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Post by Link"Guess"ski on Nov 13, 2016 1:00:20 GMT
If it really ends up being another game with several open world areas with enemy encampments, discovery points and side quests there's a few things that are fair to consider, perhaps not when it's BioWare but just in that it's 2016 and the world doesn't stop moving because BioWare is developing a new video game after Mass Effect 3 and Dragon Age Inquisition. - Witcher 3 had open-world areas with ME1 LoD (level of detail) side quests. This means cinematic dialogue, fleshed out characters and even twists. Directly comparable to ME1 but on a bigger scale.
- ME1's side missions feel just as detailed as parts of the main story, particularly the hub segments of Feros and Noveria compared to, say, Father Kyle's compound, UNC Cerberus or any one Spacer/Colonist/Earthborn backstory
- Despite being a very free-structured and open game it was not linear for its main story. To be fair neither was DA:I, but once you picked one of the "go to 1 of 3 areas" missions you were locked into a video-game level until the end, while in ME1 you could go back and fly off to do Noveria in the middle of Feros.
They said some main missions require you to visit multiple planets in Andromeda. Cool, I say! But does that imply ME1-style or does it imply the Grey Warden act of DA:I where you visit Hawke in two locations for a conversation and a small fight and then unlock the mission? Becuase... that was uneventful and bland considering how the wildly different locations you were sent to didn't really mean much to the conversations you had or the rest of the mission.
You have big open-ended maps, you have potentially many and lots of cinematic dialogues or at the very least the possibility of meeting plot-central characters in these big open areas and then make you move through the map with them for memorable moments that feel natural rather than jumping all over the maps for quest markers or locking us into scripted levels. You're making Andromeda with a very specific framework. Please make use of it instead of segregating us between open world vs story-game vs not-being-able-to-live-up-to-The-Witcher-3 side content.
I mean, they should know what they're doing. If they're aiming for another inquisition with their game design, they're admitting they don't care enough about making BioWare a name to be revered again.
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Post by GalentheYounger on Nov 13, 2016 1:06:57 GMT
God, I hope not. I have tried to rerun DAI multiple times and I can't get back into it because of its poor story. Comparatively, I am on my 3rd death march playthrough on Witcher 3. It REALLY didn't help that DAI had atrocious PC loading times for even my hefty rig so it really took away from the exploration bit. But I do think, as BW has stated, they have learned lessons from DAI and I do think that they will fix their issues and make an even better game for us to moan about. It's the circle of life, simba.
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Post by Link"Guess"ski on Nov 13, 2016 1:48:55 GMT
Strangely I played DA:I through 3 times but only one with all DLC and Witcher 3 I didn't get my second playthrough done and I never beat Blood and Wine. For some reason I was very displeased with the finale of the main story even though I got what is considered the best ending. I felt the narrative came to a screetching halt right during the climax and then went confusedly on to its epilogue. I still think most of its praises are sung justifiably because the world-building was amazing and the side-content was awesome, even choice-consequence stuff came at unexpected times like it would in previous game, just not much in the main story outside of direct dialogue to scene changes. It's still a game that puts BioWare to shame because I feel CDPR is mimicing the BioWare style RPG so closely but outracing them even though theirs are never companion focused.
Witcher 2 though. Mmmh, so good! Not perfect, but just, that plot was so intricate and really paid off for those that became invested.
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Post by Link"Guess"ski on Nov 13, 2016 1:52:19 GMT
God, I hope not. I have tried to rerun DAI multiple times and I can't get back into it because of its poor story. Comparatively, I am on my 3rd death march playthrough on Witcher 3. It REALLY didn't help that DAI had atrocious PC loading times for even my hefty rig so it really took away from the exploration bit. But I do think, as BW has stated, they have learned lessons from DAI and I do think that they will fix their issues and make an even better game for us to moan about. It's the circle of life, simba. They said they're aware of them. Don't forget ME:A was well into development while DA:I shipped and people discovered things to criticise. If ME:A was designed from Inquisition's template from the outset, addressing the issue of DA:I's design will mean BioWare's had to retract or re-design aspects of Andromeda that were decided before in the last year or so.
