Estaq99
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Post by Estaq99 on Jun 16, 2017 8:55:38 GMT
maybe. The patches arrived quite fast. Look i am not saying the game is perfect. it's not. But is this a sin? The sin is the initial release of the game. The sin is that after seeing Anthem andromeda could have been better. Still it's a damn good bioware game in my book. Witcher 3 which many love to dickride (excuse my harsh language) before the pacthes was not i a good state. It sure wa not the mess andromeda was but still it got way better after. Still as of now the menu of wicther is a hassle to navigate, too slow to show up etc Now i am mentioning wicther as it is considered the Top rpg this gen Pretty much agree. The patch improvements were mostly polish from my perspective. MEA was a solid game with a few issues. A May launch would have landed very differently, I suspect... A few issues???!!! A FEW???!!! A FEW????!!!!!!!
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ioannisdenton
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Post by ioannisdenton on Jun 16, 2017 9:17:22 GMT
I wonder if people were affected by the Human Noble's parents dying in Origins despite knowing them for 10 minutes. At least Andromeda expands on Alec's character later on (provided you collected the memory fragments.) i did back then. If it was now i would not. Anyway the passing of alec ryder is supposed to pass you the torch. DO not overthink about this. Hell in Nier i cared not at all about 2b
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Marduk
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Post by Marduk on Jun 16, 2017 9:24:31 GMT
Andromeda is a good game but it was probably gonna be criticized nearly as much even with patches at launch. the latter half of the game is great but the they didn't manage to leave a good first impression for a 2017 game. our new crew at least at first feel like an alternative version of what we had before for the most part, sadly we can't control their abilities. the game has some great planets but they decided to start our journey with exploring a desert after the intro and later on saving the planet by solving Sudoku puzzles which i didn't mind but i agree that the concept is funny.
The combat is great but not sure if it was the main attraction for the majority. as for Alec, his final moment is admirable cause the concept of saving your children is touching and getting to see it later on with his point of view is also interesting but knowing him before the incident would add more impact to his death. you can roleplay as if you didn't know him much but even then by default your Ryder spent more time with Alec than you ever did. it is not that big of a deal though. In The Witcher 3 for example Ciri made her gaming debut and only book readers knew well about her while gaming audience only got to see her during the tutorial of the 3rd game and yet the game had a touching reunion scene with her and Geralt which still can be appreciated cause the concept of meeting a daughter figure is touching regardless but could have been a better scene if they included her in prequels instead of presenting Alvin (he had his own twist of course).
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Post by abaris on Jun 16, 2017 9:59:53 GMT
The combat is great but not sure if it was the main attraction for the majority of the fans. For me it wasn't. I heard about it being a vast improvement, but combat really isn't what I'm looking for in a Bioware game. Come to think of it, combat isn't what I'm looking for in any game. I read what they said about animations, glitches, the lot. That didn't bother me at all, since I knew that would be patched sooner rather than later. I watched the Angry Joe show when he finally came up with a review cause with him I hardly ever disagree. They did a podcast with him giving it a 6, maybe a 7 if you're a fan of the series. That's what made me buy it after patch 1.05, thinking to myself the companions can't be as bland as many people say. It's Bioware after all. But hell they were for me. Bland, I mean. That's my major point of criticism and I found myself rather fighting than talking to them. That's a first with any Bioware game I ever played. Normally I try to get the fights over with to see what my companions have to say. Here I thought to myself, do I really have to talk to this guy again? The feeling was overwhelmingly strong with Gil. I'm hard pressed to think of another NPC (he's not a real companion after all) where it felt like such a chore to have to talk with him again.
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Post by Fen'Harel Faceman on Jun 16, 2017 10:12:52 GMT
Pretty much agree. The patch improvements were mostly polish from my perspective. MEA was a solid game with a few issues. A May launch would have landed very differently, I suspect... A few issues???!!! A FEW???!!! A FEW????!!!!!!!
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Post by PillarBiter on Jun 16, 2017 10:46:10 GMT
I think the father-child bond would've been stronger if both liam and alec would have followed you around for the full duration of the first mission. Would have given you more time to either bond more with alec or to have a better fleshed out I-didn't-know-him relationship.
But that's speculation.
