1. Illusive Man
An encounter with the "new" Cerberus, a chance encounter with Collectors taking Colonists, a quest chain that suggests a derelict Reaper but requires a little investigation before it can be found, and running across potential NPC's as recruits along the way. All of those scenarios introduce the Player to key plot elements in a way that flows naturally. The Illusive Man was unnecessary. He spoon fed Players & his existence railroaded us into joining Cerberus. The Player DECIDING to join Cerberus when the Council doesn't have many decisive options or resources is both believable & doesn't patronize said Player. Key Reaper plot points and NPC squad mates were handed out by TIM in a way reminiscent of Joker saying: "If this is my 'You have no choice!" choice, I'd like to get it on a t-shirt." Downright insulting.
2. Old Friends Forced Away or Upon Shep
Kaiden, Ashley, Wrex, Liara, all played a lesser role no matter what Shep did in ME1 or what Shep does in ME2. Them not joining the squad again was passable, but there was still no choice involved in that outcome, which gave Shep and the Players a feeling of powerlessness and undercut decisions they made regarding those characters. Meanwhile, Tali, Garrus, Dr Chakwas, Joker, play a larger role... again... regardless what the Player chooses in ME2. Granted those characters have noticeably less ties to decisions made in ME1, but the repeat feeling of powerlessness that undercuts the very idea of Shep's decisions being worth the Players invested time & thought in ME2 is disappointing. Let the Player CHOOSE who comes & who gets left behind. If it cripples the survival of the team at end game because Tali (for example) has a much needed shield upgrade, so be it! How much more rewarding that the Player's decision is responsible. True, Tali's upgrade is not forced on the Player. But her recruitment is in that Upgrades and Squad Mates are implied, the game is DESIGNED around them, where the only reason NOT to recruit a character is laziness. If said character is disliked, purposely fail at gaining their loyalty and see what happens in the suicide mission... even putting them on the front line where death is guaranteed w/o loyalty.
3. Suicide Mission (End Game) was Lacking
Initially the Suicide Mission was thrilling, seeing so many decisions effect outcomes. However, the entire game was leading up to it, all recruits and upgrades were geared to survive it, which puts the Mission under great scrutiny for the Player expecting to see choices they invested in all play a part. While most ship upgrades were used, maximum weapon upgrades didn't make a large difference in success, having only a handful of weapons upgraded coupled with decent squad combat tactics made the Collectors appear weak even on harder difficulties. Key Character supplied upgrades were bonuses to damage or a fancy new weapon, which felt very lack luster an investment considering other character upgrades meant the survival of squad mates due to the Normandy's enhanced defenses & weapons. Finally, only a handful of the highly advertised 'Team' (as seen in ads: "Build your Team") were used in a meaningful 'the mission relied on their skills I'm glad I recruited them' way.
ME2 is a solid game, taking many innovative steps in the right direction for RPG's. I'm STILL playing through as different Shepard's to soak it all in.
But those 3 issues were very Gimmicky and lacked the usual BioWare polish.
Come ME3, please avoid!
If others have Gimmicks they enjoyed or disliked & hope BioWare listens to feedback & avoids come ME3, post away!
Modifié par Safoulan, 04 mars 2010 - 06:47 .





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