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Post by Adhin on Nov 13, 2016 13:21:54 GMT
Talked about this in other threads before but I think one of the biggest issues of DAI how they gated the main story. That is, generally, where you get your disconnect. This is a problem 'open world' games have had in the past (GTA-style). They have a main story, and it's all designed to be played back to back, but you'd get these weird moments where after say 2-3 missions the game would literally have a popup saying you hadn't completed enough side content.
Side content, in case none of you played stuff like Saints Row 2, was really oddball shit. Generally all the games just had challenge of some kind. Like a race, or a 'delivery' (that's a race), or any other number of things pretending it's not a race that was a race. Or if you where Saints Row 2 maybe you where driving around a septic truck and spewing sewage at people for points.
Anyway, point is, it was all a dumb time gate that had nothing to do with the main story. So we have DAI with a power value. It's a time gate, do enough side shit to rather enough ambiguous number so you can 'spend it' to unlock the story mission. Now it wasn't nearly as bad as the GTA-style but it DID create a disconnect as instead of doing an actual mission that lead up TO the mission, you just stole some blankets for some asshole, collected enough elf root or you know closed a buncha rifts.
Which is fine, but none of that explains how you got all those nobles to follow you to the Templar stronghold. I know 'you' didn't do it, the idea was Josephine used the 'power' you collected to influence blah blah. Either way, it creates a disconnect as they had to handwave how you got to that point with your fake currency.
Add to that the side content being simple as fuck and yeah, man it got repetitive quick with an oddball disconnected feeling story. As long as MEA doesn't have that power system and work more off hub worlds it should feel less disjointed. Don't make us spend fake-currency to unlock main story stuff, have story stuff unlock story stuff - simple as that.
The rest of it, to me at least, gets far more entertaining once it's in mass effect setting and out of dragon ages. One of these days Dragon Age will start being more of a dungoen crawler/adventure thing (I hope anyway). They're getting further and further into a 'every thigns about this impossible bad guy' thing and it's... ehh man, it's dominating the story in a pretty boring way. That's another thing Witcher 3 didn't have an issue with. If every quest you did involved the fucking realm hoping emo elves it would of sucked some major dick (in a bad way).
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Post by Amirit on Nov 13, 2016 13:28:16 GMT
I wished this time BW modeled their game after The Witcher 3! Because they keep taking from other games (those that "inspire" them this time) the wrong parts. DAI was modeled after Skyrim. Like someone looked at the game and said: hey, we are making every single side quest with a separate cut-scene, heavy animation and carefully selected voice acting. Yet, Bethesda gets away with one-VA-for-all, un-animated NPC interaction (and atrocious animation in general) and no game-plot to speak of. And sells it's games much better than we do! Let's do the same. Completely ignoring the fact, that Bethesda games are appreciated for different elements - world building with surviving elements and modding capability. The rest is only tolerated and often criticized.
If this time "inspirational game" was W3 - there is a chance BW can take the best of two worlds.
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Post by FireAndBlood on Nov 13, 2016 13:32:27 GMT
You don't like DAI, we got it the first one thousand times.
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Post by Link"Guess"ski on Nov 13, 2016 13:45:59 GMT
You don't like DAI, we got it the first one thousand times. if I had to be honest I like the game more than I tend to vocalize. I don't think DAI's format is doomed to fail I just think placing ME:A in the same format is a warning sign that this may fall in the same traps as that game did. If they actually give you a payoff for building a future for humanity vs doing a bad job of it then they've already found a meaningful way to use the format.
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Post by Sartoz on Nov 13, 2016 13:53:34 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Here is what Flynn said: " To bring Mass Effect to more of an open world play style where players are not just moving down a very linear narrative, albeit a very highly polished linear narrative… But also giving players the chance to move in the direction they want to go much more openly, explore where they want to go too, and then the narrative keeps up… that’s been a real big learning point for us.”