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Marduk
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Post by Marduk on Jun 16, 2017 10:54:26 GMT
The combat is great but not sure if it was the main attraction for the majority of the fans. For me it wasn't. I heard about it being a vast improvement, but combat really isn't what I'm looking for in a Bioware game. Come to think of it, combat isn't what I'm looking for in any game. I read what they said about animations, glitches, the lot. That didn't bother me at all, since I knew that would be patched sooner rather than later. I watched the Angry Joe show when he finally came up with a review cause with him I hardly ever disagree. They did a podcast with him giving it a 6, maybe a 7 if you're a fan of the series. That's what made me buy it after patch 1.05, thinking to myself the companions can't be as bland as many people say. It's Bioware after all. But hell they were for me. Bland, I mean. That's my major point of criticism and I found myself rather fighting than talking to them. That's a first with any Bioware game I ever played. Normally I try to get the fights over with to see what my companions have to say. Here I thought to myself, do I really have to talk to this guy again? The feeling was overwhelmingly strong with Gil. I'm hard pressed to think of another NPC (he's not a real companion after all) where it felt like such a chore to have to talk with him again. Yup. i was being generous to those that played it for the sake of combat but overall while i do appreciate good gameplay i play Bioware games for characters. i enjoyed the game more than you did though probably thanks to certain elements like Drack (a self aware Krogan that sees himself as someone expandable despite how deeply others care about him) but yea sadly it is the weakest Bioware game i played in recent years if ever. i usually agrees with Angry Joe reviews and i understand his score but at the same time i can relate with your point of view as well. if characters can't appeal to you in a game that you play for characters then it is hard to bother playing. music not having a strong presence alongside underwhelming banters (opinions vary of course) didn't help either probably.
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jaegerbane
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Post by jaegerbane on Jun 16, 2017 11:09:38 GMT
Perhaps I'm being naive, but I read 'unfinished' as something that literally isn't finished. If there was a plan to polish it that they never got around to executing then fine, but that doesn't make something 'unfinished'. Otherwise any game that ever was released that needed patching could be claimed to be 'unfinished'. Which word would you use to describe it, then? If we took all words and phrases literally, then language would be quite a perplexing thing to use. Perhaps something accurate? Unpolished? Rough? Rushed? The issue isn't to do with taking everything literally or whatever. On a thread where the main point of discussion is whether MEA's reception was fair or accurate, I would have thought the issue with declaring aspects of the game to be something that they're not would have been self-evident.
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Post by Melcara on Jun 16, 2017 11:15:16 GMT
Which word would you use to describe it, then? If we took all words and phrases literally, then language would be quite a perplexing thing to use. Perhaps something accurate? Unpolished? Rough? Rushed? The issue isn't to do with taking everything literally or whatever. On a thread where the main point of discussion is whether MEA's reception was fair or accurate, I would have thought the issue with declaring aspects of the game to be something that they're not would have been self-evident. Unfinished, rough and unpolished are synonyms. But okay...
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Post by Fen'Harel Faceman on Jun 16, 2017 11:24:36 GMT
Perhaps something accurate? Unpolished? Rough? Rushed? The issue isn't to do with taking everything literally or whatever. On a thread where the main point of discussion is whether MEA's reception was fair or accurate, I would have thought the issue with declaring aspects of the game to be something that they're not would have been self-evident. Unfinished, rough and unpolished are synonyms. But okay...
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jaegerbane
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Post by jaegerbane on Jun 16, 2017 11:27:18 GMT
Perhaps something accurate? Unpolished? Rough? Rushed? The issue isn't to do with taking everything literally or whatever. On a thread where the main point of discussion is whether MEA's reception was fair or accurate, I would have thought the issue with declaring aspects of the game to be something that they're not would have been self-evident. Unfinished, rough and unpolished are synonyms. But okay... So you'd consider a car missing its engine to be equivalent to a car missing it's coat of paint? If I forget to stick a garnish on the pie then it's basically the same thing as throwing the raw ingredients down in front of the diner, amirite? FWIW I don't actually believe that you're struggling with this point and that, more likely, you're arguing for the sake of arguing, which I'm not interested in doing. The point is simply that MEA had issues but they were blown out of proportion by people using the exact logic you're using above. Whether or not you consider that fair is a matter for debate, but the underlying point about whether the game really was hopelessly broken and not finished is not.
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Post by Melcara on Jun 16, 2017 11:29:25 GMT
Unfinished, rough and unpolished are synonyms. But okay... So you'd consider a car missing its engine to be equivalent to a car missing it's coat of paint? If I forget to stick a garnish on the pie then it's basically the same thing as throwing the raw ingredients down in front of the diner, amirite? FWIW I don't actually believe that you're struggling with this point and that, more likely, you're arguing for the sake of arguing, which I'm not interested in doing. The point is simply that MEA had issues but they were blown out of proportion by people using the exact logic you're using above. Whether or not you consider that fair is a matter for debate, but the underlying point about whether the game really was hopelessly broken and not finished is not. I agree with you on MEA. The first part, I didn't take seriously.
