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Post by Hanako Ikezawa on Jul 18, 2018 6:23:58 GMT
The landscapes in ME:A are far more beautiful than anything made in ME1... which was easily surpassed by both ME2 and ME3. There is, for the most part, no foliage in ME1 (save a little bit on Eden Prime), just different colored rocks. Edolus is brown rock, Presrop is gray rock, Ontarom in green painted rock supposedly representing something of a grass-like covering. None of them can touch the detail and alien-ness of Havarl. There were plenty of white planets in ME1 (corrected typo) as well... and none of them had the detail of Voeld and none of them gave the sensation of driving the mako on ice like Voeld did with the Nomad. The planets in the GM were rendered in far more detail and variety than those in ME1 as well and the space in the universe had some depth... rather than just flying a little mock ship across a 2D picture of a galaxy... but what did the naysayers of the game want to do right off the bat... skip all those wonderful animations like they feared experiencing any sense of wonder. Myself, I never tire of the travelling animations... they are just so much better than ME1.
As for the rest - you're enforcing a singular, narrow definition of "finding a path" onto the story and then criticizing it for not meeting that narrowed definition. As I said, Ryder clearly did explore and discover many things that no one else in the Initiative had yet discovered... even on the planets where the exiles had settled. For example, Ryder unearthed the first Architect on EOS... no one else knew they were there before he/she woke it up.
Umm...what? My Ryder bumped into an already active Architect on Eos by following the radio signal of a couple of stoners... All the great animation in the world won't help a boring story. And hours of random planet wandering won't help uninspired combat. You're thinking of the Architect on Kadara, not Eos. The one on Eos is discovered by investigating why the underground river suddenly stopped flowing. When you reach why, the Architect emerges from the ground and nobody knows what it is.
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Post by warden on Jul 18, 2018 11:27:48 GMT
Well, certainly the badassery and charisma was lost, and then plenty of cringe all over when you are dealing with 15 year old minds.
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Post by Iakus on Jul 18, 2018 12:57:53 GMT
Umm...what? My Ryder bumped into an already active Architect on Eos by following the radio signal of a couple of stoners... All the great animation in the world won't help a boring story. And hours of random planet wandering won't help uninspired combat. You're thinking of the Architect on Kadara, not Eos. The one on Eos is discovered by investigating why the underground river suddenly stopped flowing. When you reach why, the Architect emerges from the ground and nobody knows what it is. Perhaps. Like I said, the story's not all that memorable. I may not have even fought the Eos architect. I do know I discovered architects on Voeld.
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Post by Deleted on Jul 18, 2018 16:07:39 GMT
The landscapes in ME:A are far more beautiful than anything made in ME1... which was easily surpassed by both ME2 and ME3. There is, for the most part, no foliage in ME1 (save a little bit on Eden Prime), just different colored rocks. Edolus is brown rock, Presrop is gray rock, Ontarom in green painted rock supposedly representing something of a grass-like covering. None of them can touch the detail and alien-ness of Havarl. There were plenty of white planets in ME1 (corrected typo) as well... and none of them had the detail of Voeld and none of them gave the sensation of driving the mako on ice like Voeld did with the Nomad. The planets in the GM were rendered in far more detail and variety than those in ME1 as well and the space in the universe had some depth... rather than just flying a little mock ship across a 2D picture of a galaxy... but what did the naysayers of the game want to do right off the bat... skip all those wonderful animations like they feared experiencing any sense of wonder. Myself, I never tire of the travelling animations... they are just so much better than ME1.
As for the rest - you're enforcing a singular, narrow definition of "finding a path" onto the story and then criticizing it for not meeting that narrowed definition. As I said, Ryder clearly did explore and discover many things that no one else in the Initiative had yet discovered... even on the planets where the exiles had settled. For example, Ryder unearthed the first Architect on EOS... no one else knew they were there before he/she woke it up.
