Aller au contenu

Photo

Mass Effect 2. My disappointed thoughts


  • Veuillez vous connecter pour répondre
260 réponses à ce sujet

#76
spacehamsterZH

spacehamsterZH
  • Members
  • 1 863 messages

Forsakerr wrote...
 what also annoyed me what the linear way of recruiting your squad mates


FFU... okay, seriously, WHAT are you people smoking? Linear? You get something like 10 recruitment missions thrown at you and you can do them in any order you damn well please, followed by the same number of loyalty quests, which you can also do any way you want. After the Collector ship mission, there are literally at least 20 hours of gameplay where you can do absolutely anything you want at any time you choose. Are we even talking about the same game here? I can understand people saying the individual missions feel very linear, but overall, I'm sorry, ME1 was clearly more linear because it was more focused on the main quest. Whether you think either is better than the other is neither here nor there, but it simply isn't true that the recruitment of the squad was a linear process.

#77
cerberus1701

cerberus1701
  • Members
  • 1 791 messages

bjdbwea wrote...

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.



Clearly you or anyone else with this gripe has never played ME. The cover, the shooting, the AI. ME2 is exactly....EXACTLY what was intended for ME1, but they just couldn't pull it off. ME barely had a battle mechanic at all.

#78
et2cetera

et2cetera
  • Members
  • 40 messages
Read the OP, agreed with some. Must say that I did enjoy the game and some thoughts:

> Mining
This was an excruciating, carpal-tunnel-syndrome inducing chore! Please get rid of it! How about an additional aspect to it - like trading - where you can either buy / sell minerals if you need to. Earn some extra cash to grab some of the models =].

>> Alternative (1), how about making some high-risk, high-return scenarios like setting up some pirate bases where there are multitudes of baddies (5 / 6 heavy mechs together) so that once you beat them, you can get meaningful rewards like weapon upgrades or 10,000 (or more) worth of resources. This way, you could satisfy the action seekers and doing something more interesting than the equivalent of watching paint dry.

>> Alternative (2), some maze and puzzles for the exploratory type with good rewards to immerse themselves in an ancient planet and some back story. Like the ruined exploration ship and the base with the disrupted shields. Such a pity to do up the scenes and not have something more.

>> Alternative (3), offer some scenarios where choices have to be made for Paragon / Renegade points and resource rewards. You could expand on the batarian terrorist attack type where difficult choices have to be made.

> Squad dress
Doesn't it strike anyone as ridiculous that in a poisonous chlorine-filled environment, thinly-clothed characters can walk around with only a breather? At least ME1 was sensible in that squad members were fully helmeted and suited in hostile environments, and for places like Citadel dressed in casual clothes.

> Signages
There were moments of cognitive dissonance whenever I saw signs in English in supposedly alien places like Illium and Omega. Weren't these places dominated by non-humans? Even for the Citadel, it struck me as strange that slogans were in English especially when these slogans were used by the Turian politician. More realistically if there were to be multi-lingual signs.

> Story & Characters
Hmm, it struck me like going 2 steps forward and 1 step backward. It was good to see new characters and learn more about their past. However, it was a bit disappointing that characters from ME1 weren't fleshed out further. Even for those who have re-joined Shepard like Garrus, Tali, Joker and Dr Chakwas - what happened from the end of ME1 till their re-union? Especially for Garrus, how much darker in spirit has he become?

> Weapons
I thought that the concept of the overheating element was pretty cool. Then with ME2 using clips, I thought that the story had taken a step back. Isn't it strange that the Geth who are supposedly on a different development path, suddenly developed weapons that required clips? Gee, how considerate of them to keep logistics simple.
>> How about this then, to keep canon intact, how about bringing back some weapons that don't need clips? Some classes can use them while others can't?

> Combat
I must definitely say that combat is better in ME2. To add to the fun, how about some space combat? Some ship boarding attack / defense would be cool, not to mention the different physics for the weapons and powers. Imagine knocking a bad guy off into space with a throw field, then seeing him floating off into oblivion. Or getting cyro-blasted, then breaking into pieces floating into space.

Modifié par et2cetera, 23 mars 2010 - 03:53 .


#79
Forsakerr

Forsakerr
  • Members
  • 795 messages

spacehamsterZH wrote...

Forsakerr wrote...
 what also annoyed me what the linear way of recruiting your squad mates


FFU... okay, seriously, WHAT are you people smoking? Linear? You get something like 10 recruitment missions thrown at you and you can do them in any order you damn well please, followed by the same number of loyalty quests, which you can also do any way you want. After the Collector ship mission, there are literally at least 20 hours of gameplay where you can do absolutely anything you want at any time you choose. Are we even talking about the same game here? I can understand people saying the individual missions feel very linear, but overall, I'm sorry, ME1 was clearly more linear because it was more focused on the main quest. Whether you think either is better than the other is neither here nor there, but it simply isn't true that the recruitment of the squad was a linear process.


what am i smoking? completely legal stuff thank you ,you cant recruit Samara/Thane or Tali when you want to you have to wait to get them and you get Legion at the end ,maybe it does not bother you but it does for me

#80
Jamelo

Jamelo
  • Members
  • 83 messages

spacehamsterZH wrote...

Forsakerr wrote...
 what also annoyed me what the linear way of recruiting your squad mates


FFU... okay, seriously, WHAT are you people smoking? Linear? You get something like 10 recruitment missions thrown at you and you can do them in any order you damn well please, followed by the same number of loyalty quests, which you can also do any way you want. After the Collector ship mission, there are literally at least 20 hours of gameplay where you can do absolutely anything you want at any time you choose. Are we even talking about the same game here? I can understand people saying the individual missions feel very linear, but overall, I'm sorry, ME1 was clearly more linear because it was more focused on the main quest. Whether you think either is better than the other is neither here nor there, but it simply isn't true that the recruitment of the squad was a linear process.

No there isn't.

#81
spacehamsterZH

spacehamsterZH
  • Members
  • 1 863 messages

Forsakerr wrote...

what am i smoking? completely legal stuff thank you ,you cant recruit Samara/Thane or Tali when you want to you have to wait to get them and you get Legion at the end ,maybe it does not bother you but it does for me


Okay, but the fact remains that you have tons more freedom in terms of what order you want to do the missions in than you did in ME1. That's not even counting the many sidequests that are triggered by conversations on the hub worlds or that take place on other planets.

