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Mass Effect 2. My disappointed thoughts


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#1
Payne by name

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Mass Effect 2. My disappointed thoughts
 
First up, let me establish how great I thought Mass Effect was. Although Halo takes the crown as my best gaming experience on any console, Mass Effect was always the best thing I’d played on the 360. I bought the two books, got the soundtrack album, the art books, the special edition of the 1st and even managed to lay my hands on the SE of Mass Effect 2.
 
I don’t say this to indicate that my opinion is gospel, far from it, but to at least justify that I am entitled to an opinion and aren’t some attention seeking troll. I’d like these comments to be read, hopefully by the developers in the hope that improvements can be made to the 3rd one.
 
If I offered and asked them to receive my praise on the 1st, then it seems only right I should do the same on the 2nd.
 
I also know that some or all of my points will have been raised before but I didn’t want to post my thoughts or even look at the forum until I’d completed the game. I put in about 50-60 hours but didn’t do it in all one go and thus why it’s taken some time for me to probably repeat what others have said before. To be honest many won’t even get this far in reading my ramble but you can’t grumble about a game unless you are prepared to detail what you actually thought of it.
 
Okay. I have to say that I was disappointed. The first game packed an emotional punch and a resonance that I felt long after the game. There were choices, there were selections and favourites and note worthy moments to discuss with friends and relatives, who I’d encouraged to take up the game.
 
The second, although it had a fabulous start, a good level of surface polish and an intriguing opening premise seemed desperate to try and improve but ultimately lost what it had in the first but then couldn’t attain in it’s attempts to copy other action focused titles.
 
Number of crew members
There were just too many crew members to assemble and find. With more characters there comes more dialogue but ultimately less for each respective character. When I first met Garrus, to see a friendly face (after Tali) from the 1st one, it felt really cool. He was always my right hand man in the first game and thus when the banter started in the de-briefing room after he came aboard, I was excited at the prospect at that level of further interaction between us.
 
Unfortunately, apart from the brilliant “reach and flexibility” story, we got little else magic. With so much content needed for the other characters, everything seemed to be spread thinly. Hence the most I learnt from Garrus is that he spent an inordinate amount of time “checking those calibrations”. I can’t help but feel that if the amount of characters had been halved, there would have been more room for content to develop them further.
 
When you can only ever take two with you at a time, you didn’t need an ultimate tally or 9 or 10. A further disadvantage of having so many team members is that the lions share of your time was spent recruiting them or completing their loyalty missions. You spend more time recruiting them and demonstrating loyalty that the actual core of the game.
 
In ME2, the loyalty missions (which were deemed as side quests in the first one) become part of the primary mission structure it seemed. Where as in the first you seemed to pick them up on the main journey of the story, here they were the story and hence things had an air of inevitability to them.
 
It’s all very well having loads of friends but until you start doing things with them and sharing experiences then you aren’t going to bond and thus more time was needed doing the missions that propelled the story forwards rather than forcibly bonding with your crew. It seems the lesson from the developers is “the more we chuck in, the happier everyone will be”.
 
You build an emotional connection to certain characters and the more they are fleshed the better it feels but with so many to choose from, you still ended up remaining with a core select and dismissing the others.
 
When it comes to characters, less definitely would have been more.
 
Game structure
You never feel like you are organically in charge of Shepherd, the missions or the crew. You select a planet, then it loads, you’re already on it, then before you know it, you’ve completed the mission and are back on the Normandy. Sometimes you don’t even realise you’ve triggered the return to the Normandy meaning your taste of these new worlds seems incredibly controlled. Like you don’t have the time or freedom to look round.
 
The mission where the collector ship has landed and has taken a lot of the colonists felt very rigid and structured. Sure you could see other areas but these were always behind crates etc meaning that you always felt very funnelled rather than having the time to look around. Always being pushed onto the next action scene.
 
I mean look at how restricted you are on the citadel. Illium was probably the closest that any planet came to the wonder of The Citadel or Feros.
 
This feeling of being bounced along is further compounded with the mission summary at the end. It felt so wrong. The game is meant to feel like your own story, your own journey but that felt like having a summation at the end of every chapter in a fictional book or having a ‘previously on’ moment that you get on so many series episodes.
 
The game is about your experiences, how you relate that with your crew and your growing stature. The mission summation is a heavy handed reminder that you are playing a game and have scored x amount of points.
 