Umm...what? My Ryder bumped into an already active Architect on Eos by following the radio signal of a couple of stoners... All the great animation in the world won't help a boring story. And hours of random planet wandering won't help uninspired combat. That you found the story boring and I found it intriguing and that you found the combat uninspired and I found it a lot of fun is a difference of opinion. That the universe is rendered in far greater detail in ME:A than ME1 is a fact. No about of stating in various ways that you didn't like the game (opinion) changes the fact-based arguments that ME:A is an improvement over ME1 in many, many ways. You're entitled to be bored by whatever bores you... but that doesn't mean that everyone shares your opinion. It doesn't change the fact that Shepard "explored" (by definition) nothing in the MET and Ryder clearly did explore and discover several new things unknown by the Initiative prior to Ryder discovering it. Shepard did not even "discover" the Reapers since it was Tali who told him about them at the start of ME1 and TIM clearly had a team already investigating a derelict Reaper (as revealed in ME2).
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Post by Iakus on Jul 18, 2018 16:17:32 GMT
Umm...what? My Ryder bumped into an already active Architect on Eos by following the radio signal of a couple of stoners... All the great animation in the world won't help a boring story. And hours of random planet wandering won't help uninspired combat. That you found the story boring and I found it intriguing and that you found the combat uninspired and I found it a lot of fun is a difference of opinion. That the universe is rendered in far greater detail in ME:A than ME1 is a fact. No about of stating in various ways that you didn't like the game (opinion) changes the fact-based arguments that ME:A is an improvement over ME1 in many, many ways. You're entitled to be bored by whatever bores you... but that doesn't mean that everyone shares your opinion. It doesn't change the fact that Shepard "explored" (by definition) nothing in the MET and Ryder clearly did explore and discover several new things unknown by the Initiative prior to Ryder discovering it.Nor does the fact that ME1 was not about exploring, and MEA was. Ergo, I expect exploring in a game about exploring to be more entertaining.
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Post by Deleted on Jul 18, 2018 16:21:41 GMT
That you found the story boring and I found it intriguing and that you found the combat uninspired and I found it a lot of fun is a difference of opinion. That the universe is rendered in far greater detail in ME:A than ME1 is a fact. No about of stating in various ways that you didn't like the game (opinion) changes the fact-based arguments that ME:A is an improvement over ME1 in many, many ways. You're entitled to be bored by whatever bores you... but that doesn't mean that everyone shares your opinion. It doesn't change the fact that Shepard "explored" (by definition) nothing in the MET and Ryder clearly did explore and discover several new things unknown by the Initiative prior to Ryder discovering it.Nor does the fact that ME1 was not about exploring, and MEA was. Ergo, I expect exploring in a game about exploring to be more entertaining. Yet, your initial premise was that the exploration in ME1 was better than MEA... that sort of comparison does not demand that ME1 be about exploration. I found the exploration in ME:A entertaining, you didn't... that's merely a difference of opinion. I'm asking what in detail caused you to find the "exploration" in ME1 (despite the story not being about exploration) better than ME:A. I found ME:A more interesting that ME1 because the universe we were given to explore was rendered in more detail than in ME1.
If I were to guess at an opinion - I think the blockers were up long before the game was released. You were miffed that it wasn't occurring in the Milky Way so you did not actually want to "connect" with the planetary descriptions and such in Andromeda... and you probably did not take the time to read them but rather skimmed them looking for inconsistencies and with an attitude of "it's not.... in the Milky Way."
Long before the game was released, it had already received a lot of negative vibes online because it wasn't going to be about Shepard and wasn't going to be located in the Milky Way... so, I think (my opinion) a lot of people just couldn't start the game with "fresh eyes" - eyes not tainted already by the disappoint of what they knew the game wasn't going to ever be. ME1 didn't have to overcome such a handicap... all eyes starting the game were fresh... so they were freer to just be awed by what they saw.
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Post by alanc9 on Jul 18, 2018 16:24:35 GMT
You're thinking of the Architect on Kadara, not Eos. The one on Eos is discovered by investigating why the underground river suddenly stopped flowing. When you reach why, the Architect emerges from the ground and nobody knows what it is. Which is a little odd if you don't do that one first.
