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Disappointment With Mass Effect 2? An Open Discussion.


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#6576
Felfenix

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Darth Drago wrote...


Felfenix wrote...
2) Recruitment missions, loyalty missions, and on-ship dialog (each character had as much as an ME1 character, for a net gain). There was a lot more character detail and even more character dialog. ME1 had you randomly pick up the first 6 people you meet, and none of them have any real role in the story. Seriously, go back and play ME1 and ME2. You're dellusional if you think ME1 had character interaction or content.

-First off, in ME1 you didn’t randomly pick up anyone to join you. Kaidan and Ashley were with you on Eden Prime. Garrus was investigating Saren before you got to the Citadel, Wrex was hired to kill Fist one of Saren’s contacts and later has a personal issue with the Krogan Saren is cloning. Tali finds the evidence you need and is a Geth expert. Liara is related to Benezia (Saren’s second in command) and also can decipher the beacon info. Each one has a personal interest or role in the story of ME1.

The only ones that have any role in the story in ME2 is Jacob, Miranda Talli and Garrus. They are the only ones who are with you from the start (from either game) and know the real threat and whats at risk. Everyone else is just a merc, just hired for whatever specialty that they can bring or are supposed to bring to the mission. They have their personal reasons for joining you but its not to stop the Collectors and the Reapers. In actuality the only ones you need to finish the mission is Mordin and a powerful biotic (Jack, Samara or Morinth) and since Tali is your tech expert you really don’t need another.


Your whole arguement is just biased spin though. I could use your same arguement for the reverse. Wrex is just some merc who tags along too long. Ashley and Kaiden are just soldiers who happened to be there. Tali has no reason to join your squad any more than the hanar street preacher, nor does anyone else on your squad, really. Liara is the only who really makes a difference in the plot after recruiting her. Wrex, Kaiden, and Ashley could easily have not existed and it would have made no difference. None of your squadmates are especially skilled combatants on Shepard's level, either. Liara is just some scientist, with as much biotic power as any other asari. Ash is just a soldier, and as bland in skill/expertise as it gets. Kaiden is a biotic... with headaches, and he doesn't even specialize in biotics. Tali is... a less than normally experienced quarian teen. Wrex is an epic badass though, but he was a merc, which apparently you hate.

The people you recruit in ME2 are the best in the galaxy at what they do, except Jacob, he's just kind of a random dude in the right place at the right time. You could have just as easily ended up with the engineer doctor instead of him or just not even encountered him. He's good, like ME1 squadmate good, but nothing special. Mordin has more of a role in ME2's story than any squad mate in any game had in any story. Most of the characters in ME2 play as much role in the "main story" as you give them (I'm talking about the special roles: biotic/leader/etc). I could go over why each individual squadmate is someone worth recruiting (Jack being best human biotic, Thane being best assassin, etc.) but you either payed attention, or shut your eyes going NONONO. The loyalty missions, as well as the characters, had big impacts on themselves, the galaxy, and the mission. Legion's loyalty mission, for example.

Darth Drago wrote...

Not one of your ME2 squad is even needed to bypass security or open locks since you as Shepard now is an expert at both.

Granted you do get more interaction and dialog with your squad mates in ME2, one of the things they did right in ME2. However they could have done so much more by adding actual interaction between them especially in loyalty missions and adding a few more lines after you beat the game.

The loyalty missions regrettably are the best part of the game. They brought out so much information about each of your squad mates (except Morinth) that the rest of the game seems like an afterthought.


The loyalty missions ARE the game... well, and the suicide mission. I'd have loved if there were more opportunities for the characters to use their abilities not for mundane things like hacking a box, but for entegral rolls in a mission that utilize their abilities, like in the suicide mission. It was very cool having a use for a biotic, a leader, and tech. I just wish that kind of thing was used FAR more in the suicide mission, and in other missions as well.

Darth Drago wrote...

Felfenix wrote...
1 & 3) How did ME1 have any plot advancement based on your decisions? Youcould do anything and things would turn out the same. You couldn't even affect the characters, other than choosing to kill one of them. Your decisions in ME2 could get everyone killed in more ways than one. You can fail loyalty missions. Even if everyone is loyal, bad choices in the final mission can get some killed. Upgrading the normandy made a huge difference in the story. ME2 has TONS of possibilities. ME1... had the illusion of it, but if you played it more than once, it's clear how linear the game was, and how decisions were pointless other than giving you paragon/renegade points. Ash/Kaiden was the only decision in the whole game, and it had no long term effect. Failing a loyalty mission, or generally just being an ass, could really **** things up in the long term in ME2.

-Let me ask you, how did ME2 have any plot advancement based on your decisions? I cant think of a single one. Upgrading your ship or doing a loyalty mission has nothing to do with advancing the plot. The loyalty missions are nothing but a poorly implemented game mechanic to partially determine your squad mates fates in the final battle.

Choosing either Ashley or Kaidan or even how you deal with Wrex on Virmire had more long term effect in ME1 than any of the possible deaths of your squad in ME2 simply because you still have the final battle to do.

The fates of your squad in ME2 has nothing to do with the plot of the game. They are the result of how you play the game and your choices for the key positions in the final battle. Do you want to do a loyalty mission or not? Do you select the obvious persons for the tech and biotic roles in the final missions or just choose anyone? Lets see Jack over Jacob? Tali over Grunt? Its not rocket science for those positions. The leadership one is more tricky but again isn’t tough to figure out based on the needs of the role.

Just how many loyalty missions can you actually fail anyways? I count only 2, Zaeed and Tali. You cant count Samara since Morinth becomes loyal if you choose her. Your just replacing one for the other in that case. No matter your choice for any of the loyalty missions either paragon or renegade nothing changes with them.


