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Post by AnDromedary on Jun 27, 2019 17:47:44 GMT
However, I do miss the organic feel of ME1's combat, the unity of level design in which each area was believably connected and designed in such a way that dialogue and shootouts could occur on the fly. Something else I miss from ME1's combat was all those big open spaces you could fight in on the uncharted worlds. You'd come across a pirate bunker and then have a few options; just charge in with the Mako and hope to take everything out before being destroyed? Soften it up with the Mako from a distance and then go in on foot? Sniper from afar, ducking in and out of cover, using the terrain to shield you? Perhaps you drive up a nearby mountain and rain down hell from above, or you completely flank the enemy base and assault it from a more favorable direction? I also kind of miss those long range artillery battles with the Mako and various enemies with heavy hitting weapons. I will say, that this is something where Andromeda - in it's attempt to mimic ME1 - did a very good job actually. I still think the Nomad would have been more fun with a gun but apart from that, Andromeda offers pretty much all the options ME1 did in wider terrain with a very crisp combat gameplay. Balancing is a bit an issue in Andromeda but in terms of what you can actually do, this was pretty much exactly what I wanted an improved ME1 to look like.
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Post by Ascend on Jun 27, 2019 19:36:40 GMT
I will say, that this is something where Andromeda - in it's attempt to mimic ME1 - did a very good job actually. I still think the Nomad would have been more fun with a gun but apart from that, Andromeda offers pretty much all the options ME1 did in wider terrain with a very crisp combat gameplay. Balancing is a bit an issue in Andromeda but in terms of what you can actually do, this was pretty much exactly what I wanted an improved ME1 to look like. I agree... The issue with Andromeda, for me at least, is that it's bad at motivating the player.
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Post by alanc9 on Jun 28, 2019 14:56:11 GMT
OW games are usually bad at that, by design. People who like OW often want to feel like they can explore at leisure.
Compare the ME1 and ME:A main plots. Both Saren and the Archon are searching for something which can End Life As We Know It. The difference is that Saren knows what he's doing, while the Archon does not. And Ryder knows it. Completing Hunting the Archon dissipates whatever urgency the main plot had, since now Ryder knows that the Archon can't use Meridian, while she can. Obviously the mechanics in both games are the same -- Saren never beats Shepard to the Conduit by enough time to win -- but the presentation is what counts here. I think ME:A did fairly welld with the problem, given these design constraints.
Side missions also dissipate urgency. After Eos it's hard to see how the AI actually fails -- they've got a whole planet available, even though it's a bit on the dry side -- so all the additional missions just work to make a good position better.
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Post by AnDromedary on Jun 28, 2019 18:38:50 GMT
OW games are usually bad at that, by design. People who like OW often want to feel like they can explore at leisure. Compare the ME1 and ME:A main plots. Both Saren and the Archon are searching for something which can End Life As We Know It. The difference is that Saren knows what he's doing, while the Archon does not. And Ryder knows it. Completing Hunting the Archon dissipates whatever urgency the main plot had, since now Ryder knows that the Archon can't use Meridian, while she can. Obviously the mechanics in both games are the same -- Saren never beats Shepard to the Conduit by enough time to win -- but the presentation is what counts here. I think ME:A did fairly welld with the problem, given these design constraints. Side missions also dissipate urgency. After Eos it's hard to see how the AI actually fails -- they've got a whole planet available, even though it's a bit on the dry side -- so all the additional missions just work to make a good position better. I agree with this for the most part though I am not sure it's what Ascend meant (but I'll let him answer that).
But yea, Andromeda's main plot did pretty well to accommodate the open world design of the game. In comparison to ME1, yes, it certainly is good that there is not too much urgency established for the main plot. Personally, I never had a bog issue with doing side quests in ME1 and postponing the main mission. There is plenty of ways to head canon around any logical problems that might arise from this. But I certainly understood the criticism.