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Post by alanc9 on Jul 18, 2018 16:25:31 GMT
Nor does the fact that ME1 was not about exploring, and MEA was. This is what happens when you pay attention to marketing.
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Iakus
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Post by Iakus on Jul 18, 2018 17:44:26 GMT
Nor does the fact that ME1 was not about exploring, and MEA was. Ergo, I expect exploring in a game about exploring to be more entertaining. Yet, your initial premise was that the exploration in ME1 was better than MEA... that sort of comparison does not demand that ME1 be about exploration. I found the exploration in ME:A entertaining, you didn't... that's merely a difference of opinion. I'm asking what in detail caused you to find the "exploration" in ME1 (despite the story not being about exploration) better than ME:A. I found ME:A more interesting that ME1 because the universe we were given to explore was rendered in more detail than in ME1.
If I were to guess at an opinion - I think the blockers were up long before the game was released. You were miffed that it wasn't occurring in the Milky Way so you did not actually want to "connect" with the planetary descriptions and such in Andromeda... and you probably did not take the time to read them but rather skimmed them looking for inconsistencies and with an attitude of "it's not.... in the Milky Way."
Long before the game was released, it had already received a lot of negative vibes online because it wasn't going to be about Shepard and wasn't going to be located in the Milky Way... so, I think (my opinion) a lot of people just couldn't start the game with "fresh eyes" - eyes not tainted already by the disappoint of what they knew the game wasn't going to ever be. ME1 didn't have to overcome such a handicap... all eyes starting the game were fresh... so they were freer to just be awed by what they saw.
Exploration in ME1 was a fun extra. Limited, yes, but not the point of the story. Perhaps that in itself made it more fun for me, I don't know.
But MEA's exploration was annoying. Why?
Every d*mnn thing on every d*mn planet was trying to kill you. And to fight back, you had to get out of the d*mn Not-Mako to fight it ON FOOT! And yeah, combat wasn't much fun either.
And again, almost everywhere you go, someone is already there, or else the AI had already visited it months or years earlier. It's hard to "pathfind" when you're treading along someone else's path. Aya and Meridian were literally the only things Ryder "discovers" and Aya was on accident.
I admit I was skeptical, but was willing to give MEA a shot. If it could be a fresh start after the trilogy, maybe we could put that little incident behind us. I was right there speculating on how the hell we were gonna get to Andromeda given the tech limitations of the Milky Way. And frankly I was glad it wasn't going to be about Shepard, as I made it clear I would NOT want to play ME4 given how the trilogy ended.
Sadly, the AI was so laughably poorly thought out I couldn't take it seriously at all. And the tech involved was incredibly poorly thought out, given its ramifications.
re: "fresh eyes" If they wanted to start a new IP, they should have started a NEW IP. Not just slap "Mass Effect" on the title of the next scifi game that's made. It probably would have done better if they made it a standalone game not set in the ME universe, in fact.
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Post by Deleted on Jul 18, 2018 22:07:30 GMT
Yet, your initial premise was that the exploration in ME1 was better than MEA... that sort of comparison does not demand that ME1 be about exploration. I found the exploration in ME:A entertaining, you didn't... that's merely a difference of opinion. I'm asking what in detail caused you to find the "exploration" in ME1 (despite the story not being about exploration) better than ME:A. I found ME:A more interesting that ME1 because the universe we were given to explore was rendered in more detail than in ME1.
If I were to guess at an opinion - I think the blockers were up long before the game was released. You were miffed that it wasn't occurring in the Milky Way so you did not actually want to "connect" with the planetary descriptions and such in Andromeda... and you probably did not take the time to read them but rather skimmed them looking for inconsistencies and with an attitude of "it's not.... in the Milky Way."
Long before the game was released, it had already received a lot of negative vibes online because it wasn't going to be about Shepard and wasn't going to be located in the Milky Way... so, I think (my opinion) a lot of people just couldn't start the game with "fresh eyes" - eyes not tainted already by the disappoint of what they knew the game wasn't going to ever be. ME1 didn't have to overcome such a handicap... all eyes starting the game were fresh... so they were freer to just be awed by what they saw.
