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Post by colfoley on Oct 9, 2017 20:40:53 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters.
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Post by Deleted on Oct 9, 2017 21:49:58 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. Also, I remember requests to allow for the romancing of side characters (ones not in the squad and ones aboard the ship), which was also done in ME:A.
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Post by Steelcan on Oct 9, 2017 22:57:31 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. I think in many of these cases there was an over correction, particularly in regards to tone
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Post by colfoley on Oct 9, 2017 23:01:36 GMT
Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. I think in many of these cases there was an over correction, particularly in regards to tone i actually agree but to claim Bioware does not attempt to fix what was broken in previous games...whether their corrections are good or not...is just silly. Especially given the rest of the industry.
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Post by Cyberstrike on Oct 9, 2017 23:17:55 GMT
Precisely. @upupawayredux2 N2 And those ''info dumps'' were x10 more interesting than any of the ''character development'' (I didn't notice any) that you claim ME;A had despite most of that so called development also being info dumps or relationship specific development, and terrible ones at that. Unlike Tali, who gave us very much appreciated lore info dumps Cora and Liam, utterly useless info about their boring past. ME1 may have had a lot of info dumps, but it was a planned trilogy and they were setting up the lore. Lets see, Liam was a cop who left his family. That's his entire development. Kaidan in fact has more backstory than that, and he's the most boring lol. After this grand revelation. He spends the rest of the game being a tool and shirtless. His loyalty quest? progressed nothing more about his character other than showing him to be even more of a fool than initially thought. Cora is a space weeb, who spends almost every conversation reassuring you of her status as a space weeb. She's supposedly quite tilted at your new position, but she forgets about that after some quick flirtation lol. Heh conflict in Andromeda between characters almost non-existent. Conflict in ME1 = Stand off at gunpoint between two mates over the future of one's race. Conflict in Andromeda = ................... Jaal, is really your strongest case here. The counterfeit Javik. The entire introduction of his race was a misfire and fails to stand as strong as the races introduced in the original trilogy. You really want Cora and Liam to give you an info dump about human culture on Earth? Your statement was precisely about character development and now you're backtracking talking about the relative "interest" of info dumps. What interests you vs. I is merely a difference of opinion. You also stated that the comparative character development of Tali in ME1 was equal to ALL the character development in ME:A combined (not just Liam and Cora) and now you're effectively backtracking as well. I countered your claim... there is more character development in MEA than Tali has in ME1... That is undeniable and you're the one who needs to take the blinders off and stop introducing false strawmen just to support your personal dislike for ME:A. You can dislike ME:A, I don't care whether you do or don't. What you're claiming to support/justify that is blatantly false. Fin. Looking back the squadmates in ME1 are pretty boring especially Tali. She has damned near put me to sleep on more than one occasion and that was back before ME2 came out. Garrus is the only one who actually feels like a character and doesn't drone on and on about turian culture, history, and so on, Wrex gets there only after his loyalty quest is done, but most of the time he does it but it still feel like a more condensed codex entry.
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Post by alanc9 on Oct 10, 2017 0:09:05 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. What makes a fetch quest "MMO-style" rather than just "CRPG-style"? Bio's had me running fetch quests since the BG1 prologue.
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Post by colfoley on Oct 10, 2017 0:48:15 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. What makes a fetch quest "MMO-style" rather than just "CRPG-style"? Bio's had me running fetch quests since the BG1 prologue. video games have had me.fetching things since Spyro.
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Post by Superhik on Oct 10, 2017 1:10:06 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. What makes a fetch quest "MMO-style" rather than just "CRPG-style"? Bio's had me running fetch quests since the BG1 prologue. They've always been there, but open world tends to drag them to no end. When you look at it, both first two games of each series had them in abundance...but they were quickly done, so you didn't mind. Only rpgs that really have none are last two Shadowrun games.
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Post by Andrew Lucas on Oct 10, 2017 3:04:57 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. Wrong. ME3's tone is warranted due to the war theme and all misery going on. If anything, the Citadel DLC was slightly criticized for being cheesy, here on the boards, for example. Yes, they made a game where they played safe with the ending, like in DAI, because that was so epic. MEA's side quests are fucking terrible no matter how you try to twist it. Get out of your delusional bubble ffs. Standing still talking to a NPC for 20 hours isn't a cinematic, and wrapping up the fetch quest has little to no effect in the world because it's so fuckin' dead. Ditching the class system is an improvement now? I guess choosing your Shepard's gender counts too. Maybe the removal of the power wheel? Did we ask for that? What a sad lie.
