Finished the game for the first time today.
Probably long past the point of anyone caring, but here's my thoughts.
I'll try to keep it to a top 10 for points:
****WARNING CONTAINS SPOILERS *****
1) The death/resurrection of Shepard seems unnecessary. The only reason I can see for this contrivance was to allow the player to retool the character model, but honestly, doing so takes away from the "direct sequel" factor regardless, so I'm not sure why anyone really needs that.
I suppose that you could argue that this was a method by which they get Shepard under control of Cerebus, but I'm still not convinced that it really added much to the fiction, and instead added a hole in the plot (ie - if you can reverse death, why are we throwing away corpses at all).
I'm not sure why it bothered me, but it stood out for the entire game as unnecessary and odd. Having this realization that your character is, essentially, a zombie is strange enough to throw off the "invincible hero" aspect that they strive so hard in other areas to create.
2) The "impact" of decisions from the first game was practically zero. This is probably one of the biggest disappointments, especially since it's still one of the most compelling features of the series. I sincerely tried to ignore the ways in which this game had been specifically constructed to sidestep all of the ramifications of your decisions from ME1, but found it practically impossible to really do so since it was blatantly transparent.
The real fallout from this realization wasn't lessening the decisions of the first game, however - it was lessening the decisions of the second. During the first game it was very easy to imagine that the choices you made would have impact. However, now that we see how they intend to deal with the "split-destiny" of your choices, it basically just made you aware that everything that involved significant choice in the second game would be rendered pointless in the near future.
Do you get to choose who lives or dies? It basically just means that they will be written out of the story either way.
Do you get to choose who maintains power? It basically just means that their power will be rendered pointless and irrelevant either way.
There's a certain amount of fun in just fumbling choices around in your mind before clicking a button, but the oft-promised, seldom-delivered realization of this actually shaping the game you are playing beyond an immediate dialogue split is becoming more and more noticeable with this style of game.
They really need to either step up and deliver on this sort of thing, or trim down the illusion to lessen expectations. The way that they are currently trying to cut it just leads to disappointment.
3) Bioware obviously took the complaints about sidequest inferiority in the first game to heart, but it almost feels like they sacrificed the meal in order to serve a better desert.
The main mission is fantastic, but short and underdeveloped. The bulk of the game seems too centered on the character recruitment and "loyalty" attainment, which strips the game of focus and momentum.
Western RPGs in general still need to figure out the best way to retain their core promise of "open world" while still maintaining an overall sense of direction and narrative coherence, but this game in particular, with it's driving, compelling time-dependent storyline - suffers greatly from the meandering, lackadaisical nature of it's random sidequest design.
They also need to just axe the padded-out "random street stop" sidequests that belittle the importance of the overall missions, or seriously step up their relevance to something that might be worthy of the character in question.
You're supposedly on a time-crunched mission to save humanity from galactic threat. Does it really make sense to stop and kill a few out-of-control alien dogs for the local security guard, or handle some package delivery for a random business-man like a common messenger? These type of things really feel out of place. Yes, you have the option to skip them, but at some point it becomes an issue of overarching character development - and I think they really cross that.
Let's not even touch on the whole "up or down" morality system's effects on mood-swinging central character personality. I'm just talking strictly about what she/he is doing on a day-to-day basis.
4) I'm really not a fan of shooter games, but I have to give credit that they really pulled things together with the combat here. I recognize that some people have complained that it is almost too much of an action game to fit within it's genre, but I really think that this style fit the nature of the game rather well, and I, for one, was thankful to finally play a modern WRPG where combat did not primarily consist of running backwards.
What continues to be frustrating is how locked-off you are from the majority of combat options due to class-specific decisions, however. I get that the developers think we're all going to have time to play these games 20 times each in order to see everything, but in my opinion, this purposeful limiting does more to make each playthrough repetitive than to create a desire to continually restart.
The "heavy weapon" system did a great job of replicating the feeling of "mega attacks" usually confined to JRPGs, but they should have focused the path of attainment for these a little bit more instead of allowing the player to dictate it's direction. I ended up stumbling on the "cain" far too early, and everything else felt like a huge step down for the rest of the playthrough.
5) AI-assisted RPGs really need to start pulling away from the "select two team members" mentality if they want to have a cast this big. So many of my characters felt like they were locked on the ship until the very last mission, only really existing on their loyalty quest and inter-mission conversation trees.
What really made this clear was the "group effort" nature of the final mission. We really need more of this throughout the game, rather than confined to one epic-showdown moment.
Random Other things:
6) Elevators were better than straight-up "loading" screens. The fans really fucked up on this request.
7) The Mako was broken and boring, but planet scanning isn't any better. They need to just give up on their notion of "hundreds of explorable planets" and start delivering only on what they actually can make.
8) Grunt is the worst character in Mass Effect so far bar none. What a bad trade.
9) Overall, this is the best looking WRPG I've ever played. Tech finally catches up to their art department. Thank god. Voice acting is some of the best I've ever heard in a video game as well.
10) I suppose this goes without saying on a Bioware game, but goddamn is this thing buggy as shit. Some of the random stuff that occured during my playthrough just had me laughing out loud during serious moments (AI player model "skating" in circles behind a cutscene), while some had me gritting my teeth in frustration (lock-up to the point of hard-stop rebooting). One way or another, they really need to start getting on top of this shit.
....Overall, this probably all reads incredibly negative, but I actually thoroughly enjoyed this game. I think the frustrating thing about Mass Effect, overall, is that it's so easy to see the potential for more. With a lot of less ambitious games, they basically manage to execute on everything that you could ask for. With Mass Effect, you can very easily see the aspects that they missed on in addition to everything that they did right.
But if I were to just focus on what they did right, I'd have no problem saying that this is one of the best RPGs I have played in the generation, and something that I'm 100% on-board to continue.
The hardest part about finishing Mass Effect 2 is undoubtedly how long we have to wait for the conclusion.
This is probably the most I've written about a game in a couple years. That's gotta say something, at least.
****WARNING CONTAINS SPOILERS *****