Where Andromeda really shines in this regard IMO is in comparison to DA:Inquisition (the BW release closest to Andromeda and a game with almost the same structure). In Inquisition, when doing side quests (especially late in the game), most of the time, I am asking myself: Why I am doing this? I had an entire army at my command and most of the issues I was confronted with while exploring would have been better delegated to subordinates while I, the big bad Inquisitor should just follow the main quest. Hell, some of the war table missions sounded more relevant than the stuff I was doing myself there.
In Andromeda on the other hand, I am the Pathfinder, so even during side quests, I always felt like I was following my job description, which is to do recon for the AI and help find ways to improve viability for it and help it's members wherever I can because I am the one with the most elite team in the fastest, most versatile ship around. That was nicely orchestrated IMO.
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Post by Deleted on Jun 28, 2019 18:56:45 GMT
OW games are usually bad at that, by design. People who like OW often want to feel like they can explore at leisure. Compare the ME1 and ME:A main plots. Both Saren and the Archon are searching for something which can End Life As We Know It. The difference is that Saren knows what he's doing, while the Archon does not. And Ryder knows it. Completing Hunting the Archon dissipates whatever urgency the main plot had, since now Ryder knows that the Archon can't use Meridian, while she can. Obviously the mechanics in both games are the same -- Saren never beats Shepard to the Conduit by enough time to win -- but the presentation is what counts here. I think ME:A did fairly welld with the problem, given these design constraints. Side missions also dissipate urgency. After Eos it's hard to see how the AI actually fails -- they've got a whole planet available, even though it's a bit on the dry side -- so all the additional missions just work to make a good position better. I agree with this for the most part though I am not sure it's what Ascend meant (but I'll let him answer that).
But yea, Andromeda's main plot did pretty well to accommodate the open world design of the game. In comparison to ME1, yes, it certainly is good that there is not too much urgency established for the main plot. Personally, I never had a bog issue with doing side quests in ME1 and postponing the main mission. There is plenty of ways to head canon around any logical problems that might arise from this.
Where Andromeda really shines in this regard IMO is in comparison to DA:Inquisition (the BW release closest to Andromeda and a game with almost the same structure). In Inquisition, when doing side quests (especially late in the game), most of the time, I am asking myself why I am doing this. I had an entire army and most of the issues I was confronted with while exploring would have been better delegated to subordinates while I, the big bad Inquisitor should just follow the main quest.
In Andromeda on the other hand, I am the Pathfinder, so even during side quests, I always felt like I was following my job description, which is to do recon for the AI and help find ways to improve viability for it and help it's members wherever I can because I am the one with the most elite team in the fastest, most versatile ship around. That was nicely orchestrated IMO.
Not establishing enough urgency in ME:A is, I think, why it missed with some people who were expecting/wanting even more urgency than ME3 delivered; but I agree, there was also a benefit to it and recon being part of Ryder's job helped a lot. I think Alan's right though that the AI having such a soliditary possession of the entire planet of Eos made the AI a little too secure early on in the game. Perhaps they should have expanded the Advent water vs. gas issue more or had more of the roekaar quest line result in attacks on Prodromos... something to make draw out the shakey status of that colony longer.
They also shouldn't have cued us to go back and "holiday" there when the radiation cleared. IDK, perhaps we should have had to go back suddenly to make a further tweak to the vault (a renewed malfunction threat or something like that) rather than just a vague indication that some kett activities were increasing. It was also a little nonsensical that we could actually go back to the planet without having the conversation with Suvi and Kallo triggering.
That conversation should have also been triggered by anytime we pointed the GM back towards that system rather than just after the Moshai had been rescued. It was a little wonky to have totally cleared Eos and Havarl and then Voeld and then rescue the Moshae and hear that we could now go back to Eos because the radiation cleared.
