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Post by warbaby2 on Mar 21, 2017 15:21:54 GMT
Good review... after close to 20 hours, I agree with most of it, but the dialogue system. While it's true it's no longer the flat binary it was in the trilogy, it's far from "saying whatever you want". If anything it's even more restrictive, since you usually only have 2 of the 4 options available, and they generally break down to lighthearted/hopeful or professional/pragmatic, but no matter which one you choose, it ultimately doesn't change much of what the MC actually SAYS... it's just a tonal difference.
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Post by ticktak77 on Mar 21, 2017 15:34:54 GMT
8 / 10. Would love to hear other people's opinions now that the game is out. A good read. I can kind of concur from what I've seen in EA access. It's like a really fun game, which... just isn't there yet. They'll need at least a year to fully fix everything (if they even intend to...). But in the meantime, I'll enjoy it nonetheless. Also, I kind of like the galaxy map. Yes, If youwant to rush mining there I get that it's slow. But I do it piece by piece and not all at once, and it's kind of soothing. It does take it's time though... Yeah - I normally scan new clusters fully as they pop up. It takes far too long, especially when the pay-off is, like, 50 Iron and some credits.
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Post by mordrek on Mar 21, 2017 15:50:48 GMT
Nice review, OP. First time I hear that there should be a button that'll allow me to mark all entries as read. So that's... confusing. On the matter of sidequests... People normally reference TW3, but I haven't played it. What made those sidequests so different? Because even though I'm not thrilled that perhaps ME:A followed DA:I's steps too close in that matter, I cannot see how devs can make most side quests memorable (on any game, not just ME). Many of the sidequests TW3 were branched off characters you'd deal with for the main story line quest. So you do the main story line part, and while you were talking to them they'd ask you for help with something else... like saving their pet goat from certain death... and then later as you did more of the main story that same character would then ask for your help in putting to rest the wraith of their dead father, whom they had murdered with an axe. And it was done very "organically" for lack of a better term, and it fleshed out some of the side characters stories. Don't get me wrong though, TW3 still had some flat out, find a map/note, seek out a hidden treasure stuff. It just didn't have that DA:I / MMO feel to it.
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Post by alexy on Mar 21, 2017 15:55:20 GMT
Nice review, OP. First time I hear that there should be a button that'll allow me to mark all entries as read. So that's... confusing. On the matter of sidequests... People normally reference TW3, but I haven't played it. What made those sidequests so different? Because even though I'm not thrilled that perhaps ME:A followed DA:I's steps too close in that matter, I cannot see how devs can make most side quests memorable (on any game, not just ME). Many of the sidequests TW3 were branched off characters you'd deal with for the main story line quest. So you do the main story line part, and while you were talking to them they'd ask you for help with something else... like saving their pet goat from certain death... and then later as you did more of the main story that same character would then ask for your help in putting to rest the wraith of their dead father, whom they had murdered with an axe. And it was done very "organically" for lack of a better term, and it fleshed out some of the side characters stories. Don't get me wrong though, TW3 still had some flat out, find a map/note, seek out a hidden treasure stuff. It just didn't have that DA:I / MMO feel to it. Ah, I get it. So basically, you have a reason why you're talking to those people, so the quests don't feel like "I just ran by and overheard you need help". It's interesting if you see them as a way to expand on the NPCs' backstories, like you said. Thanks for the explanation!
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Post by mordrek on Mar 21, 2017 16:04:11 GMT
Many of the sidequests TW3 were branched off characters you'd deal with for the main story line quest. So you do the main story line part, and while you were talking to them they'd ask you for help with something else... like saving their pet goat from certain death... and then later as you did more of the main story that same character would then ask for your help in putting to rest the wraith of their dead father, whom they had murdered with an axe. And it was done very "organically" for lack of a better term, and it fleshed out some of the side characters stories. Don't get me wrong though, TW3 still had some flat out, find a map/note, seek out a hidden treasure stuff. It just didn't have that DA:I / MMO feel to it. Ah, I get it. So basically, you have a reason why you're talking to those people, so the quests don't feel like "I just ran by and overheard you need help". It's interesting if you see them as a way to expand on the NPCs' backstories, like you said. Thanks for the explanation! Yes, and they were completely optional, like you could refuse to help the guy with his father's wraith, and then he'd get murdered later on, by none other than his father's angry wraith. So while they were just side quests, they still impacted the game world.
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Post by jarretyn on Mar 21, 2017 16:23:52 GMT
This is sounding more and more like DA:I in space. Really wasn't a fan of that game.