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Post by Melcara on Jun 16, 2017 11:30:11 GMT
Unfinished, rough and unpolished are synonyms. But okay... Aaaand language.
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Post by Fen'Harel Faceman on Jun 16, 2017 11:30:58 GMT
You haven't made any argument about what's wrong with synonyms. There isn't anything wrong with synonyms, by the way.
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Post by Melcara on Jun 16, 2017 11:32:39 GMT
You haven't made any argument about what's wrong with synonyms. There isn't anything wrong with synonyms, by the way. That's exactly the point I'm making. There isn't.
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Post by Fen'Harel Faceman on Jun 16, 2017 11:37:55 GMT
You haven't made any argument about what's wrong with synonyms. There isn't anything wrong with synonyms, by the way. That's exactly the point I'm making. There isn't. Thank you for using your words.
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jaegerbane
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Post by jaegerbane on Jun 16, 2017 11:43:22 GMT
You haven't made any argument about what's wrong with synonyms. There isn't anything wrong with synonyms, by the way. That's exactly the point I'm making. There isn't. Look, this is really easy to test. Grab an item, stick it on ebay, and advertise it as something other than what is. When the buyer comes back with a dispute case, try telling him that whatever you described it as is a synonym and they need to stop taking things literally. See how far it gets you. There's a time and a place for wordplay, and discussion of what something is and is not isn't really it.
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Post by Melcara on Jun 16, 2017 11:57:59 GMT
That's exactly the point I'm making. There isn't. Look, this is really easy to test. Grab an item, stick it on ebay, and advertise it as something other than what is. When the buyer comes back with a dispute case, try telling him that whatever you described it as is a synonym and they need to stop taking things literally. See how far it gets you. There's a time and a place for wordplay, and discussion of what something is and is not isn't really it. ...I honestly think you're reading too much into this. Unfinished can be interpreted both ways - that is, literally unfinished, or unpolished/rough/missing features. It depends primarily on the context. Language is quite a fluid and flexible thing. I don't think it's "advertising something as something that it isn't". As I said before, taking everything literally isn't going to get you very far either. But this isn't really the place to be discussing this. It's just that language is something that I occupy myself with and simplifyng it it like this doesn't sit right with me. Anyway, carry on with the MEA discussion now.
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Post by Deleted on Jun 16, 2017 13:27:47 GMT
I think the father-child bond would've been stronger if both liam and alec would have followed you around for the full duration of the first mission. Would have given you more time to either bond more with alec or to have a better fleshed out I-didn't-know-him relationship. But that's speculation. It would have been wierd though... having dad follow you when he's the leader of the team. I think the game was trying to allow the player to choose whether or not they wanted to be emotionally attached or detached from the family at the start... with the memory triggers to serve as either Ryder discovering his/her dad for the first time really (detached originally) or affirming his/her affection for dad (if played as attached from the beginning)... or, alternatively, the player could continue to play as detached throughout the entire game simply by not finding the memory triggers or visiting Sam in Sam Node to view them. That's the reason, I'm convinced, that Sam will only cue up the memories within Sam Node (to allow the player to avoid them if they want). The game is written so allow players some options (point of an RPG after all)... so I wouldn't expect it to be written the absolutely best way for a single option. It's a background choice you make, much like deciding Shep's background in the CC of ME1. When you select those first lines, you're just choosing... do you want to play a Ryder who was attached to his family or not. If yes, select the options that reflect that attachment (i.e. telling Dunn to give your dad a chance, etc.)... if not, select the options that indicate you don't agree with him and you don't know him. You are then free to write the fan fic that describes their background relationship in more depth either way.
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Post by abaris on Jun 16, 2017 13:34:26 GMT
It would have been wierd though... having dad follow you when he's the leader of the team. I think the game was trying to allow the player to choose whether or not they wanted to be emotionally attached or detached from the family at the start... with the memory triggers to serve as either Ryder discovering his/her dad for the first time really (detached originally) or affirming his/her affection for dad (if played as attached from the beginning)... or, alternatively, the player could continue to play as detached throughout the entire game simply by not finding the memory triggers or visiting Sam in Sam Node to view them. That's the reason, I'm convinced, that Sam will only cue up the memories within Sam Node (to allow the player to avoid them if they want). The game is written so allow players some options (point of an RPG after all)... so I wouldn't expect it to be written the absolutely best way for a single option. That's where most games fail. You do not choose to form an emotional bond with any other character. You feel it or you don't. That's impossible to manage in the first 30 minutes only ten of them being really spent with the father figure. The most glaring failure of this kind of approach is probably FO4 where the whole plot is built around the missing son and I've yet to find anyone who has felt at least some kind of attachment. For feeling loss over the demise of some ingame character you have to form a bond. It feels like loss if some of your companions die in the suicide mission or Mordin dying in ME3. But you knew them already and spent time with them.