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Post by Andrew Lucas on Oct 10, 2017 3:09:23 GMT
We can see that with the same type of MMO -fetch "side quests" featured in MEA that were heavily criticized in DAI. They sure do. What makes a fetch quest "MMO-style" rather than just "CRPG-style"? Bio's had me running fetch quests since the BG1 prologue. Can't you put too much effort into a thought? How about the fact that the majority of Andromeda's side quests are inconsequential and is just there to keep the player doing worthless shit instead of, you know, worthwhile and engaging content? People don't just call this DAI in space for no reason, and what that got heavily called out for? For all the filler mediocre fetch quests approach that were the vast majority of stuff for the player to do that weren't not related to the main plot? Maybe there's a reason for that.
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Post by colfoley on Oct 10, 2017 3:21:02 GMT
Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. Wrong. ME3's tone is warranted due to the war theme and all misery going on. If anything, the Citadel DLC was slightly criticized for being cheesy, here on the boards, for example. Yes, they made a game where they played safe with the ending, like in DAI, because that was so epic. MEA's side quests are fucking terrible no matter how you try to twist it. Get out of your delusional bubble ffs. Standing still talking to a NPC for 20 hours isn't a cinematic, and wrapping up the fetch quest has little to no effect in the world because it's so fuckin' dead. Ditching the class system is an improvement now? I guess choosing your Shepard's gender counts too. Maybe the removal of the power wheel? Did we ask for that? What a sad lie. *arches eyebrow* are you telling me something I've personally experienced is wrong? I disagree. They aren't quite the gold standard but they are within a couple of inches. So much so I'm tempted to add it...but then there were a few stinkers.
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Post by alanc9 on Oct 10, 2017 3:27:47 GMT
What makes a fetch quest "MMO-style" rather than just "CRPG-style"? Bio's had me running fetch quests since the BG1 prologue. Can't you put too much effort into a thought? How about the fact that the majority of Andromeda's side quests are inconsequential and is just there to keep the player doing worthless shit instead of, you know, worthwhile and engaging content? People don't just call this DAI in space for no reason, and what that got heavily called out for? For all the filler mediocre fetch quests approach that were the vast majority of stuff for the player to do that weren't not related to the main plot? Maybe there's a reason for that. Effort wouldn't get me anywhere. No data to think about since I've never played any MMO. Or am I overthinking this? Is "MMO" just shorthand for inconsequential content, and there's nothing particularly related to MMOs here? Again, Bio game ever has had this sort of content.
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Post by Daft Arbiter on Oct 10, 2017 5:26:23 GMT
Can't you put too much effort into a thought? How about the fact that the majority of Andromeda's side quests are inconsequential and is just there to keep the player doing worthless shit instead of, you know, worthwhile and engaging content? People don't just call this DAI in space for no reason, and what that got heavily called out for? For all the filler mediocre fetch quests approach that were the vast majority of stuff for the player to do that weren't not related to the main plot? Maybe there's a reason for that. Effort wouldn't get me anywhere. No data to think about since I've never played any MMO. Or am I overthinking this? Is "MMO" just shorthand for inconsequential content, and there's nothing particularly related to MMOs here? Again, Bio game ever has had this sort of content. It's not even just a Bioware thing. Fetch quests and other meaningless filler quests are a natural part of the well-balanced RPG. Sid Meier's Pirates has incredible tasks like "Sail from Veracuz to Caracas a hundred times to get map pieces to identical treasures and relatives who otherwise don't contribute to the story." Morrowind has epic sojourns such as "Go to the bookstore on the other side of town and buy that book" and "Transport these cases of liquor to a mine in the middle of nowhere." Crusader Kings 2 features mind-boggling conflicts along the lines of "Throw away a pittance of gold or an insignificant amount of public rep and gain something equally irrelevant in return." One can argue that recent Bioware outings are too reliant on filler quests - I can't speak one way or the other about DAI or MEA - but it's not as if filler quests aren't a common part of other singleplayer RPGs.
