------------ My Personal ME3 Fix-list ------------*REMOVED SPOILERS EDITION*
Scanning Planets wasn't neccesarily a bad thing, but it did remove the sense of awe and wonder associated with space exploration. For example, exploring planets in ME1 (even though they were environmentally repetative) had this sense of realism, like truly being out in space. When I entered a new system, I actually read the planetary descriptions and got lost in the fiction. In ME2, entering a new system always meant scanning planets (I'm a completionist). So if I'm exploring a system and finishing scanning a particular planet, I move on to the next planet. This pattern repeats itself until the system is done. By the time the whole system has been scanned, I'm sick of being there. I spent so much time and effort into scanning, the idea of even being out in space is revolting. I was never there, I tell myself. Space exploration felt more like a chore than a journey.
RPG Mechanics are there, but Bioware made them look simpler in the user-interface. RPG enthusiasts like myself want to see and feel character progression in real-time. Having only like 6-7 types of talents/abilities to choose from, on top of the 10 single-point slots now being reduced to 1, 2, 3, 4 requirements slots, class optimization feels underwhelming (even though it wasn't). classes were awesome but after comparing my Infiltrator with about ten other friends' Infilitrators, I realized the only difference was in one or two upgrade slots and the color of our armor. Individual classes need complexity, at least to some degree. This is an RPG afterall.
Limited Weapontypes removed a sense of variety in combat. Remove the inventory system if you will, hell even remove the weapon varieties, but if you're going to do so then follow the Dragon Age method and add different levels to weapon-types (i.e. I-II-III-IV-V-VI-VII, ect). I'd prefer a large variety of "average" weapons over a few "awesome" ones any day, but if you're only going to stick in a few give those individual weapon-types levels! It also helps the player get a sense of level progression, something I felt only upgrades do. So while combat was a blast to play, I could felt somewhat limited in weapon choice (selected before the mission). Perhaps worse, there were no statistics listed on the weapons like power, accuracy, ect. RPG Enthusiasts like statistics and numbers, regardless of combat making their strengths/weaknesses knowable. With the limited number of gun-types, ME2 felt more like Gears of War than Mass Effect. I don't want to be able to name every weapon in an RPG off the top of my head. Please don't let Shooter mechanics outshine RPG mechanics in Mass Effect.
Atmosphere of Mass Effect 1 seemed to be missing in the second.
*spoiler removed* --certain aspect of the story took dominance in the background throughout the entire game, to the point where it was hard to enjoy the individual locations and environments of non-critical levels without remembering the primary mission too often. I understand recruiting characters is neccessary
*not a spoiler as you must do this in all the ME games*. But regardless, I always felt like I was rushing to the conclusion. The early 80's sci-fi-like feel of the original was pretty much gone. I can't describe it save to say listen to the music playing in the Wards on the Citadel in ME1, or visit Noveria and hear the theme for that world. You'll know what I'm talking about. It's too complex and undefianable to describe. [the mass effect universe] felt like "technological tranquility" in that it was in the future, but had this zone-out, tranquil, engrossing feel that at times almost felt mystifying, but in a futuristic sense. Just make sure no one story element takes dominance over the game as a collective whole. And
make sure Mass Effect maintains that Bladerunner-like feel to it
. In music, pacing, and visual style.
Modifié par Sanzee, 10 février 2010 - 07:29 .