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Post by Deleted on Feb 26, 2017 23:23:24 GMT
According to Gamespot, MEA is a "newer more polished inquisition". Whelp. The one thing that I have not been able to get out of my mind is this: The Frostbite Engine. It is this new engine that gave us DAI. It's has been lauded for it's great graphics, and I believe it was chosen to allow combat to evolve to a faster, smoother experience, but DAI showed us it's limitations in the hands of Bioware. Bioware seemed to think they could do so much more with the engine, yet they did so much less. They sacrificed combat depth, diversity and tactics, ( and mostly player engagement) for speed. I have been recently playing Kingdoms of Amalur again and I can tell you that the combat in that game is exponentially far superior to the combat in DAI. I personally believe it is some of the best designed speed type combat of ANY RPG I have ever played. It's fast, its fun and it has reasonable diversity. No it is not deeply strategic but man it's fun. They managed to give us speed (like DAI wanted to) while keeping it fun and interesting. Again not deep at all but well designed with good skill trees. The combat in that game does not get old and is the primary reason to bother playing it at all. It was built in HAVOK an older engine that can stand up against Frostbite tooth and nail. Maybe not as graphically "OMG!" but a great engine nonetheless. I use this example only very narrowly in regards to speed over deep tactics, in how it can be done in a way that does not sacrifice sheer combat fun and allows for a fair, effective trade off over deep strategy. Now, I did not get tired of the combat in ME2 or ME3 it was fast and fun in a different way. It was built with Unreal 3. Then comes Frostbite and at least in the hands of Bioware, in DAI we get some of the most repetitive mind numbing combat I have ever been subject too, yeah combos are cool but they aren't enough to keep interest in that game for many of us, not all I understand. I am kinda of having a hard time articulating what I wish to get at, but the whole Frostbite thing and what Bioware did with it just feels like it bodes ill of ME:A. It's already clear that they are working hard to "streamline" combat. What they call streamline I call, having the game play itself rather than letting the player play the game. I WANT to set up combos! I want to do it. I don't want the game to do it for me! Do you? Am I in the minority here? If they can't make fast fun combat that can stand hours of game play like KOA, then they have to give us combat empowerment and choices. They want to remove our ability to play the game, with each DA iteration more and more the game was playing itself and it's got more boring. Active Human engagement and interaction, is what keeps it interesting. I understand that I am somewhat contradictory by using KOA as an example but again I limit that to strictly the ability to make fun, fast yet more passive combat not as a direct comparison to strategic play.. My verdict stays cautiously neutral until the product is at hand. What are you talking about? Battlefield and Battlefront are both on Frostbite as well, and they're first person shooters. The engine has nothing to do with... uh... DAI not being as "fun" as Kingdoms of Amalur. KOA is an entirely different game designed with an entirely different purpose in an entirely different way. The combat in KOA is different because it's a different game? Persona 5 is a turn-based JRPG, and it moves very quickly because of how navigating the UI works. What does speed have to do with tactics? Like, at all? What? Also, maybe this is just me, but Inquisition's combat is infinitely better than Origins'. Origins is arguably a better game, I would say, but the combat is atrocious. The reason the tagline for DAII was "Press a button and something happens" was because DAO was so prone to being unresponsive. You pressed the button, your character awkwardly shuffled around the field, then took another second or two for the ability to even activate, if it did at all. Sometimes the pathfinding would fuck up, and the character would just give up on the attack, and you'd have to re-initiate. DAI and DAII, on the other hand, are responsive. You "press a button and something happens". While I wish the game wasn't so streamlined, you're going to have a hard time convincing me that the combat in Origins was "better" considering how mind-numbing, repetitive, and tedious the combat system was. I love/hate the abilities in the old Mass Effect. I wouldn't mind seeing a refined system from the first game, but they just decided to go in a different direction. If it's fun, I really don't give a shit. It already looks to be almost objectively more in-depth than ME2 and 3. And ME2 is a great game, and a great Mass Effect. We'll just have to see how it plays. I really wish you'd stop bringing up KOA though. I'm really struggling to find the relevance. That would be like me saying that I wish ME was more like Metal Gear. I love Metal Gear. It still has nothing to do with ME.