Exploration in ME1 was a fun extra. Limited, yes, but not the point of the story. Perhaps that in itself made it more fun for me, I don't know.
But MEA's exploration was annoying. Why?
Every d*mnn thing on every d*mn planet was trying to kill you. And to fight back, you had to get out of the d*mn Not-Mako to fight it ON FOOT! And yeah, combat wasn't much fun either.
And again, almost everywhere you go, someone is already there, or else the AI had already visited it months or years earlier. It's hard to "pathfind" when you're treading along someone else's path. Aya and Meridian were literally the only things Ryder "discovers" and Aya was on accident.
I admit I was skeptical, but was willing to give MEA a shot. If it could be a fresh start after the trilogy, maybe we could put that little incident behind us. I was right there speculating on how the hell we were gonna get to Andromeda given the tech limitations of the Milky Way. And frankly I was glad it wasn't going to be about Shepard, as I made it clear I would NOT want to play ME4 given how the trilogy ended.
Sadly, the AI was so laughably poorly thought out I couldn't take it seriously at all. And the tech involved was incredibly poorly thought out, given its ramifications.
re: "fresh eyes" If they wanted to start a new IP, they should have started a NEW IP. Not just slap "Mass Effect" on the title of the next scifi game that's made. It probably would have done better if they made it a standalone game not set in the ME universe, in fact.
You're still avoiding giving any factual details about the game to support the notion that exploration was worse in that game. It's all still tied with your opinion that the story had to be all about initial exploration (going somewhere no one had been before) when the story was, IMO, about finding a way to unite/integrate the Milky Way residents in with a new allied species... the metaphorical definition of "pathfinding." As with ME1, player exploration of different looking pixels was an extra and those pixels were rendered far better in ME:A than ME1.
As for enemies spawning... welll, I've played other games where enemies respawn with greater frequency than I experienced in ME1. I got very tired of wolves attacking Geralt in TW3 every time he fast traveled into certain area regardless of how many times before he had cleared that area (and I quit playing halfway through the game). Fallout 4 is another where I'm constantly running between settlements to defend attacks on them and I engage that same group of Super Mutants every time I leave Diamond City without Fast Travel... and that's after they allegedly slowed respawns down because people playing on survival were complaining. I actually found ME:A got very quiet for enemy respawns after you resolve the various issues among the factions... depending, of course, on how you resolve them... which makes some sense to me.
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Iakus
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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
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Post by Iakus on Jul 19, 2018 0:25:56 GMT
Exploration in ME1 was a fun extra. Limited, yes, but not the point of the story. Perhaps that in itself made it more fun for me, I don't know.
But MEA's exploration was annoying. Why?
Every d*mnn thing on every d*mn planet was trying to kill you. And to fight back, you had to get out of the d*mn Not-Mako to fight it ON FOOT! And yeah, combat wasn't much fun either.
And again, almost everywhere you go, someone is already there, or else the AI had already visited it months or years earlier. It's hard to "pathfind" when you're treading along someone else's path. Aya and Meridian were literally the only things Ryder "discovers" and Aya was on accident.
I admit I was skeptical, but was willing to give MEA a shot. If it could be a fresh start after the trilogy, maybe we could put that little incident behind us. I was right there speculating on how the hell we were gonna get to Andromeda given the tech limitations of the Milky Way. And frankly I was glad it wasn't going to be about Shepard, as I made it clear I would NOT want to play ME4 given how the trilogy ended.
Sadly, the AI was so laughably poorly thought out I couldn't take it seriously at all. And the tech involved was incredibly poorly thought out, given its ramifications.
re: "fresh eyes" If they wanted to start a new IP, they should have started a NEW IP. Not just slap "Mass Effect" on the title of the next scifi game that's made. It probably would have done better if they made it a standalone game not set in the ME universe, in fact.
