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Post by Deleted on Mar 2, 2017 4:41:25 GMT
In the 17 minutes gameplay footage from IGN, we had the opportunity to take a peek at the enemy design.
The approach is identical to DAI. Horde upon horde of generic enemies with no personality, which is the general approach used by most Hack n' Slash games (and MMOs). This isn't always bad, but time has proven that most people prefer a much more robust enemy design in action RPGs (Dark Souls, Bloodborne, Horizon Zero Dawn, etc..) which provides far more incentive to invest yourself into the combat and learn the ins and outs.
Here are some notes I wrote about the various enemies in the 17-minutes footage:
Observer - Flying drone with one move. Shoots its laser, or doesn't. Breacher - Flying drone with one move. Attempts to come close to land a melee attack. Assembler - Walking turret with two moves. First move is to fire the turret. Second move is to jump. Destroyer - Multi-target mech (Body + turret). Has three moves: Jump, shoot from turret, and shoot a charged laser from its core. Turret can be destroyed. Explodes on death. Nullifier - Tanky mech that projects a translucent, honey-combed shield infront of himself. Only has one move: Aims for 2 seconds then shoots. Raider - Asari mook. Has two moves: shoot and throw grenade. Sharpshooter - Asari mook. Has a long range sniper rifle.
When you compare this type of (frankly) basic enemy design to say, the enemies in Horizon: Zero Dawn, it becomes very clear that it falls short. Most enemies have one, maybe two moves in their moveset, a single weakpoint (the head) in most cases, and the game manages its difficulty by throwing hordes of those at you. Most importantly, the tactical gameplay is also greatly diminished. The learning curve to counter the enemy is slim to none. Aim for the head, learn its elemental weakness and apply crowd control when overwhelmed. This is, in a sense, a replica of Dragon Age: Inquisition in space.
In most games where the player has an enormous array of gameplay choices, builds and mobility, developers also spend time to include great enemy design to fight against. It's sad to see that three years after DAI's release, BioWare still hasn't figured out what makes combat good.
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Post by Xerxes52 on Mar 2, 2017 4:45:12 GMT
Greetings, Wavebend.
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Post by Cirvante on Mar 2, 2017 4:51:38 GMT
Pretty much the same as ME3MP then.
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Post by Deleted on Mar 2, 2017 4:53:11 GMT
Pretty much the same as ME3MP then. I was going to post "inb4 older MEs did this" but you beat me to it.
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Post by Cirvante on Mar 2, 2017 5:04:50 GMT
Pretty much the same as ME3MP then. I was going to post "inb4 older MEs did this" but you beat me to it. I'd rather compare a horde mode TPS to another horde mode TPS than to a dungeon crawler.
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Post by kingjuly on Mar 2, 2017 5:08:52 GMT
I don't think I can really take you seriously. You haven't posted a single positive thing about this game unless you were called out for being a troll. Its like that's your defence mechanism. Whatever, its not going to diminish my enjoyment of the game so I might as well attempt to put this into perspective.
Horizon Zero Dawn tends to have creatures that are designed to (usually) operate alone or in groups of a single type (herds of the same 'animal' so to speak). This means that each type needs to be able to fulfil various criteria in order to keep the player engaged in combat.
Dark Souls is a hardcore style game that is almost entirely built on the enemy design. As such, its pretty obvious there's a giant focus on having different enemies capable of different things. Otherwise nobody would really care all that much about the game. Also remember that the game focuses heavily on attack patterns.
Bloodborne is pretty much the same as that ^
Mass Effect Andromeda, like previous installments, does not need a single enemy type to fulfil multiple roles nor is the game entirely propped up by its enemy design (among the fact that it isnt designed as a hardcore melee oriented experience). In fact, the enemy design is done in such a way that you get multiple enemies of the roughly same visual appearance (species or such) but with a focus on a specific type of combat (snipers, grenadiers, assault, support, etc). They do this because the idea is that the enemy will fight you as a group and thus will be stronger as a whole rather than as individuals. (granted there are some exceptions when it comes to the tougher enemy types) This promotes the idea of picking your targets, especially on higher difficulties. That isn't bad design.
