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Post by Hanako Ikezawa on Sept 8, 2016 19:45:10 GMT
Either way, the game loses. Not really. It depends on the execution, and what will happen to the sibling, at least for me. Fine, let me try this: Either way, I lose. Better? True that. And don't forget that we have Bethany/Carver as a precedent. Honestly, if someone in the family doesn't die by the end of the first act, I'll be shocked. No bet, Hungr, no bet. Now what I would put money on is whether there is a major story choice where you have decide whether sibling or father dies. Shades of Hawke/Warden! Again, I'll be shocked if they don't do this. Because both are absolutely terrible.
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Post by Deleted on Sept 8, 2016 19:46:24 GMT
geez, dude. tell us how you really feel.
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Post by Sartoz on Sept 8, 2016 19:47:42 GMT
I'll need to consult some more techy friends about that. Though I think my old PC being a laptop limits my options. <<<<<<<<<<(0)>>>>>>>>>> I thought you meant a desktop PC. For a laptop, you have very few choices, very few. I'd go for another laptop, if that's what you're into .
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Post by Heimdall on Sept 8, 2016 19:50:21 GMT
I'll need to consult some more techy friends about that. Though I think my old PC being a laptop limits my options. <<<<<<<<<<(0)>>>>>>>>>> I thought you meant a desktop PC. For a laptop, you have very few choices, very few. I'd go for another laptop, if that's what you're into . Having a laptop was okay while I was in college. Now, well, I'm considering my options.
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Post by Sartoz on Sept 8, 2016 19:58:31 GMT
Michael Gamble @gamblemike Spent the morning reviewing romances. The funniest and most awkward of all reviews.#shouldthatbepurple <<<<<<<<<<(0)>>>>>>>>>> The funniest. I hope it's between Ryder and the Helius cluster alien LI. This makes some sense, as I anticipate it's because of cultural differences. Aveline's romance pursuit of Donnic was funny. Here, the writer(s) took advantage of different romance approach traditions, which to the "sophisticated" was hilarious.
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Post by Hrungr on Sept 8, 2016 20:00:42 GMT
Jeff Theriault fieldflux An internal team here is using pokemon names as version names for a tool. This makes me super happy.
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Post by PapaCharlie9 on Sept 8, 2016 20:09:40 GMT
Full roster of squadmates CONFIRMED!For those too young to remember Lost In Space, that picture is the cast from a TV show that ran from 1965-1968 in the US, about a family lost in space. Supposed to be a take on The Swiss Family Robinson, but with robots. Famous for the meme, "Danger, Will Robinson!" Pretty much the only reason to watch the show was for the running gag between Dr. Smith (the one I marked Fen'Harel) and the robot insulting each other. Classic TV! A compilation of insults is in the spoiler below.
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Post by shechinah on Sept 8, 2016 20:15:58 GMT
<<<<<<<<<<(0)>>>>>>>>>> The funniest. I hope it's between Ryder and the Helius cluster alien LI. This makes some sense, as I anticipate it's because of cultural differences. Aveline's romance pursuit of Donnic was funny. Here, the writer(s) took advantage of different romance approach traditions, which to the "sophisticated" was hilarious. Oh, I want cultural differences and ohhh, I want a romance with an Andromeda alien.
I've love cultural differences and felt that the games had a bit of trouble with it. I felt there was a balance in Mass Effect 2 between Garrus and Shepard where it was a relationship between people from two races that hadn't really interacted romantically before and so there wasn't any precedents to learn from. An alien romance can be a neat way of learning about the alien's culture through like their courting customs and gestures of affection. I felt this balance was more or less lost in Mass Effect 3 where I enjoyed the relationship but felt it lost the alien aspect of it. I was hoping to see turian gestures of affection alongside human gestures of affection.