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Post by AnDromedary on Jun 28, 2019 19:05:36 GMT
Yea, Andromeda had a bunch of issues where you needed to "know" the developers intent for things to come out right. I found my second playthrough to be much more enjoyable than the first because I was aware of some pitfalls and how to avoid them (like not going back to Eos too early).
But ... this is getting off topic.
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Post by Ascend on Jun 30, 2019 14:39:25 GMT
OW games are usually bad at that, by design. People who like OW often want to feel like they can explore at leisure. Compare the ME1 and ME:A main plots. Both Saren and the Archon are searching for something which can End Life As We Know It. The difference is that Saren knows what he's doing, while the Archon does not. And Ryder knows it. Completing Hunting the Archon dissipates whatever urgency the main plot had, since now Ryder knows that the Archon can't use Meridian, while she can. Obviously the mechanics in both games are the same -- Saren never beats Shepard to the Conduit by enough time to win -- but the presentation is what counts here. I think ME:A did fairly welld with the problem, given these design constraints. Side missions also dissipate urgency. After Eos it's hard to see how the AI actually fails -- they've got a whole planet available, even though it's a bit on the dry side -- so all the additional missions just work to make a good position better. While I don't disagree, the setup didn't work for me this time. I had no issues playing something like Elder Scrolls Oblivion, but Andromeda simply didn't manage to motivate me in the same way. The first few hours are great, and the first time you experience a vault is great. Meeting the Angara is another great point in the game. But other than that, even though I played everything the game had to offer, not many things stuck with me. It didn't help that it took me more than a year to finish the game... But maybe I played the game wrong, trying to be a completionist. The idea of the Pathfinder is a great one, but I simply cannot help but feel that the majority of the side quests and exploration were filler rather than significant. And the plot indeed lacks urgency as well. One can argue that this frees the player for exploration, but in my case it made me feel like the issues in Andromeda weren't taken as seriously as they should have been...Additionally, there comes a point where even the exploration becomes tedious, just like Dragon Age Inquisition. There are many many things to find in ME:A, but barely any of them felt like I really needed to do them. It's so obvious that they're there just to say that there is a lot of content, while there barely is any quality content. As someone with less time than ever to play video games, the game did not respect my time, and that, is a huge issue. Now this is where I have to praise ME2. Even though the lines of main missions and side quests are blurry, the amount of quests that feel insignificant are a lot less than the ones that feel significant, and sadly, for Andromeda, it's the opposite. And when people have to write guides on how to enjoy Andromeda, something is definitely wrong. ME2 has its issues, but boring side quests is not one of them. If it did one thing right, it's keeping the player engaged at all times. Sure, it's extremely linear... And the same wouldn't work for an open world game, but Andromeda simply lacked creativity on how to keep the player engaged. It's the same old fetch quests. It's hard to pinpoint exactly where they failed, but my first inclination is that the majority of the sidequests were so unrewarding that it felt like the time invested in them ultimately punished you rather than rewarding you. You have advanced technology to travel to another galaxy, but you can't communicate from planet to planet and have to do backtracking to a previously visited planet all the time, just to finish a quest that ultimately gives you some experience and credits, and that's it. That is a very very very bad motivator for an open world game. In an open world, where people spend a lot of time exploring, it must be made sure that the player does not feel like he's wasting his time. And it's sad to say that I had less problem with ME1's exploration than with Andromeda. ME1 didn't have a lot to find, but at least when you found something, it was at the minimum slightly significant/rewarding. tl;dr One of the most important things in a game is to not make your players feel like you're wasting their time, and that's exactly what Andromeda does for the majority of the game.
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Post by Polka Dot on Jun 30, 2019 14:54:00 GMT
I like the idea of comparing the games based on time spent on main quests. Of course to be fair you would need to subtract all the time in ME1 spent driving the Mako on plot worlds Why? Driving the Mako on those plot worlds (Therum, Feros, Noveria, Virmire, Ilos) were all combat levels with enemies to defeat and loot to acquire. Much more organic than being magically teleported to a corridor full of waist-high barricades imho. No answer? I'm not sure shuttles qualify as magical teleporters. You're so right! How did I ever forget being dropped by the shuttle after having docked at a hub... cuz I sure as hell didn't walk through the ramp ala ME1.
