How has Mass Effect 2 'dumbed down' the series?

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Therumancer

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Nov 28, 2007
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NinjaDeathSlap said:
Let me just make this clear from the outset, THIS IS NOT MEANT TO START A FLAME WAR! I personally love Mass Effect 2 but I respect the right for people to hold their own opinions. I just want to better understand a gripe I've had about the argument opposing how the series has changed.

People use the phrase 'dumbed down' to describe how the gameplay has become more action centric with less RPG elements. At first that seems easy enough to understand, but on closer inspection I really don't think that means it has dumbed down. All the things that make RPG's the deep and 'smart' experiences that they are are still present in Mass Effect 2, for example:

- the epic story, and richly detailed mythology behind it are still present

- there is still a strong emphasis on characterisation

- the Galaxy Map still makes the world feel appropriately huge

- the environments are varied and richly detailed

- the vast dialogue trees are still their and (most) are relevant and interesting

- the side missions still have a non-linear focus and vary greatly in length and importance

- your abilities and equipment still progress as you progress further in the story

As far as I can see the only significant aspects that were dropped from Mass Effect 1 were the endless equipment micro managing, and the vehicle sections which mostly involved roving around palette-swapped terrain that was 99% full of nothing; and in my opinion these were not so much adding depth as wasting time.

TL;DR... When did 'faffing about' become synonymous with 'smart gameplay and story', and when did 'trimming the fat' become 'dumbing down'?

The answer is complicated, and one that starts even more arguements.

At the core is the simple nature of what makes an RPG. Whether anyone LIKES it or not, RPGs are all about using numbers and stats to simulate actions, giving the player the abillity to control a character very much unlike himself. To begin with RPGs were very simple combat simulators and a game consisted of little more than a trip into a dungeon to see how deep you could get. The same basic fomula applies to early computer RPGs like "Rogue", or Wizardry: "Proving Ground Of The Mad Overlord". It's those stats that make an RPG an RPG. There is no doubt that having a good storyline improves something a thousandfold, but that can be said of anything from a Platformer to a Shooter, story is somehing that you add to a game not something that defines it's genere.

Now, there is some confusion about this among computer game players, largely because RPGs have generally had the best storylines of all game geners for so long. That's because people took huge amounts of time and effort to create these elaborate world settings. Looking at say "The Forgotten Realms" or "Grayhawk" you'd never guess that they basically build themselves up around what amounted to a giant money pit for simulated battles. They pretty much moved from guys going into dungeons to going "well, now that we have some treasure, what if we leave and go and spend it?" so someone built towns around the dungeons, which lead to kingdoms, and then eventually entire worlds. Some settings like The Forgotten Realms have been detailed don to local micro brews and cheeses and things. With all that detail of course comes all of the politics, personalities, and storylines. Even when not using an established RPG setting these kinds of things have gone with the territory when other games were not worrying about storyline. Today's computer gamers have little or no awareness of things like "Rogue" or the early "Wizardry" games, there just were not many gamers then.

At any rate, the point here is that you can have the most epic storyline in the world and that doesn't make something an RPG. All that does is make it like a book or movie, and to be honest it hardly takes a genius to listen to someone tell them a story. Mass Effect's storyline is decent, but no more intellectual than say "Star Wars" or "Battlestar Galactica" and you hardly need two brain cells to run together to get those shows, as drooling fanboys constantly demonstrate to us all. :)

The thing to understand is that Mass Effect is supposed to be an RPG series, and still bills itself as one. The problem is that all of those menus, stats, and other things are what RPG gamers play RPGs for. Any moron can aim a sight and hit a fire button, and really that's what RPGs are trying to get away from, especially seeing as it winds up relying on the player's reflexs rather than those possesed by the character being controlled, and once that happens any pretensions of something being an RPG go out the window.