#82
Major Alenko

Major Alenko
  • Members
  • 1 042 messages
man great post! i agree with mostly all, spot on about emotional impact, level design, shooting ect

#83
cerberus1701

cerberus1701
  • Members
  • 1 791 messages

spacehamsterZH wrote...

Forsakerr wrote...
 what also annoyed me what the linear way of recruiting your squad mates


FFU... okay, seriously, WHAT are you people smoking? Linear? You get something like 10 recruitment missions thrown at you and you can do them in any order you damn well please, followed by the same number of loyalty quests, which you can also do any way you want. After the Collector ship mission, there are literally at least 20 hours of gameplay where you can do absolutely anything you want at any time you choose. Are we even talking about the same game here? I can understand people saying the individual missions feel very linear, but overall, I'm sorry, ME1 was clearly more linear because it was more focused on the main quest. Whether you think either is better than the other is neither here nor there, but it simply isn't true that the recruitment of the squad was a linear process.


This.

Furthermore. All RPGs are profoundly linear. Most do well with the illusion of freedom, but that's exactly what it is: illusion:

What was ME1?
 
Eden Prime

Citadel

Become Spectre

Therum, Noveria, Feros, Virmire.

Ilos

Citadel

End game

There are a few inconsequential sidequests, some Mako grinding. But that's the game. It's completely linear.

So is every other RPG. Sure, you may have a town or some towns where you can listen to NPCs...buy a few things or do a fetch quest or something. Burn as much time playing darts in the Tavern for Gold as youwant, you still have to go to the "Cave of the Necromorphs" or whatever to further the story.

You're hearded down the path of the developer's narrative in every RPG you play

#84
BaladasDemnevanni

BaladasDemnevanni
  • Members
  • 2 127 messages

smudboy wrote...

Yes, "a whole mission!"  Notice how I am not comparing the two.  I am merely stating it existed, since the poster said ME1 did not have one.


It depends on how you're taking "a whole mission!". It lasted a total of about ten minutes. So yes, it was "a whole mission" in so far as you got a journal entry and a completion entry. On the other hand, I've had conversations with Tali that feel like they lasted almost longer than it took for me to track down the doctor and gut him.

And since the poster you quoted was comparing the two games, I think it's important to note that ME2 succeeded there where ME1 failed- a decent character mission.

Wow.  Great job BioWare.


Well, I believe your criticism was "Not even a comment or change (unless I really missed something, and someone fill me in here.  ". 'Or' implies one or the other, not necessarily both. So, there's your comment. By your own admission, you should be satisfied.

Modifié par BaladasDemnevanni, 23 mars 2010 - 04:19 .


#85
ODST 3

ODST 3
  • Members
  • 1 429 messages
You'll probably like it better in a few months or whenever you come back to it. I'm serious, I was pretty disappointed in ME 1 and it grew on me eventually, but ME 2 really hit the spot right away for me.

#86
cerberus1701

cerberus1701
  • Members
  • 1 791 messages

Forsakerr wrote...

spacehamsterZH wrote...

Forsakerr wrote...
 what also annoyed me what the linear way of recruiting your squad mates


FFU... okay, seriously, WHAT are you people smoking? Linear? You get something like 10 recruitment missions thrown at you and you can do them in any order you damn well please, followed by the same number of loyalty quests, which you can also do any way you want. After the Collector ship mission, there are literally at least 20 hours of gameplay where you can do absolutely anything you want at any time you choose. Are we even talking about the same game here? I can understand people saying the individual missions feel very linear, but overall, I'm sorry, ME1 was clearly more linear because it was more focused on the main quest. Whether you think either is better than the other is neither here nor there, but it simply isn't true that the recruitment of the squad was a linear process.


what am i smoking? completely legal stuff thank you ,you cant recruit Samara/Thane or Tali when you want to you have to wait to get them and you get Legion at the end ,maybe it does not bother you but it does for me


No, I can't. But that "freedom" is also weighed against player constraints. In this case the constraint would be having to swap disks more frequently as all that information wouldn't be on one 

I'm happy with the decision they made as If I had to swap disks more often, I wouldn't. By that, I mean, if I could recruit Thane in D2 before Jack on D1, I wouldn't waste my time swapping 1 to 2, getting Thane, then swapping 2 to 1 to get Jack.

Swapping is an annoyance. I'd be playing it exactly as the game is set up now.

#87
Cailean

Cailean
  • Members
  • 224 messages
i agree in mining and that the plantets aren't that big... but the rest makes no sense.

for example youre nagging about to much teammembers. so what? be happy you have so many to chose from. it is better than having only 6 to chose from

#88
cerberus1701

cerberus1701
  • Members
  • 1 791 messages

Cailean wrote...

i agree in mining and that the plantets aren't that big... but the rest makes no sense.
for example youre nagging about to much teammembers. so what? be happy you have so many to chose from. it is better than having only 6 to chose from


Less than that considering one of your choices always has to be someone with the electronics/decryption skill. That is, if you ever wanna open anything.

#89
cerberus1701

cerberus1701
  • Members
  • 1 791 messages

cerberus1701 wrote...

Cailean wrote...

i agree in mining and that the plantets aren't that big... but the rest makes no sense.
for example youre nagging about to much teammembers. so what? be happy you have so many to chose from. it is better than having only 6 to chose from


Less than that considering one of your choices always has to be someone with the electronics/decryption skill. That is, if you ever wanna open anything.



There was FAR less squadmate freedom in ME.

#90
smudboy

smudboy
  • Members
  • 3 058 messages

BaladasDemnevanni wrote...
It depends on how you're taking "a whole mission!". It lasted a total of about ten minutes. So yes, it was "a whole mission" in so far as you got a journal entry and a completion entry. On the other hand, I've had conversations with Tali that feel like they lasted almost longer than it took for me to track down the doctor and gut him.

And since the poster you quoted was comparing the two games, I think it's important to note that ME2 succeeded there where ME1 failed- a decent character mission.