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Post by sassafrassa on Jun 30, 2019 16:29:07 GMT
I will say, that this is something where Andromeda - in it's attempt to mimic ME1 - did a very good job actually. I still think the Nomad would have been more fun with a gun but apart from that, Andromeda offers pretty much all the options ME1 did in wider terrain with a very crisp combat gameplay. Balancing is a bit an issue in Andromeda but in terms of what you can actually do, this was pretty much exactly what I wanted an improved ME1 to look like. I agree... The issue with Andromeda, for me at least, is that it's bad at motivating the player. I never played Andromeda but I watched my friend play the first two hours or so and I've seen lots of footage. I can say some good things about it but ultimately Andromeda just didn't grab my interest. Mainly I wasn't captivated by what it seemed to be going with its premise. All the other bad publicity/issues didn't help matters. The combat looked fun and from everything I gather Andromeda's combat is a happy marriage of the combat mechanics in the rest of the trilogy. Faster and more lethal than ME1 with ME2 and ME3's weapon designs and powers, but with ME1's mobility and vast scope preserved. Too bad I hear it is very glitchy. Something else Andromeda did that I appreciated was introduce a lot of creative visual design in its characters and their armor/clothing, adding a lot of detail and variety but without being immersion breaking. One of ME2's most subtle but immersion-breaking issues is the visual design. Cerberus logos slapped on everything, combat high heels, tons of juvenile exposed cleavage, and space suits and helmets that don't cover the entire body. The additional variety and unique aesthetics of each squad-mate was an improvement over ME1 but they went too far. Andromeda seems to have dialed that back from everything I've seen of it.
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Post by capn233 on Jun 30, 2019 23:11:08 GMT
Why? Driving the Mako on those plot worlds (Therum, Feros, Noveria, Virmire, Ilos) were all combat levels with enemies to defeat and loot to acquire. Much more organic than being magically teleported to a corridor full of waist-high barricades imho. No answer? Oh, did that actually require a response from me?
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Post by operationathena on Jul 1, 2019 0:31:48 GMT
I'm late to this thread but I definitely agree. People praise ME2 as being the best, and as far as characters, it did a good job. But it changed too much. Killing Shepard right out of the gate and pushing us forward in time to be welcoming of new players made sense of course, you don't want people intimidated by the '2' on the boxart, but for a game that had a lot of its selling point in "your choices carry forward," they could've done a way better job.
ME2 has the the awkward stage of combat between all three games. It's not as bad as the wall-humping of ME1, but ME3 did everything ME2's combat did, only beter. Mass Effect 1's combat was lackluster, but I identify it directly with that game. ME2's combat feels like stripped-down and slowed-down Gears Of War and that's not a good thing.
The Collectors ended up being pretty meaningless to the trilogy overall and were a pretty one-note army of adversaries. The prothean revelation was cool at the time, but it didn't really go anywhere. The human reaper, likewise, was the least interesting final boss of the entire saga. I found Marauder Shields a better final adversary.
I think ME2 did a lot right. It had consistently the best DLC and easily the most expansive roster. But mission structure, the actual story, the scaling back of exploration and doubling up on the push into action RPG just didn't do it for me. I've yet to play Andromeda, but I wouldn't be shocked if I ended up liking it better than ME2.
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Post by Polka Dot on Jul 1, 2019 0:58:13 GMT
Oh, did that actually require a response from me? I'm not quite sure what's going on here, but I posed a question hoping to hear your reasoning.
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Post by capn233 on Jul 1, 2019 2:32:42 GMT
Oh, did that actually require a response from me? I'm not quite sure what's going on here, but I posed a question hoping to hear your reasoning. I mostly agreed with what a couple others (alanc9 and UpUpAgain) had already said by the time I came back to the thread.