That is good news: link: www.inquisitr.com/3511292/mass-effect-andromeda-ditches-linear-maps-in-favor-of-more-open-world-areas/
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Post by themikefest on Nov 13, 2016 13:56:36 GMT
I like DAI,
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Post by Sartoz on Nov 13, 2016 14:08:02 GMT
God, I hope not. I have tried to rerun DAI multiple times and I can't get back into it because of its poor story. Comparatively, I am on my 3rd death march playthrough on Witcher 3. It REALLY didn't help that DAI had atrocious PC loading times for even my hefty rig so it really took away from the exploration bit. But I do think, as BW has stated, they have learned lessons from DAI and I do think that they will fix their issues and make an even better game for us to moan about. It's the circle of life, simba. They said they're aware of them. Don't forget ME:A was well into development while DA:I shipped and people discovered things to criticise. If ME:A was designed from Inquisition's template from the outset, addressing the issue of DA:I's design will mean BioWare's had to retract or re-design aspects of Andromeda that were decided before in the last year or so. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
I believe Mac, in that GI interview, mentioned they learned from DA:I's mistakes.
If Andromeda is truly the story Bio wanted to tell, exploration is optional and so is the loyalty missions. According to Flynn, if you do decide to explore, the story narrative will catch up with you. That last part is awesome.
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Post by helios969 on Nov 13, 2016 14:09:12 GMT
Yeah, but do you love it? Would you call DAI a masterpiece given the way they integrated the story into the openworld, the ratio of fetch quests to quests with interesting story, or the amount of resource gathering required? Would you really want MEA to be reduced to DAI in space? Don't get me wrong, I liked DAI too, but I didn't love it. And I certainly wouldn't want a cut and paste of it in MEA.
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Post by nonstop on Nov 13, 2016 14:10:15 GMT
Some decent points here, interesting discussion. I did enjoy Inquisition but I have to agree with adhin and linkenski regarding the disconnect between the main narrative and the more grindy sidequests. A sidequest done well, in my opinion, will still feel relevant and meaningful even if it's not tied directly to the main plot. You want them to feel like they matter, either by the player having made an impact or discovering or changing something. In other words, I don't want a sidequest to feel like it has been put in purely to be a sidequest. In Inquisition, things like gather the shards or kill ten rams or five bears or whatever were obviously just there to be filler content. You knew they weren't anything but a timesink. Whereas parts of ME1 done really well, like Feros and Noveria, had sidequests that felt important. Okay, in Feros it might just have been "turn five water filters on", on Noveria it was "deliver the package", so yes, they are essentially fetch quests too but the context they were presented in made them more immersive. Not to mention the fact we got proper cutscenes and interesting characters delivering them instead of 'zoomed-out questgiver #38'. Funnily enough, the one thing that did provide a disconnect in ME1 was the fact we were in a race against time to catch Saren but still had all this time to do side content. Doesn't Fifth Fleet Command know how busy we are?! But given that part of Andromeda's story is about exploration and discovery, this becomes less of a problem and in fact should help with how immersive the sidequests are. I just hope they get the attention they deserve.
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Post by Link"Guess"ski on Nov 13, 2016 14:16:10 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Here is what Flynn said: " To bring Mass Effect to more of an open world play style where players are not just moving down a very linear narrative, albeit a very highly polished linear narrative… But also giving players the chance to move in the direction they want to go much more openly, explore where they want to go too, and then the narrative keeps up… that’s been a real big learning point for us.”
