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Disappointment With Mass Effect 2? An Open Discussion.


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#9451
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Ch40sFox wrote...

Shavon wrote...

Yeah, Miranda's and Garrus' loyalty missions feel identical because of the combat, despite having two completely different goals, and being in two completely different pasts of the galaxy . . .

Tali's loyalty was also a very interesting hybrid. I very much liked the style of that mission, and wonder if ME3 will resemble that a bit more, to balance between us 'reactionary fans' (lol) and thos who prefer the newer direction.


Tali's was interesting enough, Ill give it that, bringing Legion along wasnt quite as impactful as I had hoped it would have been, or really, COULD have been, three people reacted to him.... LAME.

Legion's had a few SERIOUSLY interesting parts of dialogue, maybe its just because him being a Geth, just fascinates me completely.

It gets somethings right, Ill give it that, but it could have been so much more.


I know!! lol

That pretty much sums up my opinion of ME2.  It's so much fun, and luckily I love the combat, even though it's dragged out too much . . .

Regardless of that, when I brought Legion to Tali's mission, I was surprised to discover how underwhelming th reactions were, or that it was even allowed.  In KotOR, Bastila is not allowed on the Sith world, so why would it be different with the Flotilla and an unusual geth?  

Etc.,etc. 

#9452
Onyx Jaguar

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I think they thought it would make for an interesting occurrence. However it should have been written better.

Granted there is too much emphasis on the Paragon Renegade system, I believe in order to take it with you, you need to pass a check. They shouldn't have allowed for that and made you leave it on board.

EDIT: Same thing for the confrontations, they end up being the easy way out of them.  Not much variance when you have a PO one person make other person happy, reverse, and everyone happy!  Why wouldn't I go for the Charm/Intimdate choice?

Modifié par Onyx Jaguar, 27 août 2010 - 09:27 .


#9453
Ch40sFox

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Onyx Jaguar wrote...

I think they thought it would make for an interesting occurrence. However it should have been written better.

Granted there is too much emphasis on the Paragon Renegade system, I believe in order to take it with you, you need to pass a check. They shouldn't have allowed for that and made you leave it on board.

EDIT: Same thing for the confrontations, they end up being the easy way out of them.  Not much variance when you have a PO one person make other person happy, reverse, and everyone happy!  Why wouldn't I go for the Charm/Intimdate choice?


The series itself has been a little too based on the Paragon/Renegade system.... which I think they are going to try and rectify that with Dragon Age 2, and if that system works, then they'll implement some form of it to ME3.

#9454
Onyx Jaguar

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That would make sense



It's kind of what Alpha Protocol was leading up to if anyone has played that

#9455
sevach

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Tali's mission should be the standard really.



An interesting prelude, you have no idea what you're gonna find, and the admirals have their own agenda...



The shooting is coupled with an investigation and emotional moments...



And a decision that could have far reaching consequences (at least i hope so) at the end.

#9456
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I'm not sure if the dialogue wheel would allow for this, but I remember certain pieces of information could be revealed based on certain lines that were chosen over others. Forget paragon/renegade system, choosing a certain line sometimes was enough to bypass the conversation check. I'm not saying Shepard's choosing of the neutral line (for example) should have given Legion free access to the Flotilla, in place of charm/intimidate. The game does this a little, and certainly during romance progression, but it seems to me that the dialogue wheel takes much of that away. Maybe it's the only way that works with a VO PC?



Also, I believe DA 2 is actually getting the approval system back, but I need to double check that.

#9457
Onyx Jaguar

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Shavon wrote...

I'm not sure if the dialogue wheel would allow for this, but I remember certain pieces of information could be revealed based on certain lines that were chosen over others. Forget paragon/renegade system, choosing a certain line sometimes was enough to bypass the conversation check. I'm not saying Shepard's choosing of the neutral line (for example) should have given Legion free access to the Flotilla, in place of charm/intimidate. The game does this a little, and certainly during romance progression, but it seems to me that the dialogue wheel takes much of that away. Maybe it's the only way that works with a VO PC?

