I agree with you on your complaints on the story (except the shabby Yahtzee imitations ^^). It feels as if it's treading water, it's like a friend of mine put it, it's less Empire Strikes Back more Matrix Reloaded. It's lining up the pieces quite smoothly (really, look at some of the loyalty missions, they make a lot more sense in the bigger context that they seem to), but on it's own, it's too unfocused and flat.
I don't get your complaints about the equipment though. As good as ME1 was, the inventory and gear was awful. It worked excellently in Dragon Age, but for a space shooter/RPG it was overkill. Fiddling around with armor, weapons and upgrades for every darn crew member really didn't add to the experience. It could have worked if there was a whole catalog of magical and special items like in any other BioWare RPG, but it didn't work at all for Mass Effect. I'm not always positive towards streamlining, but in this case it was really needed.
As for lack of real roleplaying... yeah sure, but was it ever any different? Isn't sinner/saint what all RPGs boil down to? I agree it sucks, but was it ever any better? I agree that it's kind of stiff the way the game awards you "Good Guy" or "Bad Guy" points, but it's still a lot more effective than a lot of other games. Limiting the choises helps the game runs smoother (in non-technical terms), it does take away, but adds at the same time. And I did feel like there was some room for mixmatching, you could easily play a character that has a burning hatred for Geth but feels pity for Krogans without feeling TOO schitzo.
I don't get your complaints about the equipment though. As good as ME1 was, the inventory and gear was awful. It worked excellently in Dragon Age, but for a space shooter/RPG it was overkill. Fiddling around with armor, weapons and upgrades for every darn crew member really didn't add to the experience. It could have worked if there was a whole catalog of magical and special items like in any other BioWare RPG, but it didn't work at all for Mass Effect. I'm not always positive towards streamlining, but in this case it was really needed.
As for lack of real roleplaying... yeah sure, but was it ever any different? Isn't sinner/saint what all RPGs boil down to? I agree it sucks, but was it ever any better? I agree that it's kind of stiff the way the game awards you "Good Guy" or "Bad Guy" points, but it's still a lot more effective than a lot of other games. Limiting the choises helps the game runs smoother (in non-technical terms), it does take away, but adds at the same time. And I did feel like there was some room for mixmatching, you could easily play a character that has a burning hatred for Geth but feels pity for Krogans without feeling TOO schitzo.