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Post by Deleted on Oct 10, 2017 10:59:51 GMT
Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. Wrong. ME3's tone is warranted due to the war theme and all misery going on. If anything, the Citadel DLC was slightly criticized for being cheesy, here on the boards, for example. Yes, they made a game where they played safe with the ending, like in DAI, because that was so epic. MEA's side quests are fucking terrible no matter how you try to twist it. Get out of your delusional bubble ffs. Standing still talking to a NPC for 20 hours isn't a cinematic, and wrapping up the fetch quest has little to no effect in the world because it's so fuckin' dead. Ditching the class system is an improvement now? I guess choosing your Shepard's gender counts too. Maybe the removal of the power wheel? Did we ask for that? What a sad lie. Oh please... show me a video of an ME:A side quest that consists solely of "standing and talking to a NPC for 20 hours." Your overdone sensationalism defeats your own argument. Side quests in ME"A have generally have some talking, some traveling and exploration (scanning, reading of datapads, etc) and some combat. A relevant side story exists with most of them. The presence or absence of a cinematic does not make it a "fetch" quest. I will agree that the camera method Bioware are using for talking with NPCs does not enhance the overall experience; and that is one thing that has been done much better in TW3 and was done much better in ME Trilogy as well. However, the fans complaints have been centering about the idea of "fetch" quests... not focusing on the camera angle issue IMO, ditching the class system was an improvement. It has made the game much more flexible... within the player's control to decide whether they stick on one class or combine talents from various classes. It does not prevent any player from sticking to a single class. People were complaining about not having the ability to carry certain weapons as certain classes of players and ME:A fixed that since any Ryder and carry any combination of up to 4 weapons without having to carry 4/5 different weapons... some of which the players just doesn't want to ever use. If one desires, one can set up 4 favorite profiles all in the same "class" and use up to 12 skills from that single class... or they can select 4 profiles from different classes or they can mix and match individual skills from any of the classes... and change them with only a short cooldown. The beefs that arose that imply we can only use 3 powers... wah, wah, wah are just completely off base. We can access 12 powers... more than any previous ME game. To top it all off, you can actually access ALL the powers easily even mid-battle, simply by mapping them on the fly directly from the skills menu. As I recall, some people did ask for the removal of the power wheel. They felt the ability to pause the game in order to look around and assess the battlefield and aim was a cheat. The only thing that, as I recall, no one asked for, was the removal of the ability to individual direct squad mate powers. I'm not sure why that change was implemented... perhaps some conflicting bugs with the squad mate AI that they just couldn't resolve prior to release. We do know they were having a number of problems with bugs and that we ultimately did not get the game they had hoped to release to us because they were left scrambling to salvage it with only 18 months in which to do so. Changing Ryder's gender when going into an NG+ game does count as an improvement because it is more flexible. I only need to play through once for leveling up and can continually import any number of different Ryders from that base game easily... not only changing genders if I want, but changing appearance, and respec'ing their skills as desired. The only thing missing is the ability to respec the squad at the same time (something that was available in other ME games in the past). Still, it does not prevent anyone from sticking with the same gender, just as not having the class system does not prevent a person from deciding to stick with a single class set of skills. I really don't understand what you have against giving people some options and I'll never understand why people here refuse to take some responsibility for not choosing those options if you don't want to use them and just not doing any side quests you don't want to do. Instead... they whine here trying to get the options they don't want to use completely removed from the game... even though others may want to use them. Basically though, we suffer from a seriously divided fan base... one one group asks for another group rejects vehemently... and Bioware simply cannot accommodate everyone. They are damned if they do and damned if they don't.
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Post by Deleted on Oct 10, 2017 11:27:18 GMT
What makes a fetch quest "MMO-style" rather than just "CRPG-style"? Bio's had me running fetch quests since the BG1 prologue. They've always been there, but open world tends to drag them to no end. When you look at it, both first two games of each series had them in abundance...but they were quickly done, so you didn't mind. Only rpgs that really have none are last two Shadowrun games. Most of the 'Additional Tasks" in ME:A are quickly done... Beer Run, for example, involves acquiring only 1 item. The longer ones (Aid Apex, for example) are clearly meant to be done over the entire course of the game... the items needed to fulfill the quest being encountered naturally along the way. One does not have to go out of their way to do them. They can generally be turned down by Ryder in the initial conversation... and, quite frankly, some personalities of Ryder would turn them down and other personalities of Ryder would not... so they serve as a roleplay tool in the game.