The reason why Bioware has made the changes are twofold. For one, it's really hard to develop an RPG game and a consistant set of mechanics. For a lot of it's history Bioware has been doing it's products under liscence, usually with the Dungeons and Dragons engine of the time. Even "Knights Of The Old Republic" used the D20 engine, which is third edition Dungeons and Dragons. "Mass Effect" and "Dragon Age" are their first major projects without using someone else's engine. I think the work involved kind of hit them, especially seeing as they got bought out by EA, and can no longer focus on one project like they used to, they are expected to keep all these balls up in the air at once. It also doesn't help that they are working on an MMO which is the most expensive project in EA's history along with their other franchises and they doubtlessly are being told to make that their primary focus. Secondly, gaming on computers is no longer dominated by nerds or smart people, a lot of time and effort has gone into drawing the mainstream into gaming. Looking at all those charts, numbers, and stats tends to go over the head of the average person who just wants to watch things blow up. Basically despite wanting to be called smart, and associated with RPGs, your typical Joe does not want to have to learn a set of mechanics. Not to mention the idea of indirect control is a bit too over the head of your average gamer, and a bit abstract. Given that shooters are easier to produce, and that there is a larger audience of mainstream gamers than the more intelligent RPG gamers (who are still pretty numerous), it doesn't take a rocket scientist to figure out why Bioware is dumbing everything down. It become easier for them, and draws in a bigger market. Of course when your looking at millions of actual RPG gamers who represent a pretty substantial market on their own (even if not as big a one), you have to understand there is going to be some noise. Especially seeing as Bioware made it's lumps as a producer of computer RPGs, being one of the best companies for telling a good story, while remaining true to, and consistant with, established game mechanics. Basically Bioware wouldn't be in the position they are now, if their fans hadn't supported them, the very same fans Bioware is increasingly unwilling to support with it's products, this leads to a lot of anger and bad blood, with Bioware acting like an indie rock group that simply used it's fans as a springboard to land a major record deal and now just wants to product bubblegum pop and spend money: insisting that they don't owe the people who made them what they are anything... and like every other time that happens, it slots people off.


The exact definition of RPGs can be difficult, but once you understand that distinction, the rest is pretty simple. From a regular Joe's perspective, an RPG *IS* defined by all that faffing about. He'd prefer to line up a dot and hit the "immediate gratification" button. The RPG gamer takes a satisfaction from arranging those stats and numbers and watching the results.

See at it's core the point of an RPG is that we, the nerds of the world, can't fight with swords, shoot guns, or bench press massive weights. Other than the physical, we also tend to be outcasts... you know as nerds, who have trouble talking to people and lack anything that could be called charisma.

The point of an RPG is that anything you do is represented by numbers, you can for example in an RPG have a conversation with an NPC, played by the GM, or in the computer, and it's not your actual dialogue that matters, so much as the intent. You might be an awkward studdering idiot in front of the live GM, but once your intent is clear the dice come out, and if your stats are high enough and bad luck does not occur you get the results of James Bond, because your character said something along the same lines, but much more persuasively, or whatever. In Combat, real world olympic fencers and regular Medieval Weapons Society fighters can't perform the feats of say D'artaneon or Conan, but a fantasy character can. The point here being that by having stats to represent your character's relative level of skill and abillities, the character can do things that a regular player cannot.

The problem with say "Mass Effect 2" is that it's no longer an intellectual exercise. In an RPG a guy like Steven Hawking should be able to play the greatest marksman to ever live. Admittedly ME1 had some issues here (and was critiqued for them, the whole "shooter RPG" is an oxymoron), all Steven Hawking should have to do is pretty much convey his attempt to shoot and let the numbers do the rest. Who Steven Hawking is in real life does not matter in an RPG (and conversely if his character is a Barbarian named "Bongo" with an IQ in the single digits, Steven Hawking's vast intellect will not apply, because skill rolls and intelligence checks will be forced if he tries to do something too smart fo the character... Bongo isn't exactly going to be writing essays on Astrophysics with an Intelligence stat of 5, but a character with an 18 intelligence on the D&D scale might very well do that, and if the guy playing that character IRL happens to be borderline retarded, all he has to do is say "I'm going to write an essay on Astophysics!"). With Mass Effect 2, that twitchy fingered kid has an advantage over an older person with slower fingers like me, never mind someone like Steven Hawking who would play the game with special controls to begin with in all likelyhood. That means it ceases to be an RPG, and that's why it, and the attempt to condense mutally exclusive generes like shooters and RPGs are slotting off the core RPG fan base.
 

WanderingFool

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Zhukov said:
NinjaDeathSlap said:
Zhukov said:
[misc sarcasm]
I like this :). Although I don't want to sound like I'm hating on ME1. It's still definitely in my Top 10 best games I've played, it's just that ME2 is definitely in my Top 5.
Oh, don't get me wrong. I like ME1 as well.

I just like ME2 better.

It's like the difference between ice cream and ice cream with hot fudge on top.
I like your analogy, it allows me to make sense of my feelings towards ME 1 & 2 without listing everything I like and dislike between them (which I actually copy and past from a word doc on my main PC... always ready for these threads).

Mass Effect 1 - Ice cream sundae w/ chocolate sauce and peanuts
Mass Effect 2 - Ice cream sundae w/ sprinkles

Both are at heart the same, but both are different. What I want is all of it in one.
 

