This is about some things I feel are less than optimal to badly realized in gameplay. Mostly it’s about the fact that, while many aspects of ME2 are enjoyable and noticeably improved from ME1, that does often not improve the whole. The complete package seems dis-integrated, a whole made from badly-fitting parts, and a bit lackluster as a result of it. It fails to engage. The missions are fragmented, large parts of the world consist of game levels instead of believable places, and the main plot is underrepresented in gameplay. Most fights are fairly enjoyable, but many combat missions as a whole are not, all team members are very well done, but their role in the main story is not, and so on. I’ll get to the details below.
A. Combat scenes, combat missions and “level” design
As I said, once combat is under way, it is fairly enjoyable. But almost all combat missions suffer from an overdose of linearity and design for the game only and not for a believable place. The results are as follows:
(1) Linearity becomes boring
Mainly, almost all combat missions consist of following the single possible path to your goal, killing everything you meet on the way. After the 10th of this kind, this becomes very boring. Admittedly, some efforts are made to make them more interesting, such as dialog opportunities, bits of information, sometimes even a cutscene etc.., but on the whole you just follow the single possible path. There are no alternate paths, and optional locations to explore within a level are almost non-existent – limited to a locked room here and there, not more than a dozen distributed over the whole game, or so it felt.
(2) No sense of place (in indoor combat missions)
So, you might say, most missions of ME1 were much the same. But at least in ME1, you had a sense of place. The “level” layout, at least within the main plot missions, resulted in a reasonably believable location of a certain type, within the limits a game always suffers from. When you were in the Citadel near the end of ME1, everything was as linear as things can get, but it was still a believable location introduced nicely, btw, by the cutscene where you leave the elevator. The linearity made sense at least as much that you had no problem with suspension of disbelief. In almost all ME2 indoor missions, there is absolutely no sense of place, and the lack of a map in these missions only underscores this instead of hiding it as it is probably intended to. It seems the “levels” were made without imagination, without even remotely considering the bigger picture of the place you’re supposed to run through. One exception is the ship you must re-capture in a side quest near Omega. Here you have a sense of place. Also, the mood sometimes comes across as intended, as in Jack’s loyalty quest. But, good-looking as they are, mostly we don’t have places in ME2, we have levels.
(3) Lack of tactical opportunities
What is tactics? Not being acquainted with the military, I can’t present a technical definition. But even so, I consider it reasonably correct to say that combat tactics consists of selecting an approach and allocate resources in order to solve a certain combat situation in an optimal way. The hyper-linearity of the levels results in a total lack of approach options. You always come through the same door, you must always leave through the same door, and within a scene the only tactical decisions you’ll probably make are to select where to take cover in a way that almost no enemies can shoot at you, and whether or not to use your heavy weapon. Sadly, the situation with
the geth armature presents a highlight of tactical decision making in ME2. A traditional RPG can get away with this, but a TPS game without tactically interesting locations becomes boring.
(4) No exploration
Not only do we have no alternate paths, we don’t even have branch-offs. Which means that you essentially can’t
miss anything. You can’t miss rooms because you must almost always run through them, with the exception of a dozen or so in the whole game. And once in a room, everything you can “explore” there is blaringly apparent. Compare this with, for instance, Dragon Age: you can (on the PC) still always see everything worthwhile in a room (and no, I wouldn’t have it any other way), but you must at least enter the room to see it all, and while the way through most indoor locations is still very much apparent, there are lots of rooms left to explore. In ME2, within a mission, there is almost nothing to explore.
B. Mission fragmentation – world dis-integration
This is about the fact that all too often, you don’t travel to the locations where you must fulfil a certain task, no, the game puts you there. And all too often, you don’t have the option of leaving a place, no, the game decides for you. And, as if that weren’t enough, you can *never* revisit any place where any mission had taken place.
Most indicative of this is Garrus’ loyalty quest. You meet "Fade"n, then the game places you on a walkway above a Citadel hallway. The mission fragment commences, and then the game puts you back into the Citadel dock. Now, where was that location when you visited the Citadel earlier? Now you know about it, why can’t you revisit it?
The result of this is, again, that you have no sense of place. The locations you visit do not come across as real, they’re micro-universes that vanish after you have done what’s to do there. The ME1 universe seems quite a lot bigger than the ME2 universe, just because of this. That there isn’t anything to do with these locations after you visited them is beside the point. If you can revisit (or previsit) them, they’re part of the world, if not, they’re not any more. This is OK – if they’re destroyed. If they’re not, it’s needlessly making the world dis-integrate.
C. Characters, their quests and the big picture.
ME2, as it presents itself to me, is not a game about an epic story as ME1 was, it’s a game about your team. You spend the majority of your playing time recruiting your team members and doing their loyalty quests. These characters are very well done, and apart from the flaws mentioned above, their missions are, too.
The problem is, the main storyline did not get the same attention. Or rather, it may have gotten the same attention as two of the characters combined, but that’s not enough to make an epic story. At least the first main plot missions are outdoor missions so you have a reasonable sense of place in spite of their linear design and their depressing (lack of) length. But they’re rather short, shorter than the longer recruiting or loyalty missions, and there are only two of them (the next missions place you, again, not in places but in levels - very disappointing).
The result of this is that you don’t get the impression that a story takes place. You get the impression that the characters’ stories take place, and that the so-called main plot is only an afterthought. Well-done as the characters are, that’s not enough.
Conclusion:
This is what I wish for ME3:
(1) Fewer team members, more screen space for the main plot.
(2) Less linearity within missions.
(3) A less fragmented world, and less fragmented missions.
Comments welcome.
Modifié par Ieldra2, 04 février 2010 - 03:00 .




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