That is good news: link: www.inquisitr.com/3511292/mass-effect-andromeda-ditches-linear-maps-in-favor-of-more-open-world-areas/
This is what DA:I was supposed to be to according to developers, and there are shimmers of that concept in it, but they overshot in many ways. The story was almost beside the player-freedom. The narrative framework was made so everything even dumb side-objectives somehow helped build the inquisition, but they never made the "Building the inquisition" and Skyhold pay off, though I'm sure that was the original intent to do so but maybe it got cut since David said there were big cuts made. But it was also in other areas where the narrative structure was bonkers. The story peaks in act 1 dramatically because it's the closest we get to a high-stakes, high-action point where the Inquisitior is really struggling and your inquisition is in danger of falling apart when you lose your grounding temporarily. And then there was the Breach. I thought the entire game would be hinging on closing this thing, but we put it into slumber early on and essentially hinder it from threatening us further and then replacing it with Coryphennus was kind of a downgrade. Aside from those things the narrative was also bonkers because main story focused too heavily on combat and levels and missions despite telling us the Inquisition also had diplomacy and spying. Where was that in the gameplay other than making cookie-clicker decisions on the War Table? Where was those ME1/DA:O moments where you dialogued your way out of a combat-encounter or persuaded a bad guy to drop their blade? I think many said Jaws of Hakkon showed most closely how the game was supposed to work at large, as well as the cut pre-alpha demo from 2013 that showcased meaningful choices and better environmental storytelling, but I still think it lacked those BioWare moments of using the dialogue in a meaningful way mechanically. For ME:A I just want the DA:I like open-world design where the story is more freely explorable to work so that building settlements on planets feels like it matters and in the final mission you're not railroaded into a pre-constructed story but instead it checks for the colonization effort flags in the game's variables; h ave you made 10 human colonies? Did you succesfully negotiate with the Asari Ark to make a multi-species colony on Planet X? Did you kill all thresher maws on Planet Y? And then those things actually show in the final mission that they matter in some way. Maybe the colonies you made help persuade some Kett bad guy that they can join you to defeat some looming Remnant threat or maybe allow you to inhabit a certain planet if you share it with them "now that all thresher maws are gone from that area" or something. IDK, just something more than "Launch final mission: Beat bad guy by default, credits". I did like the scenario of which Dragon you had with you created alterations in DA:I though. I just wanted something more than simply showing up in a random location where the bad guy is and then start fighting. Sometimes the story in DA:I was really loosely stitched together because it had to respect the non-linear exploration too much. The central plot was segregated and had a lot of really vague dialogue, because they had trouble accounting for the loose timeline i guess. There were also timeline problems where the inhabitants of The Hinterlands would keep going "Oh, look at the green rift in the sky!" but the Breach was nothing but a little blub after having closed it, and the dialogue was meant to reflect the threat of it when it poured out demons all the time. I also disliked how the main missions made time-skips. You launched a mission and show up right in the thick of the action most of the time with your Inquisition forces. I guess they tried to avoid the "repetitive environments" thing from DA2 but I wanted to go up the mountain a second time before closing the Breach instead of pressing X to close the Breach in a cutscene. Then there were also a lot of scenes that were never properly made, like discovering Conner in the Mages mission where you open a door and they go "NOOO, CONNOR!" and there's nothing in the room at all. And all the meat of the story had been written in text in various notes. It's as if they had already made the cutscenes, sometimes with placeholder dialogue and then had to account for all the unexplained things in text they had made in the final stages of production rather than iterating on the cutscenes. The pivot in the non-cinematic camera was unprofessionally moved next to nothing so turning the camera around put the characters completely out of focus, and the same when closing rifts; both main mechanics you'll see for several hours in total. There were just so many things in DA:I and too many of them didn't really live up to the ambition BioWare had set for them because there was simply too much I think, so hopefully Montreal with a bit of help from Edmonton and Austin and probably even more writers do what DA:I couldn't with Andromeda. I just really hope that happens so we can get a game that's actually great and not kinda so-so. TL;DR: Listing things that didn't work in DA:I that will probably return, and hopefully work as they should, in ME:A
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Post by Shinobu on Nov 13, 2016 14:21:35 GMT
I liked DAI well enough to play it for 140 hours (or was it 160?) but I haven't felt the need to play it again. Too many shards, resources to collect, jumping puzzles and time gated war table missions that felt like make work rather than role playing. And because I can't help but pick every single stupid elfroot I come across I really shot myself in the foot enjoyment wise. I'd rather have a 30 hour game of meaningful content like ME2 than a giant 160 hour game of running around sticking flags in stuff. Also, does this mean F-ING SPACE BEARS ARE CONFIRMED in Andromeda?
