Zachary Amaranth said:
TT Kairen said:
But teh no ArrPeeGee mekanix! Omguh, it's fast so not RPG... *foams at mouth*
So Call of Duty MP is roleplaying, right? I'm asking you instead of the person who posted it since you were the one berating the...Ummm..."criticism?"
The common criticism is that Mass Effect 2 and 3 removed some vague definition of "RPG mechanics" which is never quantified or explained by these detractors, and that they "dumbed down" the gameplay.
This is patently false, at least for 3.
People usually talk about how there are so many gun and armor models to choose from in the first game. This is false. There are four guns. Assault Rifles, Shotguns, Sniper Rifles, and Pistols. Each weapon has two graphic models and four or five pallet swaps. Mechanically, they act no different in any way. All guns of the same type are absolutely identical, you just basically pick up a piece of paper that says it does more damage, or overheats slightly slower. Your Assault Rifle is a general purpose full auto weapon. Pistol is a semi auto weapon. Sniper Rifle is a bolt action long range weapon. Shotgun is a high spread, short range weapon.
In Mass Effect 2, there are 21 guns. In Mass Effect 3 there are over 60 guns. Most of them act in a different manner than the others (on the whole), or have some unique feature (penetration, thermal scopes, different fire modes, fire rates, ammo counts, accuracy, recoil, and some even fire explosives or spikes) to set them apart. This adds far more decision making in your choice of weapons and full loadout. You want a setup that compliments both your class and your particular build choice.
As far as armor goes, the modular armor system allows for far more customization in both statistics and appearance. Armor in the first game was denoted by a mere three categories: Damage protection, Shields, Biotic/Tech protection. Generally you went with the best biotic/tech protection, since if you're playing well, that's the only thing that's a threat anyway. In the second and third games, you can customize your loadout to favor damage, health, shields, melee damage, power damage, power recharge, ammo capacity, or any combination thereof. Again, more choice.
On the subject of mods, I will totally cede that 2's abolishing of mods was asinine. But in 3 they brought the system back in a far better way, at least for weapons. It's arguable that modular armor makes up for lack of mods, but I wouldn't really agree myself. In the case of weapons, the mods in 1 were just statistical changes, not truly affecting the performance of your weapon. In 3, however, you COULD add statistical benefits like damage or ammo count, but you could also add mods that would attach a scope to a weapon without optics, give cover penetration to weapons, reduce the recoil of the weapon (very different then the recoil dampener in 1, that reduced bloom, big difference), or add time dilation to sniper rifles.
However, in the face of all these improvements and choices, ME1 apologists ignore it all because it doesn't have some awful, outdated inventory system and gobs of looted equipment that they will never use in a meaningful way. It's just sell fodder.
And that's JUST the equipment. I could go even further with skill point spending and actual, physical gameplay, but this is already a huge wall of text. Let me know if you want me to proceed further.