The original comment was largely supposed to poke fun at the idea that everyone is naturally going to pick criteria for ranking the games that align with their preferences... That is admittedly circular.
But for a more serious take on it:
The problem for me with the Mako in ME1 (and the same thing mostly applies to MEA), is that the sections of the game built around it feel more like time sinks than core gameplay, or narrative.
Best example is Therum, which I am sure others would agree is the weakest plot world. You spend more time simply driving and slogging through Geth for the first part of the mission without anything in the way of narrative, or any sort of side quests. The driving seems to be there for the sake of driving, and it isn't broken up with much of anything.
That gets to the question of whether the driving is core gameplay or not. I don't consider it so, as it is somewhat separate from the TPS gun and power / squad management design. More damning is that if you want to use it in combat, you get the big XP penalty. It makes me wonder if they thought of the weapons on it as something akin to a "cheat" rather than the real combat system. Often what many end up doing is just using the Mako to get between the spaced out enemy encounters.
I understand that they wanted the galaxy to seem like a big place in ME1, but the spread out level design does not help the pace of the gameplay or narrative.
I am not going to say the Mako is all bad, it could sometimes be fun to use. Mostly by doing silly things with it. Ramming or parking on top of Armatures was pretty funny. But I did not really miss driving in the later games.
Whether the Mako or Kodiak is more believable for placing the squad could be debated. Kodiak provides less risk to the ship, Mako is more capable of supporting the squad in some situations. I doubt the change had anything to do with this, and had everything to do with the pacing of action and narrative.
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Post by AnDromedary on Jul 2, 2019 18:17:46 GMT
Therum is a bit special because a large chunk of it was unfortunately cut from the final game (see the trivia section of Caleston). You were supposed to land at a mining facility, that would have been a hub, similar to Novaria's Port Hanshan. If that had been implemented, the Mako ride would have been similar to the one on Novaria or Feros. However, when that section was cut, the Therum mission became a bit weird (like, what weird energy readings is Joker referring to there when he drops you and why doesn't he just drop us where the readings are. clearly the Normandy can fly there, after all, they pick us up there in the end). Of course, that doesn't exactly excuse Therum but it does explain it a little.
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Post by capn233 on Jul 2, 2019 23:31:07 GMT
^ Yeah.
Noveria works a lot better, even though you are still sinking timing into Mako driving. Probably what I wrote above could have been stated much more simply as the time spent going A to B in ME1 was what I think is the weakness, not the IFV necessarily. Although this is a chicken and egg thing, because if you plan to put a vehicle in the game you are going to make a map / mission that requires using it.
Ah well. I don't think there is much utility in trying to convince others to have the same opinions as me. ME1 and ME2 are almost different genre games. Dragon Age is even more pronounced (and I like DAO the most in that case).
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Post by AnDromedary on Jul 3, 2019 0:26:04 GMT
^ Yeah. Noveria works a lot better, even though you are still sinking timing into Mako driving. Probably what I wrote above could have been stated much more simply as the time spent going A to B in ME1 was what I think is the weakness, not the IFV necessarily. Although this is a chicken and egg thing, because if you plan to put a vehicle in the game you are going to make a map / mission that requires using it. Yes exactly. I also had issues with the MAKO in the base game but it's really the terrain on so many planets that simply sucks. You can tell because in Bring Down the Sky, they finally created a map that was designed from the ground up to give you a good MAKO experience and there IMO it work perfectly. So yes, when you are going to have a vehicle, you better also design the environments for it. Another thing where they did learn in Andromeda. The maps are designed to work with the Nomad and that shows.