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Post by The Elder King on Nov 13, 2016 14:25:48 GMT
God, I hope not. I have tried to rerun DAI multiple times and I can't get back into it because of its poor story. Comparatively, I am on my 3rd death march playthrough on Witcher 3. It REALLY didn't help that DAI had atrocious PC loading times for even my hefty rig so it really took away from the exploration bit. But I do think, as BW has stated, they have learned lessons from DAI and I do think that they will fix their issues and make an even better game for us to moan about. It's the circle of life, simba. They said they're aware of them. Don't forget ME:A was well into development while DA:I shipped and people discovered things to criticise. If ME:A was designed from Inquisition's template from the outset, addressing the issue of DA:I's design will mean BioWare's had to retract or re-design aspects of Andromeda that were decided before in the last year or so. DAI was released in November 2014. The problems with the open worlds were clear from the start and were criticized for months. Even if they need some time to take them into account, it'd leave more then a year and half, at this day, to improve on DAI. That's without considering that DAI was their first open world approach for a while, with a new engine never used to make rpgs, and with oldgen limiting the development. They might've know already the open world they created wasn't perfect and decided to improve in Andromeda even before the game came out.
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Post by Link"Guess"ski on Nov 13, 2016 14:28:21 GMT
I played it 100% on the second playthrough and now that that's over with I'm never even attempting all those redundant side-missions again, and I actually enjoyed my third playthrough as a female elven mage more as I played it after the really generous patches they had made, to give us more customization and even casual wear all while only doing enough side-content that I could play the main mission and companion content and the few exploration areas I liked, like Crestwood and parts of the Dalish Elf areas. I also still really like the Haven part of the game. I just thought Haven was a much nicer hub, smaller too so I could easily go back and forth between points (thank god the Tempest is even smaller than Normandy!) and I always feel the game starts getting terrible after In Your Heart Shall Burn is over.
@the Elder King: It also depends on how BW Montreal tackles it because I'm sure that if Edmonton Dragon Age team makes their next game they'll try to improve upon what DA:I was in a good way, but this game is made by another team figuring out things at the same time as DA:I was getting made and they adopted each other's ideas across and ME:A has been on course for a while now since all the game-design frameworking is often done before the final stages of development (final stages being implementation and visual stuff).
I don't recall if DA:I had BW Austin on (the MMO part of BioWare) for the main game of Inquisition. They made them do all of The Descent DLC and it shows because that felt like it was SWTOR in DA:I but what if Austin were hired to write all the meaningless side-quest filler crap? That was one of the biggest problems with the open world aspect of the game; that side-quests were made without enough effort. It was non-cinematic for one and then it was mostly uncreative stories (which you can't even call them). "Boo hoo, my husband is missing. Find him!" over and over in every zone. The questgivers didn't have personality. You just approach them and they start telling you about their objectives - go do it and get some "POWER".
I don't like the open-world narrative approach if it just means more monetizing of the narrative. If they actually make the writers spend time writing some decent dialogue to each quest and maybe cut down on the amount of filler quests, then thumbs up.
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Post by Adhin on Nov 13, 2016 14:36:37 GMT
Oh I've put a stupid amount of time into DAI for sure lol. I complain or bring stuff up because I love BioWare games, simple as that. I think DAI also had a hell of a hurtle of designing for 'the new gen' (XB1/PS4) and spending a bunch of time getting Battlefields engine to play nice with an RPG. Then realizing, and hitting the hard reality that 360/PS3 just couldn't handle a bunch of there ideas (that's development for you -.-) and it just cuts into things. So many things they had in mind that ultimately got cut just because it couldn't work on the old systems. Shit that happened with Mass Effect 1. Anyone remember how armor was supposed to get damaged/dirty during missions and clean up when you got back to the Normandy (or the option to clean it on there)? Cause I sure as hell do, and I remember them sadly telling us they couldn't do it - not enough RAM. Hell the only reason you can't stow weapons in ME2/3 is because they added more animations in to combat (like jumping over cover) and it ultimately mean they didn't have room in the RAM (again, damn you ram, damn yooouu!) for the non-combat walk/run animations on missions lol. Ahh man so much of MEA feels like they looked back at the original ME1 dev documents and where just like 'man we can actually do all this shit now'. We got armor getting dirty finally guys. Dirty armor is happening, it's just taken 10 years.