More changes than any of your choices in ME1. I fail to see how ME2 was some massive step backwards. What exactly is this complexity and difficulty of choice and decisions you claim to have been lost in ME2 that existed in ME1? Choosing Ashley or Kaiden had no "major effects" other than having Ashley or Kaiden. Who you choose makes no difference other than having that character around. As for the recruitment and loyalty missions not advancing the plot, the story of the game was about the characters (whereas your squadmates in ME1 were essentially irrelevant to the story) and forming a squad for the final mission, making decisions that affected them greatly enough to change their personalities or cause them to falter in battle. I guess you need an obvious plot with lots of explosions and key jingling, along with the same overdone formula of "Visit 4 places, then kill villain." As for how you dealt with Wrex having an effect? Howso? You choose to kill him, or not, and his personality, opinions... nothing at all changes other than him dying or not, and he has no role in the plot even if he survives, other than just being along for the ride.

Darth Drago wrote...

Felfenix wrote...
4) There was far more actual customization in ME2. Viper v Widow, for example, instead of just LOL+1 RIFLE. You could modify your appearance FAR more, instead of just having the same spandex suit in black, pink, yellow, or brown. The equipment pieces did interesting nonlinear things like choosing between ammo, shields, health, storm speed, and headshot damage, instead of just +1 to defense with each upgrade like ME1. ME2 was the game with unique classes, and abilities that mattered, instead of the generic spamfest of ME1. You really think ME1 Vanguard was more of a unique class than ME2's? There was no "customization" or uniqueness in ME1. Just the illusion of it, as if upgrading but being essentially the same as you were is customization. It's not. The lab and limited credits had you actually making decisions on what upgrades you wanted, and the upgrades were far better than anything in ME1.

-Lets see.. One suit of armor for Shepard and none for any squad mates in ME2 versus all of the ones in ME1. A few armor upgrade pieces in ME2 versus several armor mods in ME. A few unique weapons that your entire squad uses in ME2 versus a large selection of not so unique looking weapons in ME1. No weapon mods for ME2 weapons and a lot of them for weapons in ME1.


Except there was only one suit of armor for everyone in ME1, it just came in different colors that you couldn't select at will. If you think the only unique thing about the weapons in ME2 is their appearance, you're simply wrong. Test all the assault rifles, and see for yourself. You're insane if you think ME2 had an inferior customization for at the very least Shepard? One suit of armor? There are a bunch of suits, such as the DLCs, along with a ton of customizable pieces that have customizable effects (instead of just being generic linear upgrades) and unique appearances. You could dye the armor, mix and match looks, stats, etc. You didn't have nearly as much choice or even options in ME1. Don't be blind.

Darth Drago wrote...
By my count ME1 has ME2 beat by far with the variety of items for customization. Granted in ME2 you do get unique weapons that are far better than those in ME1 however there are way to few of them.

The armor upgrades you get for your armor in ME2 really is nothing more than what you got from your mods or by leveling your talents in ME1 so your not getting more but actually less due to streamlining of the game. If there was a lot more upgrades then it would be different but that’s not the case.

The only true customization with regards to your ME2 armor is the color choice and the fact that the upgrades do change the appearance of the armor. The 2 pattern choices are not even worth mentioning.

As for class uniqueness, sorry but again ME1 is far better with all of the talents you have to choose from when you level up. Even after the Rogue VI mission you are given a choice of 2 specializations for your class. What did ME2 bring? Oh yea, at a certain point you can choose a new weapon to now be trained in or depending on your class a new weapon. Big whoop. Doing that just makes any non soldier class into a more soldier one. That’s not more customization its less.

Felfenix wrote...
6) Planet scanning actually gave planets a purpose and you could actually find things (side missions, rare minerals) out there via exploring. ME1 just had a bunch of planets with the same bland and ridiculously mountainy terrain, a couple enemies at the planet's objective, and a few minerals scattered about that served no purpose. ME1 was a lazily made game with lazy crappy sidequests/exploration/gear that served no purpose.

-Unfortunately the only thing to do with all the planets in ME2 is to waste time scanning them for obscene amounts of minerals to make the smallest of upgrades. With a larger galaxy with more star systems to explore in ME2 there should have been a lot more of those N7 side quests. In ME1 we got a mission that brought you to all but one of the star systems in the game.

At least the UNC planets in ME1 were more believable than all the perfectly breathable planets we got in ME2.

I could say the same about ME2 being lazily made with a lot less side quests, no exploration, and very limited amount of gear.

-The fact is that there are a lot of things that ME1 had that should have been fixed or enhanced to bring into ME2 but hey either got butchered or completely removed. That said there are some things that ME2 did do right with regards to weapons and equipment but they fell flat with a very limited amount of them to select from.


I guess it's a quality vs quantity thing. I'd much rather have a handful of careful made and unique missions, than two dozen missions that are exactly the same, on worlds that look exactly the same, with not even much of a mission.


ME2 should definitely have had more N7 missions. At least one in each system. Having so many systems with nothing really in them except minerals and planet info was underwhelming. I prefer when gameplay elements tie together, like scanning a planet leading to an actual mission.

As far as the guns in ME2, there were more than in ME1. Most of the weapons in ME2 work very differently and are viable, whereas there were only 4 guns in ME1. I liked that some of the weapon mods were essentially changed into powers, and I'd like to see the mod/power system expanded in ME3.


You really honestly think ME2 would have been a better game
if the only pistol was the M5, and every enemy just dropped Lv1 M5 Lv2
M5 Lv3 M5 with each level doing NOTHING AT ALL other than increasing the damage to your level's equivalent? That wasn't customization, options, or variety at all. It was pointless maintenance.
There were only 4 guns in ME1.

I like that ME2 had far more character development. Once you recruit Tali... she just... hangs out on the ship, and tells you about Quarians. She doesn't even really have her own quest. What party members you bring along on main story quests in either game doesn't make much, if any, difference. They all basically say the same things, with a different voice, with few exceptions in both games.

ME2 kept *almost* everything good from ME1, it just streamlined and improved upon those elements, and cut out the waste and unfun elements. ME2 also added a lot of good things of it's own. I hope ME3 cuts out the bad, improves on the good, makes the game smoother, and adds newer greater things too. I'm sorry you don't, but at least you have ME1 if you think it's the pinnacle of perfection.