The dude said this:

Would I have liked to see more interaction with Garrus?  Sure.  But ME2 gave us something that ME1 didn't - an entire mission done for Garrus, something directly involving his past and something he cares about deeply...

And I answered because I knew otherwise.  That is all.

Modifié par smudboy, 23 mars 2010 - 04:38 .


#91
smudboy

smudboy
  • Members
  • 3 058 messages

spacehamsterZH wrote...

FFU... okay, seriously, WHAT are you people smoking? Linear? You get something like 10 recruitment missions thrown at you and you can do them in any order you damn well please, followed by the same number of loyalty quests, which you can also do any way you want. After the Collector ship mission, there are literally at least 20 hours of gameplay where you can do absolutely anything you want at any time you choose. Are we even talking about the same game here? I can understand people saying the individual missions feel very linear, but overall, I'm sorry, ME1 was clearly more linear because it was more focused on the main quest. Whether you think either is better than the other is neither here nor there, but it simply isn't true that the recruitment of the squad was a linear process.

All stories are linear. 

You also cannot do the loyalty quests "any way you want."

You cannot do absolutely anything you want at any time you choose.  I can't even do that in real life.

Just because recruitment, or any series of activities that eventually advance the plot, can be done in a different order, does not make them non-linear.  The only one that comes remotely close to being different, that is multi-linear would be the Wing Commander series.

#92
BeresaadSoldier

BeresaadSoldier
  • Members
  • 169 messages
@ the OP: The game is based on a story you have to follow. No matter how many choices you're presented with or how many ways you're given to accomplish a certain thing, it will always feel linear cause you have to get from point A to point B in the story. Duh, common sense. Recruitment of Legion is as "linear" as the recruitment of Loghain in DA:O. You can't be given a choice about everything, deal with it. ME2 is a lot less linear than you might think cause believe it or not, time enters the equation (referring to saving Normandy's crew on the suicide mission).



Soundtrack is way better than ME1 imo. The only downside is ME2 didn't have such a memorable love theme as ME1 did.



All the other comments are not objective enough and not worth the waste of pixels. All the "number of crew members, ending etc etc" can just be summarised in that the game is too short. If it was longer you'd get your proper ending, you'd get your character depth and you'd probably get your customization. Instead of asking for ways to improve the current game, I'd personally be happy with ME2's double extended gameplay (talking about storyline driven missions, not more planet scanning ty).

#93
spacehamsterZH

spacehamsterZH
  • Members
  • 1 863 messages

smudboy wrote...

You cannot do absolutely anything you want at any time you choose.  I can't even do that in real life.


Okay, but let's say within reason, rationality and what's generally possible in an RPG. After the Collector ship mission, I just start up the game, poke around the galaxy map and pick whatever I feel like doing. That's about as much freedom as a videogame can give you.

Just because recruitment, or any series of activities that eventually advance the plot, can be done in a different order, does not make them non-linear.


Sure, the missions themselves are linear. I said as much. Some of them have mildly branching paths depending on what you do (convince Miranda to talk to her sister or just leave, help Zaeed get his revenge or save the workers, etc.), but the same thing applies to ME1. Or any other game for that matter, even a sandbox game like Infamous has missions that are in themselves linear.

#94
Grilled Trout

Grilled Trout
  • Members
  • 51 messages
Very thoughtful analysis on your part, OP.  It looks like you spent a good deal of time playing Mass Effect 2, and unlike many posts that are full of complaints without explaining their reasoning in a logical manner, you managed to put together a very thorough analysis of your preferences and enjoyment of the games.

Let me respond back to you, topic by topic since you did so well in organizing and structuring your arguments.

1. Number of Crew Members

Lot of times, less is more.  I understand your point.  It was somewhat disappointing that unless you initiate a romantic relationship, at some point, you hit a brick wall with each crew member by not being allowed further private conversation with that said crew member.  But then I look back at Mass Effect 1, and realize that there really isn't too much of a difference at all.  The way I remembered it from Mass Effect 1, the new conversation option refreshed maybe 4 or 5 times at best, and when it all ran out, you had nothing new to talk about either.

And speaking of loyalty and recruitment procedure, by doing those missions, Mass Effect 2 introduced a lot of back story behind what really is happening in the Terminus Systems that we knew nothing about from the first game.  We had  extensive contact with minimally-intoduced races like the vorcha, batarians, and even quarians that we saw none of other than Tali.  It was these recruitment and loyalty missions that introduced us to the world of the three major merc groups: Blue Suns, Blood Pack, and Eclipse that play a major role in the Mass Effect story and universe.  You find out that asari had a similar mind of organization like the justicar or the origin and history of people like the drell which I find very interesting, living in harmony with the hanar.

And the need for so many crew members is that now each and every crew member are distinctively different from each other, offering different set of abilities.  In Mass Effect 1, it was all cut and dry... every one of the 6 crew members were easily defined as one of the six professions, and they possessed the ability to learn everything within that class.  Now, the crew members specialize, so even if they fall within the realm of being a biotic user, some specialize in lift, where others specialize in throw and/or shockwave.  There is no squad mate that can do everything within a defined profession.  The way the skill tree works now is that even putting 1 measly point into something seems to make a noticeable difference in battle, whereas in the first game, there were so many points to spend that one extra point hardly made a big noticeable impression when fighting.

2. Game Structure

In light of complaints about technical issues and graphical performances, Mass Effect 2 decided that it will bring about a more detailed yet intricate environment.  The side missions lack that huge barren surface that we saw in the first game.  Yet, the level of detail is finely appreciated, at least for me.  You had a very specific goal in each and every mission adn assignments, and instead of wasting time driving around long distances just to get to a copy-pasted same looking buildings, the game throws you into vastly different looking places.  It seems to be more focused and tighter.

You talk about the overwhelmingly small size of the Citadel, but this was done on purpose.  In the first game, all you had was the Citadel.  Noveria did have a small hub, but once you were done with getting access to the garage, you were completely done with that place and you never needed to come back.  In here, you have 3 other hubs in Tuchanka, Omega, and Illium, in which the latter 2 are of decent size.  The Citadel really didn't serve a lot of purpose for the sequel's story and because of the construction for restoration of the large part of the city, it made sense to me that the place was smaller.

