At lower difficulties, virtually any way you play the game is perfectly viable. On the hardest difficulty, however, you'll have issues with most classes simply because of a woeful lack of ammunition. Playing as an infiltrator, for example, is a chore when you can't even kill a basic enemy with a single shot. As a result you're constantly relying on something other than your signature sniper rifle just because you can't possibly keep the weapon well fed.
Bocaj2000 said:
- Inventory
Some people complained about it, so instead of fixing it, they removed it.
My problem with the inventory is that there was literally no reason to have it. A shotgun was a shotgun and at any given time there was a best shotgun to use. The ME2 system made the weapons
different meaning there was actually a choice.
Bocaj2000 said:
- Explorable planets
- Open environments
- Being able to wonder outside
Replaced with one way rooms and hallways.
There was virtually nothing to see off the trail of the main quest and what there was required dealing with incredibly tedious Mako sequences.
Bocaj2000 said:
- Infinite ammo
- Being able to survive out of cover
- Weapon stats
The game was designed as a shooter as a core game mechanic. ME1 wasn't actually a shooter on the slightest. The change produced a game that was actually fairly fun to play moment to moment. Mass Effect 1's combat was simply a tedious chore that separated the juicy bits of story. Mass Effect 2's combat was at least reasonably engaging for a time.
Bocaj2000 said:
This was only nominally used outside of a handful of examples in the first game. The system that governed passing those paragon/renegade speech checks remains in Mass Effect 2.
Bocaj2000 said:
- Customizing squad mates' armor
This is much the same as the issue with weapons - you weren't actually given meaningful choices. Any given character had a best suit of armor.
Bocaj2000 said:
- Modding squad mates' armor
- Modding squad mates' weapons
Simplified the game.
The weapon mods were examples where there was largely a correct way to build a weapon and diverting from that path was folly. It added no real depth to the game as a result.
Most of the examples of simplification did not actually result in a loss of meaningful choice. The first game gave you
lots of opportunities to make a decision but very few of them
actually mattered.
Bocaj2000 said:
While it has been awhile since I played it, I'm fairly certain that setting remains. Moreover, something as minor as an after effect is quite a tiny nitpick.
Bocaj2000 said:
- Full control of dialogue
You never had full control of dialog.
Bocaj2000 said:
- Neutral dialogue options
They still exist.
Bocaj2000 said:
- Solving problems using a neutral option
There were relatively few instances where a neutral option resolved a problem in the first game. Hell, I can't think of an example off hand.
Bocaj2000 said:
- Solving problems via diplomacy
There were only a handful of these scenarios throughout. Most problems were solved with violence in the first game.
Bocaj2000 said:
- Non-combat related missions
There were several non combat missions; however given that their depth was little more than a fetch quest, it doesn't really add much. The quest to scan the Keeprs on the Citadel, for example, is an egregious example of padding.
Bocaj2000 said:
- Natural acquisition of characters
You recruit people in the second game. While there is some convenience to having two old friends show up with the set, the recruitment method makes sense given the context of the game.
Bocaj2000 said:
- Realistic outcomes of a loyalty stat (Wrex's scenario)
There was precisely one example of this taking place in the first game. In the second, all
elven characters have a loyalty stat that can affect the odds of survival of the team. Hell, at least in the second, that Loyalty is based upon risking your life on their behalf I'd say the second offered a far more realistic basis. In the first game, the loyalty check consists of "Did you max persuade/intimidate".
Bocaj2000 said:
Simplified the mood and tone
I'm not actually sure what you mean by this.
Bocaj2000 said:
In ME2, you are now working with terrorists who will to what ever it takes to complete a mission. "How do I handle committing acts of terrorism for the greater good?" The only time that theme is only played out ONCE... and it was DLC.
You are never actually required to involve yourself in terrorism is locked behind DLC.
Bocaj2000 said:
But if I were to treat ME2 as a stand alone, I'd call it good.
I think the only place we really differ is that I don't see the changes implemented as being a bad thing. The Mako sections added no value to the game for me and indeed they were so bad that those sections were sufficient for me to stop doing sidequests the minute it became clear I'd have to drive the damn thing. A dramatic reduction in the number of weapons and armor items likewise does not draw my ire specifically because they were replaced by a set of items that represented a real choice. Do I want a handgun with a long magazine and a high rate of fire or do I want one that does far more damage a shot? Do I want the armor piece that gives me more ammunition or do I want more health?
Bocaj2000 said:
On a lighter note, ME3 is improves on ME2 in every way possible, and is a damned good game.
I'd agree with this as well. The third game refines the mechanics of the second to the point that it is actually a fairly good Third Person Shooter. So much so that the utterly unnecessary multiplayer element was actually more fun than it had any right to be.