Before I make what is bound to be a long post, I'd forgot to mention Fallout for the potential hybrid I alluded to earlier. F3 combat, Persona emphasis on story, Heavy Rain graphics.
[quote]Onyx Jaguar wrote...
You have addressed this but everytime someone gets you to explain this point you latch on to someone else who's called you out on it in a different way.
Between the two games, combat mechanics aside what is handled differently in Storyline presentation.[/quote]
Both games have shooting, yes, but just because both games have shooting doesn't mean they're bobbsey twins.
[quote]Orkboy wrote...
Audio breifings - TIMs briefings are voiced, but everything else comes via the email system and to me that just seems like a cheap cop out. ME1's briefings wether it was Hackett of the shadow broker or whoever else, added to the immersion and feeling of a rich univeres. ME2 just feels like i'm reading a blog.[/quote]
[quote]SithLordExarKun wrote...
Heres what i think which you mentioned a while ago. ME1 has heavier RPG aspects and lesscombat mechanics while ME2 is the complete opposite.
Does this mean ME3 will be perfectly balanced?[/quote]
[quote]Shockwave81 wrote...
Now I'm not being nostalgic here, merely stating a few differences that I believe made ME1 more 'interactive' and 'customisable' as far as player choices go (I will elaborate and probably deviate from this, but thoughts will pop into my head as I progress...)
1: Shepard's interactions with the Council on the SR1. Players could choose whether or not to take a holo-call in almost every single instance. The game did not force players to speak to the powers-that-be, before railroading them into the next main story mission.
2: Players could choose the order in which they would visit each main world.
3: Many (if not most) side quests encouraged players to consider the consequences of their actions (irrespective of a potential carry-over to ME2) see: Toombes, Tali's data, Helena Blake, Major Kyle etc.
Now, some might argue that ME2 railroaded players into the main story missions because it would have adversely affected the pacing if players were allowed to fly around scanning planets and completing side quests while the events on Horizon were taking place, but I beg to differ.
Using Virmire as an example, the Council gives you a tip that a certain someone may be on the planet - however they also go as far as telling you that they don't want to become involved in the 'specifics' of Spectre activity, but only want you to be aware of all of your options (love those little interactions in case you didn't notice).
I didn't rush off to Virmire as a result of this information - I dithered about on numerous uncharted worlds, mucked around talking to my squad mates etc. When I finally DID visit Virmire (on every playthrough), I never felt as though I was 'late for tea' - a tribute to the game's design as far as I'm concerned.
As I briefly mentioned earlier, while there was a general itinerary to follow (Therum->Feros/Noveria->Virmire in my case), players could choose the order in which they would visit each world AND this was actually factored into the game as evidenced by the debriefings in the SR1 comms room.
The fact that this is not possible in ME2, by virtue of the fact that the Collectors can't be in two places at once for certain reasons, is indicative (again, my opinion only) of a weaker story (in terms of the main villains) and pacing. Assuming players gather every team mate, there is almost no connection between the order you build your team, and how the story pans out.
Your squad-mates are kept so entirely separate from one another (on and off the SR2), that it robbed ME2 of the potential for a sense of team spirit that could have made the game even better.
If the main story of ME2 had of been all about TIM's manipulations (and Shepard's reactions to these) as opposed to building an uber team to fight the Collectors, then I'd be inclined to think more highly of ME2, especially in terms of foreshadowing for ME3 anyway - which remains to be seen.
I won't bother talking about the side quests - that's been done to death.
Bla bla bla. I'm actually getting bored of visiting the forums now. Guess I'll just stay away until new DLC is announced or something.

[/quote]
*Note. My first playthrough for ME2 I recruited Thane before Samara. After recruiting Thane, I was forced to go to Horizon. It was really stupid because it killed the Immersion. Now if Samara is RIGHT THERE, why the hell are you going to leave?
[quote]Kyzzo wrote...
ME2, in and of itself, is not really disappointing. It's one of the most entertaining games I've played. I don't find the lack of conventional RPG mechanics particularly disappointing either. However, the radical "paradigm shift", if you will, that Bioware seem to have deemed necessary for whatever reasons is indeed quite a bummer.
