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Post by SofaJockey on Mar 11, 2017 23:42:40 GMT
And here's the YouTube version:
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Post by Darks1te on Mar 12, 2017 0:37:21 GMT
And here's the YouTube version: Isn't working for me
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Post by Link"Guess"ski on Mar 12, 2017 0:38:38 GMT
k some parts of this are worrying: I'll just quickly list them: Facial animations are still bad, I mean amateurishly so. Consider games like HZD or even TW3 which is now 2 years old, Andromeda's animations are terrible. Almost everyone has this blank glassy eyed look and that's really damning in a video game where interaction with its characters are paramount. Some other animations like Ryder walking unarmored on the ship look awkward too. Bugs. Lots of strange clipping textures and such. Also that particularly bad moment where Liam took about 5 seconds to load in whilst in the middle of a cutscene. How did that even get past QA? The script. I've been in theatre for 10 years. I've seen all sorts and bioware's script is...bland, saturday morning cartoon fare. I mean there is some comedy in there which aspires to be Guardians of the Galaxy (though that's a problem when you are trying to have a serious scene where Liam doubts himself but the mood gets uneven because of the levity in it. The only really engaging scene was when they kept cutting the pirate captain off) but tbh, from what I've seen I won't rank it above functional at best. Characters seem to be stock stereotypes in poorly thought out or contrived situations, like who just jumps into a random cargo container like that. No tracker, no backup plan? Really doesn't make sense. Another thing I noticed, and this worries me even more, is the overwhelming presence of simply 2 dialogue options in so many conversations. And most of them even say what amounts to the same thing, just in slightly different tones. That's really worrying from a role playing perspective if it means that Ryder is stuck with a single general attitude. And finally the team just doesn't really inspire confidence. Like they talk about things like having to now texture the tops of objects as challenges. I mean at this point, Bioware is playing catchup from a gameplay standpoint and other companies have been texturing entire objects for years. The most mundane things seem to be difficult and cutting edge, where's the innovation, the inspiration. Also I really hate how Mac Walters suggests that allowing the play to agree/disagree is the epitome of role playing games. What happened to good systems design and nuance? I mean compare their presentation with a Q&A with someone like Josh Sawyer or Chris Avellone, you trust these guys because from their passion and the way they carefully discuss game and rpg systems with precision you know that they have thought through things. Mac Walters seems to be winging it in contrast. Sigh, to end on a positive note, Cora's combat AI seems pretty competent, which is nice after 3 games of ineffective shotgun users. I remember having to equip all shotgun companions with the GPS or Crusader simply because they would fire shotguns from miles away. Also Liam's animations are passable I suppose, or at least better than the others. Also Suvi looks hot if you discount the empty thousand yard stare, kinda like a poor man's Kelly Chambers.
To be honest, a lot of why people might not like that particular mission's writing could have been the writer themselves. Luke is writing Liam, and he wrote people like Jacob and Sera, but also Aveline (who had actually similar pulls to the humorous in her dating frustrations and banter with Isabella). To me the writing in that mission was standard Luke, if a little better than I expected. Companion/loyalty missions are not the best way to judge the tone of a game. DA2 was serious and pretty dark, but Aveline's mission to get her a boyfriend was not. Other than that, yeah there are some things worrying about what I saw too.... but in general, I look at ME1-3, and what I have seen from ME:A with weapon customization, jumping, jet pack, unique class profiles, reactive environments with multiple paths, and each planet having a path towards viability (which means they probably change at the end of that path to make them habitable) imply a lot of improvement over the static story telling of the trilogy where everything took place on a flat stage with combat haphazardly sprinkled along to keep you from getting from point A to B. I also find that Mac's idea about "not necessarily gamifying it" is a bit misguided. There's a push for more "realism" in games nowadays and I used to be more on board with it but when I see it now, I can't help but feel like it's just going to make Andromeda feel less engaging to avoid having some sort of reward system in the dialogues. I don't expect there to be more choice/consequence feedback than in previous BioWare games and knowing their writing it's still going to feel black/white at times so the push for more "grey" ultimately risks falling flat and then the illusion of choice ends at some point. I always liked having an unbiased listing of choices though so the tone system in itself is a good choice I think. It always bothered me how paragon was = win and renegade was = worst outcome but I think BioWare struggles to make scenarios where there's either no way to win/lose via dialogue and if there is one part is biased over another rather than to create 2 or 4 different outcomes that are equally valid in some fashion. Ultimately it seems the tone system is more to immerse yourself than making choices (but I'm sure we'll also see choices in it). But again, if there's Guardians of the Galaxy humor in every mission or planet they're going to undercut any dramatic decisions we might make in some way. I really question their push for a more lighthearted tone in general. I like it because we're younger but they lose me when it turns out that it's downright comical and doesn't just apply to Ryder and squad but also the presentation of the world like a Turret standing in a door -- that's slapstick comedy, Hannah Montana humor. You'd have to be a very naive person to find that as hysterical as it's supposed to be. But yeah, Mac's creative direction is very hit and miss. I dunno how much of the design is Ian's ideas either, except I recognize the KoA influences in the RPG mechanics from a mile away. I'm very skeptical about not being able to customize the squad almost at all. It could be anything but I have a feeling Mac had a say in this since their answer is "it makes them more individual". I sorta like and don't like this at the same time. It speaks to what Mac already said about not gamifying things in order to achieve believability and immersion, but you're still removing a layer of complexity to the RPG and I'm afraid it's going to suck some of the feedback of exploring and progressing as a player out of the game. At worst it does what I've had concerns about in the past; Squadmates are not integrated properly in the exploration game. Patrick Weekes said in his opinion the primary pillar of a BioWare game was companions, even above dialogue choices. If that's true, then I question the idea of locking squadmates out of customization let alone commands or control in the gameplay. Inquisition let you both control all of them and customize them a lot. I still didn't think the open-world element gelled very well with them because all they contributed to was banter and the combat didn't feel natural in the type of open-world environment with respawning enemies - not in the way it was done; a revamped DA:O-style which wasn't meant for huge open environments and the lack of tactical control was in the way. MEA feels slightly better in that it's a shooter I guess... but we'll see.
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Post by colfoley on Mar 12, 2017 1:26:31 GMT
After watching the first two streams... The game is going to be hilarious. I had to contain my laughter a bit given where i was but this game has the potential of being very funny. I especially like coras very dry almost unintentional humor.
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Post by revan on Mar 12, 2017 10:20:37 GMT
Loved the Eos video. Wish the hosts were a bit more serious though. The Loyalty mission looked boring. Hopefully they are not all like that. 23rd soon?
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Post by PillarBiter on Mar 12, 2017 10:23:58 GMT
And here's the YouTube version:
Isn't working for me me neither
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Post by kingjuly on Mar 12, 2017 11:10:25 GMT
I don't really get people who look for game changing writing. Bioware has never been top 1% when it comes to writing but they do a better job than most. Its not always consistent given that some of their writers are better than the others, but in general it sticks to the theme of the game and does a decent job of fleshing out characters and the world around them. Enough so that Im not really left dying for more information. I can submerge myself into the lore and look up a ton of pretty useless (but interesting) facts that keep me intrigued and teach me about the various cultures and characters. The characters were a pretty good highlight from ME2 (bar Jacob) and it seems so far that they've taken to making the new squad mates just as interesting.
As for the general direction of the story (from what we've gathered) Im pretty satisfied. Again, dont over-analyse and expect "the next big sci fi journey to top the charts"...its just another iteration on the Mass Effect franchise and at this stage its looking like a pretty good improvement over the last game. Im especially liking the lighter tone to allow for exploration without guilt.
Either way, If you enjoyed the past ME games Im sure you'll like this one just the same. I know I'll be enjoying it.
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Post by SofaJockey on Mar 12, 2017 12:31:30 GMT
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights
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Post by pdomi on Mar 12, 2017 13:59:45 GMT
I followed the advice from the fellow forum members that suggested not to watch the Twitch streams to avoid spoilers, but I found a heavily edited video (down to 19 minutes) avoiding most conversations, text and scenes with potential spoilers. It's from Sly Nation Youtube channel, and sly Nation is a forum member himself.
I haven't seen it posted elsewhere, so I'll drop the link here.
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