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Post by sassafrassa on Jul 4, 2019 14:48:28 GMT
^ Yeah. Noveria works a lot better, even though you are still sinking timing into Mako driving. Probably what I wrote above could have been stated much more simply as the time spent going A to B in ME1 was what I think is the weakness, not the IFV necessarily. Although this is a chicken and egg thing, because if you plan to put a vehicle in the game you are going to make a map / mission that requires using it. Ah well. I don't think there is much utility in trying to convince others to have the same opinions as me. ME1 and ME2 are almost different genre games. Dragon Age is even more pronounced (and I like DAO the most in that case). The great strength of Noveria is how let lets you roleplay in Port Hanshan. You are given so many different ways to complete your objective of gaining access to the garage, each of which lets you shape what sort of Spectre your Shepard is. Really, that place displays all of Mass Effect's best quality with its expansive design and good writing. You can help the Administrator, help the undercover cop investigating him, help Lorik, cause the Administrator and cop to kill each other, or turn over the smuggled goods. The smuggled goods could otherwise be given to the shopkeeper as he wants, or sold to the krogan, or kept for yourself. If you keep them for yourself you get ambushed the next time you walk to the Normandy from inside the Port. I love that ambush because you have enemies turn up in a "dialog area" with no warning and no transition. It's that kind of thing that gives ME1 its superior sense of realism. I think the only thing that might improve Noveria would be if you had the option to just march down the garage and shoot your way in if you wish.
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Post by capn233 on Jul 5, 2019 2:42:08 GMT
^ Yeah. Noveria works a lot better, even though you are still sinking timing into Mako driving. Probably what I wrote above could have been stated much more simply as the time spent going A to B in ME1 was what I think is the weakness, not the IFV necessarily. Although this is a chicken and egg thing, because if you plan to put a vehicle in the game you are going to make a map / mission that requires using it. Ah well. I don't think there is much utility in trying to convince others to have the same opinions as me. ME1 and ME2 are almost different genre games. Dragon Age is even more pronounced (and I like DAO the most in that case). The great strength of Noveria is how let lets you roleplay in Port Hanshan. You are given so many different ways to complete your objective of gaining access to the garage, each of which lets you shape what sort of Spectre your Shepard is. Really, that place displays all of Mass Effect's best quality with its expansive design and good writing. You can help the Administrator, help the undercover cop investigating him, help Lorik, cause the Administrator and cop to kill each other, or turn over the smuggled goods. The smuggled goods could otherwise be given to the shopkeeper as he wants, or sold to the krogan, or kept for yourself. If you keep them for yourself you get ambushed the next time you walk to the Normandy from inside the Port. I love that ambush because you have enemies turn up in a "dialog area" with no warning and no transition. It's that kind of thing that gives ME1 its superior sense of realism. I think the only thing that might improve Noveria would be if you had the option to just march down the garage and shoot your way in if you wish. I mostly agree. Noveria is one of the best missions in the trilogy.
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Post by therevanchist25 on Jul 23, 2019 0:05:03 GMT
I've been saying it for years. Mass Effect 2 is truly where all the problems for the trilogy, and I guess by extension the whole series, truly started. While it is far and away the best stand alone experience of the series, it is imo at least, one of the worst sequels ever made. Because I personally don't care if new players don't understand whats going on in a game with a 2 on the box. If you skipped Fellowship of the Ring and started at Two Towers would you really understand whats happening? No, nor should you. If you wanna know go read Fellowship first. IMHO sequels should not try to cater to new comers. The only exception is something like Final Fantasy, where the numbers don't really imply a sequel, but merely the next game in the series.
ME2 should have focused on a galaxy trying to unify and come together to fight the inevitable Reaper menace going on in the Meta background. While Shepard and company focus on exploring uncharted space and ancient ruins and such, trying to uncover all of the Reapers secrets, and their weaknesses with the Collectors hot on their heels, trying to destroy all of said secrets and weaknesses before Normandy can find them.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Origin: ferroboy
Prime Posts: 77
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Post by dmc1001 on Jul 24, 2019 5:57:44 GMT
Someone liked one of my posts from page one of this thread and it made me rethink some things. It's true that ME2 isn't my favorite but some little moments came out of it that we see in ME3. End analysis is that it did fit in with the trilogy in its own way. I'm starting a new PT of an import right now (or tomorrow after watching Spider-Man: Far From Home with my nephew). Looking forward to it.
