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badcat7

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@BIOJECT @badcat7 I agree they should have improved the mako sequences rather than scrap them. It was easily the most innovative aspect of ME1. I did feel too that the shooter gameplay mechanics were a little too streamlined. Battles seemed much more organic in ME1. In 2, its almost like you walk into a shooting gallery with enemies on one side and you on the other, and with very convieniently, symetrically place cover everywhere. In 3, like in 1, it is not so artificial looking.

But the RPG elements that I think were most important were the character interactions. The dialoge sequences and character development. I apprciated not having to sort through a cumbersome inventory in ME2. The weapon selection in ME1 was an illusion at best, as you are ALWAYS going to pick the weapon that produces the most damage. The armor and weapon mods were useful situationally, and it did add a bit of strategic thinking. If you got owned in one situation, a choice selection of mods could turn the tide. It think that for this game however, scrapping the mod fiddling and focusing on the character development was the right choice.

ME3 seems to be the best of both so far. I dissagree that it has compounded flaws from the second. Even the atmosphere seems more blue (ME1) and less red (ME2). From the start ME3 seems to harmonize with the originial better.

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badcat7

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Edited By badcat7

@BIOJECT @elderdrake You are out of your mind. The important RPG elements were retained in ME2 and appear to be in ME3. The problem with ME2 was the alternate universe tangent the story went off on. It was good all on its own, but it seemed out of tune with the spirit of ME1. ME3 seems to me to pick up where the first one left off, the references to Shepards time with Cerebus seem out of place.

If you recall, ME1 was also a shooter at its gameplay core. I don't see how it is a problem that they would improve those elements in the sequels. I missed the planet exploration in ME1, but I am a minority, many seem to think is sucked. The player driven character interactions are superb in all three games, and that at is core is what an RPG is.

Me thinks you are just jaded about the ending, and it seems that most are upsent about that because the choice element did not pan out like promised, not because the game wasent good. My initial impression of ME3 is elation and excitement, well past the first few into missions.

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badcat7

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Seems like really short sighted conclusion based on a very limited data set. Hard to forget that many of the biggest games in recent years were almost entirely story driven. Not every game needs a complex, detailed story, and bad gameplay will overshaddow a good story. But take away the story completely and all you have is a multiplayer online FPS, and the data suggests that the number of muliplayer features that are crap or just so so far outnumber the ones that are really good. I think Mr Sundberg is making a fools wager.

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badcat7

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I think that's a tall order. FFVII was part of a revolution that marked the launch of a new generation in gaming on the heels of an insanely successful and climactic conclusion to the 16 bit era. FFVII owed its success to both of these factors and it would be hard to reproduce.

The series really began to go downhill after 7 because Square began to focus more on flash and graphical flair than engaging characters and stories atmospheres. Many will disagree but I think the series just started loosing it's soul after 7.

If they want to top it then perhaps they need look look back at what made the 7 and the 16 bit era so successful and looked back on with such fondness. Hint: It wasen't "Crystals" as FFIX seemed to think (and even didn't include in spite of the advertising campaign)

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I don't think there are a lack of games that let you play as the average Joe, but the ones that leave you average are usually suspenseful or scary, as mentioned. Others start you out an average Joe and then you become extraordinary. I think the games where you start out being some overpowered god are the rarity. By far the standard issue soldier is the most common character type. In terms of plot, adventure almost requires a twist of the main characters fate in which he is thrust into extraordinary circumstances, otherwise why are we bothering to follow him around? No one wants to end an adventure with the hero settling in a relaxing into a good book. No one wants to hear him say, "no, can't go after that last crystal I have to get some laundry done." Either the character must be extraordinary, or his circumstances must be, otherwise there is no game.