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Post by simsimillia on Feb 26, 2017 23:55:33 GMT
The one thing that I have not been able to get out of my mind is this: The Frostbite Engine. It is this new engine that gave us DAI. It's has been lauded for it's great graphics, and I believe it was chosen to allow combat to evolve to a faster, smoother experience, but DAI showed us it's limitations in the hands of Bioware. Bioware seemed to think they could do so much more with the engine, yet they did so much less. They sacrificed combat depth, diversity and tactics, ( and mostly player engagement) for speed. I have been recently playing Kingdoms of Amalur again and I can tell you that the combat in that game is exponentially far superior to the combat in DAI. I personally believe it is some of the best designed speed type combat of ANY RPG I have ever played. It's fast, its fun and it has reasonable diversity. No it is not deeply strategic but man it's fun. They managed to give us speed (like DAI wanted to) while keeping it fun and interesting. Again not deep at all but well designed with good skill trees. The combat in that game does not get old and is the primary reason to bother playing it at all. It was built in HAVOK an older engine that can stand up against Frostbite tooth and nail. Maybe not as graphically "OMG!" but a great engine nonetheless. I use this example only very narrowly in regards to speed over deep tactics, in how it can be done in a way that does not sacrifice sheer combat fun and allows for a fair, effective trade off over deep strategy. Now, I did not get tired of the combat in ME2 or ME3 it was fast and fun in a different way. It was built with Unreal 3. Then comes Frostbite and at least in the hands of Bioware, in DAI we get some of the most repetitive mind numbing combat I have ever been subject too, yeah combos are cool but they aren't enough to keep interest in that game for many of us, not all I understand. I am kinda of having a hard time articulating what I wish to get at, but the whole Frostbite thing and what Bioware did with it just feels like it bodes ill of ME:A. It's already clear that they are working hard to "streamline" combat. What they call streamline I call, having the game play itself rather than letting the player play the game. I WANT to set up combos! I want to do it. I don't want the game to do it for me! Do you? Am I in the minority here? If they can't make fast fun combat that can stand hours of game play like KOA, then they have to give us combat empowerment and choices. They want to remove our ability to play the game, with each DA iteration more and more the game was playing itself and it's got more boring. Active Human engagement and interaction, is what keeps it interesting. I understand that I am somewhat contradictory by using KOA as an example but again I limit that to strictly the ability to make fun, fast yet more passive combat not as a direct comparison to strategic play.. My verdict stays cautiously neutral until the product is at hand. What are you talking about? Battlefield and Battlefront are both on Frostbite as well, and they're first person shooters. The engine has nothing to do with... uh... DAI not being as "fun" as Kingdoms of Amalur. KOA is an entirely different game designed with an entirely different purpose in an entirely different way. The combat in KOA is different because it's a different game? Persona 5 is a turn-based JRPG, and it moves very quickly because of how navigating the UI works. What does speed have to do with tactics? Like, at all? What? Also, maybe this is just me, but Inquisition's combat is infinitely better than Origins'. Origins is arguably a better game, I would say, but the combat is atrocious. The reason the tagline for DAII was "Press a button and something happens" was because DAO was so prone to being unresponsive. You pressed the button, your character awkwardly shuffled around the field, then took another second or two for the ability to even activate, if it did at all. Sometimes the pathfinding would fuck up, and the character would just give up on the attack, and you'd have to re-initiate. DAI and DAII, on the other hand, are responsive. You "press a button and something happens". While I wish the game wasn't so streamlined, you're going to have a hard time convincing me that the combat in Origins was "better" considering how mind-numbing, repetitive, and tedious the combat system was. I love/hate the abilities in the old Mass Effect. I wouldn't mind seeing a refined system from the first game, but they just decided to go in a different direction. If it's fun, I really don't give a shit. It already looks to be almost objectively more in-depth than ME2 and 3. And ME2 is a great game, and a great Mass Effect. We'll just have to see how it plays. I really wish you'd stop bringing up KOA though. I'm really struggling to find the relevance. That would be like me saying that I wish ME was more like Metal Gear. I love Metal Gear. It still has nothing to do with ME. omg, yes. I hear people sometimes praise DAO combat...but that was so bad. Input lag was atrocious. In combat movement was atrocious. Combat balance overall was bad (going with AAs and stacking sustainables was the way to go, with the exception of Mages). Much like ME1, DAO is dragged down by it's combat a lot. Anyway. I just finished a replay of Mass Effect and I gotta say, I hope Andromeda will have some of those pulpy trashy moments...like Saren turning into that Reaper-Husk thing or the Rachni (the side quest where you clear out that "Pitch Black" like world and then defend an outpost Star Ship troopers style, love it, despite the horrible combat)
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Post by Link"Guess"ski on Feb 27, 2017 2:50:03 GMT
Enemies everywhere! Go go go! Go go go! Enemies everwh-go go go! I will destroy you! I will I will destroy you! I will destr-go go go! Enemies everywhere! Watch out. "You look good Shepard. Maybe a little soft around the edges. How're you holding up since being relieved from duty?" "It's not so bad once you get used to the hot food and soft beds." "How do we stop them?" "We fight or we die!" "You can't help me" *SAD MUSIC* Tryhard: The game
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Post by Madflavor on Feb 27, 2017 3:03:26 GMT
Enemies everywhere! Go go go! Go go go! Enemies everwh-go go go! I will destroy you! I will I will destroy you! I will destr-go go go! Enemies everywhere! Watch out. "You look good Shepard. Maybe a little soft around the edges. How're you holding up since being relieved from duty?" "It's not so bad once you get used to the hot food and soft beds." "How do we stop them?" "We fight or we die!" "You can't help me" *SAD MUSIC* Tryhard: The game You and I can agree on one thing, ME3 was crap. It does have some redeeming qualities, the MP being the best part ironically, but the game was a betrayal in so many aspects. Which is why I think ME:A is practically a lock in for being better than ME3. Low bar or not, that's definitely a good thing.