I do agree that being teleported back to the ship automatically does annoy a bit if you wanted to stay in that hub a bit longer, but it was only a minor inconvenience.  Once you are done with the mission, you are done with the mission.  In places like the warehouse in the Citadel, the battleground where you fought to recruit Garrus, the place where you recruited Samarra, or the Dantius Towers, were all different part of the city that wasn't integral to having to return once you were done with those missions.  Perhaps it would have been great if the game let us back to the city instead of teleporting straight back to the Normandy, but that in no way disrupted any flow in the game structure in my opinion.

3. Scanning Planets

This is one of my least favorite activity in the game, and had BIoware elected to let us keep the upgrades and researches or simply given us more resource bonus upon starting New Game Plus, I wouldn't have minded so much.  PC players can edit files to avoid doing scanning altogether, but for someone like me playing on the 360, I don't have that option.  The scanning is tedious, slow, and boring.  I am sure that this was put in place to encourage galactic exploration of some sort, but the way it is now, I would have rather the game give us the resources automatically upon touching a planet and let us not waste time with this boring task.

However, I do appreciate the research and upgrades of weapons and various other functions and abilities.  I prefer the system much better than the cluttered loot system from the first game.  If you played it on the PC where Bioware made improvements on the inventory, you might not appreciate the change as much.  I played it on the 360, and the inventory was so horribly organized that it wasted so much time having to look back and try to sell or equip things.  There were just too many loot, most of them destined to be sold straight to the vendor.  By the time you had Savant omni tools/bio amps, Colossus armor, and spectre weapons, the inventory was a joke, and there was too much money to be made so easily that credits were virtually laughable.  The measly 500 or so credits that you get for reward for doing a side quest was laughable, whereas in Mass Effect 2, every little credits you find are helpful.  You need as many credits as you can possibly collect to buy upgrades and armor parts.

4. Driving the Normany around the Space Map

I actually loved this.  Now it made more sense.  One star cluster per given system had a clearly visible mass relay, and the other remote star clusters within that system needed to be flied to.  In the first game, you just clicked on any planet, and you immediately traveled there.  To me, the old way was less immersive.  The fuel may be an annoyance, but you have more than enough to travel through a system with a simple upgrade, and I never felt flying around was a chore or playing with toys.  You are a commander, and you are in control of where your ship flies to.  Of course it is only logical, at least for me, to see where you are going and how you go about doing that.

5. The reloading of the Pistol

The heatsink system that was introduced in Mass Effect 2 brought about a lot of complaints.  Indeed, you do now have to search around to look for those thermal clips which could be a bit of annoying.  But you also mentioned that you loved playing Halo.  Don't you have to look for ammo in Halo?  For me, looking for thermal clips never detracted me from observing or appreciating the surroundings that are now much more detailed and prettier than in the first game.  In fact, looking for more thermal clips led to look around even more, whereas if they hadn't even existed, I would have simply ignored it altogether.

Also, the previous way of firing weapons in the first game, after having played Mass Effect 2, simply doesn't click for me anymore.  The weapon overheating is annoying, the guns just don't sound and feel satisfying, and you are really given no sense of urgency in being efficient with your weapon fire.  By the time you get Spectre weapons in the first game, you didn't have to worry about being efficient with your weapons and it took a lot of challenge out of the door immediately, making combat really dull.  Here in the sequel, as long as I manage my shots well, I can fire my weapons satisfyingly without having to worry about weapons overheating.

6. Lack of Customization for Your Look

I don't think I can agree with you here either, as you are able to collect and buy different armor pieces in the vendors to customize your looks.  You can change colors and patterns of your armor as well.  The first game had endless loot of mostly junk, and while they did offer different looks, a lot of them statistically were just terrible that I ended up getting rid of them to the vendors.  By the time you had Colossus armor, nothing else seemed to be as efficient.  And that Colossus armor always look the same with same color scheme.  In this game, once you are satisfied with the armor parts and upgrades, you can change the patterns and colors to customize the armor setup that you are happy with, at any time when you visit your captain's quarters.  To me, this is more effective way of customizing your looks than the previous way of dealing with mostly needless junk loot.

The helmet, however, is a good concern that I share with you fully.  Either I have to put on the helmet all the time, or I don't wear it and not get the benefit of it.  I don't like wearing helmets and would rather see my head, and if I am to wear helmets, I am forced to wear it and be shown wearing it just about everywhere I go other than the ship.  So I just have been sticking with that visor and nothing more, because at least I get 10% bonus in headshot damage.  But you are right.... it would have been great to be able to have toggle helmet on/off option.

7. The Music

Somehow, I would have to agree with you on this.  As much as I appreciate the changes and improvements done in Mass Effect 2, the sound track doesn't seem to impress as much as I was with the first game.  I can't even think of one memorable sound track from the sequel, whereas in the first game, I can certainly name a few.  The sound effects in the sequel are better, the background music was better and more memorable in the first game.

8. Sacrificing Story for Action

I am not understanding your complaint.  You say the gameplay is affected by having too much choice?  I thought that was a good thing.  Nevertheless, I can understand the concern behind sudden appearances of boxes and crates that immediately signal imminent battle coming underway.  However, this didn't detract me or made me think that the action sacrificed the story in any way.  No way did that ever happen to me.  Sure, the game is more action packed now, but that is partly due to the revamp of the combat system, not the change in story telling structure.  During combat, it is even more exciting than before, managing every shot to make sure that they count, using different abilities for different types of enemies, and finding the right moment to use specific powers.  In the first game, it was as dull as ever, because just about any enemy the game threw at us all just came down to the matter of attrition and nothing more. 

In Mass Effect 2, when the action gets going, the action is fun and faster paced.  But then the action leads to more intricate stories and characters you meet.  By the time you start to feel tired of the combat, the game leads you to some more story or more characters to meet.  And when that happens, the story telling is just as good as it has ever been.  I totally have to disagree with you on this, because what the sequel has managed to do is to make the combat feel more like a descent 3rd person shooter, while not being short on story telling in any way.