Kahunaburger

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Duskflamer said:
Kahunaburger said:
Duskflamer said:
Kahunaburger said:
Duskflamer said:
depth in this sense refers to complexity. You can't deny that the skill trees and equipment management of ME is far more complex than the equivalent systems in ME2, thus, ME2 has less depth. Again, this is not a quality judgement, I'm just explaining the term. I think ME2 was the better game personally.
I don't really agree with the complexity = depth thing. CoD is more complex than chess, but chess is a deeper game, for instance. It's more about how much depth each option actually adds to the system.
I don't mean technically, behind the scenes complex, I mean the complexity of what the player is asked to do. CoD may have a million things going on in the background but the player is mostly just asked to walk around and shoot enemies. Chess is a simple game, but every move must be thought out with care and there are thousands if not millions of possibilities for what could end up happening.
Yes, but there are orders of magnitude more possibilities for positions in CoD (and Quake, and Halo...) than there are in chess. (I.e., a CoD player is running around and shooting people in the same way a chess player is pushing pieces around. It's where you run to and where you push the piece that makes the game complex, and CoD gives you many more places to run to.) CoD also lets you customize your set-up before-hand and select game types, neither of which is an option in chess.

But chess is deeper because there's a bigger tactical difference between choosing which of its 20 initial moves you want to open up with than in choosing where in Highrise you want to run to first. So simplicity =/= shallowness, in other words.
Positioning is far more vital in Chess than in Cod though, in Cod, it doesn't matter if you're a few more feet to the right when you get shot. In chess, a rook being a space or two off from where it could be can make all the difference.

Also, just a little OCD from my end, there's 24 possible opening moves in Chess. 10 pawns each of which could move one or two spaces, as well as two possible moves for each of your two knights. 10X2 + 2X2 = 20+4 = 24.
8 files, actually, but yeah :)

That's kind of where I'm coming from with this. I have more options in CoD, but those options are not meaningful tactical choices. Similarly, swapping out my ME1 vanguard's gun and armor for slightly better versions of themselves is not a tactical choice, but choosing between the eviscerator, claymore, and geth shotguns completely changes the way my ME2 vanguard plays. I do agree that ME2 misses out on a lot of opportunities for genuine customization (one of the most glaring is when they roll the persuade/intimidate system into the paragon/renegade system) but I don't think it's as much of a dumbing down as people think it is or that it demonstrates that streamlining is bad for RPGs.
 

Agayek

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NinjaDeathSlap said:
What do you mean about the Reapers? The Reapers were barely in ME2. For the most part their involvement was just you gathering more information about what they actually are from souces like Legion. Why is that so bad?
In ME1, the Reapers were established as an unknowable, nigh-omniscient force of destruction.

ME2 made them the space equivalent of a Scooby Doo villain.

Everything they do in ME2 makes no sense. They either do things in the least direct and most inefficient manner, or they act illogically for goals that are, honestly, unimportant.

Every single involvement of the Reapers in ME2 is nothing more than a very bad joke. In order:

1) Why the fuck don't they have another extra-galactic relay? There's no reason to limit themselves to only the one in the citadel. If anything, there's every reason for there to be a dozen of the stupid things that they can use at will.

2) The Collectors. Why do they still exist? It takes a massive amount of resources to keep an organic race alive for 50,000 years, especially when they cannot take independent action. It would have been far more efficient and logical to let them die out and use some small robots to kidnap sentients and determine when the current galaxy is ripe for extermination.

3) Why are they kidnapping humans? They're trying to open the relay to destroy humanity. Why the fuck don't they just build a ship out of the overly abundant metal near the Collector base and throw a Reaper AI into it. Then send that ship at the Citadel. Or better yet, use the Normandy after the Collector's kidnap everyone off the ship.

Or even better, kidnap some Asari or something, indoctrinate them and have them unlock the Citadel relay.

Or even betterer, don't lock your only way in or out of the galaxy in the first place.

4) Why the fuck are they focusing on Shepard? If anything, they should be actively avoiding him. He's the only one to ever successfully combat the Reapers, and no one has any idea how or why. Until they can actually bring overwhelming firepower to bear, it's a much more strategic decision to avoid him wherever possible.

Literally, everything the Reapers did in ME2 was either illogical, emotionally driven or just plain insane. They were established as gods-made-real, living machines older than the human mind can possibly comprehend, driven by nothing more than the continuation of an infinite cycle and a disdain for all organics.

ME2 decided it was a good idea to shit all over it.
 