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Post by The Elder King on Nov 13, 2016 14:43:53 GMT
Link"Guess"ski :both Edmonton and Montreal worked on the game from the start though, with the Edmonton one growing larger when DAI was finished. As for Austin, no, it didn't work on DAI main game. I recall saying almost all of Edmonton worked on it and was the biggest team working on a Bioware game (MEA surpassed it since it has a lot of devs on Edmonton, the whole Montreal team and the Austin team).
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Post by Link"Guess"ski on Nov 13, 2016 14:46:35 GMT
Whenever the Austin team is borrowed I get worried. I think they're terrible from having played the Descent DLC. Everything they make is literally MMO-design and the story of Descent was a lore-nerdery piece of rubbish where none of the Inquisition characters had any personality. All the new enemies had this static feel to them when you stunlocked them unlike the main game - it just felt like WoW or SWTOR to me.
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Post by The Elder King on Nov 13, 2016 14:48:06 GMT
In ME2 you could put back weapons and go on without them, I think. I recall it was a problem in ME3 and threads were made in prime BSN about it as a compared to ME3.
I do hope we aren't forced to walk and explore with weapons in our hands. And the dirt system is certainly welcomed. I hope it's not limited to sand but includes snow/rain. Maybe even effects in planets like the lava-dominant one in the first trailer?
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Post by The Elder King on Nov 13, 2016 14:50:26 GMT
Whenever the Austin team is borrowed I get worried. I think they're terrible from having played the Descent DLC. Everything they make is literally MMO-design and the story of Descent was a lore-nerdery piece of rubbish where none of the Inquisition characters had any personality. All the new enemies had this static feel to them when you stunlocked them unlike the main game - it just felt like WoW or SWTOR to me. I doubt they'd affect the game that much this time since they're not in full control of the game/dlc.
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Post by Link"Guess"ski on Nov 13, 2016 14:56:38 GMT
No but they're still probably only contributing with things done in their stupid MMO-like way Lead meeting: "Hey austin, can you build this planet map for us?" BW Austin: "Sure, here you go" *Map features areas filled with monsters obstructing your way so you have to fight to get through and* and it's just a time-sink map. Lead Meeting: "Hey Austin, can you make this monster for us?" BW Austin: "Sure, here you go". *Monster is a reskinned version of a Thresher maw except 10 times bigger and moving at 50% animation speed.
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Post by Adhin on Nov 13, 2016 14:58:42 GMT
In ME2 you could put back weapons and go on without them, I think. I recall it was a problem in ME3 and threads were made in prime BSN about it as a compared to ME3. I do hope we aren't forced to walk and explore with weapons in our hands. And the dirt system is certainly welcomed. I hope it's not limited to sand but includes snow/rain. Maybe even effects in planets like the lava-dominant one in the first trailer? Nah that was just ME1. ME2 and 3 both forced you to keep weapons out the entire time on missions. Anytime you went into a non-hostile area it had to 'load' (even if it was just a fade to black) to put the weapons away. ME2 was when they introduced A LOT of new stuff that caused that issue. Such as actual manually snapping to cover. I think they had cover to cover transition if you where close enough... I forget if they actually did or not. Anyway pretty sure they confirmed awhile ago on twitter we can stow weapons again like ME1. They got plenty of RAM now, they're not tied down to 512 anymore. Sides, hard to do an open world game if you can't walk around in explode more and then go into combat ready with drawing weapons cause a fight broke out. That'd just be weird. edit: Hah just remembered a silly example of ME2 'weapon out' mission. There was a side mission where you found some long lost ship that had crashed via scanning a planet. So you go down to find something, I think you go in solo to just explore the ship. Literally no enemies, no combat, but you still where forced to have your weapon out the whole time because the cover system only worked with the combat animations lol. So your full combat ready go mode, 'climbing' the ship by going into cover, then climbing over heh. Ahh man this is just one of many reason im looking forward to the dynamic cover system. Having to snap into cover just to climb something is dumb.
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Post by Link"Guess"ski on Nov 13, 2016 15:04:56 GMT
It was mostly the PS3 that caused them trouble. I think it has only 256 mb ram available for games xD
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