Well, in the end I just ended up using the save editor. I was expecting to have to fiddle with code in text files, but it's literally just ticking a few boxes in a simple window and away we go. What I missed amounted ultimately to just Samara's recruitment mission and the achievement for recruiting her, ie. negligible. But that doesn't erase Bioware's unprofessionalism about the whole thing.
Having just finished Arrival and essentially done everything there's to do in the game before going to Mass Effect 3, there's a few things that stood up to me after playing ME2 again after all these years:
- The galaxy is way way way too big to justify its size. Extracting minerals from even a fifth of all the available planets will net you more resources than you'll ever be able to spend, and the occasional mini-side missions are way too sparse and short to warrant thorough exploration. They went with quantity over quality, which was lazy
- The binary paragon/renegade system is retarded, which we all knew already. It's just that seeing it for myself I was really rolling my eyes at points, which brings me to...
- Renegade Shepard is a badly written character, if a character at all. Playing even a partial renegade (let's say 50/50) makes him a schizophrenic, petty, flip-flopping, unprofessional, uncaring, inconsiderate, short-sighted, overly impulsive, amoral twat with no consistency in loyalty, philosophy or personal code. When I started this Shepard, I chose to play him as a traumatized war veteran disillusioned with the military, suspicious of any authority figures, and especially angered at abuses of power. This ultimately led me to the renegade path in ME1. But in ME2 playing that character became practically impossible, as Shepard's loyalty and motivations seemed to change on a dime. There were so many conversations where I thought "there's no way anyone would consider this dipshit the savior of the galaxy".
- The way Bioware went about the DLC was just lazy. This was still in the earlier years of the practice, so I can understand some of it, but then again Borderlands had at this point shown everyone how to do DLC right, so they're not off the hook. Dumping everything after a certain point removes all sense of narrative flow from some of them. Overlord and Firewalker are completely removed from the main plot and a bunch of fetch quests respectively, so they could be like that, but Shadow Broker and Arrival should only have been accessible after the suicide mission. Particularly Arrival, which leaves literally minutes away from the Reapers coming into the galaxy, and is more of a prologue to the third installment than anything to do with ME2.
- Again, our old friend Witcher 3 really has ruined this sort of thing for me: it stood out how little the dialogue or the world are altered after the suicide mission. If you leave conversations with members of the team unifinished, then do the suicide mission and then go back to them, they'll still talk like the mission is ahead. The Illusive Man will still send you messages with his whole "I trust you to do the right thing" shtick even after he essentially declares you a persona non grata. It would have been nice to see it addressed in some way at least.
Having just finished Arrival and essentially done everything there's to do in the game before going to Mass Effect 3, there's a few things that stood up to me after playing ME2 again after all these years:
- The galaxy is way way way too big to justify its size. Extracting minerals from even a fifth of all the available planets will net you more resources than you'll ever be able to spend, and the occasional mini-side missions are way too sparse and short to warrant thorough exploration. They went with quantity over quality, which was lazy
- The binary paragon/renegade system is retarded, which we all knew already. It's just that seeing it for myself I was really rolling my eyes at points, which brings me to...
- Renegade Shepard is a badly written character, if a character at all. Playing even a partial renegade (let's say 50/50) makes him a schizophrenic, petty, flip-flopping, unprofessional, uncaring, inconsiderate, short-sighted, overly impulsive, amoral twat with no consistency in loyalty, philosophy or personal code. When I started this Shepard, I chose to play him as a traumatized war veteran disillusioned with the military, suspicious of any authority figures, and especially angered at abuses of power. This ultimately led me to the renegade path in ME1. But in ME2 playing that character became practically impossible, as Shepard's loyalty and motivations seemed to change on a dime. There were so many conversations where I thought "there's no way anyone would consider this dipshit the savior of the galaxy".
- The way Bioware went about the DLC was just lazy. This was still in the earlier years of the practice, so I can understand some of it, but then again Borderlands had at this point shown everyone how to do DLC right, so they're not off the hook. Dumping everything after a certain point removes all sense of narrative flow from some of them. Overlord and Firewalker are completely removed from the main plot and a bunch of fetch quests respectively, so they could be like that, but Shadow Broker and Arrival should only have been accessible after the suicide mission. Particularly Arrival, which leaves literally minutes away from the Reapers coming into the galaxy, and is more of a prologue to the third installment than anything to do with ME2.
- Again, our old friend Witcher 3 really has ruined this sort of thing for me: it stood out how little the dialogue or the world are altered after the suicide mission. If you leave conversations with members of the team unifinished, then do the suicide mission and then go back to them, they'll still talk like the mission is ahead. The Illusive Man will still send you messages with his whole "I trust you to do the right thing" shtick even after he essentially declares you a persona non grata. It would have been nice to see it addressed in some way at least.