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Post by Deleted on Jun 16, 2017 13:56:21 GMT
It would have been wierd though... having dad follow you when he's the leader of the team. I think the game was trying to allow the player to choose whether or not they wanted to be emotionally attached or detached from the family at the start... with the memory triggers to serve as either Ryder discovering his/her dad for the first time really (detached originally) or affirming his/her affection for dad (if played as attached from the beginning)... or, alternatively, the player could continue to play as detached throughout the entire game simply by not finding the memory triggers or visiting Sam in Sam Node to view them. That's the reason, I'm convinced, that Sam will only cue up the memories within Sam Node (to allow the player to avoid them if they want). The game is written so allow players some options (point of an RPG after all)... so I wouldn't expect it to be written the absolutely best way for a single option. That's where most games fail. You do not choose to form an emotional bond with any other character. You feel it or you don't. That's impossible to manage in the first 30 minutes only ten of them being really spent with the father figure. The most glaring failure of this kind of approach is probably FO4 where the whole plot is built around the missing son and I've yet to find anyone who has felt at least some kind of attachment. For feeling loss over the demise of some ingame character you have to form a bond. It feels like loss if some of your companions die in the suicide mission or Mordin dying in ME3. But you knew them already and spent time with them. You don't have to "feel" a real loss for Alec in this game to play this game. In fact, you may not want the attachment. Sure, the NPCs are going to express the loss... People do to family members even when those family members are estranged. Scott can still respond in ways that just reaffirms his estrangement or he can start to respond in ways that show a developing attachment after death as he begins to understand his father better, or he can response as though the attachment was always there. The player is able to decide here in this game... which makes it a step up from FO4. It's still a role play game. The player is just going to have to decide some background things in their own head because the game is not going to start with your character at infancy and have you actually play their entire lives so that you can personally "feel" that background... let alone do it in a way that players can absolutely "feel" 3 different background possibilities.
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Post by PillarBiter on Jun 16, 2017 14:03:06 GMT
That's where most games fail. You do not choose to form an emotional bond with any other character. You feel it or you don't. That's impossible to manage in the first 30 minutes only ten of them being really spent with the father figure. The most glaring failure of this kind of approach is probably FO4 where the whole plot is built around the missing son and I've yet to find anyone who has felt at least some kind of attachment. For feeling loss over the demise of some ingame character you have to form a bond. It feels like loss if some of your companions die in the suicide mission or Mordin dying in ME3. But you knew them already and spent time with them. You don't have to "feel" a real loss for Alec in this game to play this game. In fact, you may not want the attachment. Sure, the NPCs are going to express the loss... People do to family members even when those family members are estranged. Scott can still respond in ways that just reaffirms his estrangement or he can start to respond in ways that show a developing attachment after death as he begins to understand his father better, or he can response as though the attachment was always there. The player is able to decide here in this game... which makes it a step up from FO4. It's still a role play game. The player is just going to have to decide some background things in their own head because the game is not going to start with your character at infancy and have you actually play their entire lives so that you can personally "feel" that background... let alone do it in a way that players can absolutely "feel" 3 different background possibilities. I would have felt more intrigued by the bond if alec had just been an a-hole away dad all the time (even though deep inside he cared), and the choice left to the player was to A) rebel against him or trying your hardest to gain his affection. But in andromeda, you need to decide how your whole family relationship for everyone existed, in the first 5 minutes. That felt kinda off. It would've been more believable if you only decided ryder's position. It would also have been compelling if - for example - ryder chose the tryign hard approach, your twin is automatically different and chooses the rebel approach. But anyway. Missed opportunities maybe, but the sister-brother-family thing is better fleshed out later in the game, if you collect memories, and in the end it holds together. It just doesn't hold together right at the start. Which is somethign that did in DA:O, btw, for the guy that referenced that here earlier.
