Mass Effect 2 was NOT "dumbed-down"

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Netrigan

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Sep 29, 2010
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ME2 is such a curious case.

I agree with the OP that most of the inventory was just so much meaningless noise. There was no real depth to the armor and weaponry, since the higher number was always better... and there was rarely any major strength/weakness of a particular tier of weaponry. One was almost always better than the rest, although sometimes it had +20 damage in exchange for -2 accuracy over the second best weapon of that tier.

But ME2 got rid of the upgrades that forced the player to make decisions and I think that's a shame. On the plus side, the standard weapons had different strengths and weaknesses, so it took me a few missions before I made up my mind if I liked the assault rifle with less stopping power and a lot of ammo or the AR with better stopping power but far less ammo.

ME1 had a better mix of enemy types, giving combat a bit more diversity... then sticking the player into a bottle-neck so the same basic tactics are used in pretty much every encounter. The larger levels of ME2 made combat a much more interesting experience for me, but I wish the game hadn't been so cover-based centric.

One day, I think an Action RPG is going to get this right. Give us a fairly simple weapon set-up, give us lots of upgrades to customize the weapons, make the levels and complex enough to support multiple approaches to the same goal. I'm an action player, but I enjoy using stealth to recon enemy positions and plot out an attack strategy. Then I break cover and blast away. Other people enjoy being tanks. Others love using the environment to take out opponents (works well with powers). There are the snipers and cover-based fans. You don't need every level to conform to every play style (making a player play against his type can be fun and challenging), but I would love to see a game where every level has a minimum of three tactical approaches.

Neither of the Mass Effects are that game, but ME2 was a much more entertaining shooter.
 

Netrigan

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Decided to take my Paragon character from ME1 and bring it over to ME2 and play it on Insanity.

I actually find it a bit of an improvement on the tactics of the first game. Having to really think about what kind of ammo you're going to use instead of being able to just spam them with whatever you have loaded up really makes a difference for me. And the larger levels gives me the freedom to find the better shot. Many, many times I found myself holding my fire because I didn't have the shot... whereas in ME1 I would have just fired away hoping to get lucky.

Really, really, really like the easy changing of ammo types. Even if ME1 had included ammo conservation as an element (and I really think this is the most important part of tactics in any shooter, regardless of whether its an RPG hybrid or not), I think I would have been annoyed with having to dig into a menu to do something so basic.
 

Netrigan

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Am thinking a bit about the starting states of both games right now and the ability to continue playing the character you created in the first game... and the rather obvious problem this created (hence the death of Sheppard in the first mission).

In the first game, you're told that you're an experienced war hero (or whatever), your skills are so amazing that you become the first human Specter... yet you can't shoot a gun straight at the start of the game. And at some level, you just have to run with this.

But imagine if they had replicated that in the second game. You've spent the entire first game killing enemies just by looking at them, and now you're expected to level up your sniper rifle skills again? And if they make the game a challenge for your massively over-powered character from the first game, then anyone playing the second game first would be at a massive disadvantage. Two very different difficulty curves would have to be created for the game.

Their solution isn't perfect, but I think starting you off with top-notch shooting skills and access to proper guns from the start is a fairly good compromise. Your character earned all these things in the first game and it would have been a dick move to take them away just because that's how an RPG is supposed to work... damn the internal logic of the story.

Mind you, you're still a bit of a godlike character on the lower difficulty settings :)