You're still avoiding giving any factual details about the game to support the notion that exploration was worse in that game. It's all still tied with your opinion that the story had to be all about initial exploration (going somewhere no one had been before) when the story was, IMO, about finding a way to unite/integrate the Milky Way residents in with a new allied species... the metaphorical definition of "pathfinding." As with ME1, player exploration of different looking pixels was an extra and those pixels were rendered far better in ME:A than ME1.
As for enemies spawning... welll, I've played other games where enemies respawn with greater frequency than I experienced in ME1. I got very tired of wolves attacking Geralt in TW3 every time he fast traveled into certain area regardless of how many times before he had cleared that area (and I quit playing halfway through the game). Fallout 4 is another where I'm constantly running between settlements to defend attacks on them and I engage that same group of Super Mutants every time I leave Diamond City without Fast Travel... and that's after they allegedly slowed respawns down because people playing on survival were complaining. I actually found ME:A got very quiet for enemy respawns after you resolve the various issues among the factions... depending, of course, on how you resolve them... which makes some sense to me.
Also from the codex: Role of a Pathfinder Pathfinders are the "tip of the spear" for exploring new worlds. While planetary surveying is typically a long-term, multiple-team process the Initiative found an alternative, thanks to Alec Ryder's AI research: an individual equipped with the best training and technology available, and an AI partner that can run complex studies in seconds and a hundred test simulations a minute. With AI support, Pathfinders can determine within hours whether a planet is suitable for habitation, and direct the Nexus as to what colonist block stands the best chance there. Pathfinders are trained to improve the viability of potential planets, initiate first contact with unknown species, find suitable outpost sites, and handle any external threats before the first colonist touches soil. The presence of a Pathfinder is a reassurance that a planet can be settled safely and with a high expectation of success.Sound like more literal pathfinding. And aside from "increasing the viability of a planet" Ryder certainly doesn't do a lot of that.
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Post by Deleted on Jul 19, 2018 2:21:58 GMT
You're still avoiding giving any factual details about the game to support the notion that exploration was worse in that game. It's all still tied with your opinion that the story had to be all about initial exploration (going somewhere no one had been before) when the story was, IMO, about finding a way to unite/integrate the Milky Way residents in with a new allied species... the metaphorical definition of "pathfinding." As with ME1, player exploration of different looking pixels was an extra and those pixels were rendered far better in ME:A than ME1.
As for enemies spawning... welll, I've played other games where enemies respawn with greater frequency than I experienced in ME1. I got very tired of wolves attacking Geralt in TW3 every time he fast traveled into certain area regardless of how many times before he had cleared that area (and I quit playing halfway through the game). Fallout 4 is another where I'm constantly running between settlements to defend attacks on them and I engage that same group of Super Mutants every time I leave Diamond City without Fast Travel... and that's after they allegedly slowed respawns down because people playing on survival were complaining. I actually found ME:A got very quiet for enemy respawns after you resolve the various issues among the factions... depending, of course, on how you resolve them... which makes some sense to me.
Also from the codex: Role of a Pathfinder Pathfinders are the "tip of the spear" for exploring new worlds. While planetary surveying is typically a long-term, multiple-team process the Initiative found an alternative, thanks to Alec Ryder's AI research: an individual equipped with the best training and technology available, and an AI partner that can run complex studies in seconds and a hundred test simulations a minute. With AI support, Pathfinders can determine within hours whether a planet is suitable for habitation, and direct the Nexus as to what colonist block stands the best chance there. Pathfinders are trained to improve the viability of potential planets, initiate first contact with unknown species, find suitable outpost sites, and handle any external threats before the first colonist touches soil. The presence of a Pathfinder is a reassurance that a planet can be settled safely and with a high expectation of success.Sound like more literal pathfinding. And aside from "increasing the viability of a planet" Ryder certainly doesn't do a lot of that. It doesn't necessarily say what the ME:A story is supposed to be about. It's merely a job description for Ryder's father and Ryder's father is killed off early in the story and this story is about young Ryder... thrust into the position unprepared and forced to redefine the job on the fly... as literally stated at the end of the game. "Your father created the role of pathfinder, but you defined it." Since when does a Codex ever tell you what an entire story is supposed to be about?