I miss the elevators, and maybe group dialog more Dragone Age Origins style could/should be implemented in ME3. I didn't like the "click location" thing. I'd also love if there was more squadmate interaction that didn't revolve around Shepard. ME2 started on the idea a bit with the squad fights, but didn't take it anywhere near far enough. I wouldn't like more angsty arguements, but squadmates maybe forming relationships with each other instead of just being there for Shep, or other interactions/scenes/dialog would be great. The arguements in ME2 were a great idea though, but would have been better if it was more like an Ashley/Kaiden choice instead of "Hahaha! Paragons/Renegades don't NEED to make real choices!" like with Wrex.


You don't seem to be willing to open your mind and even consider any possibility other than ME1 being perfection and ME2 being some inferior blight in every way. Is this a discussion on how to improve the series, or just a blind one-sided hate thread, where anything you say is wrong with ME2 is law and no one is allowed to say, think, or feel different?

Interestingly, if you look at your own polls in your own "I hate ME2!!!" topic, most people weren't "disappointed" with ME2 and actually prefer it over 1. It's not the paragon of perfection, end all be all game, but it's definitely been a step in the right direction. Of couse, there are some terrible experiments in ME2 (planet scanning was not fun at all, to me and most people) and things in ME1 most would like to return in some way, but don't try to act like ME2 was a failure or a step in the wrong direction. It wasn't perfect, no game is, but it was a step in the right direction.

Modifié par Felfenix, 27 juin 2010 - 06:34 .


#6577
Darth Drago

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iakus wrote...

Darth Drago wrote...
1. There was a decent story, but not a great one. It should have been a lot better when it came to the actual story about the Collectors and the Reapers. Ending the game just a few steps forward from how ME1 ended is not advancing anything


At best, there's two "half-stories" in the game: Disappearing colonies/ Collectors and building the team. Either of these could have been really good. Unfortunately, not enough focus is placed on either story. Plus it didn't mesh well with ME 1 at all. Almost like they regretted making ME 1 and this is the "real" first chapter.

-Yea, to bad the majority of the game centers around getting that team and then doing their loyalty missions to make sure they are focused for suicide mission. More of a balance would have been a lot better.

There are a ton of things that didn’t work well when you look at back on ME1 as you played ME2. Too many inconsistencies and changes. ME2 did feel more of a reboot than a true sequel, no question about that and your right its like BioWare is ashamed of the first game (or EA has something to do with it and copyright/legal issues?).

iakus wrote...

Darth Drago wrote...
2. There were, I will admit a good amount of well developed characters when you look at your squad mates. A lot of others you meet could use a lot of work to expand on or just seem to be randomly added for no reason like the Batarians you meet the first time you enter Afterlife. All the cameo appearances were weak at best and set up way to conveniently to be in your way as you walked through a location.


I'd go as far as say the squadmates were interesting, though "well developed' is stretching it. The only time we really get into their history and motivation is in their loyalty missions. Otherwise they really don't react much to anything or anyone escept Shepard, which doesn't leave a lot of room for development.

Tali is the only real exception I can think of, as she seems to have something to say whenever quarians enter the picture.

Garrus i think actually lost development, as I was having "Dr Saleon" flashbacks throughout his loyalty quest. (though I will admit this mission actually played out better)

-Well I should have stated that you did have to do the loyalty missions to get the full depth on your squad mates. The lack of actual interaction with other squad mates is on another factor but it would have been nice to see dialog like they had in Dragon Age.

The others on your ship are very lacking in every detail. Even the good ones you meet like Aria, Patriarch and Okeer could have been so much better if they expanded on them more. Even Anderson and Udina were reduced to nothing more than cameo roles not worth visiting in any replay. The Ashley/Kaidan and Liara encounters were totally off and just badly done.

With Garrus you did have a repeat of lines from ME1 (reach and flexibility) and granted his loyalty mission was sort of a redo on Dr. Saleon in a way with him seeing killing his target as the only choice. Funny how he didn’t learn or remember anything from ME1 after the Dr. Saleon quest.

Tali is probably one of the best of all of them, next to Mordin. That could be more because you know her from ME1 and her loyalty mission really hit’s a nerve on a personal level for her on how it ends. None of the other loyalty missions came close to hers in this way.

Modifié par Darth Drago, 27 juin 2010 - 08:56 .


#6578
chassis

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I don't get why people actually start threads like this. Don't you ever think that maybe you're criticizing way too much, instead of just playing it and have fun? I love both ME1(2nd best game ever!) and ME2(best game ever imo) and although they have some flaws, they're tolerable (except for the Mako in ME1) and "they're not often enough to ruin the game".
Instead of creating a stupid thread about your foolish disappointments, why not go to the "ME3 wishlist" thread. Mass Effect 2 is the single game to even come close to "perfect", all games have bugs,flaws and people will always want more, they'll always find some excuse to disapprove the great quality of it.
P.S.: RPG's are not about inventories!!! I keep seeing complaints about inventory.
a) The inventory in ME1 was messy. B) The inventory from ME2 is clean, smooth and works great, really hope they keep it. c) RPG's are about story,depth and individuality,things in wich both ME1 and ME2 succeed at.

Modifié par chassis, 27 juin 2010 - 09:11 .


#6579
chassis

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Darth Drago wrote...
-Well I should have stated that you did have to do the loyalty missions to get the full depth on your squad mates. The lack of actual interaction with other squad mates is on another factor but it would have been nice to see dialog like they had in Dragon Age.

The dialogues in Dragon Age are not voiced, like in Mass Effect, that's why you have the limited conversation wheel. You have to realise that some things can't be done just yet. Personally, i like the conversation in ME, seeing my character talking in those cutscenes and taking action(just the way i'd want him to) manages to create a sense of immersion that i didn't have in DA:O.Don't get me wrong,  Dragon Age is an amazing game, but because of its variety in dialogues, you can't see your character's mouth open or do a "badass" moment.