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Post by simsimillia on Feb 27, 2017 3:08:31 GMT
Enemies everywhere! Go go go! Go go go! Enemies everwh-go go go! I will destroy you! I will I will destroy you! I will destr-go go go! Enemies everywhere! Watch out. "You look good Shepard. Maybe a little soft around the edges. How're you holding up since being relieved from duty?" "It's not so bad once you get used to the hot food and soft beds." "How do we stop them?" "We fight or we die!" "You can't help me" *SAD MUSIC* Tryhard: The game Honestly, I don't see how that's worse from some of the writing in ME or ME2...embrace the cheese! Another fun thing: With the Beacons in ME you get the exact same scene with Liara 3 times. (once when you recruit her, once when you get the cipher, once after Virmire) it's the exact same scene everytime.
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Post by Link"Guess"ski on Feb 27, 2017 3:34:04 GMT
Yeah, I hated that. I always recruit her after Feros and Noveria now.
ME2 had tryhard writing too, but it didn't take itself quite as seriously all the same. (notice how there's not as obviously sad music or "moments")
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Post by alanc9 on Feb 27, 2017 3:49:36 GMT
Would ME3 taking itself less seriously have even worked?
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Post by Deleted on Feb 27, 2017 4:04:18 GMT
Anyway. I just finished a replay of Mass Effect and I gotta say, I hope Andromeda will have some of those pulpy trashy moments...like Saren turning into that Reaper-Husk thing or the Rachni (the side quest where you clear out that "Pitch Black" like world and then defend an outpost Star Ship troopers style, love it, despite the horrible combat) I think I could honestly get over most of it if the character movement wasn't so frustratingly slow. It feels like you have to waddle towards enemies. Same, though. Just some corny B-movie sci-fi stuff.
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Post by Madflavor on Feb 27, 2017 4:18:37 GMT
Would ME3 taking itself less seriously have even worked? No. It needed to take itself seriously. The problem however was poor planning on the writers part. As much as I love Mass Effect 2, they did fuck themselves by abandoning the Reaper storyline. Had they spent ME2 developing the Reapers more, and a less contrived way to defeat them, there would've been more wiggle room for the writers in ME3. But as it stood, they wrote themselves into a corner. Then Casey Hudson had the supreme fucking stupidity to lock him and Mac in a room to write the ending, without any input from the rest of the team. Add to that, they only had two years to develop and complete the game thanks to EA. All these things were ingredients for a recipe for disaster. It was like moving the chess pieces to an inevitable failure. If you ask me, by abandoning the Reaper storyline in ME2 in the first palce, they had already failed. It was just an inevitability at that point, we just didn't know it at the time. Could ME3's writing had been saved from that point? I think that's debatable. But as soon as Casey and Mac locked themselves in that room, it was checkmate. There's a reason why as soon as we got close to ME3's release date, we started to see early damage control being set up. Remember Mac blogging "It's not about the destination, it's about the Journey." Or how about when they released a statement saying the ending might make some fans angry. I personally believe without a shred of doubt that they knew they fucked up, and as release date got closer, they started panicking. Even though the other ME3 writers took no part in writing the ending, it was a matter of time before they saw the ending start to get animated and designed in the game. It's likely as soon as the other writers saw what Mac and Casey had wrote, they basically went "Holy fucking shit...." which probably led to Mac getting anxious and go full damage control.