The feeling of being pushed along on rails was demonstrated well when I started on Red Omega. I started to have a look around and try to take in the atmosphere in an un-hurried manner. I don’t dawdle but I like to get my bearings. Not wanting to miss anything I started by making my way round from the right. Without realising it, I ended up in the lifts and had started Mordin’s mission. Then with the confusing “Do you want to wait for Mordin or leave” (indicating to me that you’d either remain in the surgery or head off to investigate the rest of the space station”, I ended up back in the Normandy, flying off.
 
Whereas in the first you always felt you could control when and what you did and thoroughly investigate a location, here I became wary of ‘triggering; the return to ship and space section. And with the loading screens seemingly just as long, if not longer, than the first one, it’s something you didn’t want to do.
 
Scanning of the planets
Now I know many used to grumble about going down to the planet in a Mako but at least if made you feel there was a difference between space and a planet. You felt like you actually saw the universe a little more because you got to go planet side and visit different terrains and scenery.
 
Ok, it might have been simple driving around but you witnessed different vistas, you had a sense of freedom and took a greater involvement with the planets. You were more likely to read the description of a planet because you wanted to know what to expect when you touched down and who can forget some of the views you saw. Double moons, planets with rings or even trundling up the side of a hill on the moon and Earth coming into view.
 
In Mass Effect 2 every planet is just another scan. It was fun to fire off the probe at the beginning but after a time you realise it’s about exciting as metal detecting on a tidal river bank. Roll forward a couple of hours and seeing a cluster of planets fills you with dread. You don’t bother reading the planet info because it’s ultimately irrelevant and feel the scanning is just a burden to get your numbers up.
 
Granted, you don’t have to do it but then you feel you are missing out which makes you feel dis-enfranchised from the emotive connection to the story as well as not being able to upgrade. In the old game, you’d enter a new system, read up on the planets and there might be one or two to land on. In ME2, you enter a new system, see four planets and think we’ll there’s an hour or two of gameplay gone there.
 
Driving the Normandy round the space map
I know this is a small point but when it plays an integral role in the game is just feels silly and immature. One of the beauties of this game is that the creators have applied sensible logic. It’s got wonderful form and design married with practical function. Why then would Shepherd want to ‘vroom, vroom’ his toy spaceship around the screen like some four year old child at a fairground on of those remote controlled cars. In reality he’d just have a sensible cursor to move.
 
It seems a silly point but when you use it so much and it’s there at the beginning it feels totally misplaced.
 
Likewise, why would the captain be bothered with trivialities of buying the fuel. On one hand this game is taking RPG like elements of customisation and point gathering away to replace with predictable action yet then getting bogged down in the tedium of how much gas is in the tanks. What will we get in the 3rd one, how many toilet rolls to buy?
 
The reloading of the pistol
I know they wanted to make the action more fun but this became a real bug bear of mine. In ME1, especially when a vanguard you could get in a lengthy scrap with your foes. You could pace your shots with an endless steady stream or run in hard with a short lived flurry but understand that your gun would overheat.
 
Utilising future technologies and the ideas of the mass effect it seemed another great example of sensible logic. You never run out of ammo because you are just shearing off ‘slugs’ of metal from a clip. Having to endlessly reload and worry about the small size of the clip doesn’t make it more fun, just more frustrating. I know some will say it makes you think more strategic but to me it didn’t.
 
Instead of taking in the battlefield, the view, the nature of combat, you seem concerned with finding the next clip so you don’t run out and be forced to use another weapon that you might not like. It might be more realistic but one minute it seems we are, then next minute we aren’t. It’s like when Bungie decided to reduce the size of AR clip. It might have seemed a small change but you just didn’t have as much fun in the combat anymore. GOW managed to exploit this by having the Lancer come with a 60 round clip.
 
Lack of customisation for your look
Ok, I know Bioware wanted to dial down the various point connotations and outfits but did you have to take away the ability to have you or your crew wearing the helmets?
 
When we are on the Normandy or safely wandering round the Citadel then seeing all the eye/mouth magic is great but on a mission I want my crew to look badass. When playing ME1, I always had Garrus and Wrex with their helmets on and they looked so cool.
 
On the collector ship mission, you automatically get their helmets but the rest of the time no chance. I wouldn’t mind but when in the armour section it says that having the helmet on gives you 10% more shields it’s basically adding the sensible element to the ‘look’ element as well.
 
