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Post by river82 on Oct 27, 2017 20:47:17 GMT
There was the engine, Frostbite, which had never been used to make a third-person action-adventure game. In the video game world, an "engine" is a collection of code that is reused across games, often including basic, boring features like physics simulators, graphics renderers, and animation systems. For the past half-decade, EA has mandated that all of its studios use the Frostbite engine, which was designed by the EA studio DICE in Sweden to make Battlefield games.
Frostbite had been challenging enough for Visceral during Hardline's development, and that was a Battlefield game. For Ragtag, Visceral would have to build key features from scratch. Like BioWare on Dragon Age and Mass Effect, Visceral found itself trying to make a third-person game on an engine built for first-person shooters. "It was missing a lot of tools, a lot of stuff that was in Uncharted 1," said a former employee. "It was going be a year, or a year and a half's work just to get the engine to do things that are assumed and taken for granted."
Good job EA ... fuck you and your shitty engine.
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Sept 24, 2017 18:39:20 GMT
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Post by Superhik on Oct 27, 2017 21:02:38 GMT
Well, wouldn't you know: EA loves storytelling games ( Lol, that's why they keep doing all those sports games): “This truly isn’t about the death of single-player games—I love single-player, by the way—or story and character-driven games,” said Söderlund. “Storytelling has always been part of who we are, and single-player games will of course continue. This also isn’t about needing a game that monetizes in a certain way. Those are both important topics, but that’s not what this is. At the end of the day, this was a creative decision. Our job is to give people a deep enough experience and story, and it’s also to push the boundaries forward. We just didn’t think we were getting it quite right.”
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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 27, 2017 23:11:47 GMT
There was the engine, Frostbite, which had never been used to make a third-person action-adventure game. In the video game world, an "engine" is a collection of code that is reused across games, often including basic, boring features like physics simulators, graphics renderers, and animation systems. For the past half-decade, EA has mandated that all of its studios use the Frostbite engine, which was designed by the EA studio DICE in Sweden to make Battlefield games.
Frostbite had been challenging enough for Visceral during Hardline's development, and that was a Battlefield game. For Ragtag, Visceral would have to build key features from scratch. Like BioWare on Dragon Age and Mass Effect, Visceral found itself trying to make a third-person game on an engine built for first-person shooters. "It was missing a lot of tools, a lot of stuff that was in Uncharted 1," said a former employee. "It was going be a year, or a year and a half's work just to get the engine to do things that are assumed and taken for granted."Good job EA ... fuck you and your shitty engine. Yeah, if there was common thread among the development issues related Dragon Age Inquisition, Mass Effect Andromeda and Visceral's Star Wars game it's EA's demand that all adopt the Frostbite engine, despite the fact it was not built or SP/Third person RPGs.
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Nov 15, 2024 18:18:41 GMT
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Pounce de León
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Post by Pounce de León on Oct 27, 2017 23:30:51 GMT
I got the best ending without playing MP. It wasn't neccessary. That's a fairy tale. At launch the maximum amount of war assets you could get was less than need to unlock all endings, about 7500 points, you needed 8000. DLC added more points and the extended cut lowered the total needed to 6200.
So yes if you only played single player you could not get all the endings with only the vanilla game.
What was the "best" ending? Breath scene? Got that after half or whole week after release without playing MP.
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melbella
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
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Prime Likes: 5778
Posts: 8,417 Likes: 26,124
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Post by melbella on Oct 28, 2017 1:23:32 GMT
At launch the maximum amount of war assets you could get was less than need to unlock all endings, about 7500 points, you needed 8000. DLC added more points and the extended cut lowered the total needed to 6200.
So yes if you only played single player you could not get all the endings with only the vanilla game.
What was the "best" ending? Breath scene? Got that after half or whole week after release without playing MP.
It was not possible to get the breath scene with 50% Galactic Readiness before the Extended Cut came out. You must have done something to raise it. If not MP, then the Galaxy Map app, which is now available at N7HQ.
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Praise the Justicat!
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Post by Pounce de León on Oct 28, 2017 7:26:26 GMT
What was the "best" ending? Breath scene? Got that after half or whole week after release without playing MP.
It was not possible to get the breath scene with 50% Galactic Readiness before the Extended Cut came out. You must have done something to raise it. If not MP, then the Galaxy Map app, which is now available at N7HQ.
Huh, I must be mixing up stuff, then. I don't even have a smart phone and I clicked MP only out of desperation after watching the endings.
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Aug 14, 2016 11:41:22 GMT
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Post by cloud9 on Oct 30, 2017 16:25:54 GMT
There was the engine, Frostbite, which had never been used to make a third-person action-adventure game. In the video game world, an "engine" is a collection of code that is reused across games, often including basic, boring features like physics simulators, graphics renderers, and animation systems. For the past half-decade, EA has mandated that all of its studios use the Frostbite engine, which was designed by the EA studio DICE in Sweden to make Battlefield games.
Frostbite had been challenging enough for Visceral during Hardline's development, and that was a Battlefield game. For Ragtag, Visceral would have to build key features from scratch. Like BioWare on Dragon Age and Mass Effect, Visceral found itself trying to make a third-person game on an engine built for first-person shooters. "It was missing a lot of tools, a lot of stuff that was in Uncharted 1," said a former employee. "It was going be a year, or a year and a half's work just to get the engine to do things that are assumed and taken for granted."Good job EA ... fuck you and your shitty engine. #FuckEA
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