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Post by Deleted on Feb 27, 2017 4:35:47 GMT
Would ME3 taking itself less seriously have even worked? No. It needed to take itself seriously. The problem however was poor planning on the writers part. As much as I love Mass Effect 2, they did fuck themselves by abandoning the Reaper storyline. Had they spent ME2 developing the Reapers more, and a less contrived way to defeat them, there would've been more wiggle room for the writers in ME3. But as it stood, they wrote themselves into a corner. Then Casey Hudson had the supreme fucking stupidity to lock him and Mac in a room to write the ending, without any input from the rest of the team. Add to that, they only had two years to develop and complete the game thanks to EA. All these things were ingredients for a recipe for disaster. It was like moving the chess pieces to an inevitable failure. If you ask me, by abandoning the Reaper storyline in ME2 in the first palce, they had already failed. It was just an inevitability at that point, we just didn't know it at the time. Could ME3's writing had been saved from that point? I think that's debatable. But as soon as Casey and Mac locked themselves in that room, it was checkmate. There's a reason why as soon as we got close to ME3's release date, we started to see early damage control being set up. Remember Mac blogging "It's not about the destination, it's about the Journey." Or how about when they released a statement saying the ending might make some fans angry. I personally believe without a shred of doubt that they knew they fucked up, and as release date got closer, they started panicking. Even though the other ME3 writers took no part in writing the ending, it was a matter of time before they saw the ending start to get animated and designed in the game. It's likely as soon as the other writers saw what Mac and Casey had wrote, they basically went "Holy fucking shit...." which probably led to Mac getting anxious and go full damage control. While I do think a lot of the shortcomings in ME3 can be attributed to the lofty ambitions of ME2 (that succeeded), I don't think ME2 set them up for failure, exactly... They could have scaled back their expectations, rather than talking about 16 different endings. They could have focused on one, solid conclusion that had nothing to do with your choices, and it would've been better as long as it had been written well. Hell, a lot of people didn't even really know why the endings were bad. They just felt lied to because they didn't get as much choice as they were promised. I still remember arguing with people over the whole "a sad ending is automatically a bad one" idea that a lot of BSN users had. If I'm being honest, Refusal, if it had been the only ending, and it wasn't such a blatant middle finger, could've been more thematically appropriate and interesting than what we got. I can see a lot of people arguing the merit of a conclusion where everyone in the galaxy banned together for the first and only time, only to be defeated, and take the Reapers out with them. Maybe this isn't what everyone would consider a good ending, but I imagine the weight of seeing Liara's hologram would be all the more meaningful if they had won through their own cooperation, even if it was a martyr's victory. The legacy of Shepard and the Milky Way who fought as one united force with everything they had would be an extremely awe inspiring and hopeful message to conclude on, while still being extremely bittersweet. That's my take, anyway. I would've rather that had happened than some contrived happy ending or starkid Deus Ex Machina, anyway. It might not be the best idea, but the reason I use that as an example is because it could still remain relatively true to the bittersweet ending of sacrifice they clearly wanted. And being only one possible outcome, it would free up a lot of dev time to making the rest of the game less lazy.
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Post by Iakus on Feb 27, 2017 16:27:07 GMT
Would ME3 taking itself less seriously have even worked? There's seriously, then there's angsty
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Post by SofNascimento on Feb 27, 2017 17:04:16 GMT
The AI is hilariously bad in ME1 and it's the best game in the series. That's an interesting point. ME1 is by far the game in the trilogy which has the most obivous and objective flaws. The AI as yourself mentioned is among those problems, it's plain broken. Yet a significant minority still thinks it's the best in the series. We can conclude then that for many people MEA do not need good AI. Indeed, it doesn't even need good combat.
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Post by Deleted on Feb 27, 2017 17:06:11 GMT
Same, though. Just some corny B-movie sci-fi stuff. Precisely. Mainstream games haven't even approximated 'good TV'-quality writing yet, so it's best to keep expectations low, and have a tongue-in-cheek attitude to story in general.