Darth Drago wrote...
The others on your ship are very lacking in every detail. Even the good ones you meet like Aria, Patriarch and Okeer could have been so much better if they expanded on them more. Even Anderson and Udina were reduced to nothing more than cameo roles not worth visiting in any replay. The Ashley/Kaidan and Liara encounters were totally off and just badly done.

True, they could've expanded on Aria and Okeer (Patriarch reahed his limits), but i bet they'll come back in ME3, this is only the middle part of the trilogy, we should wait and see the finale. Anderson and Udina may have been reduced as cameos, but don't tell me they're not worth visiting.I trust BioWare implicitly and if they say our actions can have dire rammifications in ME3, i believe them. Shepard taking back his Spectre status may be essential, etc. Also, you had to make important decisions in ME1 about who the first human councilor would, BioWare can't make 1/4 of the game with a character that might not even appear. The same goes to Liara and Ashley/Kaidan, even though, i agree this was a letdown(but had me realize how sweet and awesome Tali was :D).

Darth Drago wrote...
With Garrus you did have a repeat of lines from ME1 (reach and flexibility) and granted his loyalty mission was sort of a redo on Dr. Saleon in a way with him seeing killing his target as the only choice. Funny how he didn’t learn or remember anything from ME1 after the Dr. Saleon quest. 

Actually, Drago, Garrus DID learn from ME1, depending on wether you choose the paragon or renegade action. I was paragon and in ME2, he made several references about the things i told him in the first game. He knew i did not approve of his vigilante work and he knew i wouldn't like him killing unarmed people. Also, what happened with Saleon and Sidonis may be similar but it's only because it helps draw out his personality and feelings. This can be seen if you romance him as a female character. It's well made.

#6580
Lusitanum

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[quote]tonnactus wrote...

[quote]Lusitanum wrote...

Good for him. And my point still stands.
[/quote]

What stands??[/quote]

My point. Weren't you reading?

[quote]tonnactus wrote...

Yes its better.If bioware is unable or better do not want(Bringing Down the Sky show it was possible) to make challenging enemy biotics and engineers,its better they took  them out completly instead of making them warp bots or incinerate spammers. Asari commandos that only spam warp and use shotguns at all ranges.
n Bringing Down the Sky they make the enemy engineers on par with shepardt when it comes down to their talents.[/quote]

A good enemy is one who can force you to use your skills in a challenging way, not one who can kill you in one hit. That's the basic definition of "challenge".

[quote]tonnactus wrote...

Good beware an enemy could do the same as the player. [/quote]

Could someone translate this sentence for me? Please?

[quote]tonnactus wrote...

So they even take out even enemy snipers too remove all challenge out of the game.[/quote]

Given that the snipers in ME1 were there pretty much just to take out your squadmates who just kept getting killed because they didn't know when to take cover, yeah, they were a cheap way of screwing you. Again, not an actual challenge.

[quote]tonnactus wrote...

What you call "cheap" i call fair,believable and challenging. Why shouldnt an enemy biotic instant kill you when the player could do the same with him???[/quote]

Wow, that's a big question, it even has three question marks and everything <_<.

And to answer your question: because there are a lot more of them than there are of you? Maybe?

[quote]tonnactus wrote...

Didnt you understand my examples or what?? Kaidan and Liara could lift enemies like the geth colossus and groups of lesser ones. Both had overload and liara had warp.So whats you point???[/quote]

My  point is that unecessary question marks are unecessary. Honestly, more than one "?" doesn't make it more of a question.

[quote]tonnactus wrote...

And yes, "varied" somehow if they have only 3 talents...
Jacob has pull.Samara and jack too. He has fire ammo.Like grunt.Varied???[/quote]

YES! I bring Jacob for specific missions and I bring the someone else for others. Especially since Jacob might have Heavy Pull while Samara or Jack might have Pull Field. On the other hand, both Kaidan and Liara's Lift, Overload and Warp do the exact same thing as long as they all have the same amount of points invested in that specific skill.

[quote]tonnactus wrote...

Not even their special powers are varied.Reave is just an dot version of warp with an healing effect for the biotic.Warp ammo is the ammo variant of warp except the detonations.[/quote]

Exactly: reave heals the biotic and it also does extra damage to Armor. That automatically makes it different. And Warp Ammo is the same thing as all the Ammo powers: a way to equip your gun with a special effect which is better used when it complement the power itself. Incendiary Ammo is great against some enemies, but it still helps to bring someone with freaking Incinerate to work in a combo. And the same thing with Warp.

[quote]tonnactus wrote...

Who cares.He has tools against all defenses with warp ammo.[/quote]

And yet he still benefits from having a party with different powers. Fancy that.

Hell, even the soldier has all the tools against all defenses: Concusive Shot, Incendiary Ammo and  Disruptor Ammo. Or the Sentinel with Warp, Overload and Reave. Or even the Engineer with Overload, Incinerate and Warp Ammo.

That doesn't make THEM invincible either.

[quote]tonnactus wrote...

Or really? I always thought the sentinel has that role and the infiltrator is the sniper specialists. Maybee i am wrong...[/quote]

Yes, you are.

#6581
Felfenix

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[quote]chassis wrote...

[quote]Darth Drago wrote...
-Well I should have stated that you did have to do the loyalty missions to get the full depth on your squad mates. The lack of actual interaction with other squad mates is on another factor but it would have been nice to see dialog like they had in Dragon Age.[/quote]
The dialogues in Dragon Age are not voiced, like in Mass Effect, that's why you have the limited conversation wheel. You have to realise that some things can't be done just yet. Personally, i like the conversation in ME, seeing my character talking in those cutscenes and taking action(just the way i'd want him to) manages to create a sense of immersion that i didn't have in DA:O.Don't get me wrong,  Dragon Age is an amazing game, but because of its variety in dialogues, you can't see your character's mouth open or do a "badass" moment.
[/quote][/quote]

I think he means the Dragon Age dialogue in which party members would start up conversations (not with you, but with each other) while you're walking around or idle. Kind of like the elevator convos in ME1, but much better, and not just in elevators.