.


Hmm, let me see if I am reading you correctly

Well Alpha Protocol's system worked in a way, and its system is a bit of a wheel.  Basically you tell the intent of what you are going to say and depending on how a conversation plays out you might get the person to like you, might get information, or might get them to hate you.

Depending on how far you go in hate or like you can open up different dialogue paths and situations as well as some gameplay bonuses.

However Mass Effect's problem is tied more to the Paragon/Renegade and how extreme you go.  Alpha Protocol has a couple of occurences similar but it is not as strict in a linear sense I guess is what I am trying to say. 

For instance in AP you wouldn't talk in a strict Charm/Intimidate check in the Legion case, you would most likely have to build up trust in the conversation by using the choices.  The main problem with AP is that often you would have to choose one choice per person, but other times, and when it was at its best you were to follow the flow of the conversation.  Build trust and whatnot.

Dragon Age 2 kind of sounds like it has a similar system to both in a way minus the Charm/Intimidate checks for a strict Paragon/Renegade system that the ME games have.

#9458
Dinkamus_Littlelog

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sevach wrote...

Tali's mission should be the standard really.

An interesting prelude, you have no idea what you're gonna find, and the admirals have their own agenda...

The shooting is coupled with an investigation and emotional moments...

And a decision that could have far reaching consequences (at least i hope so) at the end.


It definitely sets the standard in how to ruin the lore of the gameworld with crappy level design - something ME2 was exceptionally good at throughout the entire game.

The migrant fleet, a home to an entire race living on more ships than can be easily counted, reduced to one bland garden courtroom and a shootout on a science ship.

I cant think of any way to describe the migrant fleet in ME2 other than "underwhelming".

I dont expect them to go insane, but they really took a cheap appraoch in ME2. Thats one of my biggest disappointments on the whole: basically just how cheap everywhere feels. Yeah sure, you added a few attempts at creating the illusion of being crowded on Omega, Illium and the Citadel, but they are still little more than tiny shopping malls that herd the player from one shooting gallery to the next.

The Citadel in ME1 may have been disappointing in how empty it could feel at times, but at least it got some of the sense of scale thats necessary covered, and it existed for no other reason than to be a huge hub that is the center of the game, instead of a small area to herd the player into one off shooting galleries.

#9459
sevach

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Come on, we don't get the chance to explore the the migrant fleet, we get to see (a small part of) one ship during an admiralty board meeting, that's like a NATO meeting... you can't expect everyone to be allowed in, one admiral wanted to throw Sheppard out even.

Modifié par sevach, 27 août 2010 - 10:15 .


#9460
VanTesla

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I have stated twice my problems but I just want to reiterate a few of them.



ME1 transfer files to ME2 problems, ME2 clipping with character conversation or cutscenes like Anderson meeting or Wrex meeting, team upgrade buggs with shield upgrades staying at 250 for most except certain team members like Mordin and Legion, no info on weapon stats on console versions except if you look on on the internet for hard data, no party respec like Shepard can, DLC paying weapons and armor sets only, easy achievements, certain classes better than others in Hardcore mode, Liara's extreme change into a cold hearted person that even the comics do not make sense for her to be, side missions are less memorable in ME2 than in ME1, Stripped customization for team and level system, no dancing with partner, Citadel felt mor robotic in character instead of life like in ME1, some minor characters look majorly different even for a 2 year gap, story does not live up to the first, ending credit music for ME1 was awsome compared to ME2, not enough gray decisions, not so epic boss battles, AI team mates with ME1 transfer data seem to be more screwy than non-transfer ME1 data, no helmet removal without lowering some stat compared to ME1, and etc.

#9461
bjdbwea

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Dinkamus_Littlelog wrote...

It definitely sets the standard in how to ruin the lore of the gameworld with crappy level design - something ME2 was exceptionally good at throughout the entire game.

The migrant fleet, a home to an entire race living on more ships than can be easily counted, reduced to one bland garden courtroom and a shootout on a science ship.