Duskflamer

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Kahunaburger said:
Duskflamer said:
Kahunaburger said:
Duskflamer said:
Kahunaburger said:
Duskflamer said:
depth in this sense refers to complexity. You can't deny that the skill trees and equipment management of ME is far more complex than the equivalent systems in ME2, thus, ME2 has less depth. Again, this is not a quality judgement, I'm just explaining the term. I think ME2 was the better game personally.
I don't really agree with the complexity = depth thing. CoD is more complex than chess, but chess is a deeper game, for instance. It's more about how much depth each option actually adds to the system.
I don't mean technically, behind the scenes complex, I mean the complexity of what the player is asked to do. CoD may have a million things going on in the background but the player is mostly just asked to walk around and shoot enemies. Chess is a simple game, but every move must be thought out with care and there are thousands if not millions of possibilities for what could end up happening.
Yes, but there are orders of magnitude more possibilities for positions in CoD (and Quake, and Halo...) than there are in chess. (I.e., a CoD player is running around and shooting people in the same way a chess player is pushing pieces around. It's where you run to and where you push the piece that makes the game complex, and CoD gives you many more places to run to.) CoD also lets you customize your set-up before-hand and select game types, neither of which is an option in chess.

But chess is deeper because there's a bigger tactical difference between choosing which of its 20 initial moves you want to open up with than in choosing where in Highrise you want to run to first. So simplicity =/= shallowness, in other words.
Positioning is far more vital in Chess than in Cod though, in Cod, it doesn't matter if you're a few more feet to the right when you get shot. In chess, a rook being a space or two off from where it could be can make all the difference.

Also, just a little OCD from my end, there's 24 possible opening moves in Chess. 10 pawns each of which could move one or two spaces, as well as two possible moves for each of your two knights. 10X2 + 2X2 = 20+4 = 24.
8 files, actually, but yeah :)

That's kind of where I'm coming from with this. I have more options in CoD, but those options are not meaningful tactical choices. Similarly, swapping out my ME1 vanguard's gun and armor for slightly better versions of themselves is not a tactical choice, but choosing between the eviscerator, claymore, and geth shotguns completely changes the way my ME2 vanguard plays. I do agree that ME2 misses out on a lot of opportunities for genuine customization (one of the most glaring is when they roll the persuade/intimidate system into the paragon/renegade system) but I don't think it's as much of a dumbing down as people think it is or that it demonstrates that streamlining is bad for RPGs.
I disagree on that point. A simple upgrade from one model of a weapon to the next is just common sense but there were dozens of models to choose from for each weapon on ME, not to mention the upgrades to tweak each weapon just perfectly. And getting away from equipment the abilities in ME were genuine investments for a significant payoff rather than just something you did. (think of what a maxed level (if you could even get to max level) character's skill tree looks like in ME compared to ME2, you have to make more actual choices about where to put the points in ME).
 

Waaghpowa

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So here's my thing with Mass Effect 2, or just about any new Bioware game these days. Keep in mind that I love the Mass Effect series. I do agree that ME2 was a significant improvements from ME1, my problem is they took too much out.

When I play an RPG, I expect to have to weigh the pro's and con's when making decisions regarding my actions and equipment. Mainly what I hate about ME2 is that it takes away my ability to make such decisions. In other words I liked having weapons, mods and different armour to choose from.

For example: You have gun (A) equipped and stumbled upon gun (B). B has slightly better damage at the cost of accuracy and cooling, while A is less damage but better as far as accuracy and cooling go. Now is the increase in damage enough justification to lose the stats from A or do you work it out with mods?

Mass Effect 2 as far as weapons go was like this to me:
Armourer: Here's your gun.
Me: What's special about it?
Armourer: It has a slightly smaller clip and shoots slower.
Me: What else?
Armourer: That's it, it's basically the same as everything else. It doesn't make too much of a difference what you choose to use.
Me: .....o...k...

That and I didn't like the fact that all of the missions ended up occurring in a narrow corridor. It would've been nice to have kept some size as far as the scale of environments goes.

Edit: Just wanted to add that I don't believe that ME2 was "Dumbed down" just simplified, and maybe a little too much.
 

loc978

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It's been said to death, but...
ME2's plot went all to hell, RPG elements were all but completely removed (instead of simply fixing their flaws), they revised the technology to put combat more in line with ordinary modern shooters (seriously, the heat sink weapons of the second game are a technological leap backwards), and the flexible, intuitive cover system was replaced with one that railroaded players into gallery shooting. It still had great dialog, and was entertaining as hell... but it wasn't up to par with the first game.
 

sumanoskae

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From a purely gameplay standpoint, Mass Effect 2 hasn't dumbed anything down. The skill trees are smaller, but that's not really a problem, though I'd still like to see more options for customization, I prefer quality over quantity.

No, the problem ME2 has is that it never gave me a reason to utilize my powers in any meaningful way. You can more or less make your way through ME2 with pure shooter chops, it doesn't demand the same level of strategy or team orchestration that other RPG's do.

The other issue I have is with the equipment. Choosing who is best suited for which gear is a perfectly acceptable aspect of role playing, and it's removed in ME2 for no conceivable reason. Removing the massive clutter was a good idea, but it was taken to far. I feel that some individuality could be returned to the system by allowing for personal weapon mods, something like Metal Gear Solid 4.

