mass effect 2 less immersive?

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Sol_HSA

was gaming before you were born
Nov 25, 2008
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I wonder how many people feel the same as me; when I mentioned this on an irc channel, some folks agreed.

I think mass effect 2 is much less immersive than the original.

It's just way more.. gamey. The sudden "end of level" reports, the completely detached, boring probing sessions (which would be much more fun simply by changing it so that you could scan while a probe is still in-flight), some of the loading screens..

I haven't played it through yet though, and I'm definitely having a blast with it, but still - I don't think all the changes have been positive.
 

Altorin

Jack of No Trades
May 16, 2008
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yes, the End of Mission Reports really were immersion killers.. only the main quests and a very few side missions booted you to the normandy in ME1.

But, ME2 is a much better game... it makes enemies that SHOULD have felt like serious threats in ME1 into Serious Threats, like the Geth Colossus, Geth Prime, and some of the stronger Krogans
 

Therumancer

Citation Needed
Nov 28, 2007
9,909
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I tend to agree, I did not care for the massive reduction of RPG elements/skills, the more twitchy combat (no accuracy stats and such), the level/mission based design as opposed to a more open seeming world, no exps from killing enemies (just from quests), no more inventory or equipping of the squad (at all) and a ton of other things. The game was more like a slightly customizable shooter with a lot of dialogue and cut scenes when you get down to it.

I understand why they did this, trying to dumb the game down to make it less intimidating for the mainstream, but in the end I think it resulted in an overall inferior game to the original. It's still a good game, but not a real evolution of the first one as opposed to more of a mainstream rebooting of the franchise into far more of a shooter than it should have been.

Of course a lot of people feel exactly the opposite on all of this


When it comes to the planet scanning, I admit that was one of the biggest annoyances. I thought the vehicle sections were pretty dull in the first game, but at least had potential. I was somewhat miffed to see the entire system removed and replaced by probing which was even more boring. We're getting new vehicle sections in an upcoming free Cerberus Network download, but I still think that this is something they should have worked into the main game.
 

Jenova65

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Oct 3, 2009
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This is the perfect example of 'Beware what you wish for', I never did understand the bitching about the elevator rides, I liked them, I realised they were BioWare's way of making loading less dull and appreciated the effort!
I didn't understand people's issue with the inventory either, it was pretty darn easy to see which weapon was better and all upgrades transferred if you wanted. People should spend less time nit picking great games, especially BioWare games, since they give a damn about what their fans want!
 

richasr

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Dec 13, 2007
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The gameplay and dialogue system in ME2 make it better for me. The story is what lets it down in some aspects for me.

Immersion? well the loading screens do a lot to take that away from the game, as does the end of mission summary screen which is completely idiotic and something you used to find in Duke Nukem 3D. I thought the dark atmosphere of the game and the settings were brilliant though and gave the right feeling.

I miss the elevator loading screens, you got some dialogue between your two squad mates or a news-flash and it just felt more like you were heading somewhere else in the current area rather than teleporting around the presidium.
 

Omikron009

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May 22, 2009
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I think in quite a few ways Mass Effect 2 is less immersive than the original. But in more ways it's more immersive than the original. I think it's a better game, but in different ways, and not by much.
 

carpathic

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Oct 5, 2009
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I suppose. I hated that I couldn't randomnly use my biotics to throw crates around like you could in the first one. Or wander around with my guns out. Or how it felt like you were just going from room to room with very little chance for non-linearity.

Still, the game was pretty immersive.
 

L3m0n_L1m3

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Jul 27, 2009
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Altorin said:
and some of the stronger Krogans
Really? I thought krogans were a lot harder to kill in the first one, seeing as they took about 500 shots to kill with immunity on. Not to mention that they could kill both of my party members in 1 melee hit each, with me taking only another 2.

OT: I thought it was pretty immersive. Admittedly, it did feel like slightly less of an RPG than the first, and more of a shooter, but it was still a great game that I'm still playing. With any luck, bioware will add a few more weapons and armors into ME3.

[sub] and get rid of those damned versus cut scenes..... [/sub]
 

richasr

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Dec 13, 2007
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L3m0n_L1m3 said:
Altorin said:
and some of the stronger Krogans
Really? I thought krogans were a lot harder to kill in the first one, seeing as they took about 500 shots to kill with immunity on. Not to mention that they could kill both of my party members in 1 melee hit each, with me taking only another 2.

