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Post by colfoley on Jul 7, 2017 22:51:22 GMT
Honestly lets put it this way for Andromeda's troubled development: Comparing it with Inquisition.
They had less time (alot less time I think but then I cannot be entirely sure), less than half the money, all the problems of Inquisition faced in terms of recreating all the assets for Frostbite, all the while having to create a game very similar to Inquisition in terms of size and RPGness, created by sort of a rookie studio releasing their first major game, and on top of that they had to improve on all of Inquisition's problems in terms of quest design and world cohesion or else there likely would be a huge angry mob with pitchforks.
I have said it before, I will say it again. Even if this game is *just* a 70 to you, that in itself is a huge accomplishment.
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Post by sjsharp2010 on Jul 7, 2017 22:56:37 GMT
Honestly lets put it this way for Andromeda's troubled development: Comparing it with Inquisition. They had less time (alot less time I think but then I cannot be entirely sure), less than half the money, all the problems of Inquisition faced in terms of recreating all the assets for Frostbite, all the while having to create a game very similar to Inquisition in terms of size and RPGness, created by sort of a rookie studio releasing their first major game, and on top of that they had to improve on all of Inquisition's problems in terms of quest design and world cohesion or else there likely would be a huge angry mob with pitchforks. I have said it before, I will say it again. Even if this game is *just* a 70 to you, that in itself is a huge accomplishment. Couldn't have put it better
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Post by Croatsky on Jul 7, 2017 22:57:09 GMT
Really, ME:A had three big issues in development:
1. Management that lacked unified vision and ability to make decisive decisions, causing portions of senior BW Edmonton staff to intervene. 2. Unrealistic ambitions with scrapped procedurally generated planets. 3. Very late decision on what technology and method to use for facial animations.
Yet despite it all and being rough on the edges, ME:A came out pretty great.
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Post by OdanUrr on Jul 7, 2017 22:59:45 GMT
They had less time (alot less time I think but then I cannot be entirely sure), Early development for ME:A began in 2012. All I could find on Inquisition is that it was informally announced around May 2011, so they were probably working on it a bit earlier, maybe as much as a year earlier (would need confirmation). With this info alone, I cannot confidently state that ME:A had less development time than DA:I. In fact, I could argue that it had more, but let's settle for around the same.
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Post by sjsharp2010 on Jul 7, 2017 23:01:57 GMT
I'd like to see them add a number of small, unusual planets to explore like H-074c, that broken planet. That was my favourite, as it felt like I was exploring another world, rather than exploring a desert on earth. Yea the anti-gravity thing was cool, though the awkward laughter took the "wow, this is cool" look off of my face rather quickly. i don' tknow about that but I got to admit when I drive the Nomad on that planet I kind of feel like KITT in Knight Rider
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Post by Monica21 on Jul 7, 2017 23:08:47 GMT
From what I understand they had to recreate all the assets and tools for Frostbite. Porting assets from Unreal to FB doesn't seem to have been an option. So you can throw that in the mix of roadblocks they had to face, as well. Thaaaat's why the Turians look so... off. I really thought they could just re-use models and didn't know why the Turians, Salarians (and yes, Asari) all looked so strangely different from the OT. I figured it was just a product of how it was rendered in Frostbite, instead of Frostbite being the cause.
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Post by Croatsky on Jul 7, 2017 23:12:39 GMT
From what I understand they had to recreate all the assets and tools for Frostbite. Porting assets from Unreal to FB doesn't seem to have been an option. So you can throw that in the mix of roadblocks they had to face, as well. Thaaaat's why the Turians look so... off. I really thought they could just re-use models and didn't know why the Turians, Salarians (and yes, Asari) all looked so strangely different from the OT. I figured it was just a product of how it was rendered in Frostbite, instead of Frostbite being the cause. Also Turians and Salarians were always meant to look like they do in ME:A, then they do in OT. Unreal Engine was pretty limiting for BioWare, in reality. Asari, however, did not got properly developed hence many look the same.
