First off, thanks to Finn and Dowzen for bumping this thread. Im done with the clusterbleep "discussion" thread where you say your opinion and get attacked by the same 10 people over and over and over for 200 pages now. Rather spend my energy on a positive and productive thread like this and http://social.bioware.com/forum/1/topic/103/index/2606152/1
So if you have something mature to add to thread about game, please feel free to post here.
Thanksfinnithe wrote...
1. The End Mission
I hate playing the game a lot of posters here like to play, the one where we compare ME1 and ME2, but I really liked how well Ilos flowed into the Citadel fight in ME1 (I guess that's spoilers but what are you doing on a Mass Effect board if you haven't played the game). My main problem with the mission is that despite collecting a team of specialists, we get to see very few of them in action. I would have liked to have seen that "hold the line" scene, and see my team come together. This would have alleviated some of the problems with not feeling as if we really had a team by the end of the game.
Totally agree.
Not the ME1 vrs ME2 part as Im guilty of twisting the ME2 fanbois emotions up till they drooling all over themselves. Cant help it, you back a unbackable cause you gotta expect to be made fun of.
But your right about the pacing of Ilos to Citidel. Ive said many times that the strongest point of ME1 was you were so connected to the main story that everytime Saren appeared or you finished part of the quest you couldnt wait to continue to the next till you were totally and completely emotionally spent from the emotional connection and pacing of ME1.
ME2, well you went till you were tired or needed a break and stopped. No problem at all. There were no hooks holding you to storyline because the storyline was just background noise for the main function on ME2, which was combat!
If ME2 had the pacing ME1 had, no one would be complaining. thousands and thousands of posts (by different people, not the same 20-30) would suddenly up and disappear as the main issue with ME2 would no longer be a issue.
finnithe wrote...
Some people have said that they don't feel like a Commander. Perhaps you could have let us plan the tactics of the "hold the line" part a bit more, allowing us to deploy certain people in certain areas, It would have been nice to see Thane and Legion sniping, with Garrus, Zaeed, Grunt, Jack and Jacob doing most of the fighting. In other words, it would have been nice to see our specialists in their roles. Seeing team leaders, tech specialists and biotic specialists in action I thought was a great idea, and went further in making the attack believable, Still, this would have improved it a lot.
careful, around here saying "some people" or "many people" or "alot" gets the reply "prove it", which of course no one going to do. People asking can go through the posts, im not going to for them.
Again your right though. You didnt really feel like a crew, you felt like individuals joining for a common cause. The crew in ME1 felt like a crew or group. And yes, other then the tech part of final stage (spoiler so cant say more), no one really did their job. Im ME1, thanks to the tech skill, it mattered with objects and stuff. That was gone in ME2 so it really didnt matter if someone was a tech or a biotic really. Actually at higher difficulty levels it was better you didnt rely on tech or biotics (which made it even more a shooter in design).
finnithe wrote...
The mission itself felt just a bit on the short end.
It was on the short end. The game was really a 2 parter, getting and getting loyalty of crew so you could do the main supposive main storyline. They were two seperate things.
In ME1, everything was in some way connected to Saren and the Reapers so even when doing side missions you felt like you were doing something for the main storyline (with exception of a couple or 3 alliance based missions).
finnithe wrote...
2. Squad made interactions
When I say this I am referring to conversations between squad mates. These are pretty much restricted to the squad mates' own loyalty mission or recruitment, where your other squad mate will make short conversation with the loyalty mission squad mate. While this is nice, the game needs A LOT more. Additionally, restricting interactions to single missions results in players experiencing only a small amount of the dialogue.
110% on this Finn.
Said this at start of thread and elsewhere, I miss the elevetors
I intentionally rode the elevators in ME1 to learn about my universe and squad mates and how they interact togather.
I also think that if your going to give a squad member one personallity and anouther the polar opposite, you need to make situation (on board the ship and when out in feild) where those two personalitys conflict and clash.
Goto first post of thread to see what happened when I took Miranda and Jack as a prime example of lack of immersion and interaction in ME2.
finnithe wrote...
3. Weapon Customization
It disappoints me that I get more weapon customization when I'm playing Battlefield: Bad Company 2 on my PC. That said, BC2 is a great game, and the game would benefit if it took some lessons from it. Games like BC2 and CoD allow gun customization by letting you add sights with varying magnification, foregrips, (smoke) grenade launchers, shotgun attachments, or silencers. I haven't played Alpha Protocol but I understand it also lets you do that. It'd be nice to have the Mass Effect universe version of a silencer for my Locust. Mechanics such as Threat still have a place in Mass Effect, as Army of Two has shown that a rudimentary implementation of it can work in a shooter.
4. Armor customization
I sort of just want a few more parts and more armor types. There's a good base here, it just needs to be increased.
Weapons and armor never been my deal but I agree that more customization is better.
I found it annoying I couldnt put the N7 visor on the collecters armor in ME2 as a example.
finnithe wrote...
5. The Collector Threat
The Collectors just don't feel threatening to me. It would have been nice for TIM to maybe give you some sidequests to foil some trades the Collectors are wont to do. I think there isn't really enough news about colonies getting hit either. Seeing examples of empty colonies on news vids, hearings Councilors getting more and more stressed as these colonies get hit, or things of that nature would have helped in this regard. I sort of wish that the rest of the Presidium was still in game so that I could see and hear the Councilors or other citizens but oh well.
So true.
Collectors could have been as big a threat as Soverign and just as impressive but game wasnt designed around that and the story suffered because of it!
I liked the loyalty quests to be honest but felt they should have been larger in design (expecially Thanes and Jacks and Jacobs but....
We should of had the crew members from the get go (exception being Jack and Thane whose origin stories did add to their characters) so we didnt focus on finding them but rather we focused on getting to know them while doing THE MAIN STORYLINE.
The main storyline just didnt receive the importance it should have (like Saren and soverign did in ME1) and the game suffered because of it.
Less time running around universe playing taxi and more time chasing collectors and coming togather as a team/unit/squad.
Great post Finn, thanks for your addition to thread
Modifié par Kalfear, 08 juin 2010 - 04:27 .