And for people like me, the run and gun is merely the incredibly annoying lever I have to push to get to the reward of the storyline. I would be happier if the game had no combat at all, or at least, let you turn the combat sections into cutscenes. For me the fun is in the "choose your own adventure" storyline. I felt the same way about Mirror's Edge, which would have been a lot more fun with absolutely no guns in it.Do you understand that these things take system resources, money and effort to accomplish?
As for the gameplay... for many people buying an RPG, the story and the choices they make within that story, is the gameplay. They go through the machinations of the required action sequences to further the story. Gears better action cover mechanics, offers nothing to these people.
Combat in ME isn't just a downgraded version of Gears either, they have a bunch of different powers that they need to incorporate and balance as well as the squad control system. If it was just a weaker version of gears, it would be very disappointing, but it's not.
And for people like me, the run and gun is merely the incredibly annoying lever I have to push to get to the reward of the storyline. I would be happier if the game had no combat at all, or at least, let you turn the combat sections into cutscenes. For me the fun is in the "choose your own adventure" storyline. I felt the same way about Mirror's Edge, which would have been a lot more fun with absolutely no guns in it.
As soon as someone makes a Mass Effect movie, I will absolutely go rent it.Maybe you should go rent a movie?
Anyway....played ME3 demo and the combat seems ok, not great. This coming from someone who plays a lot of TPS ie...Vanquish, Lost Planet, Gears3. I also HATE the mannequin faces of the character models, there is no LIFE in them and the EYES seems like they're from robots.
I actually agree that they broke RPG elements in Mass Effect 2 and are continuing that in Mass Effect 3. The first example i would give, its how You build You character, there is almost no development in terms of classes, You can have Your favorite primary skill that will be maxed earlier, but overall everyone has the same build in the end.No, ME2 actually fixed the gameplay by making the main game loop of running and gunning actually enjoyable. You only get frustrated if you're bad at the actual shooting - but if you're bad at that kind of gameplay mechanics, then you were frustrated by ME1 just as well, even after you leveled up everything.
Again - in a shooter, if you get a crosshair, you want the game to put the bullets to the point where you're aiming at.
After these the opponents are dead men walking ... lets for a moment you find the game difficult, in that case you have to optimize to get rid of shields and armor first because it's the greatest part of the battle for the majority of enemies ... when you have done that the best method to get rid of health? The same method you used to get rid of shields and armour!In ME2 you need to counter three types of protection, so biotics are no longer owerpowered, you need to get rid of shields and armor first
I have to argue with some of that as well. There are at least 2-3 very different builds per class, combining powers, weapons, armor elements and squad members in specific ways. The elements of the ME2 system are more simple on their own, that is true, but the balance is actually better and the variety from their combinations is actually far greater.
In ME1 it was all about getting singularity, firepower, and the electronics/decryption skill to open loot crates, so either you chose an adept, or took Liara with you - and every battle was easy after you unlocked that power.
Yeah, there was a little room for experimentation with some of the weapon mods, like build a two-shot sniper rifle, or a sigle-shot with more kick. But the various ammo types didn't really make any difference, and weapon characteristics within a class weren't differentiated.
It also made sense to get toxic protection armor mods against the rachni, but otherwise you just slapped in the strongest shield generator and regeneration mods.
In ME2 you need to counter three types of protection, so biotics are no longer owerpowered, you need to get rid of shields and armor first (although Warp works against armor too). You have multiple options through the various ammo and offensive powers - of which there are more in the second game, too. Then there's the added bonus that you can choose a squad member power for Shepard on the second playthrough, and you also have an extra weapon training option on the Collector ship.
Also, the weapons are better differentiated, although it was a very bad decision from Bioware to restrict some of those to DLC. But there are no ultimate weapons, each has strengths and weaknesses and can be tailored to a specific strategy.
Check the Bioware forums for builds and videos to demonstrate them, there are some really clever and unorthodox combos. I've seen a shotgunning engineer, there's an infiltrator with reave which allows the regeneration you've missed, there are some nearly unstoppable vanguard builds, and so on. They all present very different gameplay experiences and rely on different team members, making for more distinctive playthroughs then what ME1 offered.
However I'd also like to add that character stat building is not what makes something an RPG, at least in my opinion. It's a fun aspect but the stats are only there to define what your character can do so that the player and the "gamemaster" don't need to argue about what's possible. But the more advanced pen and paper gamers usually keep it to the minimum and focus on the character's choices instead.
ME is actually a step in this direction, because computers are very good at the stat game but can't respond and improvise the way a human GM can. So early RPGs were either about the stats and loot, or had a very linear story and maybe tried to create the illusion of choice (Warren Spector talked about it when discussing Ultima VII/2, I think). But unfortunately, now that the software could get more sophisticated, the content production costs are becoming the new limitation on player freedom. We'll see how far Bioware can take it in ME3.
In Mass Effect, it makes absolutely no sense. Shephard's the _captain_ of the ship, not a bloody marine or security officer. Who the hell does she think she is?
And for people like me, the run and gun is merely the incredibly annoying lever I have to push to get to the reward of the storyline. I would be happier if the game had no combat at all, or at least, let you turn the combat sections into cutscenes. For me the fun is in the "choose your own adventure" storyline. I felt the same way about Mirror's Edge, which would have been a lot more fun with absolutely no guns in it.
In ME2 you need to counter three types of protection, so biotics are no longer owerpowered, you need to get rid of shields and armor first (although Warp works against armor too). You have multiple options through the various ammo and offensive powers - of which there are more in the second game, too. Then there's the added bonus that you can choose a squad member power for Shepard on the second playthrough, and you also have an extra weapon training option on the Collector ship.
Also, the weapons are better differentiated, although it was a very bad decision from Bioware to restrict some of those to DLC. But there are no ultimate weapons, each has strengths and weaknesses and can be tailored to a specific strategy.
Obviously you guys can't be convinced that ME2 isn't bad. No problem, doesn't keep me from enjoying it
Except well over 70-80% of the people who play Mass Effect play the Solider class which plays the most like a shooter out of all the classes. Mass Effect 2 is objectively the better game with the better gameplay because they made it a better shooter. So you can now mantle out of cover and the crosshair orientation is always centered so it's slightly better shooter than Mass Effect 2
Link me where you got that stat.... or wait... please don't, I'd rather not see a picture of your backside.