#6582
Terror_K

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Felfenix wrote...

I guess it's a quality vs quantity thing.

ME2 kept *almost* everything good from ME1, it just streamlined and improved upon those elements, and cut out the waste and unfun elements.


Sorry, but both of these points have been brought up over a dozen times since ME2 came out, and they're no more true now than they were then.

Why? Because when it comes to RPGs quite often the quality stems from quantity, and as such many of us feel that what's left doesn't quality as "quality" because its too damn shallow and lacking. And secondly, because many of us find the stuff that you call "waste" and "unfun" elements to not be waste and that ME2 is less fun because these so-called "unfun" elements are no longer present.

Whether something is improved is a point of view. If something functions better that doesn't automatically mean it is better, particularly when it no longer functions in all the ways it used to. A shallow, overly streamlined RPG is about as entertaining and useful as a racing car that's had the engine removed to save on weight.

Modifié par Terror_K, 27 juin 2010 - 01:23 .


#6583
Christmas Ape

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Sorry, but both of these points have been brought up over a dozen times since ME2 came out, and they're no more true now than they were then.



Why? Because subjectivity.

Simplified that for you.

#6584
Thajocoth

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tonnactus wrote...

Thajocoth wrote...

I also liked that you weren't overwhelmed by upgrade options when you leveled up in ME2. In the first one, you spend all your points over many levels on the same thing to get good at that thing, not really gaining much... But here, you feel like you're gaining more as you go.
.


Explain please what you "gain" with leveling.There are exactly two option: Bigger range or more damage.Thats it.Not much to gain,the difference between area and heavy overload are 40 points in damage.So everyone would take area for the chance to hit more then one enemy with it. What do you gain in MAss Effect,explained by the example of throw:
Basic Throw:
Cannon fodder.
Advanced: Asari commandos,krogan battlemasters and geth destroyers.

Master throw:Work on geth armatures.

You really gain more possibilites instead of little more duration,damage or range.

With Mass Effect throw,you couldnt throw "protected enemies even at level 4.

You gain new abilities at least every 4th level now, rather than every 12th or so.  How many dots across was that?  That's what I was talking about.  Adding to the effect of something you already have doesn't feel all that rewarding.  Also, not having a billion options is nice.  I like that it's possible to level up enough to completely get everything.  Being able to pay to retrain it all is a definite plus as well.

The part of my post you quoted were improvements in ME2 imo.

#6585
Lumikki

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Terror_K wrote...

Felfenix wrote...

I guess it's a quality vs quantity thing.

ME2 kept *almost* everything good from ME1, it just streamlined and improved upon those elements, and cut out the waste and unfun elements.


Sorry, but both of these points have been brought up over a dozen times since ME2 came out, and they're no more true now than they were then.

Why? Because when it comes to RPGs quite often the quality stems from quantity, and as such many of us feel that what's left doesn't quality as "quality" because its too damn shallow and lacking. And secondly, because many of us find the stuff that you call "waste" and "unfun" elements to not be waste and that ME2 is less fun because these so-called "unfun" elements are no longer present.

Whether something is improved is a point of view. If something functions better that doesn't automatically mean it is better, particularly when it no longer functions in all the ways it used to. A shallow, overly streamlined RPG is about as entertaining and useful as a racing car that's had the engine removed to save on weight.

You are right that is about every persons personal view points. How ever, there is down side too, because some stuff can have negative affect to some other stuff. Let me explain.

I play at the moment old KotOR, the first one. It seem to have create story, don't know yet, because i'm still at very start of it, but looks good so far. Graphics is little old, but does the job. Little bit voice acting improves the impression.

How ever, RPG side is build around basic D&D system. What is base of the combat too. It's full of numbers, stats and situation where characters are standing still while shooting or doing melee. In simple way to say, it's breaking the good impression, what story, graphics and voice acting is trying to create.

Now I can understand that someone likes traditional RPG, even I do. How ever, in modern games, the old tradional RPG isn't good enough anymore. It's like having modern game with text based graphics. We need something better, someting what is alot smoother to keep games general impression running. I hope you get my point.

I mean, good impresion as feeling what you can get from game is more important than alot of different numbers in games. I can ignore sertain amount of number and some numbers can even increase impression if done right. But there is limit where numbers breaks the games general impression and it turns it to number game.

Why ME1 and ME2 is good, because the gameplay is very smooth, you hardly notice when you switch between cinema to combat. Why some stuff was good in ME1? Because there was small details to increase the impression. You could allmost feel the love what developers have put to create those details. Like the elevators and so on. RPG side isn't about numbers, it's about customation and variety. There is many ways to improve customation and variety without increasing alot of numbers what breaks the impression.

Impression is good when player feels that they are part of living world.

Modifié par Lumikki, 27 juin 2010 - 02:59 .


#6586
Seipher05

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[quote]Felfenix wrote...
Your whole arguement is just biased spin though.
[/quote]

Irony 

[quote]Felfenix wrote...
I could go over why each individual squadmate is someone worth recruiting (Jack being best human biotic, Thane being best assassin, etc.) but you either payed attention, or shut your eyes going NONONO.
[/quote]

If you can easily show why every single character is needed in the game, why don't you? Simply saying "I could, but I don' wanna" is a very weak argument. If you can, do, if you can't, don't.

Really, it's not very difficult for me to counter your above position by saying something like: I could go over why each individual squadmate is less powerful than their ME1 counterpart, but you either payed attention, or shut your eyes going ME2ISGOODZME2ISBETTERZ

[quote]Felfenix wrote...
The loyalty missions, as well as the characters, had big impacts on themselves, the galaxy, and the mission. Legion's loyalty mission, for example.
[/quote]

What other loyalty mission has a "big impact" on the galaxy? I can think of Mordin's, and maybe Tali's, but anyone else?

In addition, aside from the lightswitch loyalty on mechanic, how do any of the loyalty missions impact the mission? 