The level design wasn't good, but for another reason in my opinion. Unlike the N7 missions, I think the level itself was big enough. The problem, as in the rest of the game, are the doors that close behind you. Not only does this break immersion since there's no proper in-game explanation for it, it also makes the levels appear much smaller than they actually are. Apparently BioWare/EA think that gamers get lost once there's more than one way to go. Or at least some gamers, anyway. And so another thing was dumbed down to the lowest common denominator.

Dinkamus_Littlelog wrote...

Thats one of my biggest disappointments on the whole: basically just how cheap everywhere feels. Yeah sure, you added a few attempts at creating the illusion of being crowded on Omega, Illium and the Citadel, but they are still little more than tiny shopping malls that herd the player from one shooting gallery to the next.

The Citadel in ME1 may have been disappointing in how empty it could feel at times, but at least it got some of the sense of scale thats necessary covered, and it existed for no other reason than to be a huge hub that is the center of the game, instead of a small area to herd the player into one off shooting galleries.


You're right about that. The level design is way too convenient. It's usually just a few steps to the next shooting gallery, or even to the next objective of a quest. The slave trader quest on Illium is probably the most blatant example. There the manager stands, just a few feet away from the slave trader. Yet still she is also just standing there, waiting for Shepard, instead of, you know, walking to the other side of the room and talking to the man herself. Not to speak of how unrealistic it is for them both to be there in there first place. That's not the kind of effort and attention to details that BioWare used to put into their games, including ME 1.

Modifié par bjdbwea, 27 août 2010 - 10:32 .


#9462
tonnactus

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cachx wrote...

Actually, it does make more sense gameplay-wise that combat-based classes have exclusive powers for shooting

They have.Adrenaline rush and cloak enhance weapon damage in addition to exclusive weapons like the reveant and the widow.(and class talents)
This is more enough.
Weapon mods as powers are not needed for this and are stupid anyway.

(and you're given the option to share it to the group at the expense of individual power loss, funny dat skill system uh?).

Why i should be restricted to use weaker version? And there is no squad member that has squad cyro ammo.

#9463
tonnactus

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Ch40sFox wrote...

What aggitated me the most, was the sheer seeming amount of work they put into the Squad, not really being a Squad.



Yes.its funny.A "character driven game" with near zero squad banter. What a joke. A bad one.

#9464
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Onyx Jaguar wrote...

Biotics are nerfed, mainly on hardcore and Insanity. However your squadmates are useful in making team combinations while in ME 1 they were just stacks of base characters.

This is wrong.Biotics made insanity a lot easier in Mass Effect.Some could be said about techs with sabotage and damping.

#9465
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tonnactus wrote...

Ch40sFox wrote...

What aggitated me the most, was the sheer seeming amount of work they put into the Squad, not really being a Squad.



Yes.its funny.A "character driven game" with near zero squad banter. What a joke. A bad one.


That is pretty ironic how it all played out that way, isn't it?

I also love how there is too much build-up, in too many spots, so much so, that is makes the final mission seem drawn out.  By the time you get your Shepard through the relay, you're wondering when it will be over.  Then the grand finale . . . . In ME1, you felt the sense of urgency, and fighting Saren didn't seem like a joke.  (Of course, he also didn't look like Terminator, lol).

#9466
tonnactus

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Onyx Jaguar wrote...


I would say it also wins by default since it isn't buggy as ****


Squad ammo bug.Charge didnt work on collector platforms.Squadmembers never remember what weapons i want them to use after a new level begins.Idiotic things like varren/fenris mechs ignoring singularity when they armored These are serious gameplay relevant bugs. The only big problem in the first was the not steady framerate in noveria.

Modifié par tonnactus, 27 août 2010 - 01:40 .


#9467
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I'm beginning to find both games equally buggy, especially with charge. I've tried to use charge several times, where it makes me go into cooldown, but it never actually activated.



At least with ME1, there wasn't a shared cooldown. Meh =/

#9468
FDrage

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Shavon wrote...