So I say that the primary problems with ME2 are that it lacks customization and it doesn't employ it's RPG mechanics correctly.
 

Archemetis

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I've seen a couple of mentions of 'They added the emphasis of chest-high walls in ME2 WAAAH!'

But I'm sitting here wondering, did they not notice the walls in ME1?
They're totally there... Shit, play up to the first few minutes of Eden Prime and you'll see chest-high walls.

It's almost like saying they ruined Mass Effect by keeping Commander Shepard in it...

Personally, I see nothing wrong with the changes they made.
And that's it really. Everyone else's opinions can go be what they are somewhere else while I enjoy myself.
 

Schreck157

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My biggest gripe against ME2 is and shall always be that they gave the player limited ammunition through the addition of thermal clips and the change to the power wheel that made all abilities unavailable to use for a time after a single one had been used. I have accepted and even come to appreciate parts of ME2 more than the first, but this still chaps my ass.
 

Ren3004

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Because it didn't have a terrible inventory like the first game.

To be fair, I did miss some of the RPG elements of the first game. As soon as I accepted it as a more action oriented title, I enjoyed it a lot more.
 

Spencer Petersen

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It didn't dumb down the series, I'm guessing that sentiment came from the people who liked the first and found something about the second they didn't like, and attributed it to dumbing down. I found the first one a painfully depth-free and shallow exterior of cliche RPG and Space Opera tropes that prided itself on looking like a deep and smart game but lacked any real depth. So the 2nd isnt really dumbed down, its just the same, which was already stripped of common features.

Although you can make a case that the features removed didn't add any depth and in many ways simplified it even more.
Removed inventory
Smaller skill trees
Ammo instead of Heat calculation
Removal of all but 4 ammo types
Removal of Weapon Mods
Removal of all but 2-4 weapons from each class
Resource gathering reduced to scanning instead of exploring
Removed most of the free-roam element of the citadel and other locations
Made hacking and unlocking a minigame without any RPG element

Removing features rarely makes a game deeper, so you could make an argument that it is dumbed down. However, the opinion that the story is better and the combat is more fluid is not an excuse for feature removal. Bioware does this a bit by promising more depth in a sequel and then axing a list of features and then throwing their hands up and yelling "No, wait the story is good!", them people forgive them and argue on the internet.
 

Kahunaburger

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Duskflamer said:
Kahunaburger said:
Duskflamer said:
Kahunaburger said:
Duskflamer said:
Kahunaburger said:
Duskflamer said:
depth in this sense refers to complexity. You can't deny that the skill trees and equipment management of ME is far more complex than the equivalent systems in ME2, thus, ME2 has less depth. Again, this is not a quality judgement, I'm just explaining the term. I think ME2 was the better game personally.
I don't really agree with the complexity = depth thing. CoD is more complex than chess, but chess is a deeper game, for instance. It's more about how much depth each option actually adds to the system.
I don't mean technically, behind the scenes complex, I mean the complexity of what the player is asked to do. CoD may have a million things going on in the background but the player is mostly just asked to walk around and shoot enemies. Chess is a simple game, but every move must be thought out with care and there are thousands if not millions of possibilities for what could end up happening.
Yes, but there are orders of magnitude more possibilities for positions in CoD (and Quake, and Halo...) than there are in chess. (I.e., a CoD player is running around and shooting people in the same way a chess player is pushing pieces around. It's where you run to and where you push the piece that makes the game complex, and CoD gives you many more places to run to.) CoD also lets you customize your set-up before-hand and select game types, neither of which is an option in chess.

But chess is deeper because there's a bigger tactical difference between choosing which of its 20 initial moves you want to open up with than in choosing where in Highrise you want to run to first. So simplicity =/= shallowness, in other words.
Positioning is far more vital in Chess than in Cod though, in Cod, it doesn't matter if you're a few more feet to the right when you get shot. In chess, a rook being a space or two off from where it could be can make all the difference.

Also, just a little OCD from my end, there's 24 possible opening moves in Chess. 10 pawns each of which could move one or two spaces, as well as two possible moves for each of your two knights. 10X2 + 2X2 = 20+4 = 24.
8 files, actually, but yeah :)