The first time I played ME1, I had the impression that Bioware had intended for the game to be more than "just a videogame", something beyond mere escapist entertainment. I recall one of the good doctors of BW (I'm almost certain that it was Dr. Muzyka) stating in an interview that they wanted to take their videogames to the level of serious art. ME1 was, I thought, a good, promising -albeit a bit awkward and indecisive- initial attempt in that direction. The game seemed to be striving to be larger than the sum of its parts, yet not confident enough that it could actually achieve that goal. But that made the game very charming at the same time, and despite its more than a few weaknesses, it still made it possible for the player to actively participate in creating a memorable "experience" far beyond that of just shooting and blowing sh** up. Fortunately, it sold reasonably well and garnered critical acclaim. After those wobbly first steps that ME1 had taken, I thought that the sky was the limit for BW.
Then came ME2. It's no doubt a far more polished game and quite addictive. I'm on my 10th playthrough and still having a blast. It is, however, "just a videogame", nothing more, nothing less, with hardly any trace of the lofty ideals and aspirations of the first game. I don't even mind the somewhat sloppy writing and the lazy design (E.g. in a game which is supposedly heavily character-based, there are no interactions, no dynamics among the characters that make up the "badass squad", the focus of the whole game). The shiny veneer that the much touted combat system is more than compensates for such shortcomings of the game. It is, after all, mere escapist entertainment. Needless to say that I'm looking forward to playing ME3, even if it too turns out to be just a videogame. But I hope that in time BW finds the courage to do what they claim to aspire to.[/quote]
[quote]SkullandBonesmember wrote...
There isn't really any "choice" in tactics when you get down to it. Yes, I'm well aware there are different classes, but these classes all amount to combat no matter which way you look at it.
The only reason I put up with the combat is to experience the role play aspect. Certain aspects of the role playing experience is optional. Firing a gun for uber pwnage is not.
The following is what transpires when Bioware takes to marketing their games the way they do with ME2:
"Who cares about the story?
It's all about the gameplay and it looks sick."
Yeah. Who cares about the story.
http://boards.ign.co...6/188331213/p2/5th post down.[/quote]
[quote]SkullandBonesmember wrote...
[quote]uberdowzen wrote...
How is the combat emphasised over plot? I'll give you combat emphasised over RPG elements but not over plot. And considering that there is just as much (if not more) character interaction in ME2 than in ME1, how has it suffered?[/quote]
Let me spell it out for you. To get from the beginning of a main world to the end took about 35-45 minutes on average with my ME1 Shepard. After every main plot world we can see how everybody in our squad is with the exception of Tali, we could chat it up with Conrad again at the Citadel, we could check in with Anderson and Udina, and we could give the post mission report to the council. There was also the scenic view. When all is said and done, dialogue was even with the length of missions, sometime even more. In addition there was a lot of dialogue and character interaction DURING the missions. Now let's look at ME2. We could get maybe 10 minutes of dialogue on average with SOME characters if milked dry. After those 10 minutes, we're thrown in with an hour long plus mission stopping for the occasional renegade/paragon interrupt. We can talk to Garrus only TWICE. Your entire squad is almost always too busy to speak with you. We have more squad members, but not more dialogue to reflect that. And there's hardly any discussion with anybody post main mission. Instead we get text to read from emails. The only time Anderson talks again is after meeting Ashley.
Face it. There's a reason groups like this were started-
http://social.bioware.com/group/1763/We get more emotional satisfaction from chatting with the crew as opposed to headshots.[/quote]
[quote]SkullandBonesmember wrote...
[quote]uberdowzen wrote...
That's not combat over plot, that's action (action = combat + conversations on main missions) over companion conversations. The character's stories are told through their loyalty quests rather than their conversations.[/quote]
Their loyalty quests have very little dialogue when you compare it to the ratio of combat. Just give me a relaxed, personal environment to grow the relationship between my Shepard and the crew.[/quote]
[quote]Terror_K wrote...
[quote]Jebel Krong wrote...
why does there need to be an inventory just because the game is also an rpg? stop defining games by certain features that have to be checked off and you'll enjoy them a lot more.[/quote]
Translation: stop liking the factors you enjoy in a game and you'll enjoy it a lot more.
Sorry, but as much as I enjoy a good shooter, when I play an RPG I expect it to at least have some depth to it and a decent amount of items. To me telling me to just enjoy an RPG without an inventory would be like telling me to enjoy a shooter without any weapons or a beat-em up with no special moves whatsoever.[/quote]
[quote]Terror_K wrote...