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Post by Iakus on Feb 27, 2017 17:18:11 GMT
The AI is hilariously bad in ME1 and it's the best game in the series. That's an interesting point. ME1 is by far the game in the trilogy which has the most obivous and objective flaws. The AI as yourself mentioned is among those problems, it's plain broken. Yet a significant minority still thinks it's the best in the series. We can conclude then that for many people MEA do not need good AI. Indeed, it doesn't even need good combat. Well, Mass Effect didn't experience unprecedented backlash for cr*ppy shooting mechanics, that's for sure
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Post by simsimillia on Feb 27, 2017 17:55:41 GMT
Yeah, I hated that. I always recruit her after Feros and Noveria now. ME2 had tryhard writing too, but it didn't take itself quite as seriously all the same. (notice how there's not as obviously sad music or "moments") The Mass Effect 2 Intro takes itself very seriously and I think it's one of the best intros I ever played. Essentially it's just an extended playable cutscene and it's miles better than the beginning of ME3 that for some reason had the need to tack on a basic tutorial to that pivotal moment in the trilogy. Ugh...Mass Effect 3 has so much wasted potential.
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Post by Cirvante on Feb 27, 2017 18:51:23 GMT
The AI is hilariously bad in ME1 and it's the best game in the series. That's an interesting point. ME1 is by far the game in the trilogy which has the most obivous and objective flaws. The AI as yourself mentioned is among those problems, it's plain broken. Yet a significant minority still thinks it's the best in the series. We can conclude then that for many people MEA do not need good AI. Indeed, it doesn't even need good combat. Make adepts great again.
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Post by fiannawolf on Feb 27, 2017 18:54:49 GMT
That's an interesting point. ME1 is by far the game in the trilogy which has the most obivous and objective flaws. The AI as yourself mentioned is among those problems, it's plain broken. Yet a significant minority still thinks it's the best in the series. We can conclude then that for many people MEA do not need good AI. Indeed, it doesn't even need good combat. Make adepts great again. I gotta admit, I want to throw them around likes sacks of potatoes again. That was the best part of biotics in ME1. Up up and away! Weeee!
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Post by admiralbonetopickmk2 on Feb 27, 2017 21:14:36 GMT
My skepticism comes from the fact that everything ive seen, read and heard leaves me getting a DA:Inquisition vibe from all this.. and that's not a good thng. All i want is for ME:Andromeda to be like Mass Effect 2(the best, the pinnicle of the series and one of the greatest games ever made imo. In terms of world building, how lived in the the universe feels, the side quests, atmosphere and characters its by far easily the best. The last good game Bioware made) on steroids. But something tells me that wont be the case. Tbh the Bioware of old no longer exists anyway, i think this current iteration of Bioware(who are essentially an entirely new company. They have nothing in common with the Bioware of old cept the name) are not capable of actually making a game like Mass Effect 2 or KOTOR. That Bioware died along, long time ago.
I hope im prooven wrong though. I really hope im wrong.
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Post by cloud9 on Feb 27, 2017 21:19:19 GMT
My skepticism comes from the fact that everything ive seen and heard leaves me getting a DA:Inquisition vibe from all this.. and that's not a good thng. All i want is for ME:Andromeda to be like Mass Effect 2(the best, the pinnicle of the series and one of the greatest games ever made imo. In terms of world building, how lived in the the universe feels, the side quests, atmosphere and characters its by far easily the best. The last good game Bioware made) on steroids. But something tells me that wont be the case. Tbh the Bioware of old no longer exists anyway, i think this current iteration of Bioware(who are essentially an entirely new company. They have nothing in common with the Bioware of old cept the name) are not capable of actually making a game like Mass Effect 2 or KOTOR. That Bioware died along, long time ago. I hope im prooven wrong though. I really hope im wrong. You would think that BioWare would learn from their mistakes and starting doing better like everyone else but it seems that they rather appease EA for focusing on marketing and remaining stagnant on every game they make. All those 5 years wasted by making the next game look like Inquisition in space it's no wonder that people left the company to work with someone else.
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Post by alanc9 on Feb 27, 2017 22:10:44 GMT
That's silly. DAI wasn't much like previous Bio games. Like it, don't like it, but they weren't just doing the same thing over and over. And while ME:A will be, maybe, a bit like DAI in some aspects, it'll be far different in others.
And "appease EA by focusing on marketing " is just gibberish.
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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 Feb 27, 2017 22:23:46 GMT
That's silly. DAI wasn't much like previous Bio games. Like it, don't like it, but they weren't just doing the same thing over and over. And while ME:A will be, maybe, a bit like DAI in some aspects, it'll be far different in others. And "appease EA by focusing on marketing " is just gibberish. Actually, I think DAI was an attempt to return to a more Baldur's Gate-like setting. Enormous zones to wander around and quest in rather than narrow corridors to follow the linear quest path. I freely admit that they didn't entirely succeed at it here. Side quests were very hit and miss. With more misses than hits. But the effort was certainly made.
