votemarvel said:
It's not a passive cover system in ME1, you have to push Shepard into cover. Shepard won't enter cover automatically as Lara does in the reboot Tomb Raiders.
Technically speaking, it isn't fully covered in either from the OP. However, if you had read what I said after the comment about the transition between Mass Effect games, you'd realize Mass Effect falls very comfortably inside what I hate with incredible passion.
For me it gave me manual control of taking cover without the system being bound to the same button as several other functions.
At least in Mass Effect 2 and 3, it would be very hard to actually cause any ambiguity on what the player wants. The fact is, it wasn't just mapping a bunch of actions to one button and then relying on some complicated, obscure game logic to figure things out from context (similar to what the first game had). Directional input, tap vs. hold, and number of taps all gave well-defined, easy-to-learn ways to control the context. If you have trouble getting Shepard to do what you want, then that is completely on you not giving the correct input.
In contrast, the first Mass Effect required the game to determine if you actually wanted to enter/leave cover or not. This could often lead to delays between hitting and entering cover, taking too long to leave cover, entering cover because Shepard happened to graze it on their way past, and/or entering spastic dancing for who knows what reason. All of these could easily lead to unfair deaths, poor "game feel" with regards to movement, and general annoyance. And the worst part is that there was very often little the player could do to avoid it.
Sure, you could probably argue that Mass Effect worked "most" of the time, but the amount of control players had in the latter games and the amount of correctly interpreted actions were
significantly improved in Mass Effect 2 and 3 compared to the first.