9. Not the Same Level of "Stop Dead" Decisions

I don't know how you played your Mass Effect 2, but I can't seem to understand how you came to this conclusion.  First of all, I had 2 drastically different playthroughs in the first game, one that was extreme renegade and one that was extreme paragon.  Upon importing these two saves and playing through them, I could already see the differences, albeit how small and trivial they may be.

If I let the Rachni queen live, there is an asari in Illium that talks to you, relaying a message from the queen.  Yes, you may be wondering, where is the Rachni now... but the story in this sequel didn't need them, and we still have Mass Effect 3 to look forward to.  If the Rachni didn't play any part in the story in the finale of the trilogy, then I would be disappointed, but until then, I would not be hasty to show my disappointment just yet.  What about saving the colonists at Feros?  I don't think any more can be developed out of that, in my opinion, and I never thought of it as having potential for more further story out of it.  At least you do see a difference though, especially if you let Shiala live or die at the end of your confrontation with the Thorian.

The decision to save the Council or not doesn't seem to have carried over much consequences, but then even here, there are differences.  When you touch down on the Citadel for the first time, based on your decision, the populace in the wards is indifferent or downright hostile to the humans.  Check out that turian mercenary in a shop called Rodham Expedition.  If you saved the Council, he is very friendly and greets you like a hero that you are deserved.  If you let the Council die, he is hostile and unfriendly, claiming that the humans don't need to buy more guns than they already posess with their undeserved power.  It is these small little things that I appreciated.  The consequences don't need to be super complicated or huge, as long as I can see and feel the differences that I made, no matter how trivial it may look to you.

Also, the sequel had a lot of decisions that made me ponder what I should do.  Do I let Tali get exiled?  Do I present the evidence and risk losing her loyalty?  Do I save the people at the refinery and risk losing Zaeed's loyalty?  Do I side with Samarra or Morinth?  Do I transfer that supposedly damaging files back to Cerberus or to the Alliance?  Maybe I should keep it for myself?  Do I erase the genophage data that Mordin's long-time student kept or do I keep it for later?  Would that have any consequences later on in possibly helping the krogan with their genophage.... especially now that my beloved friend Wrex is trying so hard to unite his people?  What about the heretic geth?  Do I allow them the luxury to exist by just letting them soak to the virus program or do I destroy them outright?  How would the geth evolve or deal with what lies ahead of all of us?  What happens to the quarians and their struggle to find a new home world or to outright fight with the geth?

So you see.... there were a lot of choices.  Some of them may not even seem that great, but it is these choices that define what your Shepard is... what kind of person he/she is.  And a lot of them raise a lot of questions about how those decisions may or may not affect the story in Mass Effect 3.  Hence, I was not even once disappointed about decisions in the sequel.

10. The Ending

Obviously by now, we discovered that the protheans weren't completely annihilated as we believed, but that some of them were transformed as slaves.  We also find out that the humans, with the more complex and various genetic structure, was deemd desirable for collecting genetic materials to create that super human reaper.  Now I am not sure why there needed to be a creation of such thing, but what was important to me was that now, we know much better about what humanity and the rest of the galaxy are up against.  The reapers are not just a sentient AI beings or a large space ship as we once thought we believed at the end of Mass Effect 1.  We now have a much more dangeous set of enemies, and the situation is even darker than it ever was at the conclusion of the first game.  I liked it.  I thought that this set up the trilogy very well for a possibly satisfying ending in Mass Effect 3. 

You say that the ending in Mass Effect 1 was incredible, but I thought the ending in the sequel was just as entertaining.  The fighting itself was much more fun to go through than the first game.  Did it ever occur to you that there is a possiblity that even some or all of your ship crew (not your party members but others) could have died by being sucked into those tubes of the reaper larva?  It may not be a big deal, but even your performance in actively cooling off and opening those seals for your engineer that crawled under may have him/her die suffocating with heat.... All of that made the finale just as much exciting as it was in the first game.  Heck, the enemies that they threw out at the end of Mass Effect 1, compared to what I had to deal with in the sequel, seem very trivial at best now.  Even the final boss at the end of Mass Effect 1....

And why not look forward to what consequences it brings for that final decision about leaving the reaper structure intact or not?  In my paragon run, my Shepard decided to destroy it outright, and I was surprised to see that even the most hardcore and loyal of Cerberus, Miranda, resigned from her position in Cerberus.  What possibility could exist for the consequences of leaving that thing intact?  Could Cerberus be actually connected to all this collector/reaper human abductions as Ashley/Kaidan suspects?

Hence, the ending raised a lot of questions and optimism for the finale, and it made me really look forward to how the whole trilogy is going to put to an end.  You say there wasn't any revealing of anything in this game, but to me, there were a lot of things, small to big, that were revealed... something new that I didn't see in the first game, or something that we once thought how it was, only to be shown that the reality is anything but what we first believed to be true.

11. Conclusion

You are entitled to your opinion indeed and the fact that you explained your disappointments in such detailed fashion show that your thoughts should be respected.  I disagree with you almost wholeheartedly except for a few other things.  I was greatly satisfied with Mass Effect 2 overall, and it was well worth my time playing through it 3 times.  If anything, this game made me even more excited about what's to come in Mass Effect 3.

#95
GMulryan

GMulryan
  • Members
  • 77 messages
Halo? Really dude.......

#96
Nashiktal

Nashiktal
  • Members
  • 5 584 messages
I liked this criticism directed at Mass Effect 2. Clean, points out his concerns and complaints nicely. I agree with this op. I loved Mass effect 2 but it just felt like something was missing. Everything felt so... bare.

#97
Payne by name

Payne by name
  • Members
  • 93 messages
First off, thanks to everyone who took the time to reply to this post. I’m amazed, and impressed, that people read or attempted to read it all. I’ll try and respond to you all.

I was aware that my post was a little long and rambling. I would have liked it to be a little tighter but the wonder of ME is that it’s an emotive experience. You don’t connect with the characters because of the graphics, the mechanics or the game engine, it’s a little deeper and hence because of this, some grumbles like customisation or dialogue will feel nitpicky.

