Dhruin
SasqWatch
In a sort of anti-review, the InfoAddict highlights a number of design failures in Mass Effect 2 they feel have been overlooked by the gushing mainstream press. They make some good points, although you could obviously write a mirroring article on what BioWare did right. A sample:
More information.Awful Combat Stages
Bioware has a long and strong heritage in producing top-notch RPG games. What they don’t have is much experience making action games, first-person-shooters specifically, and this lack of experience is in full display.
The principal problem is the design of the many combat stages the player will have to deal with. Any time you leave a hallway and enter a large room packed with crates and low walls you know one thing for sure: combat is coming. It’s the same boring environment over and over; crates and low-walls, enemies beginning their rush in the distance and winding their way through a minor maze. No subtlety, no surprises. A shocking lack of design that weakens the entire game.
Just as you know combat is imminent based on nothing more than the layout of a room, you also know there will be zero combat if a room lacks low walls and crates, so the player can relax without fear, which completely ruins any sense of tension or foreboding.
Mass Effect 3 Improvement: Make your zones of combat seamless with the overall design of the map. A player should not be able to visually determine when combat is going to happen, where it’s going to happen, and how it will play out. Avoid crates and low-walls as the only two objects within a combat zone and show me some original ideas.