[quote]Felfenix wrote...
The loyalty missions ARE the game... well, and the suicide mission. I'd have loved if there were more opportunities for the characters to use their abilities not for mundane things like hacking a box, but for entegral rolls in a mission that utilize their abilities, like in the suicide mission. It was very cool having a use for a biotic, a leader, and tech. I just wish that kind of thing was used FAR more in the suicide mission, and in other missions as well.
[/quote]

Right, well I think that's the problem most people had with the plot of ME2. You're supposed to be stopping the Collectors, yet the game is mostly about solving problems that have absolutely nothing to do with the Collectors.

[quote]Felfenix wrote...
]More changes than any of your choices in ME1. I fail to see how ME2 was some massive step backwards. What exactly is this complexity and difficulty of choice and decisions you claim to have been lost in ME2 that existed in ME1? Choosing Ashley or Kaiden had no "major effects" other than having Ashley or Kaiden. Who you choose makes no difference other than having that character around.
[/quote]

And how is this different in ME2? If someone dies, what's the "difference other than having that character around"?

[quote]Felfenix wrote...
As for the recruitment and loyalty missions not advancing the plot, the story of the game was about the characters (whereas your squadmates in ME1 were essentially irrelevant to the story) and forming a squad for the final mission, making decisions that affected them greatly enough to change their personalities or cause them to falter in battle.
[/quote]

You make no decision that "affectes them greatly enough to change their personalities or causes them to falter in battle". You complete the loyaltly mission, they pretty much survive, you don't they pretty much die. Paragon/Renegade actions on loyalty missions do not change any of the characters personalities, nor do they influence whether the character survives the final mission. 

If you can give concrete examples of how completing a loyalty mission via Paragon choices results in a different personality and final mission outcome for a character than had you used Renegade options, please do.

[quote]Felfenix wrote...
I guess you need an obvious plot with lots of explosions and key jingling, along with the same overdone formula of "Visit 4 places, then kill villain." As for how you dealt with Wrex having an effect? Howso? You choose to kill him, or not, and his personality, opinions... nothing at all changes other than him dying or not, and he has no role in the plot even if he survives, other than just being along for the ride.
[/quote]

This again? Which character undergoes a personality change from your decisions in ME2? Secondly, considering that every single one of the ME2 cast is killable, how do any of them have a larger impact on the plot than Wrex does in ME1?

[quote]Felfenix wrote...
Except there was only one suit of armor for everyone in ME1, it just came in different colors that you couldn't select at will. If you think the only unique thing about the weapons in ME2 is their appearance, you're simply wrong. Test all the assault rifles, and see for yourself.
[/quote]

What situation is the Avenger better than the Vindicator? When is the Predator more effective than the Hand Cannon? When is the Widow not the best Sniper Rifle?

[quote]Felfenix wrote...
You're insane if you think ME2 had an inferior customization for at the very least Shepard? One suit of armor? There are a bunch of suits, such as the DLCs, along with a ton of customizable pieces that have customizable effects (instead of just being generic linear upgrades) and unique appearances. You could dye the armor, mix and match looks, stats, etc. You didn't have nearly as much choice or even options in ME1. Don't be blind.
[/quote]

The armor pieces in ME2 basically do the exact thing the skills in ME1 did.

- One rank in "Assault Training" gave you a 30% boost in melee combat, now an armor piece does that.
- One rank in "Electronics" gave you a 30 point shield boost, now an armor piece does that.
- One rank in "Fitness" gave you a 10% health boost, now an armor piece does that.

I also question your definition of a "ton" of customizable pieces...

[quote]Felfenix wrote...
Planet scanning actually gave planets a purpose and you could actually find things (side missions, rare minerals) out there via exploring. ME1 just had a bunch of planets with the same bland and ridiculously mountainy terrain, a couple enemies at the planet's objective, and a few minerals scattered about that served no purpose.
[/quote]

Defending planet scanning as exciting and innovative puts you dangerously close to fanboy territory. ME1 has "the same bland and ridiculous mountainy terrain" but scanning a different colored orb over and over and over and over is wonderful and dynamic and cool? I was also unaware that you didn't find side missions and rare minerals on planets in ME1

[quote]Felfenix wrote...
ME1 was a lazily made game with lazy crappy sidequests/exploration/gear that served no purpose.
[/quote]

Did you ever answer the question that was posed to you earlier, the one asking why you bothered with ME2 when you so clearly hated ME1?

[quote]Felfenix wrote...
ME2 kept *almost* everything good from ME1, it just streamlined and improved upon those elements, and cut out the waste and unfun elements. ME2 also added a lot of good things of it's own. I hope ME3 cuts out the bad, improves on the good, makes the game smoother, and adds newer greater things too. I'm sorry you don't, but at least you have ME1 if you think it's the pinnacle of perfection.
[/quote]

I'm curious as to what "bad" parts ME2 even has, according to you, and I'd really love to hear how you wnt them them to make the game "smoother"...

[quote]Felfenix wrote...
You don't seem to be willing to open your mind and even consider any possibility other than ME1 being perfection and ME2 being some inferior blight in every way. Is this a discussion on how to improve the series, or just a blind one-sided hate thread, where anything you say is wrong with ME2 is law and no one is allowed to say, think, or feel different?
[/quote]

Seriously, ironic post of the year!

[quote]Felfenix wrote...
Interestingly, if you look at your own polls in your own "I hate ME2!!!" topic, most people weren't "disappointed" with ME2 and actually prefer it over 1. It's not the paragon of perfection, end all be all game, but it's definitely been a step in the right direction. Of couse, there are some terrible experiments in ME2 (planet scanning was not fun at all, to me and most people) and things in ME1 most would like to return in some way, but don't try to act like ME2 was a failure or a step in the wrong direction. It wasn't perfect, no game is, but it was a step in the right direction.
[/quote]

Err, what? I thought planet scanning "gave planets a purpose and you could actually find things (side missions, rare minerals) out there via exploring." Now, it's not fun at all?