OT: I thought it was pretty immersive. Admittedly, it did feel like slightly less of an RPG than the first, and more of a shooter, but it was still a great game that I'm still playing. With any luck, bioware will add a few more weapons and armors into ME3.

[sub] and get rid of those damned versus cut scenes..... [/sub]
The third game needs to lean back towards the RPG side of the game, rather than take the whole aspect out of it from the first game, improve on what was there to begin with. If it went back to how the first game was and just improved on that, then kept the better gameplay stuff from the second game, toss in a better story than the second game, we'd have one epic experience.
 

Onyx Oblivion

Borderlands Addict. Again.
Sep 9, 2008
17,032
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I found it hard to be immersed in either one honestly...

In 2, the fact that my scars kinda jut out from my face as red lines is distracting, especially since they haven't fully healed yet because my Paragon bar is only at 1/3.
 

Avatar Roku

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Jul 9, 2008
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Therumancer said:
I tend to agree, I did not care for the massive reduction of RPG elements/skills, the more twitchy combat (no accuracy stats and such), the level/mission based design as opposed to a more open seeming world, no exps from killing enemies (just from quests), no more inventory or equipping of the squad (at all) and a ton of other things. The game was more like a slightly customizable shooter with a lot of dialogue and cut scenes when you get down to it.

I understand why they did this, trying to dumb the game down to make it less intimidating for the mainstream, but in the end I think it resulted in an overall inferior game to the original. It's still a good game, but not a real evolution of the first one as opposed to more of a mainstream rebooting of the franchise into far more of a shooter than it should have been.

Of course a lot of people feel exactly the opposite on all of this


When it comes to the planet scanning, I admit that was one of the biggest annoyances. I thought the vehicle sections were pretty dull in the first game, but at least had potential. I was somewhat miffed to see the entire system removed and replaced by probing which was even more boring. We're getting new vehicle sections in an upcoming free Cerberus Network download, but I still think that this is something they should have worked into the main game.
I'm going to let Daniel Floyd do most of my argument and say that Streamlining is not dumbing down. [http://videogamesand.blogspot.com/2010/02/streamlining-does-not-mean-dumbing-down.html] We can't hold everything up to the ideal of what a genre is "supposed" to be, because that stifles innovation and evolution. Personally, I feel that ME2 is still very much an RPG because...well, you play a role. More specifically (important in a WRPG), you play a role you choose.
 

Bobberto

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Mar 10, 2010
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Can I get a response please...

Does collecting insignias,resources,assari whatchamacallits affect the story in any way? Like resources help alliance defeat geth in the end? In Mass effect 1 ofc..
 

Jenova65

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Oct 3, 2009
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Bobberto said:
Can I get a response please...

Does collecting insignias,resources,assari whatchamacallits affect the story in any way? Like resources help alliance defeat geth in the end? In Mass effect 1 ofc..
I have answered you (on the other ME thread) :)
 

reg42

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Mar 18, 2009
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I thought it was more immersive, but then again I didn't give ME the proper amount of time it needed to get e fully immersed.
 

Meggiepants

Not a pigeon roost
Jan 19, 2010
2,536
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The mission reports were very distracting. This is true.

But... although I hated the planet scanning bit, I don't know that I have ever played a game that had RPG elements where there wasn't some sort of repetitive collecting going on. One day, someone is going to stumble upon the perfect way to do this, and that system will be repeated ad nauseum. Until that day comes, we'll have to continue to scan, search and collect until our fingers go numb.

As for the immersive nature of ME versus ME2, I would have to judge that more on the story than almost anything else, since neither game is a sandbox type game - which for me are the only truly immersive games.

Both settings seemed to do a pretty good job making me feel like I was in a fully realized universe. ME with the giant, seemingly endless Citadel, seemed a little more exciting. There really isn't any place that large in ME2, and that does detract some from ME2. But it also had less populated places to visit, from what I recall, so in that sense it wasn't as good. I guess the settings would be a wash for me.

As for the story, the first one had a more interesting ending, but the second one had the better beginning. I'm not talking about gameplay here, just story. ME2 had one of the very best final missions in a game if you ask me. I can't really remember feeling as excited to kick some ass as I did when I went on the suicide mission.