Because of course, as usual, everything is an extreme, isn't it? Because I say I enjoyed having an inventory, it therefore MUST be the best friggin' factor of the entire game! Oh, and that means all those other factors you listed aren't important at all. And, yes, that must also mean I want an extremely complex RPG that would confuse even Stephen Hawking filled with a billion interwoven stats, turn-based combat and dice rolls![/quote]
[quote]Terror_K wrote...
They're only "outdated" because today's so-called "gamers" want everything to be overly simple and basic. Most of ME2's mechanics are more dated than ME1's ones (either that or they're simply done to death in modern games) but because they're the current trend and flavour of today's audience then they're considered okay. Yes, Mass Effect 2 is more "with the times" than ME1 was, but said "times" are pretty damn shallow and cliche and getting tired. Good mechanics that work no matter how old out "outdated" they are are still good mechanics that work.[/quote]
[quote]SkullandBonesmember wrote...
[quote]iakus wrote...
[quote]Palidine_0225 wrote...
Put simply I buy Bioware games for the story not some ground breaking gameplay. I buy Valve, id Software, and Epic if I want to see some new earth-shattering combat in a game.[/quote]
This
I can forgive a lot in a game when it has a gripping story to tell. Unfortunately, when the story's weak, I start to notice the other imperfections, like how the crew of the Normandy's dressed like a soccer team, how all the missions are pretty much the same, how disconnected from ME1 this "sequel" is. How you really only need half your recruits for the suicide mission. Next thing you know you've reinstalled BG2 and having a blast.
Speaking hypothetically of course

[/quote]
Agreed with everything you both said.
Two games that come to mind with various problems but the story makes up for it is Final Fantasy X and Shadow Of Destiny.
[quote]uberdowzen wrote...
I think the problem with your argument is that BW can't have lots of companions with lots of dialogue, you have to choose one or the other and gameplay wise more companions is on the whole more interesting than the dialogue (which I suspect the majority of people skipped anyway).[/quote]
What's the point in having more companions if you can't chat with them? Just for more ways to kill any enemy? As Shepard would say, fun fun.
And if you're not interested in milking dialogue for all they're worth, just play one of the plethora of shooters that don't focus on dialogue and leave what little games like Mass Effect story driven fans love alone.[/quote]
[quote]Terror_K wrote...
At least Mass Effect was
trying be be an RPG, rather than trying its hardest not to be one while still fitting the definition like ME2. ME1's problems weren't solved with ME2, they were eliminated by just scrapping the issues entirely and falling back on overly simple shooter mechanics or just complete elimination. And said mechanics are dull, shallow and done to death.[/quote]
[quote]SkullandBonesmember wrote...
[quote]uberdowzen wrote...
Firstly, a large majority of people thought ME1's combat was broke.[/quote]
To combat fans.
[quote]uberdowzen wrote...
Secondly, I completely agree with what was said on that youtube clip, but honestly ME2 has a lot of character interaction and as I stated earlier I actually thought most of ME2's characters were deeper than ME1's. Anyway, almost all good sci fi at some point gets around to everyone going off and shooting something.[/quote]
No it doesn't. Maybe out in the middle of a fight, but who the hell feels like having a chat for a few minutes just to be dropped RIGHT BACK into a fight? Not sure who it was but somebody FROM BIOWARE said, and I'm paraphrasing-
"There's just enough combat for you to look forward to relaxing after missions to get to know your squad and just enough socializing for you to look forward to get back into the action."
Which, was a complete lie.[/quote]
[quote]SkullandBonesmember wrote...
[quote]geordiep wrote...
Storyline.... erm ME2 has a storyline? Too much 'making buddies' with crewmates too little kicking a**.[/quote]
Wow. Just wow.
Most of the fans that bit**** that the combat sucked in ME1 orgasmed playing ME2.
And tell me. How does headshots further a story?[/quote]
Alright, I'll end with this. I made this point at the original boards but I'll repeat myself. Shooter fans and story driven fans cannot and do not mesh.
Those are all my biggest points. Now, is there anything you need clarified or need to go in more detail from those quotes or something I didn't mention so you understand my stance better?