Zulu_DFA wrote...
That's great and quite so true, but why was ME1 lore trashed?
What happened to companions' powered armor? What happened to guns with unlimited hypervelocity ammo? Why tech, biotic and ammo "powers" work like magic now? Why are we mining gas giants for heavy metals? What happened to Normandy's airlock? Where are desolate planets? Why are we able to scrog anything that moves now? What's that with drinking Tupari through helmet's windshield? What's that with "Thank you" e-mail crap? What's that with saving everyone on the "suicide" mission?
Companion Armor: They didn't feel like creating suits to tailor to 12 different character models. In the first game, every single human male had the same model. Every single human female had the same model for their bodies. That meant they only needed 5 different armor skins. Human male, Human female, Turian, Krogan, Quarian. That's it. Now we would need 12, 13 when you count Kasumi. They made each character unique this time around. Side effect of not making custom armor for 12 squadmates and upgrading the character models graphically to make them all unique people and not reskins with a new head.
Ammo: Mechanics change. They justified it good enough in the codex to make the majority of people happy with it. There are a couple inconsistancies(Why does Shepard know about thermal clips when he wakes up after spending 2 years dead when said tech didn't exist then? Why are there modern security mechs during Jacob's loyalty mission that drop these thermal clips when they've been stranded on a planet for 10 years?). However, none of these are big enough for the majority of people to care about in the slightest. The mechanics change was for the better anyway.
'Magic' Powers: First off, you realize that in the first game, Tech abilities were done by chucking little mines at the enemies that then exploded, yes? The only difference now is that you can curve them around cover. Biotics, again, side effect of Shepard's new implant after being rebuilt by Cerberus. Shepard can now control how his powers effect the target by angling the direction in which he uses them.
Mining metals from gas giants: Why are you wasting time scanning such worthless planets as gas giants? They are never more than moderate. You can get 100% of the needed minerals from scanning only the rich planets in the first three available clusters. As for why they're there, again, mechanics. I suppose it wouldn't matter in the slightest if these planets simply were barren, however.
Normandy's Airlock: I don't get the point, here. The airlock is used in both games and on both ships.
Desolate Planets: They're everywhere. We strip mine them. Why would you bother landing on a planet where nothing is?
'Scrog' whatever moves: Shepard is a very charismatic individual that just took time from their very important mission to help whoever on a very personal problem. Any individual that might be available(single, interested in love to begin with) would be very welcoming to the advances to Shepard in this case. Why is this a problem again other than the fact that these individuals have nothing to say to you if you aren't trying to bang 'em?
Drinking through the helmet: Why did you put on the full helmet in the first place? Planning to be gassed everywhere you go? At no time when you have the required breath mask down are you ever available for a drink. Don't know many people that would walk around cities in a full envirosuit that aren't a Quarian/Volus.
Thank-You mails: A reminder that your decision isn't forgotten. Will they have a larger role in ME3? We can't say. However, most of them are for very, very minor sidequests from the first game. Why would most of these have *any* effect on the story at all? The mail at least lets you know that your decision effected something, in this case it's the life of an individual NPC. I don't see the problem here.
Saving everyone on the suicide mission: This seems to be the only point you have that I agree on. Saving everyone should be extremely difficult. Extremely. I'm talking like requiring a time limit in certain sections of the mission or someone will bite the bullet. It should be possible in this case, but it shouldn't be easy by any means. Conversely, I would have preferred things like the vents(Jacob calls it a suicide mission), have been more like... individual has to infiltrate a single control room defended by guards, disable the guards, then hack the computer system to activate the doors to let the two teams past. However, the guards retake this room shortly thereafter, ensuring this individual's death. The choice here will determine how effective this person is at taking out the guards/opening those doors, meaning a less-than-ideal individual will result in a random death from someone on one of the fire teams, as they are the ones taking heavy fire pinned at those doors waiting for them to open.
Conclusion @ Douchebag Shepard, aka Zulu: I dont' know why you bother coming on these forums. All you do is complain about this game left and right. If you hate it so much, why do you care? Are you just here to **** and moan?