Final verdict, I think I probably was immersed in both to the same degree. If they could somehow meld the best parts of both games for the third, well then I think I am in for one helluva treat!
 

essexfuzz

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May 15, 2008
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I agree. I still love both games but I was saddened with how they changed the inventory system. One of my favorite aspects of RPG's is loot. I love having 100 different weapons/armor to compare and choose from. Also I don't know why anyone complained about the MAKO. I friggin loved driving around and exploring planets in that thing! I hope they bring it, or something like it back in ME3. And as everyone in the universe has said, the resource probing in ME2 is the worst design decision ever. Throughout one playthrough of the game I probably spent a good 6 or 7 hours doing that crap, and not one minute of it was enjoyable.

Bioware: Games are supposed to be FUN, not tedious and annoying.
 

Nomanslander

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Feb 21, 2009
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I felt ME2 was more immersive in the ways that counted, not every game needs to be a sandbox to make you feel that way.

ME2 felt like a bigger and better game, even though the main plot was weaker, it was more colorful.

I prefer this game over GTA4 anyday and twice on Sundays...;)
 

Therumancer

Citation Needed
Nov 28, 2007
9,909
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orannis62 said:
Therumancer said:
I tend to agree, I did not care for the massive reduction of RPG elements/skills, the more twitchy combat (no accuracy stats and such), the level/mission based design as opposed to a more open seeming world, no exps from killing enemies (just from quests), no more inventory or equipping of the squad (at all) and a ton of other things. The game was more like a slightly customizable shooter with a lot of dialogue and cut scenes when you get down to it.

I understand why they did this, trying to dumb the game down to make it less intimidating for the mainstream, but in the end I think it resulted in an overall inferior game to the original. It's still a good game, but not a real evolution of the first one as opposed to more of a mainstream rebooting of the franchise into far more of a shooter than it should have been.

Of course a lot of people feel exactly the opposite on all of this


When it comes to the planet scanning, I admit that was one of the biggest annoyances. I thought the vehicle sections were pretty dull in the first game, but at least had potential. I was somewhat miffed to see the entire system removed and replaced by probing which was even more boring. We're getting new vehicle sections in an upcoming free Cerberus Network download, but I still think that this is something they should have worked into the main game.
I'm going to let Daniel Floyd do most of my argument and say that Streamlining is not dumbing down. [http://videogamesand.blogspot.com/2010/02/streamlining-does-not-mean-dumbing-down.html] We can't hold everything up to the ideal of what a genre is "supposed" to be, because that stifles innovation and evolution. Personally, I feel that ME2 is still very much an RPG because...well, you play a role. More specifically (important in a WRPG), you play a role you choose.

That is an incorrect assumption, although it also gets to the heart of a matter in PnP RPGs as well between storytellers and real RPers when you get down to it.

Strictly speaking in any game you more or less take on a role in a certain manner of speaking. Maybe not a good one, or a deep one, but you do it. The thing that makes something a role-playing game though is that the abillities of the character your playing influance the results rather than your abillities as a player. You make choices, however a desician to say shoot something depends on the attributes of your character more than YOUR abillity to aim a gun or twitch.

Things like so called action RPGs have caused people to lose sight of this. People wanting to have games move in real time rather than in a static turn based format. To begin with it sort of worked through things like "Diablo" where strictly speaking all you did was click and the numbers did everything. Your big influance being in deciding how to set the numbers and what abillities to use at any given time. Later games where you have to perform fighting moves based on complex timing/reflex based inputs, or aim a targeting recticul at opponents that move (like Mass Effect) have increasingly moved away from being RPGs. I tend to see them as being a new genere of "customizable action game" rather than simply real time RPGs.

In the original Mass Effect for example your skill with weapons had a great effect on the success of using them. Leading to a lot of people complaining that it wasn't "shooter enough" since the opponent AI was fairly minimal, and it really didn't matter how accurate the target box was, you could be perfect and skill miss if your skill blew chips, or be quite a bit off by shooter standards and still hit. Fallout 3 for example included similar elements where how accurate gunfire is depends on stats, and it also has a system to totally bypass manual aiming and resolve things totally in an RPG fashion based on die rolls (which I like, but a lot of people do not).