Needless to say I like to have my full face helmet on to compliment the hard arse look but again I can only set this when on the Normandy. Why can’t I take it on and off during a mission, as you would do, and do the same with my team members. When I met Liara she passionately kissed the outside of my cold metal helmet.
 
The music
I’m sorry but it was nowhere near as good as the first one. I’m quite adept at noticing soundtracks, whether in films or games. I own a fair chunk and this one had very little that was memorable, apart from maybe that first one when the game loads up.
 
The first soundtrack was out of this world. So many different themes, so evocative of that late 70’s sci fi vibe. It really was something else. Even to the point that when I played the OST album to a recent newbie to ME, who’d only put in like 10 hours he still was beaming like a cat when each different tune would come on and he could relate a scene or an emotion to a piece of music.
 
Vigil for me stands as inspirational a piece of music for Mass Effect, as the Gregorian chant is for Halo but there was nothing similar to this. We didn’t even get a similar belter to that of Faunts M4 Pt II that we got over the final credits. I don’t know if it was laziness or there was just nothing left in the bank.
 
Sacrificing story for action. Mood for boom, boom
I can’t help but feel like the game was prepared to sacrifice the strengths of story telling and mood generation through sweeping vistas and a haunting, evocative score by pandering or attempting to impress those with short attention spans or who only want action.
 
If I wanted a full on action game I’d play Halo, COD or GOW. Why does ME2 feel it has to directly compete. When it tries to, it suffers in the comparison but has then lost the forgiving consideration that story outweighs the shooting. So the first one was clunky, it didn’t matter when the reason for what you was doing was more important that how you were doing it.
 
Adopting the reload, employing a cover system so every battle is telegraphed by the sudden appearance of cover behind boxes or using the screen blurring when you are getting wounded.
 
The proliferation of weapons removes the need for multiple play throughs. When I played ME1, I was a vanguard who got very proficient at the pistol. It was the weapon I excelled at and I made sure that my two squad mates always had the firepower of an AR with them. It made me think, well maybe I’ll play it again as a soldier someday.
 
In ME2 though, with a considerably weakened pistol and an annoyingly small clip when I’m given the AR that becomes my weapon of choice and once again the game and gameplay is affected by too much choice.
 
Not the same level of ‘stop dead’ decisions
I’m sorry but there weren’t really that many stop dead, think about it for a moment decisions to make, only really the one at the end about the Collector base. Unfortunately though the developers have revealed their hand and for all the talk that your decisions in the first would have such a big bearing, you realise that in reality they don’t.
 
Whether the council lived or died is of little real consequence and hence when you are presented with the dilemma of destroying the collectors base, you know that it is something that will be addressed/corrected in maybe two lines of a conversation and that’s it.
 
I really feel for all those that played ME1 multiple times to have all the different saved versions of exterminating or not the Rachni, Ashley dying, Kaiden dying, Wrex dying, letting the council live or letting the council die because they must have discovered that it was all ultimately pointless.
 
When you consider how ME1 ended and for all the intervening time thinking have I made the right decision and it barely affected the new story, one just feels so short changed. When your mind is playing “well by letting the council live, humans and the alien races can work together in better harmony against the forthcoming threat” you realised that, that level of thinking was pointless.
 
Because of this you know that any decisions made in the 2nd aren’t going to hugely affect the third. When you consider that ME made such a big thing of the different branching and how you could affect the story, there has been considerably less in the 2nd, to the point where they’ve allowed themselves to be thoroughly usurped by Heavy Rain.
 
The ending
I’m sorry but what a cop out. There certainly wasn’t the same kind of feeling that existed when I heard the full story behind the reapers, the keepers and the hidden relay. Turning up to see the Citadel being destroyed and under attack was truly incredible. The ending in this one, with the suicide mission being having built up so long was although entertaining as coming to the end of something might be, certainly wasn’t edge of the seat stuff.
 
No one died apart from Mordin (and I played it through first time on the one below insanity), though woefully this wasn’t fully explained how, just a shot of his body and him no longer in the roster. There were plenty of rally calls but little emotional impact. You’re in a system that no one has seen, fighting a fabricated dumbed down version of the Reapers because the developers don’t want to reveal them until the 3rd one.
 