That's kind of where I'm coming from with this. I have more options in CoD, but those options are not meaningful tactical choices. Similarly, swapping out my ME1 vanguard's gun and armor for slightly better versions of themselves is not a tactical choice, but choosing between the eviscerator, claymore, and geth shotguns completely changes the way my ME2 vanguard plays. I do agree that ME2 misses out on a lot of opportunities for genuine customization (one of the most glaring is when they roll the persuade/intimidate system into the paragon/renegade system) but I don't think it's as much of a dumbing down as people think it is or that it demonstrates that streamlining is bad for RPGs.
I disagree on that point. A simple upgrade from one model of a weapon to the next is just common sense but there were dozens of models to choose from for each weapon on ME, not to mention the upgrades to tweak each weapon just perfectly. And getting away from equipment the abilities in ME were genuine investments for a significant payoff rather than just something you did. (think of what a maxed level (if you could even get to max level) character's skill tree looks like in ME compared to ME2, you have to make more actual choices about where to put the points in ME).
Yeah, I agree that ME1 had tactical choices you could make regarding weapon selection. I just think that ME2 had more significant choice in that particular area, especially since you're picking from several weapon classes rather than just the gun or two you specialize in. Take shotguns (you may have noticed I'm a vanguard player haha) - you have about the same number of choices, but there's a bigger array of difference in how the shotguns actually play in ME2 than in ME1, especially when you factor in the ammo types. But yeah, weapon and ammo mods should definitely still have been in the game - it's more an issue of the "not all streamlining is bad" thing.
 

Inkidu

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It didn't; if you want a tactical and strategic masterpiece play ME2 on Insanity. You will care about how you and your squad level up. You will be bringing specialists in; you will have your fingers in so much of what they do it's not funny.

If you want even more challenge don't play as a soldier. Soldiers tend to round out insanity making it more doable.
 

Snotnarok

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Mass Effect 1 was a garbled mess that was needlessly complicated. I mean seriously who the hell sat there and reequipped each team member before a fight/during a fight with different weapon and armor mods and whatever?

Besides the odd geth fight you probably just plugged in a mod that was a general perk. ME2 cleaned it up by just having ammo mods and that worked 100x better. I mean hell I beat ME1 on the hardest mode without using any of the specific synthetic/organic killing ammo or anything different than ammo that did more damage, so other ammo mods are pretty much moot.

I still don't get what people complain about. Was ME2 perfect? No but it sure was better than 1 in a lot of ways.
 

mechanixis

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NinjaDeathSlap said:
mechanixis said:
I guess not everyone takes story as seriously as I do, but there was a pronounced tonal shift from the first game to the second. The first one takes the universe and science fiction elements very seriously, and great care was taken to ensure everything was consistent. Just listen to the codex entries from the first game: serious thought and research went into making this setting plausible. Mass Effect 2, on the other hand, veers into "flashy action movie" territory. While the first game has a very restrained, hard sci-fi aesthetic - technology like weapons, armor, and ships all look drab and functional rather than flashy - the second game slaps unnecessary glowy lights and bulky shoulderpads on everything. Lots of characters are ushered into the plot because they're 'cool', rather than being relevant to the story (Jack, for instance, brings hardly anything to your team you can't get from a mentally stable Asari.) Cerberus is changed from a terrorist organization to a benevolent, omnipotent Illuminati that gives you a massive ship, gets all your friends back together to crew it, and knows everything at all times (but, again, can't find anyone more professional than Jack to join your squad, because someone on the dev team thought she was a badass.) A new villain is introduced that has almost no bearing on the overarching plot. Think about it: what progress has been made in stopping the Reaper invasion from the end of ME1 to the end of ME2? Did the events of the game even delay them?

All of these things are writing genocide to a franchise that had a lot going for it. The first game had a really tight narrative with a well-conceived mystery plot ("What is the Conduit?"), strong antagonist (Saren), strong reveal (Sovereign), and meaningful finale (a climactic battle that cements a new position for mankind in the galaxy). It had a classic three-act structure that any fiction writing student can immediately recognize. All the characters and events were an organic part of the plot. Comparatively, Mass Effect 2 was a string of unrelated action scenes, culminating in a silly fight with a giant terminator.

Lastly, what the "faffing about" provided was pacing. Mass Effect 2 consisted almost entirely of pointing a gun at things and shooting them; the original involved a lot more exploration and negotiation. It did get rather slow at times, but it felt more like it was a game about a space adventure, rather than being a game about shooting things.

Anyway, that's my dissertation. I thought Mass Effect 1 was Bioware's crowning achievement, and the sequel took away a lot of the elements I lauded the first one for. I honestly don't mind the reduced RPG elements; it's everything else getting dumbed down that frustrates me.
Well, seem as Bioware let you import your entire codex from ME1 to ME2 along with everything else, that would suggest they were still taking the detail of the first gamer into account.

I guess Bioware are damned if they do and damned if they don't. Yes, there was a tonal shift, but if there hadn't been people would have just got pissy with the old sequel argument of 'They're just selling us the same game for full price again!'.

In regards to Cerberus... In the first game you learn nothing about their command structure or the true extent of their organisation's reach. So who's to say they were ever meant to be just a terrorist organisation. They were large and well resourced enough to track down, abduct, and kill an Admiral in the Alliance Navy in what must have been a matter of day's, so they can't have been that small, and who's to say they couldn't have grown in the 2 years that Shepard was dead.