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Post by Deleted on Jun 16, 2017 14:45:03 GMT
You don't have to "feel" a real loss for Alec in this game to play this game. In fact, you may not want the attachment. Sure, the NPCs are going to express the loss... People do to family members even when those family members are estranged. Scott can still respond in ways that just reaffirms his estrangement or he can start to respond in ways that show a developing attachment after death as he begins to understand his father better, or he can response as though the attachment was always there. The player is able to decide here in this game... which makes it a step up from FO4. It's still a role play game. The player is just going to have to decide some background things in their own head because the game is not going to start with your character at infancy and have you actually play their entire lives so that you can personally "feel" that background... let alone do it in a way that players can absolutely "feel" 3 different background possibilities. I would have felt more intrigued by the bond if alec had just been an a-hole away dad all the time (even though deep inside he cared), and the choice left to the player was to A) rebel against him or trying your hardest to gain his affection. But in andromeda, you need to decide how your whole family relationship for everyone existed, in the first 5 minutes. That felt kinda off. It would've been more believable if you only decided ryder's position. It would also have been compelling if - for example - ryder chose the tryign hard approach, your twin is automatically different and chooses the rebel approach. But anyway. Missed opportunities maybe, but the sister-brother-family thing is better fleshed out later in the game, if you collect memories, and in the end it holds together. It just doesn't hold together right at the start. Which is somethign that did in DA:O, btw, for the guy that referenced that here earlier. That was part of my point though... because the choice is there and the game then commits to "accommodating" both scenarios... neither one gets as strongly supported in the game's writing as it could if the game were only allowing the player to go with one type of personality. That's an advantage to games like TW3 that use a PC with a singular personality and then makes all the in-game choices merely decide game actions (like if this particular PC lives or dies). Bioware attempts to write a different sort of game... one where the player's choices are in choosing the PC's personality and not so much just whether or not this or that NPC lives or dies. I happen to prefer Bioware's style to TW3. I don't find choosing a faction or deciding which NPC gets to sit on the throne to be as intriguing as deciding to mold my PC into some sort of different personality with each playthrough. There's always room for improvement, sure. If they can expand the range and the amount of dialogue in each possible "personality" pool to accommodate more extremes of personality, I'd be all for it. For now, we play within the range of difference they set. A total A-hole to his dad was not within the range they set. Would have been a nice option... as would have been an option to have a Ryder literally fauning over or conversely dumping on the sibling at every visit to the Nexus. Comparing with TW3... I didn't play TW or TW2, yet I was supposed to be fawning over Yen the whole game chasing a scent of lilacs and gooseberries. The romance with Triss came with similar pregame baggage... none of which I "felt" nor did I feel that it was well built up in the dialogue for a player who did not play the previous two games nor had read any of the books. The Kiera romance, although it was the one that seemed like it could be built in game, also felt "forced"... with her making all the aggressive moves and no way for me to make any personality type choices regard how Geralt responded to those "moves." I abandoned my playthrough shortly after that point, but my understanding is that the Keira romance doesn't even wind up as being a romance option in the end. I also found I didn't feel any sort of comradery with the other NPCs with whom Geralt was supposed to have a past... including Ciri (his alleged daughter). All of the "feels" in that game were 1) not within my ability to choose the nature of the relationship and 2) were, I'm guessing, based very strongly in whatever happened in the previous two games... which was not well described within that 3rd game.
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piratesnugglecakes
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by piratesnugglecakes on Jun 16, 2017 19:49:25 GMT
Different strokes I guess. I laughed at the animation gifs but they didn't affect my opinion. I've seen worse. Try live action scenes with bad acting. So glad that went away. As I said my problems with this game can't be patched. You didn't hear any cringe worthy dialogue; different strokes I guess. Too much stupid humor; poorly timed. Ryder comes across like a Don Knotts character who blunders through the story; you never take him seriously because most of what happens to him feels like blind luck. His own team, happy to eat his food and ride around on his ship treats him like a stupid kid they're mooching from. It doesn't feel like you are somewhere new and unexplored; it feels like you're on a stupid day trip. For me, tone, characters, and writing all just not meshing and it's a poor experience. I have 130 odd hours in; I tried to get back into it but after chasing the stupid plague woman and then foiling the kill the AI bomb plot, I stopped again. I'm supposed to be exploring; not being the mobile police force for this space station full of deadbeats and dipshits. So, I decided to play my free copy of Witcher III game of the year edition.
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piratesnugglecakes
N2
My oven mitt is too small.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 99 Likes: 165
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piratesnugglecakes
My oven mitt is too small.
99
Apr 17, 2017 19:56:52 GMT
April 2017
piratesnugglecakes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by piratesnugglecakes on Jun 16, 2017 19:52:55 GMT
Fun story driven shooter but no RPG. Try playing it with SLI/Crossfire = not possible even after all the patching. It's as much rpg as Me1,2,3 were. Also its more roleplaying than any of bethesda's rpgs. That is not true at all. You like the game and the toilet humor? Fine. Don't try to b.s people saying it's as good as any prior Bioware game. It most certainly isn't. It has echoes of the previous games but that's all.
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