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Post by Hrungr on Sept 8, 2016 20:16:01 GMT
Because both are absolutely terrible. True... though BioWare does have something of a longstanding tradition of killing off your family members. I'd say, just assume one or both will meet an... unfortunate end. And be pleasantly surprised if they don't. (Honestly, be happy if you can save one. )
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Post by Hanako Ikezawa on Sept 8, 2016 20:36:46 GMT
Because both are absolutely terrible. True... though BioWare does have something of a longstanding tradition of killing off your family members. I'd say, just assume one or both will meet an... unfortunate end. And be pleasantly surprised if they don't. (Honestly, be happy if you can save one. )
I know they have that tradition. That's one reason why I was hoping we wouldn't have family super involved in the game, but now since they are it's all but certain 'our' character will be forced to feel and be a certain way and that we are going to have forced drama like this.
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Post by BevH on Sept 8, 2016 20:38:22 GMT
Because both are absolutely terrible. True... though BioWare does have something of a longstanding tradition of killing off your family members. I'd say, just assume one or both will meet an... unfortunate end. And be pleasantly surprised if they don't. (Honestly, be happy if you can save one. )
We do know that Fergus Cousland survived...
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Post by Hrungr on Sept 8, 2016 20:43:29 GMT
True... though BioWare does have something of a longstanding tradition of killing off your family members. I'd say, just assume one or both will meet an... unfortunate end. And be pleasantly surprised if they don't. (Honestly, be happy if you can save one. )
We do know that Fergus Cousland survived... 1/5... I don't know if BioWare was being generous there or cruel.
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Post by LFS on Sept 8, 2016 20:45:52 GMT
1/5... I don't know if BioWare was being generous there or cruel. Generous! Oren got to see a sword up close, just like daddy promised... Nope, still too soon.
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Post by shechinah on Sept 8, 2016 20:51:52 GMT
True... though BioWare does have something of a longstanding tradition of killing off your family members. I'd say, just assume one or both will meet an... unfortunate end. And be pleasantly surprised if they don't. (Honestly, be happy if you can save one. )
We do know that Fergus Cousland survived...
He knew his chances and hid throughout most of the game because he knew Bioware wasn't going to rest until they'd killed the entire family. Even then he only narrowly escaped death because of the Chasind who saved him and shielded him from Bioware's always waiting scythe that hungered for the blood of main cast' relatives. He only emerged at the epilogue because he knew it was safe.
Why'd you think we didn't see Hannah Shepard much? She was waging her battle for survival against Bioware: she knew they were coming for her after she heard what they'd done to Mindoir. You don't even want to know what happened to the parents of Earthborn Shepard.
Kalah's drinking and mixed feelings towards her children are because she knows the moment her child became a would-be protagonist, her life hung in the balance. She loves them but hates the sight of them because of it.
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Post by shechinah on Sept 8, 2016 21:00:18 GMT
Hawke's family only lasted so long because Malcolm used magic to hide Hawke's status as a protagonist but when he died, it couldn't be kept a secret anymore.
The Inquisitor's parents never had much of a presence or an on-sceen appearance because they didn't want to risk drawing attention to themselves that could lead to their locations being revealed. They were the most successful of parents thanks to Fergus and Kalah forming an underground organization dedicated to saving those whose children ran the risk of becoming main characters. They are the unsung heroes.
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Post by BevH on Sept 8, 2016 21:52:24 GMT
We do know that Fergus Cousland survived... 1/5... I don't know if BioWare was being generous there or cruel. Despite the departure of David Gaider from BioWare, we know for a fact that the devs exist on fan tears. I think maybe their well is running dry... In other words, I don't know about cruel, but evil definitely comes to mind.
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Post by Hrungr on Sept 8, 2016 21:58:36 GMT
1/5... I don't know if BioWare was being generous there or cruel. Despite the departure of David Gaider from BioWare, we know for a fact that the devs exist on fan tears. I think maybe their well is running dry... I've always wondered how Aaryn Flynn stays so young...
