(copied my post from another thread, then edited because the act of copying seems to have destroyed the formatting)
I'm sure this has been said before, but here's what I didn't like about Mass Effect 2 (bearing in mind that I play on a PC):
- Removal of the Mako in favor for the seldom-used Hammerhead
I acknowledge that many people disliked the Mako, either because of the terrain or because of difficult handling, but I have to respond to those complaints with "l2drive". I admit the Mako has a bit of a learning curve to learn fine control, but once that control is mastered I really think it's a fine vehicle to drive. Terrain problems can be overcome,
too; just don't try driving straight up a vertical cliff. The weapons you could use with the Mako are also a pleasure to shoot.
The Hammerhead, by virtue of being a hover-ship, has far more maneuverability than the Mako. Jumping, using the boost to zip around, and sliding side to side are all very fun activities, but this inherent agility is detrimental during the instances where you have to stop and pick something up on the ground. Even the word 'picking up' is inaccurate, as you really just turn on a giant vacuum cleaner to suck up something on the ground, without the benefit of just having some kind of grabber-claws to reach down and pick the damn thing up, or even extendable landing gear to stop the Hammerhead from shaking around worse than a dog trying to break the neck of its victim. I also refuse to call the Hammerhead a 'hover-tank' because of the
pitiful defenses the thing is equipped with. You aren't even given an accurate gauge to tell when you should seek cover, just some incredibly annoying alarm that is only loud enough to be heard in the heat of a battle when it's too late to seek nonexistant cover before getting blown out of the sky. The weapon, on the other hand, is quite reasonable, given the vehicle's high maneuverability, but still disappointing in a roundabout way: why can the Hammerhead have an unlimited supply of guided missiles but Shepard still has to rely on random supply boxes laying around to get ammo for the heavy weapons?
- Thermal Clips and the removal of Grenades
Despite what Bioware may think or want you to think with a paper-thin explanation by way of a single codex page, going suddenly from reasonably-managed heat thresholds before a weapon overheats to a hard limit on the number of shots that can be fired at a time
and forcing us to hunt around the level to replenish our weapons is a giant step backwards in in-game weapons technology. Even the behavior is inconsistent with its description; if a thermal clip is just a heat-sink that can be ejected, why am I still arbitrarily limited in how many shots my weapon can make? Why cant the heat dissipate on its own and replenish the number of shots I can make until the weapon overheats?
With the exception of one scene in one optional DLC, thermal clips are synonymous with ammunition. For all intents and purposes, Bioware wanted something closer to a 'shooter' experience in a universe that already had superior technology. Foricbly bringing weapons technology back to the dark ages does not a convincing sci-fi setting make, Bioware.
Wanting to upgrade the ship and the squad's weapons is reasonable; wanting to survive the suicide mission with all hands intact is reasonable; requiring that Commander Shepard, geth-slayer and galactic badass, become a world-raping mining foreman to perform those upgrades is not. Mining rights? We don't need no stinkin' mining rights! Populated worlds? Screw 'em, we'll drop mining probes on all their cities. Starbucks and I are gonna be best friends with how much coffee I'll be ordering to stay awake during each and every mining operation to scrape together every last ounce of four seemingly randomly-selected elements to make these upgrades.
Time may fly when you're having fun, but it
slows to a crawl when you're stuck in some planet's orbit, scrolling around slowly and watching a gauge spike to try to find some resources. Alas, you can't just buy the resources from someone else, oh no, you must go to each and every world, scan each and every square inch yourself, and launch each and every probe yourself. A game is not meant to feel like watching paint dry.
- Removal of Grenades, the new inventory system, and lack of same-sex paramour options
I'm lumping the three of these together because I have less to say about removing grenades and the new inventory system, and because I've griped elsewhere and in other threads about the lack of same-sex paramour options (please see
Fight for the Love). I'm disappointed in the removal of grenades primarily because they were a valued and useful weapon in my arsenal from ME1; setting traps and flushing enemies out of problem spots was delightful. That isn't to say I like some of the new grenade-analogues in the powers; concussion blast is fun.
The streamlined inventory system does save time, but I don't like the limited choice in weapons, all comparably weaker than their potential ME1 counterparts. Why would I want a machine gun that couldn't hit the broad side of a barn when I could put together something with more damage per shot, unlimited shots with an easily-managed heat threshold, and
far greater accuracy than the beefy-looking Revenant? The new weapons sure do look badass, though. Granted, my weapon complaints go away with some well-placed tweaks in the Coalesced.ini. ../../../images/forum/emoticons/cool.png
To reiterate my gripes on the lack of same-sex paramour options: I don't like it when things like this get cut from the game; the spoken dialogue exists for both genders of Shep with all the love interests in ME1, and at least some is proven to exist in ME2.
Now, just so y'all don't think I'm some crusty, hateful old curmudgeon, I'll put forth some things I'm greatly pleased with in ME2:
[*]Shooting gameplay
The shooting sections of each mission are very well-executed and developed, and are a grand pleasure to play. Mowing down scores of whatever foe is suicidal enough to dare tempting the wrath of Commander Shepard in the game while trash-talking in the real world is one of my guilty pleasures. Even the separation of the melee attack from shooting is a thoughtful move (having Shepard's VA's record attacking sounds for this is icing on the cake). I'm not sure I like how much more you're forced to use cover compared to the first game, but getting in and out of cover feels significantly tighter and easier-controlled than the previous game.
I play a soldier in both ME1 and ME2, and I gotta tell ya; Adrenalin Rush
pure gravy. Having the time to line up perfect headshots
and getting double damage while I'm at it is the reason why I max it first, every time. This power is also the reason I don't play any of the other classes (heavy armor was what kept me on Soldier in ME1). I'm not too ecstatic about Bioware moving ammo mods to ammo powers, though.
The new lighting system and graphics used for ME2 really do bring this game to the fore for visuals. Sunset on a planet really feels like sunset, darker corridors with some neon lights elsewhere cast convincing light across objects and characters, and the whole shebang feels much smoother overall than the previous game (the previous game also looked pretty good, but there were some spots with strange lighting or choppy framerate where it didn't look like it should be choppy).
Modifié par Soirreb, 29 juin 2010 - 04:04 .