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Post by Monica21 on Jul 7, 2017 23:17:05 GMT
Thaaaat's why the Turians look so... off. I really thought they could just re-use models and didn't know why the Turians, Salarians (and yes, Asari) all looked so strangely different from the OT. I figured it was just a product of how it was rendered in Frostbite, instead of Frostbite being the cause. Also Turians and Salarians were always meant to look like they do in ME:A, then they do in OT. Unreal Engine was pretty limiting for BioWare, in reality. Asari, however, did not got properly developed hence many look the same. Can you be more specific with regard to turians and salarians? When I see an MEA turian, the head isn't as wide, and the textures more closely resemble clay than metal. And that's not even taking into account the lack of movement in their mandibles and nostrils. And for all the fuss about the asari all looking the same, it also hold true for salarians and turians. The only difference is coloring and/or face paint.
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Post by Croatsky on Jul 7, 2017 23:24:09 GMT
Also Turians and Salarians were always meant to look like they do in ME:A, then they do in OT. Unreal Engine was pretty limiting for BioWare, in reality. Asari, however, did not got properly developed hence many look the same. Can you be more specific with regard to turians and salarians? When I see an MEA turian, the head isn't as wide, and the textures more closely resemble clay than metal. And that's not even taking into account the lack of movement in their mandibles and nostrils. And for all the fuss about the asari all looking the same, it also hold true for salarians and turians. The only difference is coloring and/or face paint. Lack of movement in their mandibles and nostrils is due to not enough work done in animations, otherwise that's kind of how textures on turians and salarians should look like. Also their height. Especially their height should have been like that since forever.
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Post by KaiserShep on Jul 7, 2017 23:27:46 GMT
Thaaaat's why the Turians look so... off. I really thought they could just re-use models and didn't know why the Turians, Salarians (and yes, Asari) all looked so strangely different from the OT. I figured it was just a product of how it was rendered in Frostbite, instead of Frostbite being the cause. Also Turians and Salarians were always meant to look like they do in ME:A, then they do in OT. Unreal Engine was pretty limiting for BioWare, in reality. Asari, however, did not got properly developed hence many look the same. I can't say that I buy that, especially when it comes to the salarians. The prime example is the eyes. Their giant frog-like pupils and upward closing eyelids added greatly to their distinct appearance, but somehow both were forgotten.
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Post by Croatsky on Jul 7, 2017 23:30:22 GMT
Also Turians and Salarians were always meant to look like they do in ME:A, then they do in OT. Unreal Engine was pretty limiting for BioWare, in reality. Asari, however, did not got properly developed hence many look the same. I can't say that I buy that, especially when it comes to the salarians. The prime example is the eyes. Their giant frog-like pupils and upward closing eyelids added greatly to their distinct appearance, but somehow both were forgotten. Didn't they fixed that in 1.08 patch? I thought that was a bug, not intentional.
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Post by Monica21 on Jul 7, 2017 23:32:07 GMT
Lack of movement in their mandibles and nostrils is due to not enough work done in animations I figured that part. I'm not sure how "they have a metal exoskeleton" = clay. I'm not looking to argue, I just don't see how that connects. And that's fine about the salarians, but they're still different. Their eyes are different, and while I think they have changed the blinking animation (as in blinking with the bottom lid), they still seem too much like human eye shapes. But I wasn't talking about that so much as all the varieties of salarian in the OT. There are a lot of differing face shapes, and the same with turians. I do like that both races appear to be properly tall now.
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Post by sil on Jul 7, 2017 23:46:20 GMT
.I do like that both races appear to be properly tall now. A shame that the Asari have gone from being tall and graceful to being midgets.
