I'm an elitist PC wanker gamer, and I hate the dumbing-down of games as much as the next guy. But something I've seen said over and over is that ME2 was a dumbed-down game compared to ME1, and that just isn't true. So here comes my rant.
RPG elements are only of value when they add depth. Depth is only added by choices that matter. The basis of my argument here is that the additional choices in ME1 (such as what armor to wear, or where to put skill points) didn't matter at all.
ME1 had a cumbersome inventory system that added no depth whatsoever to the gameplay because there was never any choice. I've played ME1 a dozen times, and not once have I ever had a dilemma over whether to use this weapon or that weapon, or this armor vs that armor. Whenever I get new loot I just look to see if any of them are bigger and better than what I have and then swap out accordingly. In order for there to be a choice there has to be a situation such as this: you have two weapons to choose from, one with great range and the other with great damage, which do you choose? Or like this: one armor protects you from damage type A, the other from damage type B, which do you choose? This kind of choice never, ever happens in ME1. New armor is always better than old armor in every way, so there is no dilemma, no choice, no depth. Removing the inventory system did not strip the game of any depth, it just streamlined it.
ME1 had more skills than ME2, and the skills had independent cooldown timers. In ME2 there were fewer skills and they shared a single cooldown timer. Again, this was critised as "dumbing-down" but it's actually the opposite; by having a single cooldown timer ME2 actually introduced a new choice (which skill to use) that actually matters, thereby adding depth to the game (in comparison to ME1 where there was no reason not to use every skill at once).
ME2 also merged similar skills together. For example ME1's Sabotage, Overload and Decryption were merged in ME2 to form a single skill called Overload. This would equate to a lack of depth if there were times in ME1 when you would use one of those skills and not the others, but I for one never encountered such a situation. It was always a case of either spamming all three or spamming none of them, so again this is not a lack of depth, it's just streamlining.
It's almost ironic, really; the people who claim ME2 is dumbed-down are only demonstrating how dumb they really are, as they have mistaken choices that don't matter for choices that do.
RPG elements are only of value when they add depth. Depth is only added by choices that matter. The basis of my argument here is that the additional choices in ME1 (such as what armor to wear, or where to put skill points) didn't matter at all.
ME1 had a cumbersome inventory system that added no depth whatsoever to the gameplay because there was never any choice. I've played ME1 a dozen times, and not once have I ever had a dilemma over whether to use this weapon or that weapon, or this armor vs that armor. Whenever I get new loot I just look to see if any of them are bigger and better than what I have and then swap out accordingly. In order for there to be a choice there has to be a situation such as this: you have two weapons to choose from, one with great range and the other with great damage, which do you choose? Or like this: one armor protects you from damage type A, the other from damage type B, which do you choose? This kind of choice never, ever happens in ME1. New armor is always better than old armor in every way, so there is no dilemma, no choice, no depth. Removing the inventory system did not strip the game of any depth, it just streamlined it.
ME1 had more skills than ME2, and the skills had independent cooldown timers. In ME2 there were fewer skills and they shared a single cooldown timer. Again, this was critised as "dumbing-down" but it's actually the opposite; by having a single cooldown timer ME2 actually introduced a new choice (which skill to use) that actually matters, thereby adding depth to the game (in comparison to ME1 where there was no reason not to use every skill at once).
ME2 also merged similar skills together. For example ME1's Sabotage, Overload and Decryption were merged in ME2 to form a single skill called Overload. This would equate to a lack of depth if there were times in ME1 when you would use one of those skills and not the others, but I for one never encountered such a situation. It was always a case of either spamming all three or spamming none of them, so again this is not a lack of depth, it's just streamlining.
It's almost ironic, really; the people who claim ME2 is dumbed-down are only demonstrating how dumb they really are, as they have mistaken choices that don't matter for choices that do.