Jebel Krong wrote...
but you don't play and enjoy games for one or two gameplay mechanics. or do you? mass effect (series) is not defined by it's inventory, in fact i don't think it was ever used as a selling point....
No, but the inventory is the
least of my problems with the game. And it's not the only thing that's gone. One or two elements going are a minor annoyance, but almost all of the RPG gameplay factors either going or getting watered down on top of the much more action-oriented approach and overall oversimplification all combined makes for one very unhappy camper in this case. One can argue whether one thinks the changes are an improvement or not, but one can't deny there was a
hell of a lot of them made.
i'm on my sixth playthrough of me2, and i have to say i'm finding it enjoyable every time, and i still haven't played most of the classes or gone paragon... it's as deep an experience as you make it, really.
as for more weapons/customisation - do we really need loads more? especially if they aren't differentiated? customisation would be welcome (trade-off between power/cooldown for example, based on player preference), but me1's system for weapons and customisation was a bit of a mess, and most mods didn't do anything really noticeable.
I noticed a fair difference with the mods, but at the same time I don't think every change should result in instant gratification and a huge noticeable difference. I don't necessarily think that we need the exact same modding system from ME1 (though some of the mods there would be handy) and nor do I think that we need as many weapons as ME1 had either. But we need more than what ME2 brought to the table, which was *CENSORED* all. We need some way of making our guns more unique and being able to customise them. The upgrade system is okay, except for the fact its so damn linear and there are no trade-offs. ME1 at least had the element when modding your gun you were limited to two or three things, while the research system just allows for uber-weapons with no weaknesses. The weapons themselves need to have more varied stats to reflect this too, offering trade-offs and strengths and weaknesses that are common between them and noticeably visible to the players. I wouldn't have had as much of a problem with the ME2 weapons if they'd just had some visible bloody stats on them instead of a stupid vague description and that's all. The system didn't need to be as generic and lacking as they made it, but it was another classic case of the game clearly avoiding the showing of any RPG elements it could at every turn, which is another issue I have with ME2 overall.
magic gel that heals people and repairs tanks? please. between that and the hyperspace inventory - we don't need crap like that in the game or universe. at least in #2 it's been refined to just do first aid.
Actually medi-gel and omni-gel were two entirely different things. One can say one "doesn't need" these elements, but they do add an extra factor and degree of depth that the game desperately needs... especially the second one which is almost entirely void of non-combat mechanics. You don't "need" to have locked chests and a lockpick skill in standard fantasy RPG's, but the game feels pretty shallow without them usually, and the same applies here. Decryption and hacking in ME2 feel particularly shallow and pointless, and if we're going to say we "don't need" those aspects either, then why even have an (incredibly easy) minigame at all?
the guns in me1 were all the same with tiny variances in stats, we've already been over this. at least in me2 they are significantly different and change the gameplay and tactics a lot. i'd argue that the kassa locust IS a special weapon, as would be the revenant and the widow (as the upper echelon weapons). tbh i'd say that the system in me1 was more simple, linear and boring precisely because of the lack of weapon differentiation - even with the mods.
I'll just put it like this: when every item is special, none of them are. Special or rare items are meaningless and non-existent when there are no common ones, and even more meaningless when they're inevitable gets with no challenge or differentiation or randomness to them. Again, the weapons system is no better than Doom or Quake's weapon systems.
in almost everything me2 lives up to, if not surpasses, it's predecessor. you can argue some rpg mechanics etc etc, but overall the game, universe, style are coherent, imaginative and pretty unique. where you think it doesn't stay true to those things is beyond me...
It may stay true from a narrative, presentation and cinematic perspective, but as far as gameplay mechanics go the differences are incredible. Again, one can argue whether said changes are improvements or not, but can you
really deny that such changes exist and are significant? If they weren't (we and many others) wouldn't keep debating back and forth about things.
And its a matter of opinion as to whether ME2 "surpasses its predecessor" too. You say it does... I say it doesn't. Well, i actually say that it does in certain aspects and doesn't in others, but overall that it's a failure as a sequel that sacrificed too much in the name of pleasing the masses and making its mechanics "work" to succeed in that respect.
no it wouldn't, but then mass effect 2 isn't like either game, even if the combat mechanics are closer to the first now, than me1 was. as it is, mass effect 2 is a stunning game and excellent shooter and excellent rpg (depending of course on your definition of that word).
I would say that, gameplay wise, Mass Effect 2 is closer to Gears of War than it is to Mass Effect 1. And while I will say that it's a good game and a good shooter, I don't think its even close to being an excellent RPG. Partially
because its a good shooter; its become far too much of one. One could never call the original Mass Effect a shooter, and I don't recall anybody ever doing so, with the exceptions of a few idiots on the boards who came in expecting one and complaining about its RPG factors. ME2 can easily be referred to as a shooter, because its more of a shooter than it is an RPG, which is my problem with it.
er, no. firstly, mass effect was NEVER only an rpg series, this is something you either miss or conveniently ignore when you make a lot of your points.
And it was also never
only a shooter.
mass effect 2 is also infinitely better and more balanced at being and RPGTPS than the first ever was: how could you even say that - combat in me1 was hobbled beyond belief, for something that comprises a lot of your time in the game, that's a lot of waste. i love me1, it did a stunning job of setting up the universe, story, characters etc but as a playable experience and game it was nowhere near me2.
I'll just have to say "i disagree completely" here and leave it at that then I guess. To me, ME1 was about 30% Shooter, 30% Interactive Movie and 40% RPG. Mass Effect 2 is about 60% Shooter, 30% Interactive Movie and 10% RPG. Its so unbalanced in the favour of the shooter aspects its not funny. Almost every RPG aspect of the original game that was removed or reduced was replaced or propped up by shooter mechanics or simply the easiest replacement option. Again, one can say the game is better for it, but I'd hardly say its more balanced for it. The shooter factors are clearly dominant, with combat consisting of mostly shooter mechanics now and the weapons system almost entirely as such.