Notice how there are different design philosophies at play here? Each game requiring a different approach? Yeah, so you really shouldn't compare games that are obviously different in their approach. If you want to compare, at least try a bit harder to find a game that more closely resembles the Mass Effect experience. (No, Inquisition does not count because it is not a shooter nor does it rely on any kind of cover mechanic)
[Keep in mind that, as the developers have said, difficulty plays into how the AI reacts. We saw the game played on narrative difficulty and on normal difficulty. We haven't seen any of the higher difficulties yet.]
Edit: Got a bit salty, removed profanity. Blah blah blah
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Post by KaiserShep on Mar 2, 2017 5:11:44 GMT
Pretty much the same as ME3MP then. It had a decent variety though. Phantoms, brutes, banshees and ravagers were some of the more interesting pains in my ass there.
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Post by Link"Guess"ski on Mar 2, 2017 5:23:43 GMT
A lot of my issues with the enemy design seen so far is the art to be honest. In general a lot of the lack of "wow-factor" here comes from how you can tell the Montreal leads in the art department aren't as strong. I've worked on a game myself in 2016 with 5 guys and one of 'em was an art dude, and his art actually reminds me of some of the concept design seen in Andromeda in that... it looked detailed, but it was lacking some kind of pop or something that instantly made you go "ooh, that looks great!". It wasn't ugly, it just didn't look that inspired. There's something in general with the armors and exteriors I've noticed. It looks kinda generic.
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Post by stealthfox94 on Mar 2, 2017 5:25:17 GMT
Again I ask, why do people who only have negative things to say keep coming here?
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Atemporal Vanguardian-Debugger
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Post by Atemporal Vanguardian-Debugger on Mar 2, 2017 5:27:42 GMT
From what we saw of P.B's Loyalty mission -the Remnant do seem one dimensional. However you forget: 1. They are some sort of programmed intelligence that seem to be blank slates to start with. 2. They seem to only be programmed to attack if we become hostile toward their sanctums. 3. They may attack as you say weakly -UNLESS during battle -something takes overriding control of their programming: Harbinger-Collector General). Thus making the one-sided nature of the Remnant attack more complex -something we were not shown for remember the mission was shown edited and had spoilers removed. 4. If what you say is true of these Remnant -to me that is ok. For you see: the KHETT ARE THE MAIN ENEMIES in ME:A so as long as they are more complex
there is no harm no foul.
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Post by Link"Guess"ski on Mar 2, 2017 5:35:40 GMT
Anything to downplay the Remnants as some retread of the Protheans/Reapers would be nice, so I'm fine if they're just sort of there to serve as an excuse for why we have "Not-Mass Effect" in Andromeda
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Post by theflyingzamboni on Mar 2, 2017 6:00:27 GMT
As much as I hate to agree with the constantly pessimistic semi-troll... he's right. Out of all the trailers, I have not seen a single interesting enemy design, other than maybe (we can't see much) the Archon. The Khett don't look like their design is even finished. If you look at drawings of OT ME aliens in the early concepting stages, the Khett look like that. They're just not especially visually distinctive or interesting. And these Remnant drones... oof. My first thought when watching the video was that they reminded me of the sorts of robots you draw when you're in middle school: lots of patterns and flashy lights and stuff, but overall just shapes mushed together. The Assemblers are walkers like we've seen since Star Wars, The Observers are just floating things with parts sticking out, and the Destroyer looks straight up stupid with its stubby legs and bulbous top. I reeeaaally don't want to be coming down this hard on the enemy design, I don't want to come off like another grouchy sourpuss. I want to like this game, and the combat looks pretty f'ing fun to me, but there is just nothing good that can be said about these enemy designs we've seen. Bland, bland, bland. Nothing with that 'pop' that makes an design become iconic. This and the (unless they've somehow made astronomical improvements since the preview build) bad cutscene/facial animations won't stop me from enjoying the game if the gameplay is fun and the story and characters are engaging, but it will definitely shave a couple points off. There comes a point when you have to stop saying "It's fine because that's not developer's focus" and admit when some aspects of a game just aren't well done. It's okay, we can still like it if it isn't perfect. EDIT: Should have read the OP's post more carefully, I thought he was talking about visual design. I'm withholding judgment on enemy AI personally, but this post still stands. Maybe it will expand the conversation to other aspects of design.
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Post by blueasari on Mar 2, 2017 6:02:57 GMT
Again I ask, why do people who only have negative things to say keep coming here? Their lives are probably miserable, so they like to try and spread their hate and misery onto others who look forward to the game.
