kardox12 wrote...
Because this game is not about roleplaying (ME1 was not that much of an RPG either). It is about the story first.
*facepalm*
kardox12 wrote...
Because this game is not about roleplaying (ME1 was not that much of an RPG either). It is about the story first.
Modifié par bjdbwea, 03 février 2010 - 03:50 .
deku2106 wrote...
I dunno about anyone else, but I think there was at least some semblance of a backstory to them in ME1. You weren't just clearing a place out of a bunch of Blue Sun mercs, you were helping Kahoku find out what happened to his team, or saving Burns and helping out the biotics, or dealing with Jahleed and Chorban, or scanning the Keepers, or getting that waitress out of Chora's Den, etc
A lot of the N7 missions came down to scanning a planet, fighting some mercs/security bots, reading a datapad about the three intruders that just landed on the planet, then repeating two or three times until you fight Captain [insert name] the Vanguard and hack a terminal, apparently saving the area you were in without knowing how until the quest is over and you've received an email explaining what just happened. There ARE other sidequests, but they're much fewer in number and not as fleshed out as they seemed in ME1.
Of course, I could have forgotten something, my memory seems rather short recently.
BaladasDemnevanni wrote...
What I'm curious about is why so many people seem to criticize the side quests in ME2. I'm not saying there's dozens to choose from, but ME was so focused on the main quest it's not even funny. Side quests were 5 minute distractions where you either blew up a base or scanned for minerals
Guest_deku2106_*
Daveastation wrote...
deku2106 wrote stuff
Yeah, you have a point, but at least I was killing Blue Suns Mercs in a variety of exotic locations instead of the same cut and paste "settlement" "buildings" or "trailer parks" on different colored planets. Something should be said about the lack of repetition in design in ME2 compared to ME1.
Modifié par deku2106, 03 février 2010 - 04:18 .
Modifié par Doddi25, 03 février 2010 - 04:32 .
The Gay Warden wrote...
2 million coppes says you're wrong.
Doddi25 wrote...
With the inventory, Bioware may have been going for a bit of realism. Who can actually carry several sets of armor and armor pieces, tons of ammo and other utility items, and a dozens guns on their person? Outfitting your crew before setting out on a mission feels more like a team of specialists going on a mission, than being able to make a complete equipment switch during the mission. If you didn't bring the right gear, you can always restart the mission and pick again.
Thats the problem, there is no "correct" gear, there is just gear, it doesn´t matter what you take with you it makes no difference on the outcome, the equip your team part is completely useless.
But I agree with most of the posters view here, although I enjoyed ME2, it sucks how much was taken out from ME1, replayability is imo zero for ME2.
Rathias0114 wrote...
In ME2 - I feel like my character's life depends on me getting the best team out there - and making sure they are happy. If I don't make sure that my team is at it's best - there is no way anyone will survive this mission. I felt a sense of urgency to get that done.
>.>
Hiero Glyph wrote...
AtreiyaN7 wrote...
I happen to be one of those "real" BioWare fans dating back to Baldur's Gate, and I enjoyed ME2. Sorry, there are some of us who can see improvements and don't entirely agree that everything was perfect in ME1.
Agreed but by the same logic ME2 is not perfect either; both games have their merits and their faults. My top three faults with ME2 are planet scanning, a universal skill cooldown, and bland skill/weapon/armor development.
ME2 is a very enjoyable game; enjoyable despite its faults.
Modifié par AtreiyaN7, 05 février 2010 - 07:27 .
izmirtheastarach wrote...
kardox12 wrote...
The problem though is that the story is a bit weak in ME2. It consists of what? About four or five missions. And the final battle just doesn't feel so.
Huh. I was pretty sure that I played close to 25 missions. I guess I must be wrong, though.
Rilke21 wrote...
Rathias0114 wrote...
In ME2 - I feel like my character's life depends on me getting the best team out there - and making sure they are happy. If I don't make sure that my team is at it's best - there is no way anyone will survive this mission. I felt a sense of urgency to get that done.
>.>
hm. Did anyone else feel that this is actually one of the biggest weakness of the story? The "loyalty" thing was maybe the most stilted and affected part of the game. WHY does the success or failure of the mission depend on checking the loyalty box on every crew member... these are people who willing signed on for a mission suspecting that they wouldn't be coming home. All of them are already willing to DIE for the mission... but unless they're both willing to die and loyal (?) the mission won't suceed. How much more loyal can a person get? And why (oh why) aren't Tali and Garrus loyal already? It just feels like yet another trite little plot mechanism, thrown in because the writers couldn't come up with an actual story.