sedrikhcain wrote...
In ME1, you can choose between various makes/models of guns and choose your ammo. In ME2, you choose which gun you want to use per mission (and have 1 chance to to change it, usually) but also choose which upgrades you want and alter your ammo in mission based on the skills of your crew members. How does the first offer so much more customization? Especially since by the time you are halfway done w/one playthrough of ME1, 90% of the weapons you have to choose from become obsolete AND the differences between many of the different makes are somewhat insignificant?
I just don't get why anyone misses ME1's inventory system. I would love to understand why, I really would. That's why I'm taking the time to read and post here. But at this point, I just don't get it. What did you do in ME1, ditch spectre gear and go back up pick up a Katana VII just for the challenge? What am I missing?
Well, no, you don't get to choose which upgrades to put in weapons - you can choose to research/buy upgrades or not. The only areas where I've seen ME2 weapon choices actually become even remotely difficult is with the higher-end items; Revenant versus Vindicator, mostly. If you can use the Widow, you will, as there's absolutely no reason to use the other two. Same with Tempest. Same with the shotties. The Carnifex is massively superior to the heavy pistol, but holds less ammo; I class it with Revenant versus Vindicator.
People miss ME1's inventory system because a lot of people, myself included, like loot. Doesn't matter if it's a marginal upgrade or a massive upgrade; loot's cool. Loot's also been an integral part of most WRPGs for a long time. That's what people are really getting at.
Does ME2 play better than ME1? Yeah, it does. But it sacrified - err, streamlined - a lot of its traditional RPG aspects and became much more of a level-based shooter in the process. The RPG elements of ME1 oftentimes were clunky and overwrought, not fitting in all that well with the combat style. Instead of refining them and figuring out a way to integrate into a true hybrid, they just threw them overboard.
Case in point: you mentioned switching ammo and powers and whatnot based on your squad skills. I'm playing on Insanity and I don't bother with any of that crap, because you're just as efficient, if not moreso, topping out Tungsten rounds or Warp ammo and just playing it like a standard TPS. Sure, I could sit there and micromanage squad powers, slinging tech and biotic abilities around, but honestly? Shooting is much faster and much more efficient. "Oh, man, he's got Barrier, and then armor, so I need to go to Disruptor and then Incendiary and then..." No. Tungsten. Headshots. Dead faster with less mucking around with the power wheel.
The game's a great RPG until you enter combat.




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