..It dumbed down the series by making the game much easier. I'll be honest in ME1, I had a few things to think about. Logistics mostly. Tactics were also different in ME1. ME2 amounted to "equip gun, shoot enemy."
I'm going to ignore the inventory, taking out micro-managing is not "dumbing it down" that needed to be cut.
The lack of character customization as far as skills go was also made much simpler, not by much, but it didn't allow for half the fun ME1 had in making a character. in ME1 you could be a class, but still branch off and be different. ...in ME2, you pick a class..and Bioware will be god damned if you don't do it their way.
There's less for the player to think on, less decision making. It was dumbed down so people who hate thinking (I'll be nice and say about 80% of all people) can still have fun and not get overwhelmed.
Also:
NinjaDeathSlap said:
- the epic story, and richly detailed mythology behind it are still present
Nothing to do with dumbing it down.
What do you mean? The story and mythology have EVERYTHING to do with it. The story is what Bioware is all about. A well written plot on a solid sci-fi foundation is what evolves it above a simple 'Here are teh enem1es, kill they ass' game. So the fact that it's still there is evidence for it having not been dumbed down.
- there is still a strong emphasis on characterisation
Nothing to do with dumbing it down either, the emphasis stayed. It was just emphasis on something much smaller than before.
Why is it smaller? In ME2 you have more people in your squad, and all of them have been given detailed back stories and are all well fleshed out characters, even the two DLC ones. And as characterisation is a part of the story, see above for why it matters that it is still there.
- the environments are varied and richly detailed
Not dumbign it down either, graphics don't make you smart or stupid. Just like it having an epic story doesn't make it smart or stupid. Or complicated. Unless it's hard to follow...but then it's just poorly written, writing it better wouldn't be dumbing it down unless you're a snob or something >_>
Rich detail helps with immersion (imo anyway). it gives the sense that the designers really cares that you felt like you were actually in a sci-fi fantasy setting, rather than just going through the motions of a game. The variation in the environments also sets it apart from the grey/brown aesthetic of many AAA games. Overall this attention to detail shows that the designers cared about more than just the combat mechanics, just like with the story. So again, it does matter.
- the side missions still have a non-linear focus and vary greatly in length and importance
They had non-linear focus in either game? ...I thought all the side missions were like "GO HERE AND DO THIS IN THIS LONG NARROW HALLWAY. Oh and it branches off to a dead end with some stuff in there if you want it. Enjoy I guess." ..but..yeah you could be onto something with that one...I just don't remember a lot of non-linear gameplay... Unless you mean driving around on planets and probing. ..but...why count those? x.x