Eclectic Dreck said:
At this point I'm going to throw down the gauntlet. Tell me precisely what effect the loss of granularity in the leveling system had upon the game. I have already made a case for why this loss did not fundamentally alter the choices available to the player so, please, tell me why I am wrong.
Mass Effect 2s levelling system is "choose one power which you dont want to max out".
Mass Effect 1s levelling system is "choose from this list of powers where you want to specialise".
I already mentioned in a post above, I specialised in medical, tech, and minor biotic support for the rest of my squad.
In ME2 I maxed out all powers other than cryo blast and overload I believe (they are cloned as heavy weapons anyway), and spammed tech armour and used the assault rifle the game forced into my hands (or shotgun or sniper had I chosen them instead).
Eclectic Dreck said:
Are you saying that the quality of character interaction is dependent upon said interaction taking place in a unique world space? Because if that were the case I would be forced to roll my eyes.
Im saying the characters in ME2 are poorly developed and are interchangeable.
Youve got Miranda reviving Shepard, and Mordin making the defense against the seeker swarms.
Other than that, you simply need a tech expert (Tali or Legion), a Biotic expert (Samara or Jack) and a loyal goon to escort any survivors. Bingo perfect ending.
All other characters occupy precisely NO unique role in the plot whatsoever. They hardly even acknowledge the suicide mission in the dialogue. Most of their character revolves around completing an option errand to get your squadmate working right.
From a plot perspective, you could swap most of the squad with specialised mechs and it would still pan out the same way. They are "objectives", not real characters occupying a unique role in a storyline, unlike in ME1, where Wrex is Wrex, Liara is Liara etc. The only time such banality occured is Ashley and Kaidan occupying the same role on Virmire, but even then it could force a unique outcome.
Eclectic Dreck said:
And again I shall throw down the gauntlet and demand an explanation that tells me precisely what choice I lost in the exchange as I have already made an argument that asserts that the fundamental choice inherent to sorting through one's inventory and applying silly little upgrades remains.
Youre wasting your time here. Like ME2 all you want, but dont deny its dumbed down, streamlined, simplified, whatever, but the point is most of the game has been ripped out and replaced by cover shooting TPS combat.
Regardless, the choice you lose is taking a weapon you have found, and gathering an assortment of upgrades and saying "right, I shall use this for this weapon". You could outfit an assault rifle for accuracy and synthetic killing. Outfit a shotgun for maximum power (using frictionless materials and explosive rounds was amazing). A pistol that negates radar jamming. A sniper that will massacre organics. Thats customisation in upgrading, and choice.
In ME2 your choices are:
Do I use the shitty mining mini-game to gain an arbitrary incremental increase on said pistol/sniper/health, or do I ignore it and carry on just fine without it.
Dont bother denying it, those are the facts of ME1 and ME2. Flaws or no, those are the choices both games offer.
Eclectic Dreck said:
The original game was dominated by it's combat mechanic.
Absolutely. And that combat mechanic offered more freedom than "play me like Gears of War". Thats the issue here, and one that you should probably give up arguing against, because youre simply wrong.
Eclectic Dreck said:
What's more, both games give you enormous agency over the narrative and the character(s) of the world.
No, neither games do this. Mass Effect 1 gives you agency over which unique characters will die. (3 of them to be precise)
Mass Effect 2 gives you agency over with interchangeable characters will die. (All but 2 of them if you want to survive, if not everyone is game)
Eclectic Dreck said:
I have yet to see a compelling argument defends the notion that an RPG must be defined by it's mechanical elements as these elements vary wildly even in games that are universally accepted as being classified as an RPG.
Every single fucking game is defined by its mechanical elements. Its why we have genres in the first place. Its why there are romance films, action films, drama films.
Its why there are RTS games, FPS games, and RPG games. You can get all cosmopolitan and trendy with genres if you like, but that defeats the entire purpose. I was assured by the devs that their constant trumpeting about improving the shooter mechanics did not mean the rest of the game lost out on anything. They fucking lied.
This game completely failed to satisfy my RPG needs in what was sold to me, in 2007 and 2010 as a hybrid that has strong RPG leanings. What I got was little more than a TPS with minor RPG trappings thrown in as an afterthought.