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Post by alanc9 on Jul 19, 2018 3:05:25 GMT
Every d*mnn thing on every d*mn planet was trying to kill you. And to fight back, you had to get out of the d*mn Not-Mako to fight it ON FOOT! And yeah, combat wasn't much fun either. Wait a second. The Nomad can easily disengage from anything you don't want to fight, even without upgrades.
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Post by Hanako Ikezawa on Jul 19, 2018 5:08:39 GMT
Every d*mnn thing on every d*mn planet was trying to kill you. And to fight back, you had to get out of the d*mn Not-Mako to fight it ON FOOT! And yeah, combat wasn't much fun either. Wait a second. The Nomad can easily disengage from anything you don't want to fight, even without upgrades. Not to mention running the things over tended to do the trick. Sometimes you had to go in reverse for another pass but still.
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Post by cypherj on Jul 19, 2018 12:38:16 GMT
I definitely set my expectations too high. I bought into the Initiative videos more than I probably should have. All of the first boots on the ground, making first contact, studying water and plant life to determine the most suitable place for the colony. I really thought bough into all of that, the whole being a Pathfinder thing.
However, what I got was go activate these three vaults, and the then go to the marked point on the map and start a colony that you could ignore the rest of the game and nothing in the story will change. The whole choice about making a science or military had no bearing on anything after the whole this will set the tone to the AI presence through Helius.
You could have been part of a security force for Kandros assigned to go secure locations for colonization and nothing about this game would have changed because Pathfinder was title without any real meaning or specific function.
They could have done so much more with the colonization aspect of this game, as well as actually making first contacts and getting by all those early roadblocks. Landing on previously undiscovered planets, learning about the ecosystem, inhabitants, making a decision about the impact starting a colony have, that would have been awesome. Leave the planet be, or take it anyway by force.
Each planet could have had unique circumstances, and you could have still discovered the same ancient tech on the planets and started to look into why it was showing up on these worlds and found out that the planets were all created by the same race. No need to have the vaults for viability, the unique circumstances would have more preferable to the repetition of activate these three vaults, go the marked point on the map, rinse and repeat.
Then actually have the colonies offer something to the player and the AI based on what type of colony you picked, and decisions you made about their growth.
I had high expectations, not all of what I said in this post, but more than what I got.
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Post by alanc9 on Jul 20, 2018 5:23:23 GMT
That's the great thing about marketing materials which are presented as in-universe documents. You're surprised by what Ryder ends up doing in Andromeda? Well, Ryder was too.
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Post by Deleted on Jul 20, 2018 17:06:09 GMT
I definitely set my expectations too high. I bought into the Initiative videos more than I probably should have. All of the first boots on the ground, making first contact, studying water and plant life to determine the most suitable place for the colony. I really thought bough into all of that, the whole being a Pathfinder thing. However, what I got was go activate these three vaults, and the then go to the marked point on the map and start a colony that you could ignore the rest of the game and nothing in the story will change. The whole choice about making a science or military had no bearing on anything after the whole this will set the tone to the AI presence through Helius. You could have been part of a security force for Kandros assigned to go secure locations for colonization and nothing about this game would have changed because Pathfinder was title without any real meaning or specific function. They could have done so much more with the colonization aspect of this game, as well as actually making first contacts and getting by all those early roadblocks. Landing on previously undiscovered planets, learning about the ecosystem, inhabitants, making a decision about the impact starting a colony have, that would have been awesome. Leave the planet be, or take it anyway by force. Each planet could have had unique circumstances, and you could have still discovered the same ancient tech on the planets and started to look into why it was showing up on these worlds and found out that the planets were all created by the same race. No need to have the vaults for viability, the unique circumstances would have more preferable to the repetition of activate these three vaults, go the marked point on the map, rinse and repeat. Then actually have the colonies offer something to the player and the AI based on what type of colony you picked, and decisions you made about their growth. I had high expectations, not all of what I said in this post, but more than what I got. I agree wholeheartedly that they could have done so much more with this game... however, I translate that into potential that still exists for where a second and third game in this story line could still go. I see ME:A as merely a beginning... one that they were unable to finish the way they wanted to because they ran out of time and had to make the release deadline. I was extremely disappointed when EA shut down any hope of DLC for this game because I think they could have done some amazing things in DLC. They could have explored entirely unexplored planets and even, similar to Fallout 4's Nuka-World DLC, could have enabled players to bring out a dark side to Ryder. I still have hope for a sequel.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Post by ahglock on Jul 21, 2018 1:43:16 GMT
How could it have felt like Ryder was finding them? Ryder can't very well be the first MW person to set foot in a krogan colony, or an exile-controlled former angaran settlement. Unless the "them" there just refers to different places which would have been designed instead of designing Kadara and New Tuchanka. By not making the moronic story decision to have your ark show up a year later. You are basically restating the problem, you can't explore anything because everyone showed up first and explored it for you.