I guess it's only awesome when you need to bad mouth ME1?

#6587
Lusitanum

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Seipher05 wrote...

Err, what? I thought planet scanning "gave planets a purpose and you could actually find things (side missions, rare minerals) out there via exploring." Now, it's not fun at all?

I guess it's only awesome when you need to bad mouth ME1?


Not wanting to join in your lovely chat or anything, but you have to admit that planets now aren't as bad as in the first game. Granted, they mineral scan is BORING as all hell but it still managed to be less dreadful than the constant Mako sections. Less frustration and less time wasted, thank you very much for that Bioware. Now get working on something better than the damned mineral scanning! :sick:

#6588
tonnactus

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Pocketgb wrote...

You completely missed what I was saying. Heck, I'm not even entirely sure about what you're saying.


I missed nothing. Enemies have in the first game have more attacks that they used. Tech and biotic enemies were more interesting in this way then just being warp and incinerate bots.

#6589
tonnactus

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Felfenix wrote...

All the engineer abilities were basically a tech explosion with a single side effect..


That is more then they offer now. Now its just defense stripping or a very small crowd control effect.

#6590
tonnactus

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Lusitanum wrote...

A good enemy is one who can force you to use your skills in a challenging way, not one who can kill you in one hit.


The most challenging enemy is exactly one that could kill the player in one hit. And at least bosses should be able to do same as shepardt could do with his biotics,tech powers and guns. I played through this game with all classes.There isnt any "challenging way to use skills".

Its basicly paper ,rock,scissors.

That's the basic definition of "challenge".

Thats is only your opinion and not more.

Given that the snipers in ME1 were there pretty much just to take out your squadmates who just kept getting killed because they didn't know when to take cover, yeah, they were a cheap way of screwing you. Again, not an actual challenge.

Then explain why they took this out now when they "know" or the player could advise them to do this at different places.

YES! I bring Jacob for specific missions and I bring the someone else for others. Especially since Jacob might have Heavy Pull while Samara or Jack might have Pull Field. On the other hand, both Kaidan and Liara's Lift, Overload and Warp do the exact same thing as long as they all have the same amount of points invested in that specific skill.


The difference was the bigger amount of powers to choose and point to put.So i could max liaras stasis and kaidans medicine skill. And tell: For what you need heavy pull and what could it do pull field couldnt except the little more 3 ses duration it have.

Exactly: reave heals the biotic and it also does extra damage to Armor.


It has the same multiplier against armor like warp.(2x) And on insanity,the duration of powers is reduced so warp did even more damage.

  Incendiary Ammo is great against some enemies, but it still helps to bring someone with freaking Incinerate to work in a combo. And the same thing with Warp.

All that is needed is the squad version of the ammo powers. Its completly irrelevant if someone have a similar power that he/she could cast only every 12 seconds anyway.

tonnactus wrote...



And yet he still benefits from having a party with different powers. Fancy that.



Benefits? Yes. Necessary? Not even on low levels like it seems.

Modifié par tonnactus, 27 juin 2010 - 06:10 .


#6591
tonnactus

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Thajocoth wrote...


You gain new abilities at least every 4th level now, rather than every 12th or so.  How many dots across was that?  That's what I was talking about.  Adding to the effect of something you already have doesn't feel all that rewarding. 


Thats excatly what you gain at level 4. Nothing else except a little more duration or range. Thats it. It doesnt change the gameplay like it did when you could fight geth armatures on foot when you could lift one at advanced lift or hack one with master ai-hacking. This is a real gameplay change. Not an artificial one like you get from the Mass Effect Too talent "evolutions".

There was also the special class the player got after the luna mission. Bastion for example offers a stasis and barrier specialisation that allows to damage enemies in stasis and let the barrier regenrate even during firefights.

Modifié par tonnactus, 27 juin 2010 - 06:19 .


#6592
Pocketgb

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tonnactus wrote...

I missed nothing. Enemies have in the first game have more attacks that they used. Tech and biotic enemies were more interesting in this way then just being warp and incinerate bots.


That would make for an interesting argument, definitely, but these:

tonnactus wrote...

Throw, Lift cover,stasis ,warp


Weren't ever used by the enemy (unless you count that cutscene on Noveria). Biotics just threw a generic 'biotic ball' that knocked you down for a moment if it hit you.

In regards to enemy engineers, did they even ever do anything besides just overheat your weapons? If you've got a source proving otherwise it'd be great to see.

What you should've mentioned, which is definitely something ME2 was lacking, would've been enemy snipers. You'd also be more onto a point if you were talking about ME1 having a more interesting combat because there were more abilities to use.

Essentially I was confused because you used what I previously said to you (the part of which you based your next post to me off of) was high-lighting how there is still plenty of CC in ME2. You used that to go on a largely unrelated tangent.

#6593
lazuli

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Seipher05 wrote...

Right, well I think that's the problem most people had with the plot of ME2. You're supposed to be stopping the Collectors, yet the game is mostly about solving problems that have absolutely nothing to do with the Collectors.


The loyalty missions, to me at least, make a lot more sense than searching space monkeys for modules when you're supposed to be tracking down a rogue Spectre.

When you get right down to it, both games are ridiculous.  It just seems that nostalgia is preventing people from seeing the improvements that have been made.

I'm not sure if this will help, but the narrative structure of ME2 compares more readily to a television series than a movie or a novel.  Thinking about it in this way puts loyalty missions in perspective.  It all builds to the series finale.

#6594
Seipher05

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Lusitanum wrote...
Not wanting to join in your lovely chat or anything, but you have to admit that planets now aren't as bad as in the first game. Granted, they mineral scan is BORING as all hell but it still managed to be less dreadful than the constant Mako sections. Less frustration and less time wasted, thank you very much for that Bioware. Now get working on something better than the damned mineral scanning! :sick:


The only part of the Mako I couldn't stand was all the friggin' mountains. Whether someone prefers planet scanning or Mako exploration is largely subjective, so I don't see why I "have to admit" that scanning is objectively better than the Mako.

