When I first got it, I thought the infiltrator sounded cool, and I would get to play like a high-tech theif, similar to the Scoundrel in KOTOR. But ultimately, it only made a difference in combat, giving me a few skills to edge out Geth. In KOTOR having different abilities meant you could resolve situations in completely different ways. ME1's role-play aspects, other than dialog options, fell flat. Inventory and gear customization does not make an RPG.
The skill system is problematic in ME2, but it was ridiculous in ME1. Having a skill for each weapon class, meant you started out grossly incompetent for a military COMMANDER with all weapons, and could end up ridiculously overpowered once you passed level 30. I keep reading people complain about the lack of Charm/Intimidate skills, but those were a joke in ME1. Anyone who played through the game more than once figured out you didn't need to spend any points in them, so they didn't bother. Read any build posted and none of them recommend putting points into Charm/Intimidate. To me that indicates, most people didn't like having to spend their skill points on that anyway. Too make it work, either they needed to scrap them as skills, or scrap the effect of Paragon/Renegade actions on acquiring them. They went with the former.
It maybe would have made sense to keep them as skills if ME1 was a more complete role-playing system like previous Bioware games, but it wasn't, nor was it intended to be.
With ME1, Bioware wasn't trying to make an RPG, they were trying to make an interactive action-story, much like they tried to do with Jade Empire. So before you go crying about how EA is forcing Bioware to dumb their games down, realize that they have been moving in this direction for a while now.
Modifié par Moogliepie, 16 février 2010 - 12:59 .




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