And why would the Reapers want to create a human looking ship? It’s well known that they look down at all sentient life, what purpose would it be having a ship to look human? Why not have it shaped like a doughnut or a banana. It was just another example of lazy story telling.
 
“we don’t want anything too big because we want to double dip the punters wallets, so let’s give them a human shaped reaper to shock them. That’ll work”.
 
This none moreso demonstrated than with that final shot of all the reaper ships heading towards the star system. They clearly had some ideas but thought if we can hoodwink the fans with repetitive action and quicktime events they won’t realise that the Reaper/end of the universe story hasn’t really advanced at all.
 
The makers tried to claim that this was The Empire Strikes Back but at least things were revealed in that film. Darth being Luke’s father, the Empire on the ascendancy, the rebellion having taken a massive blow. At least that left you pumped for ‘”oh god, everything has gone to hell”. If ME2 was meant to be the dark one, I rue what the 3rd will be.
 
In summary
To me it’s like the game was play tested but not emotionally play tested. In the rush to seduce the COD fanboys no one took the time to stop and listen to the amazing, emotive music and think “what will people be actually feeling”.
 
You want to return to a sequel to see new things but also to catch up. ME2 was on two discs as opposed to the one of ME1, so you assumed everything would be massive. How disappointing then that the Citadel was Access no areas, that Illium although great to look at wasn’t a snitch on the level of involvement of Feros or Virmire and that all we seemed to get was an endless stream of monotonous planets to scan.
 
When you consider that even if the makers hadn’t wanted to have you battling the reapers how you could have been going round trying to drum up galactic support for the forthcoming war. The loyalty missions could then have been for the respective council members with trips to their homeworld to boot. This would have played into the necessity and continuity of you being Shepherd to galvanise forces but also could/would have played into your decision to let the council live or die or what you did with the Rachni.
 
At least also you would have finished the 2nd primed and ready to go for the huge bust up with the reapers with your actions directly affecting how many races, ships etc you went into battle with.
 
Such a wasted opportunity, such a disappointment compared to the first one and a real feeling that your core audience was discarded in favour of the inconsistent vagaries of the shooter audience.

Modifié par Payne by name, 08 juin 2010 - 09:09 .


#2
GnusmasTHX

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Go on...

#3
Wild Still

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:huh: 

#4
bjdbwea

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Great post, OP. Don't mind the usual suspects who'll insult you without even reading your post.

Payne by name wrote...

Such a wasted opportunity, such a disappointment compared to the first one and a real feeling that your core audience was discarded in favour of the inconsistent vagaries of the shooter audience.


That perfectly sums up my thoughts as well. I only know this: I pre-ordered ME 2 because I loved ME 1. I will not pre-order ME 3, and if the reviews don't make it sound more appealing than ME 2, I will wait until it hits the budget bin or buy it second-hand, if at all.

Modifié par bjdbwea, 22 mars 2010 - 07:56 .


#5
Archereon

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lololololol nead TL;DR lolololololol yez I liuev teh cod moed gamply taht iz maz efect, goewd thingxz shewtorz ir cowlzer tahn teh failzor R P GAEY lololololololololololololololol!

To clarify that's what's about to bombard this thread.

*ducks for cover.*

Modifié par Archereon, 22 mars 2010 - 07:56 .


#6
cronshaw8

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you are boring the commander with tech

#7
Symbolz

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Archereon wrote...

lololololol nead TL;DR lolololololol yez I liuev teh cod moed gamply taht iz maz efect, goewd thingxz shewtorz ir cowlzer tahn teh failzor R P GAEY lololololololololololololololol!


Where's Arbiter when you need something translated...

#8
Archereon

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Check the addition Symbol...



(That's what's about to happen to this thread.)

#9
Guest_Darht Jayder_*

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I am sure I have read similar threads before.....I am seriously having Deja vuImage IPB.

So let me comment on your post by first Image IPBImage IPBImage IPBImage IPBImage IPBImage IPBImage IPBImage IPBImage IPB.

#10
Highdragonslayer

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They were interested in humans because it was humans who killed soverign a reaper, and it did answer the question of how reapers reproduced.

#11
Badpie

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I agree with a lot of what the OP has to say. Nicely done, OP. *scurries back to private group to avoid the flame war and trolling that will no doubt begin soon*

#12
Guest_yorkj86_*

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Compared to DA:O, ME2 feels practically empty. I felt less like I was involved in influencing the game's story, and more like I was just turning the pages of a book.