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Post by Roxy on Sept 8, 2016 22:01:35 GMT
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Post by Hrungr on Sept 8, 2016 22:43:52 GMT
Jos @sjosz Man, sometimes I wish we recorded the conversations we have to tackle problems and make things more interesting in missions I work on.
Jos @sjosz My writer and I just thought of a really neat little thing that should help reinforce several things that are important to the narrative.
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Post by PapaCharlie9 on Sept 8, 2016 22:48:35 GMT
Jos @sjosz Man, sometimes I wish we recorded the conversations we have to tackle problems and make things more interesting in missions I work on. Really? They must have much more entertaining "problem solving" discussions than in my experience. Mine (mobile apps, not gaming) usually go like this: Monday PM: "Is it fixed?" Eng: "No, we need another day." Tuesday PM: "Is it fixed?" Eng: "No, we need another day." (Repeat ad infinitum) Or, it's along the lines of, "Well, it's not our fault, it's <insert third party dependency>'s fault. Tell them to fix it. It's out of our hands."
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Post by Hrungr on Sept 8, 2016 23:00:01 GMT
Jos @sjosz Man, sometimes I wish we recorded the conversations we have to tackle problems and make things more interesting in missions I work on. Jos @sjoszMy writer and I just thought of a really neat little thing that should help reinforce several things that are important to the narrative. Jos @sjoszIt also speaks to the fluid nature of game development. Some things that get designed a certain way at the start could change drastically. Jos @sjoszA for instance: One area of one of my missions was conceived and built largely for an intense combat, and was initially built towards that. Jos @sjosz However, as the narrative needs of disseminating information to the player at the right pace evolved, so did this space. Jos @sjosz To the point where now there is combat, but it's there to tell a beat in narrative, while leaving space to explore and do more storytelling. Jos @sjosz It's not done until it's done, and when it's done it's changed to meet the changes and needs of the narrative. Many, many iterations. Jos @sjosz If you take a level/mission/content and put the first build of it and the final version next to each other, they're often incomparable.
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Post by shechinah on Sept 8, 2016 23:07:47 GMT
I would love to see recordings of stuff like that!
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Post by joshendriks on Sept 8, 2016 23:21:02 GMT
Jos @sjosz Man, sometimes I wish we recorded the conversations we have to tackle problems and make things more interesting in missions I work on. Really? They must have much more entertaining "problem solving" discussions than in my experience. Mine (mobile apps, not gaming) usually go like this: Monday PM: "Is it fixed?" Eng: "No, we need another day." Tuesday PM: "Is it fixed?" Eng: "No, we need another day." (Repeat ad infinitum) Or, it's along the lines of, "Well, it's not our fault, it's <insert third party dependency>'s fault. Tell them to fix it. It's out of our hands." It's not really a case of fixing something so that it works, it's fixing something in the sense that the information we want to give you is given in a clear way, and informs both the narrative and what you're doing.
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Post by Hrungr on Sept 9, 2016 1:13:30 GMT
Ian S. Frazier @tibermoon Man, it's crazy just how much of a difference a solid audio pass on a mission makes on the player experience. Night and day. #space
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Post by PapaCharlie9 on Sept 9, 2016 1:49:54 GMT
Really? They must have much more entertaining "problem solving" discussions than in my experience. Mine (mobile apps, not gaming) usually go like this: Monday PM: "Is it fixed?" Eng: "No, we need another day." Tuesday PM: "Is it fixed?" Eng: "No, we need another day." (Repeat ad infinitum) Or, it's along the lines of, "Well, it's not our fault, it's <insert third party dependency>'s fault. Tell them to fix it. It's out of our hands." It's not really a case of fixing something so that it works, it's fixing something in the sense that the information we want to give you is given in a clear way, and informs both the narrative and what you're doing. I'm envious. A lot of times the problems I have to solve at work are so far removed from informing or helping people that it's easy to forget how great it is make that sort of improvement. Your interaction with your writer sounds awesome. I can't wait to experience the final version of your level!
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