Oh and did I mention that nothing in the game ever informed me of how to actually use the tank? Oh, no sirree. They did spend the resources on an unskippable cutscene introducing some disposable geth creature, but never took the time to say, “Hey, here’s how you control that pile of shit over there.” If that isn’t an oversight, I don’t know what is. But it shouldn’t be surprising in a game that barely explained anything about how the game works in the first place.
I had to google how to get out of the fucking thing just to continue the mission I was on. Sure, the message board that I found referred me back to the manual, but I figured with the lack of detail paid toward to in game tutorials, that the manual would be far more useless. All the game had to do was say “Press B to Exit when stopped”. It sure as fuck says “Press A to enter”, so why doesn’t it reciprocate when I come to a stop to tell me how to leave?
This brings up the large issue of not explaining fundamental gameplay to the player. Why would you do this? What is gained by getting your customer upset because he doesn’t understand how to do something fundamental to the experience?
But mostly, WHY IS THE TANK IN THE GAME ANYWAY? I’m sorry… it just pissed me off to no end.
Throwaway side quests: I lied before, I did do one side quest, just for shits and giggles. I went to the moon, had to traverse the landscape with the terrible tank (which was standing straight up after trying to go over multiple tiny hills), then went into 3 identical bunkers, fought the same group of enemies over and over again and then blew up some static energy tubes that took way too many hits to destroy (one would have been fine enough I think).
So if the tank was the primary reason why I wouldn’t want to do any side quests, then the fact that this quest was so underwhelming and boring would be the reaffirmation for why I would want to avoid these missions. Are the rest of the quests as boring as that one? I don’t know, because I didn’t care enough to try and even attempt them.