As far as the plot goes... No, you don't slow the Reaper advance or do anything quite as significant as the end of the first game. But of course you don't, the second installment of a trilogy isn't supposed to be as climactic as the first or third. And you do still deal the Reapers a blow. Although they would never admit it, the Reapers are scared of facing humanity in a fair fight after what you did to Sovereign, so they try to use the Collectors to subtly remove humans from the picture, paving the way for the invasion. They also want to use human genetic material to create the next generation of Reaper, the logic being that they will become stronger if they use the DNA of their strongest adversaries.

This is just my opinion, but I thought the dialouge added pacing far better than the vehicle sections or the equipment swapping did, which is what I was referring to by 'faffing about'. and the dialouge is still there in ME2.
I have no doubts that ME2 reaches a larger audience with its softer sci-fi tone, but that doesn't mean it needed to go that way in order to keep things fresh.

And we did know some things about Cerberus - we knew they were a radical fringe group that focused on dangerous human experimentation. In ME2, that's thrown out the window, and replaced with this organization with seemingly infinite resources, manpower, and intelligence as the plot demands it. It's like ME3 opening with the reveal that the President of Earth is an erudite, well-spoken Thresher Maw, and dismissing the fact that all previously encountered Thresher Maws were radical terrorist Thresher Maws acting alone. Suspension of disbelief only goes so far. I guess if you like it you like it, but personally I felt like Cerberus was a totally unnecessary addition to the plot in an effort to make the story "darker" than the first game.

And while it's true that the second part of the trilogy isn't supposed to wrap up the whole conflict, it should at least address the same conflict as the first part. What would you miss if you went straight from Mass Effect 1 to Mass Effect 3? Do you spend the time preparing for the Reaper invasion? Do you postpone their plans at all? No: a new enemy is handwaved into existence to give you a neat new character model to shoot at, and at the end of the game you blow up their base. The closest thing to relevance is learning some trivia about the Reapers' objectives that in no way will help in ME3.

And on the subject of Reapers, let's compare Sovereign and Harbinger, because they're very different characters. When you meet Sovereign, he seems barely annoyed that you're bothering him. He's an ageless, deathless machine god the size of a small continent, and you're talking back to him. He explains nothing and brushes you off. It made the Reapers seem really ominous, unknowable, and intimidating; it's an important part of their character in the first game. Harbinger, on the other hand, can't smack-talk you enough. He warps in to fight you every five minutes and spouts silly grimdark dialogue that sounds like a 14-year-old Dungeon Master wrote it. You kill him a hundred times before the end of the game. And what was that unknowable, eternal purpose that Reapers harvest all life for? Reproduction. A nice, easy to understand, unimaginitive reason.

Again, being different isn't a reason for it to be worse by itself. It's just that ME2 is saturated with terrible writing decisions that directly contradict the first game. Killing the main character at the start of the story and then immediately bringing him back with zero consequences is just a bad writing move. So is having a character who somehow knows everything and simply tells the protagonist what to do. And telling the viewer that an organization is dangerous and controversial without ever showing them do anything dangerous or controversial (and instead showing them be helpful and reasonable.)

Heat Sinks weren't introduced because Geth weapons technology made Alliance shield tech obsolete - it was introduced because they wanted to make the game into more recognizable action schlock. Mass Effect 1 seemed above that.
 

hermes

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The only thing that I felt was worst in ME2 than in ME1 was the story... It was way too mankind-centric.
In the first game, mankind was the new kid in town. We weren't the heroes, we weren't the best and even when compared to the asari or the turians, we were like kids in a playground. We were newcomers and even if mankind as a whole become extinct, the galaxy would still go on as normal. Threads like the Reapers were some kind of eldritch abomination, too big, too powerful and too unstoppable to even dream of fighting alone. Then, in ME2
it turns out the Collectors are after the humans (and humans alone... not the turians, asari, elchor or any of the tens of sentient species in the galaxy), following orders from the Reapers to gather or kill us so they can turn us (just us, apparently) into Reapers... no other specie was in immediate danger. In other words, they changed the role of mankind from one of the characters in the play to the main protagonist,
which makes the motivation for characters like Garrus, Samara or Mordin a little harder to believe.
 

LarenzoAOG

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I don't think that ME2 was dumbed down, quite the opposite, at least in respect to the inventory system and skills.

In ME you pretty much could change your armor and weapons with different colored ones with different numbers, even the upgrades pretty much just changed the numbers. In ME2 you got less weapons but with more variety, for example, your starter pistol shoots fast and does little damage, the next pistol you get is like a 44 magnum, it shoots slowly and puts people on their asses at the expense of less ammo.