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Post by Iakus on Oct 10, 2017 14:43:36 GMT
Let's see. ME 3 was criticized for its hopeless grim dark tone. MEA correction: much more light hearted adventure. ME 3 was criticized for its lackluster and at first quite horrible ending. MEA correction: much more cohesive 'on rails' ending ala the Suicide Mission from ME 2. DA I criticized for its poor side quests. MEA correction: introduced side quests which A. Stuck to a theme. Or B. Told a cohesive story. All the while introducing cinematics tough choices and character moments. In addition: MEA introduced several new concepts. Ditched the class system. Expanded it's RP and continued to expand the importance of its side characters. I think in many of these cases there was an over correction, particularly in regards to tone This. ME3's ending problem wasn't that the ending was so grim,l but that there was no option for anything but grim. MEA over-corrected by taking what should be a serious situation and essentially turning it into a buddy comedy (not that it couldn't be done, but when you open the game with your father sacrificing his life for you, your sibling in a coma, and tens of thousands of lives riding on your actions, it's kinda hard to pull off) ME3 again tried to dictate to us how the game "should" end, regardless of player choice. MEA pretty much did the same ting, only in the other direction. And it does not in any way compare to the Suicide Mission. Yeah different people may arrive to help you based on your choices, but the battle unfolds exactly the same way. I think only Captain Dunn's fate changes. Ditching the class system was a waste. Bethesda's been doing it better for years. And even their style has some pretty serious flaws. And the RP wasn't that great. Ryder rarely seemed to have any options to show much emotion. DAI did it MUCH better. Sadly, I suspect that the only "lesson" Bioware will learn from this is the same one they earned in ME3: The fans are dumb and don't know what Art is.
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Post by Deleted on Oct 10, 2017 15:33:25 GMT
I think in many of these cases there was an over correction, particularly in regards to tone This. ME3's ending problem wasn't that the ending was so grim,l but that there was no option for anything but grim. MEA over-corrected by taking what should be a serious situation and essentially turning it into a buddy comedy (not that it couldn't be done, but when you open the game with your father sacrificing his life for you, your sibling in a coma, and tens of thousands of lives riding on your actions, it's kinda hard to pull off) ME3 again tried to dictate to us how the game "should" end, regardless of player choice. MEA pretty much did the same ting, only in the other direction. And it does not in any way compare to the Suicide Mission. Yeah different people may arrive to help you based on your choices, but the battle unfolds exactly the same way. I think only Captain Dunn's fate changes. Ditching the class system was a waste. Bethesda's been doing it better for years. And even their style has some pretty serious flaws. And the RP wasn't that great. Ryder rarely seemed to have any options to show much emotion. DAI did it MUCH better. Sadly, I suspect that the only "lesson" Bioware will learn from this is the same one they earned in ME3: The fans are dumb and don't know what Art is. 1) Your father sacrificing your life for you... Sam will "leave you with your thoughts" if your choices to that point indicate that you cared for dad... so you can imagine breaking down and having a good cry if you wish off screen. They put in the option of playing a Ryder who doesn't give a damn about their father. Showing an emotional breakdown on screen would have shut out that option. Regardless, there is sadness expressed on the face of Ryder when he/she first asks and is told dad is dead. 2) Your sibling is in a coma... Yet the doctors are repeatedly assuring you that everything will be fine, so there is no actual reason to flip your shit over it. 3) Tens of thousands of lives riding on your actions? Get over yourself. The fans complained incessantly, you among them about the protags in game being set up as so special. They begged for something different. In this game, it is quite clear that many colonists (the exiles) are actually surviving without a pathfinder. It's the knobs in charge on the Nexus that can't seem to find there way out of a paper bag and that is inherently funny. The protag is not being set up to be this overarching hero and the game is written as a comedy... something different for a change. It's not even set up to be clear that what he does was so great or even so necessary... since we are told they are reforming Ryder 1 the "old-fashioned" way. There is nothing in the situation in this game that precludes it simply being a comedy... something different as game. OK, you don't like. A lot of people didn't like. They like the same old trope in their games time and time again... so, that's probably what every damn gaming company will eventually deliver... all the same... no point in buying anything because they're all the same. Dark, with ghouls and goblins and magic... playing D&D over and over and over and over and over and over again.