#13
Greenhelm

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I've read books shorter than this...you REALLY hate this game. I know the game has flaws but you are looking WAY too much into this.

#14
Symbolz

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Archereon wrote...

Check the addition Symbol...

(That's what's about to happen to this thread.)


Oh, I know.  I skimmed the post and got the idea that OP didn't like the game as much as he origionally thought.  Doesn't much matter to me since that's his thoughts and opinions.

All those lololololololololol's did remind me of watching Arby n the Chief on youtube.  Can't understand a damn thing most of the time.  Image IPB

#15
Wild Still

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bjdbwea wrote...

Great post, OP. Don't mind the usual suspects who'll insult you without even reading your post.


As opposed to the usual suspects who hang around a forum because they hate the game those forums are devoted to.

In summary:

1: Didn't like the huge number of crew or the crew themselves
2: Didn't like the structured nature of ME2
3: Didn't like scanning planets
4: Didn't like driving the Normandy
5: Didn't like ammo
6: Didn't like the automatic helmet
7: Didn't like the music
8: Didn't like the limited influence ME1 play throughs had on ME2
9: Didn't like the ending
10: This game is for frat boys now.

I look forward to continued posts about how much better the good old days were. Rose coloured rear view mirrors are the best kind!

#16
KotOREffecT

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I stopped reading when he got into music, lost a little focus during the whole armor cuztomization though, because it goes both ways good and bad in both games as far as armor goes. Honestly, a lot of what you speak of is not that serious, or can be taken in a different light. To each their own, but a lot of what you touch on is not really that bad, but yes ME 2 like ME 1 has things that could of been better no doubt. Hopefully ME 3 combines the best of both.



But music though? Overall ME 2 had the better quality music, it just had way to many epic like tracks. But there is something raw about the music in ME 1, and there was a lot of good in it as well. Both soundtracks are epic, simply dismissing one over the other sounds a little suspicious to me, like your in a blind nostalgia rage, or your just a hard headed fanboy trying to defend one game over the other to the death over anything from music, glitches, bla bla etc. But then again, to each their own of course.



But saying ME 2 music was "nowhere near as good", or "very little that was memorable", just sounds suspect to me.

#17
Zulu_DFA

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OP, I didn't read your wall of text. But I agree with it.

#18
trickfred

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I agree with the OP about everything.*

*(except the Halo part near the beginning. Ew.)

(wanders off to play ME1 some more)

Modifié par trickfred, 23 mars 2010 - 04:08 .


#19
SkullandBonesmember

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Payne by name wrote...

The first game packed an emotional punch and a resonance that I felt long after the game.


This. :)

Payne by name wrote...

Number of crew members
There were just too many crew members to assemble and find. With more characters there comes more dialogue but ultimately less for each respective character.


Please take note Bioware. If you give us a million potential squad members even before taking into account DLC, make sure they have a good amount of dialogue and we won't milk them dry long before the end.

Modifié par SkullandBonesmember, 22 mars 2010 - 10:52 .


#20
IoCaster

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I disagree with your complaints about the shooty, actiony parts of the game because that's the stuff that I felt was done right. I'm still replaying certain parts of the game with different classes and finding fun in it. It's a very polished and enjoyable action rpg. But...

As a sequel to Mass Effect it is a total train wreck. It goes off the rails in the opening scene with the head Cerberus goon and his genetically sculpted, chief goonette. I just think that it's a contrived mess of inconsistent writing and nonsensical plot. I've come to the conclusion that the plot of the game was conceived as a vehicle for the inclusion of a bunch of Saturday morning cartoon characters. There are too many of them and they're much too eXtreme, badass and 'elite'. The 'best of the best' don't ya know. They took a reasonably serious and mature storyline in ME and drove it into the ground with a bunch of goofball, comic book characters. They could have subtitled the game "Galactic Avengers" or some such nonsense and it wouldn't have seemed out of place. They killed off Shepard and destroyed the Normandy for this? What a wasted opportunity indeed.

Oh well, as long as they keep the action parts of the gameplay intact I'll be along for the ride in ME3. Unfortunately, I won't be expecting much in the way of a good story or a sensible plot.

EDIT: I would like to thank BioWare for giving me the chance to roleplay a zombie. Shiala in ME3 please.:wub:

Modifié par IoCaster, 22 mars 2010 - 09:04 .


