ME2 has nothing to compare with the Sovereign conversation on Virmire. It has nothing to compare with Virmire. It really has nothing that felt as satisfying to me as the entire Citadel finale of ME1.
It didn't have the depth of subquests that ME1 had. Sure, a lot of them were almost like fetch quests, but at least they gave you options. I think it's been mentioned in this thread, but there's nothing like the whole Doctor Michel is being blackmailed quest, where you could talk your way out or shoot your way out. In the middle of a city, mind you. What about the guy who is creating the device to help him cheat at quaser? Or the whole sidequest about the guy who wants to scan the keepers and his partner? Or the AI on the Citadel that, when caught, starts a self-destruct that you have to defuse?
I'm guessing that's because of the whole "MISSION COMPLETE" screen, that the developers decided that they didn't want to include these short little quests.
Nothing like Conrad's stuff in ME1, where it slowly develops over the course of the entire game.
I mean, go play ME1 and just be amazed at the amount of sidequests that pop up on the Citadel. After playing ME2, it's mind-boggling.
It's also already been talked about how ME1 felt like a cohesive whole tale. It has nothing like the Mission Complete screens to break up the action. Playing it, I realize that I'm probably the only person in the world who misses the elevators, simply because they made the world feel nearly seemless. I understood the relationships between where structures are. It also allowed for great party conversations.
Part of the problem is that all the missions in ME2 take place in locked-off areas that you visit during the mission itself, and can never return to. It helps to make them feel isolated and distinctly stage-like.
Speaking of, it's also stunning just how chatty your party members are in ME1. They're constantly commenting on where you are, what's going on. I'm not talking battle chatter either. Just random stuff.
You can even choose to actively talk to them and there's good odds that they'll say something relevant to the location or situation then! It makes the ME2 party members seem like robots that are only activated during their loyalty mission and that's it.
(Although I forgot just how annoying the enemy chatter is. If I hear "Enemy everywhere!" one more time, I will do something violent.)