It probably is but when each play through is so individual, or can certainly feel individual, I think some of the grumbles are because they are emotional responses. I’m not saying the game offends me or that it’s ruined my life. Far from it. I’m just commenting from an emotive standpoint.

bjdbwea – Thanks for your kind words. I agree on the pre-ordering. I pre-ordered the special edition of ME2 and haven’t yet watched the making of because I’m just not feeling it. I’m not throwing my toys out of the pram but after playing ME1 I went into sponge mode. I wanted to know everything about the game, the makers etc whilst the experience lingered like a fine wine (not that I’m a regular wine drinker!).
After ME2, I felt very little. I wasn’t left satisfied and I wasn’t left wanting more. I’m sure I’ll be suckered with ME3 but it won’t be creating the weight of excitement that ME2 did.

Darht Jayder – I thought others might have expressed similar thoughts but I couldn’t really be sure. Apologies for the repetition.

Highdragonslayer – Fair comment, though I thought the Reapers contempt for any sentient life wasn’t enough that they would single out one element of the combined races that killed Sovereign.

Badpie – Thanks for reading and your kind comments

Yorkj86 – I’ve not played DA:O, maybe I should give it a go.

Greenhelm – Fair comment. It was long though the books you’ve read shorter than this must have only been at primary school. I didn’t HATE it but I’m simply responding to it emotively. If you invest time into something, it’s only natural that’s you’d think about it isn’t it.

Symbol117 – That’s the right attitude. My thoughts needn’t offend those that disagree with my opinion of the game.

WildStill – That’s a good summation but I wouldn’t say I’m a usual suspect. I didn’t hate the game but a healthy forum for a game is one where there are differing opinions, both good AND bad.

Kotoreffect – It’s not blind nostalgia rage and there’s nothing to suspect. ME2 soundtrack might have been epic but if it was it blended into the background. ME1 had so many distinctive sounds, hence the example I cited. When I first started ME1, it was the music which was the first and most overpowering hook. Hearing those distinctive 70’s sci fi feeling tunes whilst I created my character and then played through the game, were very impressive.
I didn’t feel the same connection with the soundtrack in ME2 and I don’t think this can be dismissed that I simply wasn’t listening to it enough. Listening to the ME2 soundtrack would not paint similar scenes in my mind. Maybe this is the fault of the music or because there weren’t enough memorable scenes.

Zulu DFA – Thanks bud

TrickFred – Thanks for the support tiger

SkullandBonesmember – Glad you felt the experience lingered as well. You are right. I don’t have a problem with the quality of the characters but Bioware need to understand that you will want to really interact with them. I remember when Legion came on board and Jacob said that Tali would be pissed. I immediately went down to discuss it with her but no mention was made of it.
I appreciate it’s tough to write endless content and everyone has favourite characters but I’d personally prefer to have fewer meaning that I bond with them more, have more dialogue with them and that they themselves can interact, as they would at the post mission briefings in ME1

IoCaster – Fair comment on the shooty stuff. I was thrown right off at the beginning. I guess killing Shepherd off was a quick and easy way to hook in newbies but it didn’t give it the weight it needed.

Yeled – Thanks for reading and your complimentary words. Likewise I hope somebody at Bioware reads it but I do not, as some have tried to indicate, believe that I speak for everyone. It is my opinion on the direction of the game. Some disagree and some, like yourself, thankfully agree.
I do not say that others are right or wrong but at least I feel that you understood my points and in turn probably played the game in the same way or vein as I did.

Throw this away – That was funny and a good summation about the annoyances of the first game. The thing is, for me that is, is that the weaknesses you mentioned were easily sidelined with a strong, tight story. ME2 didn’t have this, IMO, and hence they were more visible.

Phatpat63 – I’m glad you liked and agree. Your highlighting of the two core decisions is spot on.

You really felt that the decisions you’d sweated over really were “tossed aside” or resolved in a quick soundbite meaning that although I made the decision to not destroy the collector base, the decision won’t linger with me because it’s already been demonstrated that my decisions don’t really have that much impact.

XX55XX – Fair comment but if something disappoints, you can’t ignore it’s faults by saying it’s better than something worse. I mean technically it’s not a better shooter than COD, GOW so maybe it’s shouldn’t have tried so hard to be.

Smudboy – Glad I’m not alone. You are right, despite my other grumbles, story and plot is what it really boils down to.
Your later dissection of Juuana points was excellent. Your mindset, certainly on ME2, is very similar to mine. You are spot on with your thoughts on Garrus and how is new mindset is not further explored after Dr Saleon. Highlighting previous missions to me should have been an easy win for Bioware. It’s a great nod to those that have invested time and an encouragement to go back and investigate for those that didn’t.
Nice work.

SpartanMKV – Excellent point. Why can’t we have both. I prefer the action in COD, GOW, Halo but it’s the story, the immersion that pulls me to ME. I appreciate you are simplifying things but I’d say distilling them down. It’s the RPG elements that makes people so passionate about ME. They are it’s foundations.
I mean it would be ridiculous to grumble about the look or lack of customisation to your character in COD because clearly you don’t engage/relate to him in the same way. In ME, you clearly do. He or she is your baby and hence you expect more interaction. That’s why although nice to have both, I’d sacrifice a cover system and other latest shooter fads for a solid story that really blew me away.

MassAffected – Thanks for reminding me that it’s MY opinion. I don’t believe that I stated it was fact or indicated that it over-ruled all others. Likewise I never assumed that I spoke for everyone in my rant. Indeed I even said “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”. Take apart my argument if you wish but don’t gloss over the caveats’ I put in.

Rhofan – Interesting point. Because I wanted to continue the immersion, I replayed ME1 just before I started ME2. I think maybe this highlighted even more the differences between the two. When I started the replay I thought I’d never want to take the Mako down planet side but I actually enjoyed it. I can’t see me ever enjoying the planet scanning

Dinkamus_Littlelog – Thanks. Glad you felt similar. I don’t mean that in a kind of them & us situation, just appreciating someone acknowledging the same sentiment.

Blessed Silence – I was amazed that you couldn’t wander round the Citadel more. When the Normandy docked up you felt this feeling of ‘we’ve come home’ yet to only be able to see a few rooms left me bemused. Although ME2 was on two discs, the game felt smaller.