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peabuddie
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate
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You did good, kid.
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peabuddie
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate
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Post by peabuddie on Feb 27, 2017 22:33:51 GMT
What are you talking about? Battlefield and Battlefront are both on Frostbite as well, and they're first person shooters. The engine has nothing to do with... uh... DAI not being as "fun" as Kingdoms of Amalur. KOA is an entirely different game designed with an entirely different purpose in an entirely different way. The combat in KOA is different because it's a different game? Persona 5 is a turn-based JRPG, and it moves very quickly because of how navigating the UI works. What does speed have to do with tactics? Like, at all? What? Also, maybe this is just me, but Inquisition's combat is infinitely better than Origins'. Origins is arguably a better game, I would say, but the combat is atrocious. The reason the tagline for DAII was "Press a button and something happens" was because DAO was so prone to being unresponsive. You pressed the button, your character awkwardly shuffled around the field, then took another second or two for the ability to even activate, if it did at all. Sometimes the pathfinding would fuck up, and the character would just give up on the attack, and you'd have to re-initiate. DAI and DAII, on the other hand, are responsive. You "press a button and something happens". While I wish the game wasn't so streamlined, you're going to have a hard time convincing me that the combat in Origins was "better" considering how mind-numbing, repetitive, and tedious the combat system was. I love/hate the abilities in the old Mass Effect. I wouldn't mind seeing a refined system from the first game, but they just decided to go in a different direction. If it's fun, I really don't give a shit. It already looks to be almost objectively more in-depth than ME2 and 3. And ME2 is a great game, and a great Mass Effect. We'll just have to see how it plays. I really wish you'd stop bringing up KOA though. I'm really struggling to find the relevance. That would be like me saying that I wish ME was more like Metal Gear. I love Metal Gear. It still has nothing to do with ME. omg, yes. I hear people sometimes praise DAO combat...but that was so bad. Input lag was atrocious. In combat movement was atrocious. Combat balance overall was bad (going with AAs and stacking sustainables was the way to go, with the exception of Mages). Much like ME1, DAO is dragged down by it's combat a lot. Anyway. I just finished a replay of Mass Effect and I gotta say, I hope Andromeda will have some of those pulpy trashy moments...like Saren turning into that Reaper-Husk thing or the Rachni (the side quest where you clear out that "Pitch Black" like world and then defend an outpost Star Ship troopers style, love it, despite the horrible combat) Admittedly I don't play FPS's anymore ( I never liked them as much as third persons) so I haven't played Battlefield much (some but not much) I've brought up KOA simply because I've been playing it and while playing it have been meditating about ME:A and DA: I and comparing combat between DAI and KOA. I had no idea that some random person in the universe would be irritated that I "keep bringing it up" Who knew? But point taken about engine I guess, maybe, but engine DOES determine what can and cannot be done and Battlefield is an FPS which cannot be compared to TPS. Completely different kinds of gameplay. In any case I agree with you more than disagree with you.
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alanc9
Old Scientist Contrarian
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alanc9
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Post by alanc9 on Feb 27, 2017 22:33:57 GMT
I guess DAI resembles BG1, yeah. Still, resurrecting a design approach they gave up on 17 years ago isn't exactly repeating themselves.
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Iakus
N7
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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iakus
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 Feb 27, 2017 22:36:13 GMT
I guess so. Still, resurrecting a design approach they gave up on 17 years ago isn't exactly repeating the,selves. Hey I'd prefer to think of it as "getting back to their roots" and seeing what they can do with a AAA budget. It's actually a small ray of hope I have for Bioware's future.
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Post by Deleted on Feb 28, 2017 0:59:29 GMT
Enemies everywhere! Go go go! Go go go! Enemies everwh-go go go! I will destroy you! I will I will destroy you! I will destr-go go go! Enemies everywhere! Watch out. "You look good Shepard. Maybe a little soft around the edges. How're you holding up since being relieved from duty?" "It's not so bad once you get used to the hot food and soft beds.""How do we stop them?" "We fight or we die!" "You can't help me" *SAD MUSIC* Tryhard: The game I liked this exchange, actually. Wasn't really what I'd call "try hard", anyway.
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