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Post by Croatsky on Jul 7, 2017 23:47:24 GMT
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Post by kino on Jul 8, 2017 0:28:10 GMT
From what I understand they had to recreate all the assets and tools for Frostbite. Porting assets from Unreal to FB doesn't seem to have been an option. So you can throw that in the mix of roadblocks they had to face, as well. Thaaaat's why the Turians look so... off. I really thought they could just re-use models and didn't know why the Turians, Salarians (and yes, Asari) all looked so strangely different from the OT. I figured it was just a product of how it was rendered in Frostbite, instead of Frostbite being the cause. They do look different, but I don't know if they look "off". Just...redesigned. I always thought it weird in the OT that every Salarian and Turian was the same height as humans. Then I came to the conclusion that they were all using basically the same wire frame model with a difference in lower leg design. Not that I minded. The similarities were never so off putting that I couldn't put it aside. Now, though, they look more appropriately alien. Sufficiently different that it feels right...to me. l won't to add that. It feels right to me. Now the Asari...I'm sorry, but I don't why they all have to look the same. That shit's just weird. Edit: Oh, screw you guys for already making every point in my post. Now I sound like a damned parrot. Bah.
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Post by kino on Jul 8, 2017 0:32:33 GMT
hah! Kessel Run does seem to be enjoying her role as a community manager. At least I think that's what she's doing these days.
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Post by Trilobite Derby on Jul 8, 2017 0:49:19 GMT
So Gamble is keeping his attendance at Montreal Comic Con a secret? Isn't he on vacation right now? For some reason, this series of quotes read in my head as "Mike Gamble is confirmed an avocado". And I spent way too long trying to figure out why that was a joke someone would make. I'm really glad it's Friday. THOUGH I GUESS I HAVE TO PAY AN IOTA OF ATTENTION ON SATURDAY TOO SINCE MASS EFFECT NEWS MAYBE alas
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Post by warrior on Jul 8, 2017 0:55:46 GMT
Honestly lets put it this way for Andromeda's troubled development: Comparing it with Inquisition. They had less time (alot less time I think but then I cannot be entirely sure), less than half the money, all the problems of Inquisition faced in terms of recreating all the assets for Frostbite, all the while having to create a game very similar to Inquisition in terms of size and RPGness, created by sort of a rookie studio releasing their first major game, and on top of that they had to improve on all of Inquisition's problems in terms of quest design and world cohesion or else there likely would be a huge angry mob with pitchforks. I have said it before, I will say it again. Even if this game is *just* a 70 to you, that in itself is a huge accomplishment. I think Inquisition is the better game, but not so much better that it should get 89 on MC while MEA gets 70. Almost a 20 pt difference? What are these reviewers smoking? If DAI is 89 then I think MEA is 80. Or maybe more accurately for me, DAI is 80 and MEA is 70. Maybe bump up a few pts for animation fixes.
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Post by sjsharp2010 on Jul 8, 2017 0:56:11 GMT
Not necessarily. DA team had the same issue when developing DA:I. Yet BW Montreal didn't used their dev tools, primary because Mass Effect type of RPG is very different from Dragon Age type of RPG. DA team is likely gonna expand on already existing dev tools they made, while perhaps take some things from ME:A team. It will be interesting to hear how they'll develop DA4, for certain. Oh right, I completely forgot that Inquisition was also made on Frostbite. Time will tell what route they are going to take. yeah at least the fact that DAI was developed on Frostbite should make the development of DA4 a bit easier as the tools are there already it's just a case of building the story and the areas it takes place in. Because tbh I wouldn't be surprised if the ydidn't just stick to the same mechanics they used for DAI and I hope they do tbh as they worked pretty well in the end I think. They may give us a few different specializations and powers to choose from but I doubt they'll change much more than that.
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Post by Cyan_Griffonclaw on Jul 8, 2017 0:56:13 GMT
Really, ME:A had three big issues in development: 1. Management that lacked unified vision and ability to make decisive decisions, causing portions of senior BW Edmonton staff to intervene. 2. Unrealistic ambitions with scrapped procedurally generated planets. 3. Very late decision on what technology and method to use for facial animations. Yet despite it all and being rough on the edges, ME:A came out pretty great. Yes! I concur. After this patch, I am so desperado for the new rig to arrive. I want to dive in again especially since my friend Paul is now obsessed with the birthday present I got him. He calls every so often to tell me, "How did you do this? By the way... no issues." That's great. I'm still wary of placing a pre-order, but I'm excited again. The dripline is running real hot again and I dig it.
