The main problem: BioWare effectively removed the third dimension. This is not a "shooter", however you define that. It's a shooting range. You sit behind cover and are invincible. Forever. You get up, shoot enemies and are shot at (they never miss), and after a few seconds, when your health is nearly depleted, you duck into cover again. Repeat, repeat, repeat. As soon as all enemies are dead, you move on to the next stage. Once you understand that concept, it becomes boring quickly, and no presentation can help that.
The enemies don't charge, they have no strategy, they don't work together. They're cannon fodder. Once you start using biotic abilities, it becomes even easier. While enemies, again unlike ME 1, don't use any abilities. The best thing they come up with are rocket launchers, and the rockets are conveniently slow as to pose little of a threat either.
And that's another thing: Your PC can take too much damage. Even one or two direct hits from a rocket launcher are easily shrugged off. You don't even need to deplenish your medi gel, instead you just duck behind cover for a few seconds. In ME 1, a direct hit from a rocket meant reloading. Realistic and challenging. Letting a single Krogan come into melee range usually meant you did something wrong and were in for a big, big challenge. Now, no more. Cannon fodder, like everyone else. Since this would probably be too easy even for the casual gamers, BioWare artificially increases the difficulty by making all enemies the perfect sharp shooters. They never miss, whether you stand still or move. Effectively enforcing the cover-shoot-cover tactic as the only valid one.
The level design is beautiful, but like in the old Jedi Knight games, just functional. In the sense of being designed as combat areas and arenas. You run from shooting range to shooting range. Wherever you see a lot of crates, you know it's the next round.
There are exceptions, and at least then the game provides a challenge. This is done with a simple trick: Forcing the player to advance. A) through a time limit,
Unfortunately, especially in these cases the controls pose a bigger threat than the enemies. Cover, sprint and jump on the same button? Really? Of course the inevitable happens: When I want to run away, my PC covers against a wall, often dying before I can correct the mistake. Sometimes my PC jumps over a crate, directly into the arms of the enemies.
The very minimum would be to allow the player to bind they keys at leisure. And of course allowing the player to crouch at will would be an absolute matter of course. But the intent is clear: To enforce the "shooting range" gameplay. The enemies don't think and move in three directions. If the player can, it makes the game even more trivial.
Feel free to reply with "cool story, bro". Or not at all. I don't care. I even get that many will enjoy this gameplay. As I said, explosions sell, thinking not so much. The movie industry would know best. To me, the game simply lacks a challenge. Generally I don't care much about action games anyway. I don't buy them. Granted, combat in ME 1 wasn't perfect either (but in my opinion it WAS better than in ME 2 - at least it had three dimensions). But I could overlook that, as the story and presentation was incredible. I don't feel that way in ME 2. But that's another discussion.
Modifié par bjdbwea, 09 février 2010 - 08:55 .




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