#21
KotOREffecT

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IoCaster wrote...

As a sequel to Mass Effect it is a total train wreck. They killed off Shepard and destroyed the Normandy for this? What a wasted opportunity indeed.


Yep stuff like this is pretty much your opinion, and your opnion only. It's stuff like this that gets said that really should be ended with an "IMO"...

There are tons of us who did enjoy ME 2 for what it is, a great bridge into ME 3, and a much more personal story for our Shepards. Not to mention that the "comic book" characters you speak of, actaully offered more to the ME universe than the squad mates of ME 1 except for maybe Tali. A lot of them in ME 2 deal with issues like the Genophage, Geth, Quarian culture, etc. But in general they were more deep in a lot of peoples eyes.

Also Cerberus was a good call on BioWares part, esp with the whole humanity struggle aspect of the ME universe.

Modifié par KotOREffecT, 22 mars 2010 - 09:08 .


#22
Guest_wiggles_*

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SkullandBonesmember wrote...

Payne by name wrote...

The first game packed an emotional punch and a resonance that I felt long after the game.


This. :)


Wait, aren't you going to lambast the op for loving Halo?

#23
Yeled

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I feel much the same, OP, especially when it comes to the emotional resonance and impact of the game and the overall storytelling. Excellent post. I hope someone at BioWare reads it.

#24
Throw_this_away

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Op, I am disappointed also. I am on my third playthrough (wait, I have NEVER played any game this many times before...) and I hate scanning. I also miss having 150 weapons/upgrades at any one point, and swapping them for the ones I find in the next canister (odd how each one is better than the last as I go through the game). I also miss sidequests that use identical planets with different colors, and identical buildings with different boxes. I miss massive texture pop in. I hate tali fanboys because their obsession will ensure that IMHO the most boring character will be in the 3rd game.



Seriously, no game is perfect. Enjoy the parts you enjoy, I respect your opinion regarding the ones you do not.

#25
phatpat63

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I guess I'll brave the trolls and wade in. Fantastic post. Spot on, on all counts. I especially agree with this part:

Payne by name wrote...
 
Not the same level of ‘stop dead’ decisions
I’m sorry but there weren’t really that many stop dead, think about it for a moment decisions to make, only really the one at the end about the Collector base. Unfortunately though the developers have revealed their hand and for all the talk that your decisions in the first would have such a big bearing, you realise that in reality they don’t.
 
Whether the council lived or died is of little real consequence and hence when you are presented with the dilemma of destroying the collectors base, you know that it is something that will be addressed/corrected in maybe two lines of a conversation and that’s it.
 
I really feel for all those that played ME1 multiple times to have all the different saved versions of exterminating or not the Rachni, Ashley dying, Kaiden dying, Wrex dying, letting the council live or letting the council die because they must have discovered that it was all ultimately pointless.
 
When you consider how ME1 ended and for all the intervening time thinking have I made the right decision and it barely affected the new story, one just feels so short changed. When your mind is playing “well by letting the council live, humans and the alien races can work together in better harmony against the forthcoming threat” you realised that, that level of thinking was pointless.
 
Because of this you know that any decisions made in the 2nd aren’t going to hugely affect the third. When you consider that ME made such a big thing of the different branching and how you could affect the story, there has been considerably less in the 2nd, to the point where they’ve allowed themselves to be thoroughly usurped by Heavy Rain.


Mass Effect 2 was a fine game and made several improvements to the franchise(working a larger percentage of the time being the main one), but ultimately is a weak echo of its pedicessor because of 2 core design choices made by Bioware(most likely under pressure from EA to do so).

1)The clandestine decision to make ME2 filler. Three fourths of the game is spent on characters that may or may not all be dead by the end for crying out loud. The Mass Effect franchise started off with an incredible ambition to carry the players story, character, and decisions they made accross 3 games. With Mass Effect 2 that ambition is tossed to the side like so much trash. The "impact" of your Mass Effect 1 choices are given token cameos, there are virtually no such choices presented in Mass Effect 2, and the player is railroaded into the more or less linear plot, all to give ME3 a nice clean, discreet starting point without all those little choices the player made in the pervious two games gumming up the works.

2)Trying to make a game that would appeal more to shooter fans. I think this is adequately addressed by the OP.

Modifié par phatpat63, 22 mars 2010 - 09:52 .