Also, in ME all the armor did the same thing, in ME2 you can mix and match different armor pieces that might increase your mellee damage, increase your sprint speed, or increase the damage your headshots do.

Also the skills in ME were pretty much "put one point into 'explode shit' to increase the damage by 5%" in ME2 it pretty much starts out the same way but it does give you the option to evolve it into one of two completly different skills with different applications.

SHORT VERSION: Less shit, more variety.
 

NinjaDeathSlap

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Feb 20, 2011
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Agayek said:
NinjaDeathSlap said:
What do you mean about the Reapers? The Reapers were barely in ME2. For the most part their involvement was just you gathering more information about what they actually are from souces like Legion. Why is that so bad?
In ME1, the Reapers were established as an unknowable, nigh-omniscient force of destruction.

ME2 made them the space equivalent of a Scooby Doo villain.

Everything they do in ME2 makes no sense. They either do things in the least direct and most inefficient manner, or they act illogically for goals that are, honestly, unimportant.

Every single involvement of the Reapers in ME2 is nothing more than a very bad joke. In order:

1) Why the fuck don't they have another extra-galactic relay? There's no reason to limit themselves to only the one in the citadel. If anything, there's every reason for there to be a dozen of the stupid things that they can use at will.

2) The Collectors. Why do they still exist? It takes a massive amount of resources to keep an organic race alive for 50,000 years, especially when they cannot take independent action. It would have been far more efficient and logical to let them die out and use some small robots to kidnap sentients and determine when the current galaxy is ripe for extermination.

3) Why are they kidnapping humans? They're trying to open the relay to destroy humanity. Why the fuck don't they just build a ship out of the overly abundant metal near the Collector base and throw a Reaper AI into it. Then send that ship at the Citadel. Or better yet, use the Normandy after the Collector's kidnap everyone off the ship.

Or even better, kidnap some Asari or something, indoctrinate them and have them unlock the Citadel relay.

Or even betterer, don't lock your only way in or out of the galaxy in the first place.

4) Why the fuck are they focusing on Shepard? If anything, they should be actively avoiding him. He's the only one to ever successfully combat the Reapers, and no one has any idea how or why. Until they can actually bring overwhelming firepower to bear, it's a much more strategic decision to avoid him wherever possible.

Literally, everything the Reapers did in ME2 was either illogical, emotionally driven or just plain insane. They were established as gods-made-real, living machines older than the human mind can possibly comprehend, driven by nothing more than the continuation of an infinite cycle and a disdain for all organics.

ME2 decided it was a good idea to shit all over it.
1. The idea of the Citadel was to trick the highest levels of government and military into congregating around one location. So when the Reapers attack all hope of organic life establishing an effective and organised resistance is wiped out in one swift ambush. If the Reapers had built more than one of these the Galactic hierarchy would end up spread between them, decreasing the chances of victory across all fronts.

2. True, although it would be much harder for a race of machines to live undercover for 50,000 years. The Collectors could pretty much pass themselves off as a race of alien mercenaries and slave traders for that time. Dangerous, but never posing a direct threat to any significant authority (and I suppose they could get their own food, as the Collector General is the only one with a permanent neural link to Harbinger, all he has to do is order them to, y'know, survive)

3. They're kidnapping humans because they see humans as their biggest threat after Shepard's actions in Mass Effect 1 and don't want to risk a direct assault until humanity is out of the way. So they use the Collectors, who operate outside council space and have no proven connection to the Reapers, to try and kill Shepard and wipe out his entire race. Also, because they consider humanity to be their strongest adversary, they figure the next generation of Reapers will be stronger if they use human genetic material. That also answers why they couldn't just build a ship out of scrap and put a reaper AI in it, because you need the liquefied remains of billions of organic lifeforms to make a Reaper (and also a ship made out of scrap would fly like scrap and fight like scrap).

As for the whole indoctrination plan, that didn't exactly work well for them the first time around, and would be unlikely to work on a second attempt with all the increased security after the Geth attack. Also, they were supposed to be able to unlock the Citadel without any help in the first place, but they couldn't because the Keepers evolved to resist the indoctrination, something the Reapers couldn't have foreseen.

4. Because Shepard and his allies are the only people to have seen for themselves hard evidence of the Reaper's existence. Even the people who saw Sovereign attack the Citadel never got the chance to find out what it really was. Shepard was the only person ever to speak to it. As we saw, after Shepard was killed in the first Collector attack, everyone was quickly able to let denial take over in the face of no conclusive proof. If they had let Shepard live, he might have been able to persuade enough people that Sovereign was a Reaper, and that there were more of them out there, and they could have already started forming a united front ages before the Reapers could reach the Galaxy. With Shepard dead before he can spread his warning too far however, they maintain the element of surprise.