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Post by alanc9 on Jul 21, 2018 16:45:37 GMT
How could it have felt like Ryder was finding them? Ryder can't very well be the first MW person to set foot in a krogan colony, or an exile-controlled former angaran settlement. Unless the "them" there just refers to different places which would have been designed instead of designing Kadara and New Tuchanka.By not making the moronic story decision to have your ark show up a year later. You are basically restating the problem, you can't explore anything because everyone showed up first and explored it for you. Hence the italed.
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Post by riou on Jul 25, 2018 9:13:00 GMT
In the game's defense? The dev team tried too hard to push the exploration bit and wound up with a gameplay system they could not use. They thought too damn big. ME:1's only big "wonder" moment was Ilos. That was literally it.
ME:A by comparison had several moments of "...Woah" going for it. ME2 and 3 didn't even go anywhere near the level of exploration that ME:1 did and ME:1 was awful at it.
You let pre-release trailers over-hype you.
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Post by Unicephalon 40-D on Jul 31, 2018 10:28:02 GMT
In the game's defense? The dev team tried too hard to push the exploration bit and wound up with a gameplay system they could not use. They thought too damn big. ME:1's only big "wonder" moment was Ilos. That was literally it. ME:A by comparison had several moments of "...Woah" going for it. ME2 and 3 didn't even go anywhere near the level of exploration that ME:1 did and ME:1 was awful at it. You let pre-release trailers over-hype you. Loved exploration in ME1, MEA exploration is way better done though. ME2 and ME3 almost completely lack those, which was really disapointing for me personally.
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Post by griffith82 on Jul 31, 2018 13:59:28 GMT
In the game's defense? The dev team tried too hard to push the exploration bit and wound up with a gameplay system they could not use. They thought too damn big. ME:1's only big "wonder" moment was Ilos. That was literally it. ME:A by comparison had several moments of "...Woah" going for it. ME2 and 3 didn't even go anywhere near the level of exploration that ME:1 did and ME:1 was awful at it. You let pre-release trailers over-hype you. Loved exploration in ME1, MEA exploration is way better done though. ME2 and ME3 almost completely lack those, which was really disapointing for me personally. And I hated the exploration in ME1. Mostly because it was bland and boring.
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Post by alanc9 on Jul 31, 2018 16:29:19 GMT
And makes no RP sense. Why is Shepard even in those clusters?
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Post by hulluliini on Aug 1, 2018 7:01:16 GMT
I got a sense of wonder at all those remnant sites and the Elaaden worm and architects, etc. Not so much with the completely new sentient alien life form in a different galaxy, the humanoid angara. I had no desire to learn more about the angara until you find out about their origins. They're interesting as a plot device, not on their own.
I was also really psyched about the environment on habitat 7 and Havarl but the other planets could have been better differentiated from each other. Unless similar vegetation across different planets is supposed to be caused by the remnant/jardaan, a result of the terraforming via the vault system. But we don't know that until late into the game.
I also had some great moments in combat, mostly when I saw giants fighting each other (and ignoring me): a human-created mech or a destroyer fighting a fiend. That was so entertaining. I just loved watching fiends kill other people.
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