Battle controls and movement:
With ME2 being very close to a 'proper' shooting game in many regards, the controls felt pretty awkward and left me opting for simply sitting in cover for 99% of the fights rather than trying something creative. Sprint function was annoying in the sense that you couldn't really maneuver during it, the characters should really have been able to vault over obstacles on the run rather than stopping to think for a few moments prior to doing so, enemy accuracy against running targets really could use some toning down, and in general I'd love to see more mobility and NEED for the said mobility during combat scenes.
Ideas:
- Grenades / heavier suppressive fire against your team if you're stuck in one spot for too long.
- More elaborate flanking / surround maneuvers from the enemies.
- More movement options, perhaps some moveable cover items a'la riot shield you could use with your squad.
- Some scenes requiring more tactical thinking from the player, eg fortified positions that aren't easily taken by a frontal assault, places where invisibility is actually useful, enemies that need to be hit from behind to break through their armor (like heavy mechs), and so on.
Inventory and items:
I was a little disappointed to see inventory gone in ME2, although the addition of ammo and weapons that were actually different was a welcome sight; however I was really hoping for some more variation in weapons and weapon modifications, and the said arsenal variety should for the most part be more accessible as well. For example in my playthrough I've never came across a better assault rifle (does one even exist?) and only had 2 pistols and 2 SMGs. Also, heavy weapons seemed rather redundant for the most part. Ideas:
- Moar gunz!
- Perhaps an item-per-item customization system could be put in place, where you could choose between a number of extra add-ons for each given gun - ie having to pick between improved sights or extra firepower on your assault rifle, or a bigger clip vs better aim on this particular shotgun; then allowing the player to select several weapons from the same category rather than one of each if they choose to do so. After all, if you can carry a shotgun, an assault rifle, and a sniper one - why not 3 assault rifles instead.
- Bring back grenades please.
Planet exploration:
Honestly, scanning through 100 planets was dull. It was probably better than in ME1 I guess, but by putting no challenge and no danger of, well, anything whatsoever in exploration made for a very annoying experience. I did it anyway to get the upgrades for the weapons and ship and I'm sure many other players did, but a few times it made me itching for switching the game off and doing something else just because it was so uninspired.
Perhaps scanning/exploration could be made into some kind of a minigame with its own, even if limited dangers. Give the player manual control over the probe and send it flying through hostile environments where it risks dying resulting in a hefty replacement bill, perhaps. But without a challenge, there's no fun in it and I'd really rather see no exploration at all than what there was in ME2.
Teammate involvement:
The way you had to pick additional team members for different roles during the final attack in ME2 was a brilliant idea - now why not expand on this and put similiar choices in a number of missions throughout the game? Send someone to snipe for you from a safe position while the main team makes their assault on a hostile base, or send a distraction attack while you make your way back around; Leave the player deciding whether to focus all forces on the main mission objective or send a team to help out local survivors while their smaller group presses on, etc. This would give missions so much more life and give room to increase the amount of interaction between team members tenfold; I realize it's also a lot of work but even if only introduced for a handful of the main storyline missions, it would be a very welcome sight.
Paragon / Renegade choices:
Please, do away with the skill checks on that entirely. It is very limiting and for the most part, simply frustrating. While in a way it makes sense that your character might not be persuasive or intimidating enough to do this or that, knowing that I more or less HAVE to pick the 'good guy' option for every situation lest I won't have the necessary Paragon level to make a decision that 100% suits my character at the end of the game was, well, lame. It shouldn't be impossible to make a strong Paragon character while at the same time having the guts to say tough words and take tough decisions when your back is against the wall. ME2 was all about choices... so please, don't restrict our choices to either the 'good' or 'bad' ones all the way from the start.
There's more of course, but these are the least 'personal' and I think the ones I thought through best, or at least the ideas I felt like sharing the most.
Modifié par Sethronu, 24 février 2010 - 08:34 .




Ce sujet est fermé
Retour en haut