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Post by Cyan_Griffonclaw on Jul 8, 2017 0:56:49 GMT
Honestly lets put it this way for Andromeda's troubled development: Comparing it with Inquisition. They had less time (alot less time I think but then I cannot be entirely sure), less than half the money, all the problems of Inquisition faced in terms of recreating all the assets for Frostbite, all the while having to create a game very similar to Inquisition in terms of size and RPGness, created by sort of a rookie studio releasing their first major game, and on top of that they had to improve on all of Inquisition's problems in terms of quest design and world cohesion or else there likely would be a huge angry mob with pitchforks. I have said it before, I will say it again. Even if this game is *just* a 70 to you, that in itself is a huge accomplishment. I think Inquisition is the better game, but not so much better that it should get 89 on MC while MEA gets 70. Almost a 20 pt difference? What are these reviewers smoking? If DAI is 89 then I think MEA is 80. Or maybe more accurately for me, DAI is 80 and MEA is 70. Nothing I am.
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Post by Deleted on Jul 8, 2017 1:02:40 GMT
Don't pretend Andromeda review scores are anything but gaming journalism selling its soul because a vocal minority wants the developers to die.
Major game-breaking issues get ignored in other games, but if a bunch of crybabies are using a handful of GIFs to justify harassment of the developers, PANDER PANDER PANDER.
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Post by kino on Jul 8, 2017 1:04:43 GMT
Really, ME:A had three big issues in development: 1. Management that lacked unified vision and ability to make decisive decisions, causing portions of senior BW Edmonton staff to intervene. 2. Unrealistic ambitions with scrapped procedurally generated planets. 3. Very late decision on what technology and method to use for facial animations. Yet despite it all and being rough on the edges, ME:A came out pretty great. Don't forget, ME:A also lost it's lead writer in 2016. It may sound like a small thing but it's impactful. Chris Schlerf leaving was certainly that. There's no doubt that this was a troubled development cycle for Mass Effect.
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Post by colfoley on Jul 8, 2017 1:08:43 GMT
They had less time (alot less time I think but then I cannot be entirely sure), Early development for ME:A began in 2012. All I could find on Inquisition is that it was informally announced around May 2011, so they were probably working on it a bit earlier, maybe as much as a year earlier (would need confirmation). With this info alone, I cannot confidently state that ME:A had less development time than DA:I. In fact, I could argue that it had more, but let's settle for around the same. the trouble is that by some indications the game that we know as MEA didn't begin development until 18 months before launch. That MEA was a very different game. That is an obscenely short development cycle for a triple a game. Especially given MEA and its budget constraints.
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Mass Effect Trilogy, Dragon Age: Origins, Baldur's Gate
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Post by suikoden on Jul 8, 2017 1:16:45 GMT
Honestly lets put it this way for Andromeda's troubled development: Comparing it with Inquisition. They had less time (alot less time I think but then I cannot be entirely sure), less than half the money, all the problems of Inquisition faced in terms of recreating all the assets for Frostbite, all the while having to create a game very similar to Inquisition in terms of size and RPGness, created by sort of a rookie studio releasing their first major game, and on top of that they had to improve on all of Inquisition's problems in terms of quest design and world cohesion or else there likely would be a huge angry mob with pitchforks. I have said it before, I will say it again. Even if this game is *just* a 70 to you, that in itself is a huge accomplishment. Lot of mistruths in your post. 1) Inquisition Started development in 2011, released 2014. Andromeda started development in 2012, and released in 2017. It had a longer development time, not shorter. 2) Please provide the production budget of Inquisition and Andromeda - these facts aren't out in the open as far as I know. 3) Both teams had to deal with Frostbite - except Andromeda had the benefit of working with the Bioware Edmonton who were more familiar with it seeing as they'd been working with it for longer. 4) Yes they were a rookie studio - that's not an excuse as EA clearly thought they were capable. 5) They didn't improve upon Andromeda's quest structure - it's just as bad, with worse UI. The fact that Inquisition did as well as it did is a true accomplishment, Andromeda getting a 70% is not.
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