Freelance Henchman
Arcane
Alexandros said:Well I think it was, in fact, deeper because of the inventory (among other things). The way I see it, it's a good thing when the player has more choices to select from. In ME1, you had a lot of options regarding weapons, mods for those weapons, armor with different stats and effects and so on. You had to put more thought into it (not much, but some), whereas in ME2 the system was reduced to a couple of weapons and almost no armor. This decision took out a layer of complexity that (I feel) was beneficial to the first game.
I still don't see how ME1's inventory was more than a "pseudo-inventory" since every weapon felt the same when shooting it anyway, apart from very minimal differences in cooldown and such (well maybe apart from that upgrade that gives 500% damage at the cost of 1 shot in succession maximum). Add to that that you could carry around 10 armors at once and it just made little sense.
I replayed ME1 just recently because I'd forgotten a lot of the story, and I was amazed how much hassle it was to deal with the tons of items you find. In contrast, in ME2 you choose between weapons that are fairly different in behavior, and the actual game was never interrupted by staring at a menu every 3 minutes and deleting items, which happened to me all the time in ME1.
There's "complexity" and there's "a goddamn hassle", and ME1 had far too much of the latter I think.