannot be disabled.  In at least one case, the messages kept popping up when I didn't want them to, an obscured conversation choices (after visiting a ship called Alerei).  These should show the actual mapped keys (as should loading screen tips, if those aren't actually prerendered bitmaps), and they should be toggleable via the gameplay options menu.

7)  This one is somewhat strange, and probably not universal.  I noticed in the beginning that my graphics cards were working overtime on this game, which I considered a bit strange, but not outrageous, since I use 2560x1600 resolution.  Yet the fans were really getting loud on my two 4870 X2 cards, which doesn't happen even for a game like Crysis. 

But it doesn't work that way all the time.  After a long while, I figured out a pattern of sorts.  Not always, but very often, when a live-rendered cutscene is played, the cards started working very hard, and the fans kick into high speed.  Sometimes the frame rate would even drop below 60.  If I switched to the desktop and back again immediately (I'm very glad that ME2 allows doing this so quickly, unlike ME1), things go back to normal - the cutscene continues normally, frame rate (if it had dropped) goes back up to 60, and the graphics card fans are once again inaudible. 

I found the same effect could be reproduced at will, consistently, wherever their were in-game screens to play, such as video logs.  The mission to acquire the IFF is a good example.  Before pressing the button, a solid 60fps with no graphics card fan noise.  After pressing the button, frame rate stays at 60 (scene not complex enough to cause it to dip, apparently), but the graphics card fans rev up immediately, and get quite loud.  If I switch away and back while the video log is still playing, the cards stay overworked.  Once the log stops, the card remain overworked, but switching away and back resets them back to normal.

With a quieter and less powerful graphics card, this problem would appear as nothing more than a frame rate drop that persisted until resetting the renderer by task switching away and back, if it indeed happens with other cards. 

That's about it when it comes to bugs that I think can be fixed in a patch.

Now, the design flaws:

1)  Use/Storm/Take Cover/Vault/[anything else??].  It's amusing that the actual port - ME1 - suffers from less consolitis than the purportedly co-developed game - ME2.  PC's have keyboards.  With several keys.  Realy, there are quite a lot of them.  We do not need one key performing multiple actions.  In fact, it's downright counterproductive and annoying.  It's ridiculous to force me to draw a weapon and take cover behind something that I'm only interesting in vaulting over.  I also might wanto to run without taking cover, or without inadvertently using something that happens to wander into my crosshair.  These functions should all be separate keys.  I am a programmer, so I'm aware that the input handler code that deals with these actions may very well be an abomination that no sane developer wants to touch.  But it's absolutely ridiculous to merge these actions, and the work should be done to split them up properly.

2)  Many mice have scrollwheels.  These days, pretty much all do.  Yet none of the interfaces in the game seem to know that, requiring one to actually grab a scrollbar and drag it down.  How quaint.

3)  Thermal clips can't be pooled.  These things are just strange.  It's like they decided to have ammo in the game, but didn't want to be inconsistent with the first game, so called ammo clips thermal clips.  Yet they are treated exactly like ammo.  If you fire one shot then reload, your total shot count goes down only by one.  If they were thermal clips, you'd lose a full clip's worth of shots.  Instead, you can be left with a brand new fresh thermal clip with only one shot capacity, in a gun that's supposed to still not require ammunition, but just a heat sink. 

You can pick up a universal thermal clip that works with any gun, but you apparently write "pistol only" in indelible ink on some of them, because you can run out of clips for one gun, yet still have plenty for others.  For the concept to make sense, you should have a fixed number of clips, which you can use in any gun.  And upgrades for all the non-heavy weapons shouldn't refer to "ammo" capacity.  In fact, all those upgrades should disappear, with a generic clip capacity upgrade.

This one, however, is probably too deeply ingrained in the game to be fixed by a patch.  Which is a shame, because of all the changed game mechanics, this one is the most silly and intrinsically contradictory.

That concludes my list of bugs and flaws.  On the whole, I think it's a worthy successor to ME1, with some truly brilliant fluff material filling the game out.  I laughed aloud many times, most especially with the short bit about the first Hanar Spectre.  Almost all the dialog is sharp and well-acted.  The main story is very different from what I imagined it would be, but nevertheless quite well done.  The final shot before the credits could not be improved on.