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Post by alanc9 on Nov 29, 2020 23:54:33 GMT
IF there's only one important thing on the planet and the rest is worthless wasteland, why not land next to the important thing? Like why didn't Vega land the shuttle next to the door on Mars instead of where he did? Wouldn't that have landed them in the middle of the Cerberus troops? Interesting fight. Landing a little outside of the target zone isn't a bad thing. Ideally, I would have liked Shepard to have a choice of how close to land.
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Post by themikefest on Nov 30, 2020 0:32:32 GMT
Like why didn't Vega land the shuttle next to the door on Mars instead of where he did? Wouldn't that have landed them in the middle of the Cerberus troops? Interesting fight. Landing a little outside of the target zone isn't a bad thing. Ideally, I would have liked Shepard to have a choice of how close to land. Did they know Cerberus was there? If so, wouldn't that have been said before they acted surprised when first encountering Cerberus troopers?
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Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
Posts: 12,993 Likes: 21,030
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Post by sjsharp2010 on Nov 30, 2020 2:54:19 GMT
Wouldn't that have landed them in the middle of the Cerberus troops? Interesting fight. Landing a little outside of the target zone isn't a bad thing. Ideally, I would have liked Shepard to have a choice of how close to land. Did they know Cerberus was there? If so, wouldn't that have been said before they acted surprised when first encountering Cerberus troopers? Considering how your squddies reacted it seems they didn't.
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ahglock
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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 Nov 30, 2020 4:31:01 GMT
Wouldn't that have landed them in the middle of the Cerberus troops? Interesting fight. Landing a little outside of the target zone isn't a bad thing. Ideally, I would have liked Shepard to have a choice of how close to land. Did they know Cerberus was there? If so, wouldn't that have been said before they acted surprised when first encountering Cerberus troopers? They didn't but it might be prudent to land a bit outside of your target as a precaution.
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correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
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They never liked me! No one likes me!
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Post by correctamundo on Nov 30, 2020 7:59:53 GMT
Nah, the game would have been muuuuuuuuuuuuuuuch better if Shep after narrowly escaping earth would land on Mars like it was vacation resort.
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Post by Pounce de León on Nov 30, 2020 10:21:25 GMT
Uhh, at least Casey Hudson wasn't the project director for Andromeda. So those are at least 2 strikes for Walters haha. We'll see if it becomes 3 after the legendary edition is out I gather Walters only came on to Andromeda late after it had been floundering in executive indecision for awhile. Believe it or not, he probably saved that game by at least forcing them to finally make big story decisions. He salvaged the thing by applying DAI formula in space. I don't know about big story decisions - I doubt story stuff was the problem in the first place, it was rather that their initial game idea with procgen exploration didn't pan out.
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sjsharp2010
N7
Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by sjsharp2010 on Nov 30, 2020 11:38:40 GMT
I gather Walters only came on to Andromeda late after it had been floundering in executive indecision for awhile. Believe it or not, he probably saved that game by at least forcing them to finally make big story decisions. He salvaged the thing by applying DAI formula in space. I don't know about big story decisions - I doubt story stuff was the problem in the first place, it was rather that their initial game idea with procgen exploration didn't pan out. I think the whole DAI thing was alerady the idea given th ewhole story was abou exploration anyway all he did was try to convert it into a coherent story without the use of th procedural generation stuff given that's what was screwing development up
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Post by Pounce de León on Nov 30, 2020 11:55:43 GMT
He salvaged the thing by applying DAI formula in space. I don't know about big story decisions - I doubt story stuff was the problem in the first place, it was rather that their initial game idea with procgen exploration didn't pan out. I think the whole DAI thing was alerady the idea given th ewhole story was abou exploration anyway all he did was try to convert it into a coherent story without the use of th procedural generation stuff given that's what was screwing development up Nah, must have been game design. You don't go from technical problems and solve those by finding a proper story arc to narrate.
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Post by SirSourpuss on Dec 2, 2020 13:35:00 GMT
@bioware, are you serious with these character models? Why do you keep making them more cartoony?
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Post by masseffectfanforlife on Dec 2, 2020 16:58:00 GMT
@bioware, are you serious with these character models? Why do you keep making them more cartoony? What are you talking about? The teaser? Those aren't the in-game graphics.
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Post by SirSourpuss on Dec 2, 2020 17:17:55 GMT
What are you talking about? The teaser? Those aren't the in-game graphics. You'll see.
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Post by keiji on Dec 2, 2020 17:56:42 GMT
I agree with masseffectfanforlife. That's just a CGI teaser.
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Post by masseffectfanforlife on Dec 2, 2020 18:33:45 GMT
What are you talking about? The teaser? Those aren't the in-game graphics. You'll see. I actually want to see what you saw right now.
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Post by SirSourpuss on Dec 2, 2020 18:49:20 GMT
I actually want to see what you saw right now.
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Iakus
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Post by Iakus on Dec 2, 2020 20:12:43 GMT
@bioware, are you serious with these character models? Why do you keep making them more cartoony? After the Ashley makeover, does anything they do with character models surprise you anymore?
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Post by masseffectfanforlife on Dec 2, 2020 21:00:18 GMT
I actually want to see what you saw right now. ....Well, let's have it!