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Post by alanc9 on Oct 10, 2017 15:46:15 GMT
They've always been there, but open world tends to drag them to no end. When you look at it, both first two games of each series had them in abundance...but they were quickly done, so you didn't mind. Only rpgs that really have none are last two Shadowrun games. Most of the 'Additional Tasks" in ME:A are quickly done... Beer Run, for example, involves acquiring only 1 item. The longer ones (Aid Apex, for example) are clearly meant to be done over the entire course of the game... the items needed to fulfill the quest being encountered naturally along the way. One does not have to go out of their way to do them. They can generally be turned down by Ryder in the initial conversation... and, quite frankly, some personalities of Ryder would turn them down and other personalities of Ryder would not... so they serve as a roleplay tool in the game. I suppose the most troublesome missions in this category are the ones which require you to hit several kett camps or Remnant ruins in order to find several randomly-spawning whatsits.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Iakus on Oct 10, 2017 15:52:48 GMT
This. ME3's ending problem wasn't that the ending was so grim,l but that there was no option for anything but grim. MEA over-corrected by taking what should be a serious situation and essentially turning it into a buddy comedy (not that it couldn't be done, but when you open the game with your father sacrificing his life for you, your sibling in a coma, and tens of thousands of lives riding on your actions, it's kinda hard to pull off) ME3 again tried to dictate to us how the game "should" end, regardless of player choice. MEA pretty much did the same ting, only in the other direction. And it does not in any way compare to the Suicide Mission. Yeah different people may arrive to help you based on your choices, but the battle unfolds exactly the same way. I think only Captain Dunn's fate changes. Ditching the class system was a waste. Bethesda's been doing it better for years. And even their style has some pretty serious flaws. And the RP wasn't that great. Ryder rarely seemed to have any options to show much emotion. DAI did it MUCH better. Sadly, I suspect that the only "lesson" Bioware will learn from this is the same one they earned in ME3: The fans are dumb and don't know what Art is. 1) Your father sacrificing your life for you... Sam will "leave you with your thoughts" if your choices to that point indicate that you cared for dad... so you can imagine breaking down and having a good cry if you wish off screen. They put in the option of playing a Ryder who doesn't give a damn about their father. Showing an emotional breakdown on screen would have shut out that option. Regardless, there is sadness expressed on the face of Ryder when he/she first asks and is told dad is dead. 2) Your sibling is in a coma... Yet the doctors are repeatedly assuring you that everything will be fine, so there is no actual reason to flip your shit over it. 3) Tens of thousands of lives riding on your actions? Get over yourself. The fans complained incessantly, you among them about the protags in game being set up as so special. They begged for something different. In this game, it is quite clear that many colonists (the exiles) are actually surviving without a pathfinder. It's the knobs in charge on the Nexus that can't seem to find there way out of a paper bag and that is inherently funny. The protag is not being set up to be this overarching hero and the game is written as a comedy... something different for a change. It's not even set up to be clear that what he does was so great or even so necessary... since we are told they are reforming Ryder 1 the "old-fashioned" way. There is nothing in the situation in this game that precludes it simply being a comedy... something different as game. OK, you don't like. A lot of people didn't like. They like the same old trope in their games time and time again... so, that's probably what every damn gaming company will eventually deliver... all the same... no point in buying anything because they're all the same. Dark, with ghouls and goblins and magic... playing D&D over and over and over and over and over and over again. 1) Yeah, you get the options, and they're all flat and flavorless. I'm not talking about emotional breakdown (another flaw of ME3) I'm talking about EMOTION. Again, something DAI did order of magnitude better than MEA. When you decide to use the "sad" option, the Inquisitor can sound upset without bawling their eyes out. When the Inquisitor sounds mad, he actually sounds angry. "Passionate" Ryder sounds more like someone who just found out someone didn't replace the roll of toilet paper in the bathroom. The sibling in a freaking coma gets a more satisfying outburst. 2) You've never had a sibling in a serious medical situation, have you? Even when the doctors sound optimistic, sounding concerned isn't an out of line option. Again, not something every Ryder may do, but the option should have been there. 3) Hey, guess what, the protagonist is special again, the Pathfinder role as well as SAM stuck in their head turning them into a super-soldier, and the only one who can safely use Rem-tech. All that's missing is a cape. As you said, the AI brass were woefully incompetent, but it wasn't played for laughs (not intentionally, anyway). Fallout managed to play the whole nuclear apocalypse thing for laughs. This was no Fallout.