When it comes to PnP RPGs there is also a similar misconception. A lot of people think that what makes something a "good" RPG is the quality of the storyline. That is not really true, and shows diminishing standards. What makes something a good RPG experience is good storytelling, but also total freedom (of a sort computers cannot emulate) to do literally anything you want within the scenario. The primary element being that freeom, and the abillity to resolve things based entirely on a character's abillities. This occasionally leads to some interesting discussion based on how much someone should be favored for representation of a character and being charismatic at a gaming table since that favors personal abillity. Part of the point of an RPG being that your character can do things (like brutalize people with weapons, or cast spells) that a player cannot, by the same token someone with no social skills IRL at all should be able to take on the role of a charismatic and well liked person and have the game world react based on intent more than how glib the player is... a topic that has been debated for many years now in certain circles (and gets slightly off topic, but sort of makes a point about real abillity vs. character abillity simply by the debate existing).

At any rate, a good RPG is one with a very open scenario where the characters choose how to proceed and what they see and obtain depends entirely on their desicians. There is very little in the way of mandatory encounters or resolutions. A bad RPG or "Storytelling game" tends to have the players ferried from one encounter to another, with very little being actually missable as far as "major content" and the resolutions being pretty well fixed ahead of time with success or failure being dictated by how quickly the players move towards one of them. White Wolf is famous for this, with adventures and storylines involving characters getting involved in supernatural politics they really have minimal influance over within the scenario. One adventure for Aberrant (one of my favorite super games actually, despite the way the canon adventures have portrayed it) has the PCs show up during the resolution of a key element of the "metaplot" (having a metaplot built into PnP RPGs is usually bad ideal IMO) where basically it says that if they do anything signifigant that could alter a certain progression of events this Munchkin NPC character who is involved automatically slaps them down irregardless of pretty much everything. In the end you basically get to be present when the two most powerful super beings in the world go toe to toe (with one getting B@tch slapped) and that is the entire point, it's kind of their story and your there to cheerlead.


Things in games always have to be somewhat scripted, but to be honest in ME 2 it didn't even do a good job of creating the illusion that anything I decided really mattered all that much. What is going to happen is going to happen. If I pick a dialogue option that would steer things away from the intented resolution (some of which I suspect are there for show) what I pick usually has absolutly no similarity to what my character actually winds up saying or doing. I'm not really making any desicians for the role that have any major impact.


Even if they were lacking at least in ME1 things like Mako exploration added to the illusion that I had some control. In ME 2 I really felt like I was playing a shooter a lot of the time and the "role playing" was just a glorified cinematic. Heck, they even removed social skills from the game and tied it totally into alignment. No need for making tough desicians about balancing by abillities to be a suave charisma machine in proportion to my gunplay (especially early on when your playing for the first time, have limited points, and don't know what is coming next for sure).
 

archvile93

New member
Sep 2, 2009
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Therumancer said:
orannis62 said:
Therumancer said:
I tend to agree, I did not care for the massive reduction of RPG elements/skills, the more twitchy combat (no accuracy stats and such), the level/mission based design as opposed to a more open seeming world, no exps from killing enemies (just from quests), no more inventory or equipping of the squad (at all) and a ton of other things. The game was more like a slightly customizable shooter with a lot of dialogue and cut scenes when you get down to it.

I understand why they did this, trying to dumb the game down to make it less intimidating for the mainstream, but in the end I think it resulted in an overall inferior game to the original. It's still a good game, but not a real evolution of the first one as opposed to more of a mainstream rebooting of the franchise into far more of a shooter than it should have been.

Of course a lot of people feel exactly the opposite on all of this


When it comes to the planet scanning, I admit that was one of the biggest annoyances. I thought the vehicle sections were pretty dull in the first game, but at least had potential. I was somewhat miffed to see the entire system removed and replaced by probing which was even more boring. We're getting new vehicle sections in an upcoming free Cerberus Network download, but I still think that this is something they should have worked into the main game.
I'm going to let Daniel Floyd do most of my argument and say that Streamlining is not dumbing down. [http://videogamesand.blogspot.com/2010/02/streamlining-does-not-mean-dumbing-down.html] We can't hold everything up to the ideal of what a genre is "supposed" to be, because that stifles innovation and evolution. Personally, I feel that ME2 is still very much an RPG because...well, you play a role. More specifically (important in a WRPG), you play a role you choose.

That is an incorrect assumption, although it also gets to the heart of a matter in PnP RPGs as well between storytellers and real RPers when you get down to it.