Of course, he also didn't look like Terminator, lol


umm what ... Saren didn't look like terminator in the final fight ? :blink: ... *rubs eys* ... :blink:

#9469
tonnactus

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bjdbwea wrote...


The level design wasn't good, but for another reason in my opinion. Unlike the N7 missions, I think the level itself was big enough. The problem, as in the rest of the game, are the doors that close behind you. Not only does this break immersion since there's no proper in-game explanation for it, it also makes the levels appear much smaller than they actually are. Apparently BioWare/EA think that gamers get lost once there's more than one way to go.

I found it really funny when squadmates told me in samaras recruitment,after the wasea battle,if i want to walk and look around a little.As if there was something to miss at the first chance.

#9470
tonnactus

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Shavon wrote...




That is pretty ironic how it all played out that way, isn't it?

I also love how there is too much build-up, in too many spots, so much so, that is makes the final mission seem drawn out.  By the time you get your Shepard through the relay, you're wondering when it will be over.  Then the grand finale . . . . In ME1, you felt the sense of urgency, and fighting Saren didn't seem like a joke.  (Of course, he also didn't look like Terminator, lol).


And Saren actually evolve as an enemy.Characterwise and regarding the gameplay.First,it was just a turrian soldier on a hoverboard.Then he was upgraded to use tech powers like damping and sabotage.And the final version as a souvereign avatar with multiple carnage shots.

In MAss Effect 2,the player meets harbinger once and know his tactics and powers for the rest of the game.Someone could expect,after so many traps failed and damage done,the harbinger drones in the suicide mission would be far more dangerous then in the first encounter on horizon.Nothing happened.

Modifié par tonnactus, 27 août 2010 - 01:57 .


#9471
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FDrage wrote...

Shavon wrote...

Of course, he also didn't look like Terminator, lol


umm what ... Saren didn't look like terminator in the final fight ? :blink: ... *rubs eys* ... :blink:



O RLY!?


Posted Image

^^ A terminator

Posted Image

^^ The human reaper fetus

#9472
FDrage

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Shavon wrote...

O RLY!?

[pic ... see above]


^^ A terminator

[pic ... see above]

^^ The human reaper fetus


Which I didn't mean as my quote related to "Seran not looking like a termintator", as Seran looked like the turian version of a termintator in the finial fight ... at least to me.

Modifié par FDrage, 27 août 2010 - 02:11 .


#9473
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I was comparing the reaper fetus to the terminator in looks, and basically mocking the hilarity of it. It made the end of ME2 a bit of a joke, to me. Whereas Saren's corpse, suddenly possessed and re-animated, was a pretty freaky, badass ending, that actually felt appropriate to the story. ME 2 overdid it, or failed to top them selves. Eithe way, that was one of many things that didn't play out too well. . . .

#9474
Sparda Stonerule

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Exactly what is a machine made in human form supposed to look like? Is it not supposed to look like metal? Is it supposed to not look like a human? I don't get it. Maybe it's just because I don't look for references in everything. I felt taking out a partially made Reaper was a fairly good fight. I mean it was unlike anything we'd fought in the game. Saren was just an overly annoying Geth Hopper who could be disabled endlessly by lift.



The whole Climax of the game was fun to me. Just the fact that there were enemies coming in to fight you during the fight, and that the Human Reaper Larva could actually injure the Collectors made it a lot more memorable as a fight than the Saren final fight. Don't even get me started on how Saren regained his shields after a cutscene, I always got the impression that he was too easy so they had to make some bad excuse to give him his shields back during the fight. Not that the Human Reaper is hard but at least it doesn't magically regenerate its armor.

#9475
bjdbwea

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I think Saren suddenly standing up once more was not necessary. It made for another more or less challenging fight, but it wasn't needed. The human reaper on the other hand was simply stupid. Instead of providing a good finale to the game, the writers at BioWare provided a bad joke.

I don't understand why the company that has always been renowned for their good stories allowed something like that into the release. But surprisingly enough (or maybe not), many people, including so-called professional reviewers, don't even mind that.

Modifié par bjdbwea, 27 août 2010 - 02:33 .