PoisonedBlades – Crazy, I could be but Halo, for me, was a great gaming experience. Notice the words experience. It doesn’t matter whether it’s story etc wasn’t as good at what followed or was clichéd. It was how it all clicked – the music, the action, the characters.
We all have seminal moments on different consoles. Resident Evil or Twisted Metal on the PS One, Max Payne on the PS2. For me Halo was the most powerful of all memories and experiences. I was putting it in there as a direct comparison but rather to indicate where Mass Effect stood for me. It is however a little weak to dismiss my thoughts on Mass Effect because I enjoyed Halo. Does this mean if I like pasta, I can’t have an opinion of pizza?

Nallski - Yes, I may have nitpicked but I guess when you take your character and the story on board, you will notice things good and bad. If the experience is positive then it will carry you over the glitches, but if not sometimes you notice them more.
You make a interesting point on the ‘new universe’ element. I think once you know something ie the Mass Effect universe, it becomes very personal. You take it on board and you have time to shape it in your mind as to where it will go. I liken it to Rocky I and Rocky II. Rocky II for me is one of the greatest sequels because it didn’t try and re-invent itself. It didn’t try and get clever or suddenly think “we need another audience”. It delivered one of the true-est examples of a sequel in continuing right on, literally, from the first.
Okay ME2 did improve things, notably the graphics (though the loading screens seem to take a similar age) and I appreciate there is always the drive for something new, but I think they tried so hard to improve it in certain directions that they neglected it’s strong story, plot, decision foundations.

REShepherd – That’s a fair comment. Different game play appeals to different players.

Ray Joel Oh – Cheers

Darth Drago – It’s great having lots of team members but when you can only use 2 at a time, and achievements seem to be given for being certain race allies (with the possibility that this might have led to plot related points), it seems too many. The analogy to Magnificent Seven is a good one.
Another good point on the mission end point. It felt so clumsy, so eschewing the exploration or immersion vibe. It was basically saying “okay, you’ve ticked all the boxes, let’s get going”
Yeah, the scanning wasn’t much of a mini game though you couldn’t not do it if you wanted the minerals. There’s also the opinion when people say “you don’t have to do it if you don’t want to”. I agree maybe you don’t but if you are playing a game and decide to miss bits out because they are tedious, it’s affecting your experience of the whole game. You are basically prepared to omit parts of and hence have the realisation that you aren’t embracing it.
By finding the scanning to be boring, I felt reading about the planets pointless. This then led to me not really bothering to read the Codex anymore.
I appreciate your line by line response to my points and agree with your interpretations. Likewise I had expected a Virmire style decision. Quoting Virmire really sums up what’s missing from ME2. When a friend, new to Mass Effect, had played the first one there were so many things/decisions/set pieces to discuss with him – What had happened on Virmire, did he let the colonists live on Feros, what did he do about the council, who did he romance, who did he make the human representative.
In ME2 it was who did he romance and what did he do with the collector base?

Pmorgan18 – I respect your opinion. As someone else has suggested maybe I need to check out Dragon Age, though with new games coming out and limited evening time, it’s hard to fit it in and be able to give up 50-60 hours to a game.

Onyx Jaguar – Fair enough. Each to their own. Thanks for not descending into cheap mud slinging.

Jonathan Shepherd – Cheers bud

EternalNightmare13 – Yeah thanks but if you are going to promote my blog at least remember to mention it www.paynebyname.com

GuardianAngel47 – Thanks at least for reading it all. You are right, my thoughts won’t impede your enjoyment (and so they shouldn’t). I’ve mentioned the Halo point earlier but for me, everything clicked. No one had a cover system when Halo came out and to be far I didn’t/don’t need it. One just learns to side slide to the left or right behind cover, rather than the need to crouch. Likewise, I didn’t need squad commands. I’d had Full Spectrum Warrior for that. Halo to me was a blast riot from single player to split screen multiplayer with my brother.
It had so many memorable scenes from the battles round the grav lift through to the crazy section when you are hammering the flood in the corridor on the way to blowing up the exhaust rods (?). I’m not comparing graphics, engines, mechanics like for like when I mention Halo but rather the emotive experience.
On a side note, I also have all of the soundtracks and consider the Gregorian chant as powerful as Vigil from ME1. Difference is, Halo knew what worked and exploited it for Halo. Where have ME2 picked up the iconic tune and ran with it? (Steve Jablonsky’s work on GOW2 is very good by the way)

Juuana – Thanks for taking a similar non combative stance.

Team – Yes I would have liked more Garrus but that’s because he’s from the 1st. In the first game the loyalty missions that you do for the team are considered ‘side quests’ in this they ARE the quest, hence maybe why it felt weaker. It wasn’t a case of spending more time with a character. I went back to regularly interact with team members after missions etc and very little changed. I don’t want to just stand in their vicinity but fully interact with them.
Decisions – You are right, maybe my expectation were too high and truthfully demonstrating the outcomes of my decisions would have made many different variants of the game but isn’t this was the makers were always saying would happen. Wasn’t the marketing of Mass Effect 1 about how you decide, about how you shape the story.
When I realised that ME2 was going to be on two discs did no one else think this was to make allowances for the incredible branching storyline. Other than the endless planet scanning, I find it hard to see why ME2 was on two discs. No area was as big as The Citadel, Feros or Virmire so why they need for the extra storage space?
They are interesting questions that you pose but the makers legitimacy in answering them in the 3rd has to be questioned when they answered so little in the second. I had similar thoughts on how different things would be with or without the council but in all honesty it hardly mattered.
I appreciated that at the final mission you got to delegate but frankly if they hadn’t put that in, what would have been the point in all the recruitment? Your idea of switching would have been pretty cool but I’ve been disappointed on many a game where you stockpile for the final end battle and it all gets discarded or ignored.
What made ME1 more powerful though is that some of the deaths happened mid way through (for me on the first time both Wrex and Ashley) hence the decision/loss lingered. It had more dramatic impact. Killing off team members when you are 15 minutes from the end doesn’t really have much impact, especially when in my case I lost Mordin with no explanation or fanfare, bar a shot of him on the floor.
Your response was a very well written one and I apologise if you took offence that I was dismissing those that liked this as CoD fanboys. To me, IMO, with a lesser plot & story and ramped up action, it felt that was the market and direction that ME2 was trying to appeal to.