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Post by Revan Reborn on Mar 2, 2017 6:05:48 GMT
"The sky is falling! The sky is falling! Dutch, lets say it together!" *Shameless pandering to Horizon Zero Dawn* *Obligatory "DAI in space" comment* Well, that was surely worth my time...
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Post by VanSinn on Mar 2, 2017 6:13:09 GMT
I know that I've said similar types of things in other threads, but I think it bears repeating.
I honestly don't know if the finished game will be substantially better, but this WAS a pre-release build. Sometimes, complex behaviors like enemy and squad AI can foul up when you least expect them to, and if some of the "polishing" that has been mentioned by the devs included AI behavior trees, we could simply be seeing a simplified AI so that the enemies and squad actually do stuff during the gameplay. A media build like this one was is generally frozen at a certain point where it's (mostly) very playable, but improvements are being made in the "development" branch of the game that won't be shown, since they're outside of the frozen build.
That being said, there's no way to know how much enemy and squad AI's have been improved since the media build was frozen. It may be some, it may be alot, but I've got a sneaking suspicion that we're gonna see at least some improvements when the release version is in our grubby little hands.
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Post by Deleted on Mar 2, 2017 6:13:44 GMT
I was going to post "inb4 older MEs did this" but you beat me to it. I'd rather compare a horde mode TPS to another horde mode TPS than to a dungeon crawler. Fair point Notice how there are different design philosophies at play here? Each game requiring a different approach? Yeah, so you really shouldn't compare games that are obviously different in their approach. If you want to compare, at least try a bit harder to find a game that more closely resembles the Mass Effect experience. (No, Inquisition does not count because it is not a shooter nor does it rely on any kind of cover mechanic) [Keep in mind that, as the developers have said, difficulty plays into how the AI reacts. We saw the game played on narrative difficulty and on normal difficulty. We haven't seen any of the higher difficulties yet.] So you're gonna defend the fact that most enemies only have a single move in their moveset. I can tell you've never played DAIMP on Heartbreaker mode. But you'll argue that it doesn't apply, which is a fair point. There's always The Division which does alright so I'll use that. - One of the points I've made in OP was that with great mobility/dodging/hovering (hence more gameplay choices), you definitely have room to ramp up the enemy design by giving each enemy a bigger moveset. To give you an understanding of this, say you have a bunch of mooks (like the Breacher from the 17-minute footage), and they casually fire their laser / try to come close to you once in a while. In past games, you'd have been limited by your movement speed, more balanced with how much you have control over the enemies and vice versa. Just like the slow movement speed in DAI while in combat. Now you can fly around them / dodge them / kite them to infinity like an overpowered space ninja. Does it really make sense to leave them with one, single move? Not really. Essentially, more control to the player = more control to the enemy. They work in synergy. - Most enemies only have one weakpoint. The Division comes to my mind. There, most enemies have two weakpoints, or more. Besides, it's not like that game did it perfectly either. - Third point, enemy AI. In the 17-minutes footage, you shoot an enemy and it doesn't react. You use suppressive fire on an enemy, it still doesn't react. You flank it? It doesn't react. Hell, you'd probably even throw a grenade and it wouldn't react. Conclusion: The AI doesn't care i.e. it's complete garbage (at least at this difficulty). But I've already made that point in an earlier thread, so my intent wasn't to bring it back again. If you look at The Division, you throw a grenade? The enemy will roll away. You use suppressive fire? The enemy will stick to cover. You shoot an enemy in the open? It will get into cover ASAP. You flank an enemy? It will start to sprint away / back off as soon as you gain line of sight. - Enemy cooperation. This is something I've started seeing in DAIMP on Heartbreaker mode. It also exists in The Division on Legendary mode. The concept is simple. You have two different enemy types. One applies a Frozen status, the other reacts to it by detonating it (Shattered). On Legendary mode in The Division, if a support healer drops a support station (AoE over-time heal), most enemies will prioritize to stick around the support station, stuff like that. If the AI ramps up with the difficulty, then that's cool, but to be honest quite unlikely. Without further evidence I stand by my point.