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Polka Dot
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Polka Dot on Jul 28, 2019 19:07:48 GMT
Sorry it's taken me awhile to get back here. I appreciate the response. I'm not quite sure what's going on here, but I posed a question hoping to hear your reasoning. I mostly agreed with what a couple others (alanc9 and UpUpAgain) had already said by the time I came back to the thread. The original comment was largely supposed to poke fun at the idea that everyone is naturally going to pick criteria for ranking the games that align with their preferences... That is admittedly circular. Ahh... I see. I didn't get that from your original comment. Yeah, people have a wide variety of opinions about what constitutes "core gameplay". Ditto narrative. I consider everything my character does, thinks, and says to be part of the narrative I'm co-creating in an RPG. Therum is a rather unique world with all the lava pits and whatnot. Some of the other worlds had other environmental hazards. For my part, driving through those different environments added a great deal to my feeling of exploring alien worlds. I would suggest that some of that is based on expectations, and that definition of core gameplay varies from game to game. I'm guessing the typical player of GTA or Need for Speed would consider driving to be a key part of the core gameplay. But I'd agree the XP penalties send a mixed message. The only justification I can come up with for that particular decision is that the team was better protected inside the Mako. I have mixed feelings about developer imposed narrative pacing. As games have become more cinematic, they've interjected more and more into managing more aspects of the player's experience, but I find the mediums (film and vidya games) different enough that I'm not sure it's always a good thing. I still remember the first time the Mako dropped on Virmire. Very tropical looking, driving through water - I really enjoyed that. Still do.
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Post by capn233 on Jul 28, 2019 23:55:21 GMT
S I still remember the first time the Mako dropped on Virmire. Very tropical looking, driving through water - I really enjoyed that. Still do. Yeah that was pretty cool. I think Virmire and then the race to the Conduit on Ilos work pretty well. I don't hate the Mako as much as some people, it is mostly more that I don't miss it later in the trilogy.
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Post by alanc9 on Jul 29, 2019 2:15:45 GMT
The Mako reduced combat XP made sense to me. As long as you can control the range battle happens at, which is true for all but maybe two battles in the game, the Mako is invincible. Enemy shots can't reach you before you dodge, and your own shots travel too fast to miss.
The Hammerhead was actually worse. You didn't have to dodge when you could fire at enemies from a position they couldn't see.
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Ascend
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
Posts: 370 Likes: 492
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Post by Ascend on Feb 6, 2020 13:42:00 GMT
I'm gonna necro this thread, sorry xD Yeah that was pretty cool. I think Virmire and then the race to the Conduit on Ilos work pretty well. I don't hate the Mako as much as some people, it is mostly more that I don't miss it later in the trilogy. I'm not sure I can say that I miss it either. But it was a change of pace for the game, that for the main missions, mostly worked for the better. I say mostly, because, as people have said above, for Virmire it was great, but for Therum it wasn't. The Mako had its purpose in the game, and whether you liked driving it or not, it was an integral part of the experience, which helped create the feeling of vastness in this 6.8GB game. On a side-note, I just ran into this old article, that gives some examples of what ME3 does better than ME2 but people don't notice; www.usgamer.net/articles/mass-effect-3-deserves-to-be-remembered-for-more-than-its-ending
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Post by capn233 on Feb 6, 2020 22:13:28 GMT
I don't agree with the idea that the level design is necessarily better. But it was competently done for the most part. Shoehorning in the multiplayer maps wasn't a great idea in SP though.
The landing pad in Citadel Coup isn't a very strong example though.
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