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Post by themikefest on Oct 10, 2017 16:10:17 GMT
1) Your father sacrificing your life for you... Sam will "leave you with your thoughts" if your choices to that point indicate that you cared for dad... so you can imagine breaking down and having a good cry if you wish off screen. They put in the option of playing a Ryder who doesn't give a damn about their father. Showing an emotional breakdown on screen would have shut out that option. Regardless, there is sadness expressed on the face of Ryder when he/she first asks and is told dad is dead. That sadness would be nice if it was shown looking at Alec's body. Too bad that option wasn't available. Add a bit of closure. Is that what you tell people who have been in that situation?
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alanc9
Old Scientist Contrarian
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February 2017
alanc9
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Post by alanc9 on Oct 10, 2017 16:15:12 GMT
]2) Your sibling is in a coma... Yet the doctors are repeatedly assuring you that everything will be fine, so there is no actual reason to flip your shit over it. Is that what you tell people who have been in that situation? I don't think that medical situation has any RL parallels; an induced coma is close, but if they do that there's usually some uncertainty about the outcome.
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samhain444
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by samhain444 on Oct 10, 2017 16:20:32 GMT
Wrong. ME3's tone is warranted due to the war theme and all misery going on. If anything, the Citadel DLC was slightly criticized for being cheesy, here on the boards, for example. Yes, they made a game where they played safe with the ending, like in DAI, because that was so epic. MEA's side quests are fucking terrible no matter how you try to twist it. Get out of your delusional bubble ffs. Standing still talking to a NPC for 20 hours isn't a cinematic, and wrapping up the fetch quest has little to no effect in the world because it's so fuckin' dead. Ditching the class system is an improvement now? I guess choosing your Shepard's gender counts too. Maybe the removal of the power wheel? Did we ask for that? What a sad lie. Oh please... show me a video of an ME:A side quest that consists solely of "standing and talking to a NPC for 20 hours." Your overdone sensationalism defeats your own argument. Side quests in ME"A have generally have some talking, some traveling and exploration (scanning, reading of datapads, etc) and some combat. A relevant side story exists with most of them. The presence or absence of a cinematic does not make it a "fetch" quest. I will agree that the camera method Bioware are using for talking with NPCs does not enhance the overall experience; and that is one thing that has been done much better in TW3 and was done much better in ME Trilogy as well. However, the fans complaints have been centering about the idea of "fetch" quests... not focusing on the camera angle issue IMO, ditching the class system was an improvement. It has made the game much more flexible... within the player's control to decide whether they stick on one class or combine talents from various classes. It does not prevent any player from sticking to a single class. People were complaining about not having the ability to carry certain weapons as certain classes of players and ME:A fixed that since any Ryder and carry any combination of up to 4 weapons without having to carry 4/5 different weapons... some of which the players just doesn't want to ever use. If one desires, one can set up 4 favorite profiles all in the same "class" and use up to 12 skills from that single class... or they can select 4 profiles from different classes or they can mix and match individual skills from any of the classes... and change them with only a short cooldown. The beefs that arose that imply we can only use 3 powers... wah, wah, wah are just completely off base. We can access 12 powers... more than any previous ME game. To top it all off, you can actually access ALL the powers easily even mid-battle, simply by mapping them on the fly directly from the skills menu. As I recall, some people did ask for the removal of the power wheel. They felt the ability to pause the game in order to look around and assess the battlefield and aim was a cheat. The only thing that, as I recall, no one asked for, was the removal of the ability to individual direct squad mate powers. I'm not sure why that change was implemented... perhaps some conflicting bugs with the squad mate AI that they just couldn't resolve prior to release. We do know they were having a number of problems with bugs and that we ultimately did not get the game they had hoped to release to us because they were left scrambling to salvage it with only 18 months in which to do so. Changing Ryder's gender when going into an NG+ game does count as an improvement because it is more flexible. I only need to play through once for leveling up and can continually import any number of different Ryders from that base game easily... not only changing genders if I want, but changing appearance, and respec'ing their skills as desired. The only thing missing is the ability to respec the squad at the same time (something that was available in other ME games in the past). Still, it does not prevent anyone from sticking with the same gender, just as not having the