And one planet had a
that when you touched it, gave you a vision about
humans when we were still living in caves.
...I don't remember that. Really?
Anyway, yeah, I have conflicted feelings when it comes to the Mako portions of the game. The whole concept of being able to go from solar system to solar system and find explorable planets was simply awesome, and really helped flesh out the theme and aesthetic of the setting. There was this combination of loneliness, discovery, and abrupt action to the exploration itself that resulted in incredible atmosphere. And planet exploration as a vessel with which to deliver side-quests and lore is just cool overall.
The execution, though, simply wasn't very good. There wasn't enough meaningful content there, the gameplay was sloppy, and repetition set in rather quickly. I really can't blame BioWare too much for this, though. In the ways the planet exploration works, it actually works fairly well; in the ways it doesn't, it's almost hard to imagine anything dramatically better without making serious compromises elsewhere.
So for me, the concept was neat, but it became mind-numbingly tedious after doing it a handful of times. I'd like to see an example of someone doing it right.
I really don't get the complaints of making ME's combat "dudebro" unless by "dudebro" people actually mean mechanically sound. Maybe I didn't have this problem because I played through as biotic and biotics were equally improved. Or am I misunderstanding the complaint?
No, I don't get it either. The core gameplay is vastly improved with ME2. The RPG mechanics perhaps aren't quite fleshed out enough, but I wouldn't consider ME1's more "fleshed out" as much as having more superficial layers (with the end result being slightly deeper and much messier).
I feel like the people who accuse ME2 of "dudebroing the franchise" are actually inadvertently making an argument for dudebroing.