Assuming that during the design process for ME2 it was all 'up for grabs', I'd imagine those aspects that carried over into ME2 were *kept* for specific reasons also, with as much agonising, debate, and review that went into the things that got changed.
With that that in mind, why carry over the concept of skill pre-requisites (where the availability of a skill is dependant on first investing enough points into different one)? What value does it add to the game? I tried some searching, but didn't get back anything that covered this particular topic.
If anyone can point me to an 'official' source that might elaborate on this, that'd be great. Beyond that, what do other people think about having pre-requisites? For example, did having to stick 3 points into Cryo Blast to 'unlock' AI Hack give you a warm feeling inside?
(In case it wasn't obvious, I disliked skill pre-requisites in ME1, and I was genuinely surprised when the concept was kept for ME2




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