class system does not prevent a person from deciding to stick with a single class set of skills. I really don't understand what you have against giving people some options and I'll never understand why people here refuse to take some responsibility for not choosing those options if you don't want to use them and just not doing any side quests you don't want to do. Instead... they whine here trying to get the options they don't want to use completely removed from the game... even though others may want to use them. Basically though, we suffer from a seriously divided fan base... one one group asks for another group rejects vehemently... and Bioware simply cannot accommodate everyone. They are damned if they do and damned if they don't. There was a lot of good in this game, it's the reason I've kept coming back to it after all these months after I've thought I've played my last playthrough. I think a lot of what they could have done with the game had to be sacrificed at the altar of the 18 month turn around time on it's creation and release. Things like the third-person camera angle with conversations started with DA:I - which in and of itself was move meant to more than likely save time and resources on creating cinematics for NPCs - so, in a crunched schedule, I'm sure it was re-purposed for ME:A to cut down on the amount of development. They did make improvements over DA:I in other areas, although some are subtle: - Less dependent on side quests/tasks to finish the game - You can actually run in ME:A and your squad can travel with you and banter in your vehicle. In DA:I, I would always make sure to have the "Charging Bull" or "Fade Step", depending on my class, so I either leap or charge forward through the map as opposed to chugging along on foot or chugging a little faster on a mount. - The resource collection animations are better in ME:A. In DA:I, if you wanted to grab an elfroot, you had to pause and act out the triggered action. With ME:A, you can hover over it, press "Y", and move past pretty quickly. - Though both had large maps to traverse, you could get through ME:A maps quicker and stick to main mission quests exclusively if you wished. I missed the companion control in ME:A but, again, I think that was a time-saving move. I think, overall, BioWare learned some lessons from DA:I but not all could be implemented for ME:A due to time constraints. I think the real question will be what DA4 learns from DA:I and ME:A's feedback and how they adjust. One of the areas of gameplay I thought would have been obvious but was not utilized, most likely again due to time and resources, was giving the Ryder twins two distinct voices in terms of dialogue. Obviously, the plot points would remain the same but BioWare could have given them different dialogue as, unlike Shepard where it was the same person with different genders, these were supposed to be two different protagonists. They could have had, for example, one have a more informal personality while the other more professional...could have added to the replay-ability.
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Daft Arbiter
N3
Wealth beyond measure, Outlander.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR
Origin: dasriboflavin
Posts: 275 Likes: 325
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Daft Arbiter
Wealth beyond measure, Outlander.
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August 2016
daftarbiter
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR
dasriboflavin
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Post by Daft Arbiter on Oct 10, 2017 16:32:25 GMT
I think in many of these cases there was an over correction, particularly in regards to tone This. ME3's ending problem wasn't that the ending was so grim,l but that there was no option for anything but grim. MEA over-corrected by taking what should be a serious situation and essentially turning it into a buddy comedy (not that it couldn't be done, but when you open the game with your father sacrificing his life for you, your sibling in a coma, and tens of thousands of lives riding on your actions, it's kinda hard to pull off) ME3 again tried to dictate to us how the game "should" end, regardless of player choice. MEA pretty much did the same ting, only in the other direction. And it does not in any way compare to the Suicide Mission. Yeah different people may arrive to help you based on your choices, but the battle unfolds exactly the same way. I think only Captain Dunn's fate changes. Ditching the class system was a waste. Bethesda's been doing it better for years. And even their style has some pretty serious flaws. And the RP wasn't that great. Ryder rarely seemed to have any options to show much emotion. DAI did it MUCH better. Sadly, I suspect that the only "lesson" Bioware will learn from this is the same one they earned in ME3: The fans are dumb and don't know what Art is. I don't even think the ME3 ending was so much grim as it was pretentious and way too open-ended. There were so many plot threads that never got tied up, even with Extended Cut.
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alanc9
Old Scientist Contrarian
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February 2017
alanc9
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Post by alanc9 on Oct 10, 2017 16:43:28 GMT
I'm not sure tying up everything is necessary or even all that desirable. They tied up the important stuff, didn't they?
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