Strictly speaking in any game you more or less take on a role in a certain manner of speaking. Maybe not a good one, or a deep one, but you do it. The thing that makes something a role-playing game though is that the abillities of the character your playing influance the results rather than your abillities as a player. You make choices, however a desician to say shoot something depends on the attributes of your character more than YOUR abillity to aim a gun or twitch.

Things like so called action RPGs have caused people to lose sight of this. People wanting to have games move in real time rather than in a static turn based format. To begin with it sort of worked through things like "Diablo" where strictly speaking all you did was click and the numbers did everything. Your big influance being in deciding how to set the numbers and what abillities to use at any given time. Later games where you have to perform fighting moves based on complex timing/reflex based inputs, or aim a targeting recticul at opponents that move (like Mass Effect) have increasingly moved away from being RPGs. I tend to see them as being a new genere of "customizable action game" rather than simply real time RPGs.

In the original Mass Effect for example your skill with weapons had a great effect on the success of using them. Leading to a lot of people complaining that it wasn't "shooter enough" since the opponent AI was fairly minimal, and it really didn't matter how accurate the target box was, you could be perfect and skill miss if your skill blew chips, or be quite a bit off by shooter standards and still hit. Fallout 3 for example included similar elements where how accurate gunfire is depends on stats, and it also has a system to totally bypass manual aiming and resolve things totally in an RPG fashion based on die rolls (which I like, but a lot of people do not).


When it comes to PnP RPGs there is also a similar misconception. A lot of people think that what makes something a "good" RPG is the quality of the storyline. That is not really true, and shows diminishing standards. What makes something a good RPG experience is good storytelling, but also total freedom (of a sort computers cannot emulate) to do literally anything you want within the scenario. The primary element being that freeom, and the abillity to resolve things based entirely on a character's abillities. This occasionally leads to some interesting discussion based on how much someone should be favored for representation of a character and being charismatic at a gaming table since that favors personal abillity. Part of the point of an RPG being that your character can do things (like brutalize people with weapons, or cast spells) that a player cannot, by the same token someone with no social skills IRL at all should be able to take on the role of a charismatic and well liked person and have the game world react based on intent more than how glib the player is... a topic that has been debated for many years now in certain circles (and gets slightly off topic, but sort of makes a point about real abillity vs. character abillity simply by the debate existing).

At any rate, a good RPG is one with a very open scenario where the characters choose how to proceed and what they see and obtain depends entirely on their desicians. There is very little in the way of mandatory encounters or resolutions. A bad RPG or "Storytelling game" tends to have the players ferried from one encounter to another, with very little being actually missable as far as "major content" and the resolutions being pretty well fixed ahead of time with success or failure being dictated by how quickly the players move towards one of them. White Wolf is famous for this, with adventures and storylines involving characters getting involved in supernatural politics they really have minimal influance over within the scenario. One adventure for Aberrant (one of my favorite super games actually, despite the way the canon adventures have portrayed it) has the PCs show up during the resolution of a key element of the "metaplot" (having a metaplot built into PnP RPGs is usually bad ideal IMO) where basically it says that if they do anything signifigant that could alter a certain progression of events this Munchkin NPC character who is involved automatically slaps them down irregardless of pretty much everything. In the end you basically get to be present when the two most powerful super beings in the world go toe to toe (with one getting B@tch slapped) and that is the entire point, it's kind of their story and your there to cheerlead.


Things in games always have to be somewhat scripted, but to be honest in ME 2 it didn't even do a good job of creating the illusion that anything I decided really mattered all that much. What is going to happen is going to happen. If I pick a dialogue option that would steer things away from the intented resolution (some of which I suspect are there for show) what I pick usually has absolutly no similarity to what my character actually winds up saying or doing. I'm not really making any desicians for the role that have any major impact.


Even if they were lacking at least in ME1 things like Mako exploration added to the illusion that I had some control. In ME 2 I really felt like I was playing a shooter a lot of the time and the "role playing" was just a glorified cinematic. Heck, they even removed social skills from the game and tied it totally into alignment. No need for making tough desicians about balancing by abillities to be a suave charisma machine in proportion to my gunplay (especially early on when your playing for the first time, have limited points, and don't know what is coming next for sure).
I never understood why people enjoy RPGs like Diablo or old school. What's so fun about a game that plays itself for you?