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kelarqshah
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by kelarqshah on Mar 21, 2017 16:29:55 GMT
Combos also add a neat new element to combat - softening enemies up with primers, and then unleashing devastating detonators which do added damage, adds a fun, more thoughtful element to the combat; combos can really have a huge influence on battles. The small gripe with combat - gone are any real teammate commands; no longer can you insta-pause the game to tell your squadmate to hit a specific ability, or quick-map a specific squadmate ability. That is a feature that was sorely missed. Cheers for the post OP! Gotta say this bit upsets me the most. I'm not sure why BW focussed on combos so much in the previews when it was already such an integral part of ME3. Having Garrus along to strip shields with Overload, then follow up with me and Liara creating a biotic explosion was so satisfying. Why focus on combos when they've utterly removed the ability to command your squadmates to use a skill? At this point, why bother having companions at all if I can only combo with myself?
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Post by ticktak77 on Mar 21, 2017 16:36:09 GMT
Combos also add a neat new element to combat - softening enemies up with primers, and then unleashing devastating detonators which do added damage, adds a fun, more thoughtful element to the combat; combos can really have a huge influence on battles. The small gripe with combat - gone are any real teammate commands; no longer can you insta-pause the game to tell your squadmate to hit a specific ability, or quick-map a specific squadmate ability. That is a feature that was sorely missed. Cheers for the post OP! Gotta say this bit upsets me the most. I'm not sure why BW focussed on combos so much in the previews when it was already such an integral part of ME3. Having Garrus along to strip shields with Overload, then follow up with me and Liara creating a biotic explosion was so satisfying. Why focus on combos when they've utterly removed the ability to command your squadmates to use a skill? At this point, why bother having companions at all if I can only combo with myself? You're welcome ! Thanks for reading. I agree - I really missed that synergy & control. The flip side of this, is (at least initially) your squad mates only have access to 2-3 powers, so it's often not hard to notice when he/she hits a primer for you to use as your own combo starter. Not a fan of the new system, but that doesn't take much away from the overall quality of the combat, which is superb
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Post by lundajfs on Mar 21, 2017 16:59:25 GMT
You seem to misunderstand what RPG means, it is not role playing game it is stat numbers on a character sheet, MEA doesn't have it, so no RPG elements. The rest is... whatever. The game has that. Let me translate for non RPGeers: Str - Dex - Con - Int - Wis - Cha Also as I always point, the key part of RPG is hit/miss dependant ONLY on stats and never on player skill If gameplay have even 0.0000000000000000000001% player skill than it is 0% RPG Stats on character sheet meaning the gameplay is 100% OR MORE dependant on those stats No stats just for show like DAI for instance
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Post by ticktak77 on Mar 21, 2017 22:37:51 GMT
Let me translate for non RPGeers: Str - Dex - Con - Int - Wis - Cha Also as I always point, the key part of RPG is hit/miss dependant ONLY on stats and never on player skill If gameplay have even 0.0000000000000000000001% player skill than it is 0% RPG Stats on character sheet meaning the gameplay is 100% OR MORE dependant on those stats No stats just for show like DAI for instance Gotchya. Misunderstood. My bad.
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Post by projectpatdc on Mar 21, 2017 22:57:03 GMT
This is a great review/analysis of what you've played thus far.
I disagree a bit in the exploration. I love the new galaxy map and the fact that it's slower. It gives that sense of actual time spent traveling and exploring in a way that the old games never did. I understand why some people won't like it. I like to play my RPG games slowly so this is a plus for me. Shows the extra love that went into the game.
I like the Nomad a lot more than I thought I would. I do wish there were enemy vehicle threats that forced us to engage in vehicle combat first before going into an outpost or group of enemies on foot.
It would diverse the gameplay in the open world a bit.
Combat is excellent but I wish I could remap the melee to square (ps4) and reload to triangle. Not a big deal though.
I have to say I'm in the small minority that given all the systems in play, I don't mind the UI of the menus at all. They work well enough on consoles given how many options the have. I would like the helmet toggle to be changed to the weapon wheel, but that's my only complaint.
I also want just more diverse mini games and quests. I had the idea of Bioware making their own Mass Effect Chest game but with different rules based on the pieces used. And you can collect the pieces to create unique sets. All of the pieces and sets would be holograms that project off your omni tool. And this gives a fun reason to go around and interact with everyone after you establish colonies.
An audio music player on you omni tool is a big need so I can play music while exploring. All of the ME1- 'mE2 soundtracks can be found, purchased and collected through the Initiative colonies
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Games: Mass Effect Trilogy, KOTOR, Mass Effect Andromeda
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Post by Sailears on Mar 21, 2017 23:12:25 GMT
Nice review.
Kind of makes me feel it's best to stick to multiplayer for the coming weeks/months until singleplayer has been fixed up a bit.
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Post by ticktak77 on Mar 22, 2017 17:33:04 GMT
Nice review. Kind of makes me feel it's best to stick to multiplayer for the coming weeks/months until singleplayer has been fixed up a bit. It's playable and enjoyable, still. However, if you can, I'd wait. I wish I had the discipline and determination to wait lol.
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