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Post by NotN7 on Dec 3, 2020 1:42:20 GMT
....Well, let's have hit! LOL! there is no H in It
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Post by Son of Dorn on Dec 3, 2020 1:45:51 GMT
....Well, let's have hit! LOL! there is no H in It Maybe he's playing blackjack?
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Post by Link"Guess"ski on Dec 3, 2020 2:46:06 GMT
He salvaged the thing by applying DAI formula in space. I don't know about big story decisions - I doubt story stuff was the problem in the first place, it was rather that their initial game idea with procgen exploration didn't pan out. I think the whole DAI thing was alerady the idea given th ewhole story was abou exploration anyway all he did was try to convert it into a coherent story without the use of th procedural generation stuff given that's what was screwing development up I don't believe it was any of that when he came on board.
Before he joined, which was in 2014, the project direction was that of an evacuation basically, so everybody fled the Reapers, knowingly, with an arc, and yes, there was exploration but it was the whole "procedural planets" thing the former leadership wanted. Mac came along, and wanted to flesh out a story that felt more like its own chapter than something closely stemming from the trilogy, and with Chris Schlerf he came up with the Ryders, the Nexus stuff and all that main story and loyalty mission stuff.
There's some tiny evidence pointing to them not actually committing to a "DA:I" open world design until that infamous 18 month deathmarch the game faced at the end. In an interview, good old Manveer Heir said that they shifted after a while and was like "we're doing open world now" when nobody knew how to do that. I know that the DA:I "Finaling Team" worked heavily on places like Elaaden. And a few other things always made me consider that an earlier version of MEA, possibly the version they made between 2013-2015 was a more linear game that had the main story, loyalty quests and pretty barren proc-gen planets. The open world stuff feels like it was baked pretty seperately from all the actual missions in the game, but that's just a feeling.
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Post by masseffectfanforlife on Dec 3, 2020 3:31:00 GMT
....Well, let's have hit! LOL! there is no H in It I thought I typed "it." Anyway, you get the idea...
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sjsharp2010
N7
Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by sjsharp2010 on Dec 3, 2020 12:36:38 GMT
I think the whole DAI thing was alerady the idea given th ewhole story was abou exploration anyway all he did was try to convert it into a coherent story without the use of th procedural generation stuff given that's what was screwing development up I don't believe it was any of that when he came on board.
Before he joined, which was in 2014, the project direction was that of an evacuation basically, so everybody fled the Reapers, knowingly, with an arc, and yes, there was exploration but it was the whole "procedural planets" thing the former leadership wanted. Mac came along, and wanted to flesh out a story that felt more like its own chapter than something closely stemming from the trilogy, and with Chris Schlerf he came up with the Ryders, the Nexus stuff and all that main story and loyalty mission stuff.
There's some tiny evidence pointing to them not actually committing to a "DA:I" open world design until that infamous 18 month deathmarch the game faced at the end. In an interview, good old Manveer Heir said that they shifted after a while and was like "we're doing open world now" when nobody knew how to do that. I know that the DA:I "Finaling Team" worked heavily on places like Elaaden. And a few other things always made me consider that an earlier version of MEA, possibly the version they made between 2013-2015 was a more linear game that had the main story, loyalty quests and pretty barren proc-gen planets. The open world stuff feels like it was baked pretty seperately from all the actual missions in the game, but that's just a feeling.
Well it always felt like part of the game to me a lot like DAI's did and in fact felt better than DAI's but that's just me I could see a complete turnaround on things like for asy on a game like DA2 given it's a smaller size but a game lik MEA whicfh is like twice the size of DA2 I find it hard to believe that he'd be abl et ochange that much in that short a time..
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
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Post by Hrungr on Dec 12, 2020 22:06:09 GMT
Konstantin Nosov @ugildorI'm super proud to tell that the "unannounced UE3 game project" where I worked over past months is finally announced! [ Mass Effect: Legendary Edition] It's super cool to work on this game together with @bioware team, as a part of @abstractiongame ! Website: abstraction.games/
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Post by masseffectfanforlife on Dec 12, 2020 22:31:58 GMT
Because my PC is connected to my television, it is a little awkward using a kb/mouse outside of editing and web browsing. I really hope the Legendary Edition has controller support without the use of modding.
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Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
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Post by Hrungr on Dec 12, 2020 22:57:24 GMT
Mass Effect: Legendary EditionAbstraction Games: abstraction.games/project/mass-effect-legendary-editionThe biggest sci-fi epic in videogame history makes its debut on current gen platforms in 2020. In this massively updated trilogy players will be able to take control of Commander Shepard and the N7 crew as they fight off the Reaper invasion. This project was interesting in the sense that both parties knew from the start that they wanted to collaborate. We at Abstraction knew we could contribute greatly, and Bioware with EA as the publisher came in with their mind made up, based on our track record. The project hit the ground running in 2020 and has been picking up speed ever since, with its 3rd mutually agreed contract extension taking us well into 2021. Abstraction’s main task was to help with optimizations and improvements, mostly on graphical related issues. We started out by streamlining things like ambient occlusion, depth of field, motion blur, etc and have since been focused on a host of other graphical improvements – with a hefty portion of bug-fixing on the side. Mass Effect is a saga for the ages, and Abstraction has been working tirelessly to bring the Trilogy back in top form.
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The Elder King
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Post by The Elder King on Dec 12, 2020 23:15:44 GMT
Are those supposed to be shots taken/made for the Legendary Edition?
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