Oblarg wrote...
Problems with ME2:
1. Inventory and Character Building.
It was dumbed down. There is no way around it. Fewer abilities (only three per squad member with the exception of Shepard? Honestly?), completely linear gear progression (if you can even call it gear progression), and general lameness (everything was bland, even with the ability evolutions). Please bring back the inventory for ME3. Also, weapon skills are not a bad idea, however ammo works better as an upgrade than as a skill.
Companions with fewer abilities encourage you to manually level them up (in ME1 I pretty much always used auto level for companions), ability evolutions let you create more unique characters and the inventory in ME1 was just a waste of time.
2. Power Usage
Global cooldown is terrible. It makes it impossible to get any synergy at all using powers on one character, due to the long cooldown with relation to power duration. This overbudgets some powers with short cooldowns but high utility/damage (lift and warp, obviously), and makes others (shockwave, push) pretty bad. This is exacerbated by the insane nerfing of biotic abilities - when I used push in ME1 I felt like a badass, throwing a large number of geth in front of me into a wall, crushing them. In ME2, it was feeble and worthless. Chipping away at armor so that I can lift the enemy when he's already as good as dead is very, very unsatisfying. Barrier powers were all but useless.
Global cooldown makes you think more about what abilities you use and also stops people just spamming all their abilities on a single enemy. Now you actually think about what a power does before you use it.
The protection system simply adds another layer of challenge. You seem to be forgetting that most enemies don't have armor or shields, just tougher enemies who logically should be able to resist your attacks.
3. Graphical Style
I know I'm in a minority here, but ME1, performance issues aside, looked better than ME2. The softer colors and greater use of bright lighting and bloom just made the atmosphere more intriguing and fitting for a science fiction RPG. The armor was sleeker and looked more futuristic and awesome. Faces weren't quite as good, I will admit that, though ME2 faces look a bit *too* pristine to be believable. ME2 was too dark - there was no bright lighting anywhere. Everything seemed sterile and lifeless and overly-polished, nothing had the nice organic feel that it had in ME1. You can have a dark atmosphere without eschewing all bright colors - create the atmosphere for the plot through storytelling, there's no need to ram it down our throats with the graphics. In addition, the armor models looked clunky and awful.
Artistically they're slightly different. I personally do slightly prefer ME1's art style in places, although mostly I think ME2 just looks like ME1 with slightly warmer colours.
4. Ammo
The first system worked fine, changing it was unecessary and just detracted from the experience. Running around after thermal clips is not fun. It also created some rather glaring holes in the lore (oh yeah, these people who have been shipwrecked and cut off from society for ten years have access to technology that was developed two years ago!).
Overheating wasn't much fun at all. It either meant that you could fire almost constantly without pausing (my Vanguard character only overheated like 3 times for the entire game) or you had to be ultra careful. I never have to run around after thermal clips (they basically wave them right in front of your face) and, honestly, it's a lot more fun than overheating in the middle of combat.
5. Planet Scanning
This sucks.
So did the Uncharted Worlds. And one takes quite a bit less time.
6. Character Sidequests
While the characters themselves were much improved in ME2, these were formulaic and, while they did occasionally offer some good dialogue and insight into the character, seemed more like timesinks.
If you say so, I don't see how they were any different from the ME1 character quests. Except that most of them were cool.
7. N7 Sidequests
Searching all over the galaxy for these isn't particularly fun, and they don't feel particularly rewarding, especially given the shocking absense of any interaction with people in any of them. At least there were no Mako sections, but still, there need to be fewer of these, and they need to be more fleshed out and fun. Throw in some NPCs. Make them engaging. Make the player actually care about the outcome (a small dialogue at the very end of the mission asking which target has to die isn't particularly compelling, especially as there were no NPCs to set up an emotional attachment with either target). Quality over quantity, folks.
I agree, although they are definetly a step up from the majority of the UCWs.
8. Linearity
There plot is overwhelmingly linear. I spent the entire game wanting to tell the Illusive Man to go eat ****, but couldn't until the very end. I had Kaiden tell off Shepard for something which I, the player, also would have told off Shepard for, yet I had absolutely no choice in the matter because there simply was no option there. Linearity itself isn't much of a problem, but the game sets up a moral spectrum and wants you to make choices based on it, yet the most fundamental choice isn't yours to make. The entire "working for Cerberus" plot was hamfisted and unconvincing, and I hope more believable options will be available in ME3. Even past the Cerberus mess, the only major plot branching was based on one decision at the very end, and whether or not you had completed all the character sidequests. Lame. Also, punishing players who walk the middle ground between Paragon and Renegade by making it impossible to resolve the crew conflicts by doing so is stupid design.
I never really understood this, how is the plot more linear than ME1? I'll admit that at first working for Cerberus is somewhat jarring, on the other hand it creates interesting moral choices. Also what's the alternative? If you don't except Cerberus' offer, there's no game. You also seem to be forgetting that in ME1 there was no choice about you becoming a Spectre, or about being sent into the traverse after Saren. ME1's plot wasn't swayed that much based on your choices either.
Things that were done well in ME2:
1. Combat
Cover system is wonderful, and makes up for the rest of the combat shortcomings. However, I loved being able to soak damage in ME1 - my vanguard in ME2 can't soak much of anything, and it really removes the image of being an unstoppable juggernaut when you're forced to spend most of the time sniping from cover with your pistol (or, in my case, assault rifle) because you can't use your shotgun without being ripped to shreds.
Didn't really find that and I'm playing a vanguard right now.
2. Character Depth
The characters were more believable, and the dialogue was much improved. Thane, for example, was great to chat with. He had an extensive backstory and a believable personality, and the dialogue with him was great. I hope in ME3 they take this further and have characters actually react a bit more to Shepard's actions based on their personalities.
Agree.