The.Bard said:
The snip to end all snips
I guess it was all a little misunderstanding, then. And as for what's in the DLC, we'll see soon enough, no need to think about what it could or couldn't do anymore, I guess.
I actually kind of agree with your votes for the games, it's just that I generally value the narrative more than other parts, in RPGs that aren't sandboxes (I don't expect anything great storywise from an elder scroll game, just to name a famous series), but I expected a lot more from ME, especially since the game is lightweight in the RPG mechanics. I kind of wanted a trade-off (and I think I had it in the first ME).
I would say that I would just evaluate ME gameplay higher, because it had a lot of flaws, but it was particularly fun for me (the Mako was a ***** to control, especially if you tried to climb a mountain? True, but it was fun to go around fighting tresher maws, exploring small worlds to find something new or interesting. It was one of the few "exploration" you could do in the game, and they killed it).
The fighting was a little clunky, but I found it fun, too. The fights weren't as predictable, for once: the first time on Noveria, when I met the rachni for the first time, I was genuinely surprised: I didn't expect a fight there, with almost no covers!
The weapon had the cooldown mechanic, which I thought was cool, and compared to the other 2 games, a lot less generic. Also, you and your enemies could both overload the weapons, it was tactically more interesting, in my opinion.
Biotic should have been nerfed down a little, I agree, but wasn't stasis awesome, tactically? Why remove it in ME2 (they ended up bringing it back in TLOTSB, and ME3, but still...)?
Ammo as a skill... WTF?! And while I could agree for cooldown for each type of skills, having a single cooldown for everything it's just lame...
Also What's the point of having ammo instead of a cooldown, if I can replenish them so easily? At least the cooldown kept you on the edge, most of the times...
The inventory was poorly done in ME, but not having it at all was... Overdoing it? Same with the weapon restriction, ME already had a nice system to give your specialization a special feel, no need to lockdown weapons (this was better in ME3, though, with the encumbrance system).
I liked the interrupts during scenes, though, I thought they were a really nice touch, especially for renegade playthroughs (Just shooting in the face an enemy who's going on and on about this or that feels perfectly in role with a ruthless approach, like a renegade should be).
And the main plot narrative was too fucked up in ME2 (death and resurrection + working for Cerberus just like that= me going "WTF!?" over and over again) and ME3 (poorly handed tear-jerking death child in the first minutes + crucible "we-don't-know-what-it-really-does-quick-let's-put-everything-we-have-into-building-it" and more nonsense about multiple races building it over time withou knowing what does it do + lots and lots of the game doesn't care what you did before, you'll just get a nod of acknowledgement for them= me going "not again?"),for me, with a lot of lines that felt stupid, for me. Characters kept things afloat in ME2, but I feel like they were put aside most of the times in ME3, which was left with nothing in the story department, as a result.