I've been wanting to do this for some time now, so here goes. But I can't really make it short, sorry.
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I find the overall story rather uninspired
BUT
it serves perfectly to allow non-linear paths, an open-ended end-game sequence, and a focus on characters
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I find the combat system a bit too "arcady"
BUT
It actually is a lot of fun to play
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Most new squad mates are based on some Super-Soldier/Übermensch or Lone Ranger Archetype. I hate those. They are pure pop-culture clichés (Miranda and Samara even wear high heels in combat)
BUT
Their characters are really well developed, and one always finds an interesting sentient being behind the Archetype.
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I prefer planet scanning over the Mako. I can well live without any ground vehicle altogether
BUT
After a while scanning gets too tedious. It needs to be sped up in mid- to late game
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I find the Paragon/Renegade choices generally better and less black&white than in ME1. Also the interrupts are nice
BUT
The results of your dialog choices are still too random; and several Renegade and Paragon choices are a bit unbelievable (but I guess one shouldn't judge too hard with an action rpg)
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The suicide mission is interesting and offers lots of possible paths
BUT
saving most or even all your crew members is too easy (though I admit that it's hard to strike a perfect balance here)
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There is no rpg-typical inventory
BUT
Instead we have the tech-tree, which makes just more sense in the setting. I find I don't miss the inventory at all. Also money is tight this time - very good!
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There rather little skill development (hardly any variation in how you build any one squad-member)
BUT
The system is sleek and doesn't distract from that actual story and gameplay. Also I found the number of skills and points-per-skill in ME1 somewhat redundant. Especially since many skills were shared by several squad-mates. Sometimes less can be more.
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EDIT: Having trouble with the format. I hope it is now sufficiently readable
Modifié par Beechwell, 11 février 2010 - 09:26 .