Secondly, my point was that when putting down ME1, planet scanning gives meaning to planets and serves as an excellent "exploration" mechanic, but later, in what I suspect was an attempt to counter allegations of "fanboism", planet scanning is boring and needs some work.

#6595
tonnactus

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Pocketgb wrote...


Weren't ever used by the enemy (unless you count that cutscene on Noveria). Biotics just threw a generic 'biotic ball' that knocked you down for a moment if it hit you.


Shiala clon used warp and throw. Benezia uses stasis and a warp-throw combination.
Asari commandos used throw,warp and lift the cover.

Rachni broadwarriors used warp and stasis. The krogan battlemaster on therum used warp and throw. When he charged,he aways prepared that with a blue ball that dont knock shepardt and his squad down,but reduces the healthbar slightly.(this was one effect of warp that was visible)

Batarian shocktroopers.Warp.

In regards to enemy engineers, did they even ever do anything besides just overheat your weapons? If you've got a source proving otherwise it'd be great to see.


Geth hoppers: Sabotage, destroy shields with overload, damping, poison.(lifebar became green)

Husks(tech enemies too): Electric blast.

Salarian engineers in Talis rescue mission: Overload and sabotage.

Balak and the batarian engineers: Damping(green animation on shepardt body and/or his squadmates) ,overload, sabotage , neural shock(squadmates went down and lifebar became green)

One crime boss in the helena blake mission was a tech: Damping,sabotage,overload, neuralshock.

 You'd also be more onto a point if you were talking about ME1 having a more interesting combat because there were more abilities to use.


Yes,of course.But not only because shepardt had more powers.That was true for the enemies too.

Modifié par tonnactus, 27 juin 2010 - 07:02 .


#6596
tonnactus

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Seipher05 wrote...


The only part of the Mako I couldn't stand was all the friggin' mountains. Whether someone prefers planet scanning or Mako exploration is largely subjective, so I don't see why I "have to admit" that scanning is objectively better than the Mako.


It doesnt matter anyway because getting minerals were only optional in the first game.

#6597
tonnactus

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lazuli wrote...

The loyalty missions, to me at least, make a lot more sense than searching space monkeys for modules when you're supposed to be tracking down a rogue Spectre.


But it make so much more sense to solve daddy issues of people who should be professionals but were not when the galaxy is in danger. Sure.

#6598
Seipher05

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lazuli wrote...
The loyalty missions, to me at least, make a lot more sense than searching space monkeys for modules when you're supposed to be tracking down a rogue Spectre.

When you get right down to it, both games are ridiculous.  It just seems that nostalgia is preventing people from seeing the improvements that have been made.

I'm not sure if this will help, but the narrative structure of ME2 compares more readily to a television series than a movie or a novel.  Thinking about it in this way puts loyalty missions in perspective.  It all builds to the series finale.


In a similar veing, I could easily say that it seems "moar 'splosions!11!1!!!" is preventing people from seeing what was lost. The fact that I enjoyed being able to change the armor on my teammates, adding modifications to my weapons, and having main missions be connected to the main plot aren't symptoms of nostalgia.

Similarly, if you liked the modular armor system, the streamlining of skills, the better combat controls, and the elimination of endless Mako driving, it doesn't mean you're a "splosions" seeking dullard.

It's all a matter of opinion, not rose-colored nostalgia or brain-damaged induced sploshions fanaticism.

Lastly, I'm not sure how the loyalty missions "all build to the series finale"? They're entirely optional in ME2, and have nothing whatsoever to do with either the Collectors or the Reapers, so I'm not sure how they're essential to the final act...

Modifié par Seipher05, 27 juin 2010 - 07:09 .


#6599
tonnactus

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Seipher05 wrote...


Lastly, I'm not sure how the loyalty missions "all build to the series finale"? They're entirely optional in ME2, and have nothing whatsoever to do with either the Collectors or the Reapers, so I'm not sure how they're essential to the final act...


Only some of whem like the decission if the heretics were rewrited or not could play a role. But it doesnt matter if Mirandas sister go back to her daddy or not...
Or better shouldnt.
After this "sequel" a story and plot that make sense isnt guaranteed anymore.

Modifié par tonnactus, 27 juin 2010 - 07:25 .


#6600
lazuli

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Seipher05 wrote...



In a similar veing, I could easily say that it seems "moar 'splosions!11!1!!!" is preventing people from seeing what was lost. The fact that I enjoyed being able to change the armor on my teammates, adding modifications to my weapons, and having main missions be connected to the main plot aren't symptoms of nostalgia.

Similarly, if you liked the modular armor system, the streamlining of skills, the better combat controls, and the elimination of endless Mako driving, it doesn't mean you're a "splosions" seeking dullard.

It's all a matter of opinion, not rose-colored nostalgia or brain-damaged induced sploshions fanaticism.

Lastly, I'm not sure how the loyalty missions "all build to the series finale"? They're entirely optional in ME2, and have nothing whatsoever to do with either the Collectors or the Reapers, so I'm not sure how they're essential to the final act...


I appreciate your respectful tone.  The whole "sploshuns" thing is getting old, and it's nice to find someone that can see both sides of the issue.

And you're absolutely right that the loyalty missions are optional.  But they're character development.  What's the point of watching the final episode if you don't care about any of the characters?  My analogies could be a little off.  I don't watch much TV.  But I know that catching the end of, say, "Avatar: The Last Airbender" without any knowledge of the intricacies of Zuko's metamorphosis or his sister's unraveling sanity would weaken the whole experience significantly.  But I'm getting off track.

Arguably Bioware could have done a better job relating all of our characters to the Collectors and the urgency of the suicide mission.  But then they'd risk coming off as heavy-handed or too dour.

Or they could have kept us with our old cohorts so that less insight into our companions' backgrounds would be necessary.  But I like our new cast too. 

In the end, I found the loyalty missions to be an effective way to add meaning to our companions, even if dealing with daddy issues didn't have any obvious bearing on the overarching plot.