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Post by stysiaq on Mar 2, 2017 7:01:05 GMT
You're extrapolating weak enemy design in the whole game from limited data. To me it isn't, for instance, fair to yell about enemies having just one weak spot when the previous game had enemies with several. So I will say that probably the remnant drones weren't representative of all enemies in the game. Mechanical drones shooting lasers wouldn't be also the thing I'd judge enemy cooperation or lack thereof. Maybe - and it's a huge maybe - enemies that we didn't see yet (so, enemy biotics and engineers) posess skills that either help other foes or, indeed, allow for more attackk patterns.
I'm with you on the jetpack. With the ability to basically kite enemies forever they need to react accordingly to you hovering up there like a helium baloon. I, however, don't remember anything sophisticated about DAI enemies. Care to explain it?
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Post by Abramsrunner on Mar 2, 2017 7:05:10 GMT
It all sounds very exploitable imo.
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Post by colfoley on Mar 2, 2017 7:25:20 GMT
Oh I came in here expecting something entirely different.
Regardless as I read through the OP I am once more thinking I must live in a weird alternative universe where I have played a fairly different game then the one the OP played. I do not remember any 'hordes' in Inquisition. Unless you qualify 'hordes' as two or three guys per encounter (though there are some exceptions like the bits in the Exalted Plains and Fallow Mire with corpses). Now DA 2 had hordes on the other hand. And I do not see any 'hordes upon hordes' of bad guys in the Andromeda Gameplay vid. Sure, I did not bother to count them yet, but it seems both of the main encounters had about five bad guys. Which in no universe is a 'horde' A squad or a team or a trope. But not a horde.
As for the second part of the post....not unique bad guys with no personalities and only a couple of moves? Most non boss enemeies, and even a lot of non boss enemies, throughout all of video games falls into that same basic formulae. Heck they added more moves into the bad guys in Inquisition too if you want so that does not really work anymore.
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Post by Cypher on Mar 2, 2017 7:37:13 GMT
I think a better comparison would be games like Gears of War and Binary Domain seeing Mass Effect has more in common with those in terms of enemy encounters than Horizon.
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Post by colfoley on Mar 2, 2017 7:39:03 GMT
I think a better comparison would be games like Gears of War and Binary Domain seeing Mass Effect has more in common with those in terms of enemy encounters than Horizon. Horizon didn't even seem like that big of an improvement honestly. Some enemies have weakpoints, some don't, but its pretty much the same two or three things.
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Post by Deleted on Mar 2, 2017 7:57:14 GMT
I like my enemies to have personality -- but I must be given a chance to DISCOVER that personality first. Long walks on the beach, coffee dates, things like that. Once I get to know them intimately, then I can incinerate their asses after I zap their brains out.
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Post by Cypher on Mar 2, 2017 8:26:25 GMT
I think a better comparison would be games like Gears of War and Binary Domain seeing Mass Effect has more in common with those in terms of enemy encounters than Horizon. Horizon didn't even seem like that big of an improvement honestly. Some enemies have weakpoints, some don't, but its pretty much the same two or three things. I was thinking more along the lines of Horizon being against bigass robots with a bow versus mostly human sized dudes with guns and explosives for the other stuff.
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At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Mar 2, 2017 8:46:18 GMT
Horizon didn't even seem like that big of an improvement honestly. Some enemies have weakpoints, some don't, but its pretty much the same two or three things. I was thinking more along the lines of Horizon being against bigass robots with a bow versus mostly human sized dudes with guns and explosives for the other stuff. I don't understand all this hype on that console exclusive -just another sub-par money grabbing rip-off. ME:A does not even have a bow and arrow combat system anyway so of course its combat and mechanics would play differently.
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Post by Cypher on Mar 2, 2017 8:51:48 GMT
I was thinking more along the lines of Horizon being against bigass robots with a bow versus mostly human sized dudes with guns and explosives for the other stuff. I don't understand all this hype on that console exclusive -just another sub-par money grabbing rip-off. ME:A does not even have a bow and arrow combat system anyway so of course its combat and mechanics would play differently.
Why I'm interested: 1. Gameplay looks fun. 2. It looks gorgeous in terms of art style, level design, and graphics. 3. Enemy design is different. 4. I want to see what kind of graphics I can expect from Kojima Productions. Why I think 87% of other people are interested: 1. Female character who's a main character/star wearing clothes 2. Female character that's reasonably attractive/not ugly
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