Cascadus – I also would gladly wait another year for something better but I do understand that you can’t please everyone. For everyone who is disappointed, there will be others that were enthralled. On this occasion it wasn’t me.

Axterus – Some great points. Less characters but more depth. Less recruiting, more forward momentum for the story. I certainly felt the combat in 1 more interesting. I know people would say it should be challenging and realistic but it just felt better and ultimately more fun. Doing the Vorcha on Omega Red in Mordins mission was my first real taste of action in ME2 and I didn’t really enjoy it.
I would also agree on the Reapers. Their mystique and pure malice is what makes them so formidable and unnerving. The metallic voice and contemptuous tone when you speak to Sovereign on Virmire does more than anything in ME2 to make you alarmed at the destructive power and single mindedness of the Reapers.

Lastpawn – Thanks. Fingers crossed that they can take the best of both worlds. The devs do seem to listen to their fans so maybe they can somehow cherry pick their way through everybody comments and come up with something in ME3 that restores my faith.

Jamoau – Glad you feel similar. Initially I thought the reboot was a clever idea and designed to deliberately keep you on edge. I mean the Illusive Man say’s “we’ll have to take care of Shepherd” and the next thing I’m being blown out of the sky.
It only then slowly dawned on me that this device was an indicator of how my much trumpeted decisions from the first weren’t going to have the dramatic impact that I’d been told. This then corrupted the rest of the game for as enjoyable as some sections might have been, to quote another poster it was more having the pages of a book turned for you rather than you actually choosing which page to go to (if that makes sense).
I have doubts for ME3 as well. You worry that when the makers head off in a certain direction that it’s going to be even harder for them to reverse or at least take a moment of reflection. Just like how the LOTR trilogy, IMO, descended from a very decent first one into crowd pleasing banality by ROTK.

Jarcander – Yes, maybe there would have been more balance in adding what I liked. The graphics were better, the ship looked better. It was great to see Garrus again and his lines about me or him being the looker were well written and indicative of what decent banter we could have had.
I liked the fact that my picture of Liara remained up and whilst others might have been getting sexy time my Shep was in his room looking at the picture. Whether or not my fidelity to her will be rewarded we are yet to see.

Raniall - A discussion forum is for opinions. I wouldn’t say that the title of the topic was misleading or hoodwinked you into not realising what it would be about. It’s easy enough to skip on by if you don’t want to read.

Karstedt – Yeah, you got me there in one. Nice summation

Valmy – Sorry if you felt that way. My intention was not to offend you.

Forsakker – Thanks buddy. It was very linear as you said.

Cerberus1701 – Each to their own and I have played ME. However the cover, the shooting, the AI isn’t the be all and end all of a game. If I wanted cover, shooting and AI, I’d play GOW 2

Et2cetera – Some good points, particularly on team dress, story and weapons.

Commodore Q – Thanks for your kind words, glad they struck a chord.

ODST 3 – I guess that’s a real possibility. Maybe I’ll mellow and things won’t bug as much. If I do play it again, I’ll try not to write such a long post on my thoughts, though I fear my frustrations at certain things could remain.

Cailean – But I’d rather have 6 if I could feel more involved. By your logic why not have 20 and only 4 conversation exchanges. Bigger isn’t always better.

Beresaadsoldier – Without wasting too many pixels, I certainly thought the two discs would give us a considerably longer game. We’ll have to disagree on the soundtrack.

Grilled Trout – That was a very well written response. Courteous and informative. I read it all through though I think a response could descend us into a never ending chain. I take on board some of the points and put others down to our clearly different emotive responses to playing the game. I’m sorry I haven’t responded point by point but please be aware that I did read them all.

Nashiktal – Thanks for your kind words. I thought this post would be thoroughly ignored so it’s re-assuring to see others that have/had a similar experience and feeling.

Modifié par Payne by name, 23 mars 2010 - 08:18 .


#98
manonthemoon

manonthemoon
  • Members
  • 4 messages
The thing about Mass Effect 2 a lot more than 1 was that it was able to hook me a lot quicker. When I played ME1 for the first time I played it a little, then it sat around for a while then it just hooked me, same thing with my second playthrough from that game, ME2 hooked me from the second I got it.

#99
Ubermeister

Ubermeister
  • Members
  • 1 messages
I thought Mass Effect 2 started off and kept a good pace through out the game compared to the first game. I feel that the sequel didn't have as much of an epic feel to it. The choices you make at the end of Mass Effect 2 feel like they will have much more of an impact in the third game.



I was also disappointed with the lack of customization with your gear. It was simpler but I really liked the fact that you could put a lot more thought into your armor/weapons in the first game.



I haven't tried any of the harder difficulties yet, but I breezed through it on veteran as a soldier. The Revenant assault rifle is really OP with armor piercing rounds when it is upgraded.

#100
SpartanMKV

SpartanMKV
  • Members
  • 17 messages
I think the OP makes a pretty good point about the emotive impact of the game, a point which resonates very strongly with me, and many others, as far as I can tell. The emotive force just wasn't very poignant with ME2. The problem of course, is how does one generate emotive force? Many things play into it, and I think the OP has touched on a lot of them: connection with characters, generated with sufficient dialog, deaths of significant characters, and compelling, well-written plot. To me, this last is ME2's greatest downfall. Insofar as gathering a team and gaining their loyalty is a plot, it's not a very compelling one. The team of course needs a purpose, which presumably would make up the rest of the plot.

Now, had you assembled your team and then gone on to fight 5 or 6 full-fledged missions on the far side of Omega 4, we might have had something. As it stands, we have 80% uncompelling and often irrelevant (to the main story-arc of the Reapers) missions, and 20% actually fighting the bad guys and discovering just what they're after. For me, that 20% was just not enough plot-time to develop anything to raise the emotional stakes. Those stakes began--began--to raise with the abduction of my crew. The only problem is that that didn't happen until the end of the game (last 5 hours or so). The end of the game is the wrong time for the rising action to start.

Modifié par SpartanMKV, 23 mars 2010 - 10:57 .