Sanunes
N6
Just a flip of the coin.
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Post by Sanunes on Apr 19, 2017 4:01:56 GMT
The problem is right now people are using whatever they can find to support their arguement, but there were plenty of people that were upset how BioWare decided to remove the open world aspect of their prior games where were even more empty and boring since there was only a handful of quests in the open world for them.
There are people that are happy with what BioWare has done with the open world in Andromeda and would be upset if they go back to the more linear style of game, so in the long run people are going to have to accept that BioWare cannot make a game that everyone likes and that might be you that doesn't like their direction.
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Marduk
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Through Eluvians and beyond
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Post by Marduk on Apr 19, 2017 4:14:58 GMT
"Dragon Age: Inquisition did win a lot of awards..."
Even though i loved DAI, winning awards is not really an accomplishment when for example Polygon gave one to Gone Home, in a year with GTA V, The Last of Us, Bishock Infinite or Tomb Raider reboot around. so even if 2014 had similar games, there is no guarantee that the likes of Polygon would choose them instead of DAI. wasn't polygon's 2015 GOTY Her Story instead of Witcher 3? he should write an open letter to Polygon regarding their possible agenda. sadly current EA as a greedy company has it's own business agenda as well, so old Bioware is gone.
Regarding the open world, if Bioware wants to continue with their semi open worlds, then instead of quantity they should focus on quality. i rather have fewer maps that are more connected to the story. i am playing Nier Automata right now and there is just one large map so far with more connections to the main story and a command center. plus they had time to focus on other aspects and the music is always present to entertain. regardless, even though MEA is Bioware's weakest imo, it is still a good game. opinions vary of course.
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Post by dutchsghost7 on Apr 19, 2017 4:16:09 GMT
I don't see the point of making an open-world if all you do is flood it with crap. Even TW3 suffered from this, I wonder if anyone enjoyed all those bandit camps and smuggler caches or if they just did them because the magical question mark told them to. Fallout NV never had to bribe me to explore, I explored the map on my own because the game was full of interesting locations and side quests. Bandit camps and caches aren't quests though.....
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Post by isaidlunch on Apr 19, 2017 4:34:38 GMT
I don't see the point of making an open-world if all you do is flood it with crap. Even TW3 suffered from this, I wonder if anyone enjoyed all those bandit camps and smuggler caches or if they just did them because the magical question mark told them to. Fallout NV never had to bribe me to explore, I explored the map on my own because the game was full of interesting locations and side quests. Bandit camps and caches aren't quests though..... There's no meaningful difference between tasks in MEA and bandit camps/smuggler caches in TW3. If you're going to condemn one then you should condemn the other too.
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Post by Deleted on Apr 19, 2017 4:43:51 GMT
I don't see the point of making an open-world if all you do is flood it with crap. Even TW3 suffered from this, I wonder if anyone enjoyed all those bandit camps and smuggler caches or if they just did them because the magical question mark told them to. Fallout NV never had to bribe me to explore, I explored the map on my own because the game was full of interesting locations and side quests. Bandit camps and caches aren't quests though..... No... they're even worse filler than the side quests... a hindrance getting to and from the various points that the little quests take you to. Then there's the distance between your cache bases and the nearest fast travel sign post or the distance that the merchants, armorers, etc. are from those sign posts. Also, with nothing showing the enemy level of those bandit camps or bear dens or whatever, the player runs into enemies completely under-scaled (cause of unnecessary deaths). It really isn't much fun at all. For me, the story line is now completely lost amid all these "distractions." I'm, what, less than 1/3 through the TW3 and just plain ready to quit. I MUCH prefer ME2 (where the side quests - i.e. loyalty missions) didn't feel like side quests or even the limited number that ME3 had (what was it - 5 N7 missions and then some "meetup" missions you could have with your old ME2 crew like Lessus or Grissom Academy). If you're not consider the bandit camps, etc. as side quests.... then clearly none of the "fetching" done in ME3 were side quests. For "meaningful" side quests in TW3, we have the infamous frying pan... and just to show it's not a one-off... what about having to stop just to tell some jerk to not challenge you to a duel and go back to the Maid Bilberry... total filler junk, IMO.
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joglee
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Post by joglee on Apr 19, 2017 4:44:46 GMT
You must have missed FO4 getting the DICE GOTY award, for the base game. Despite fallout 4 being a horrible base game. If it wasn't for tales of the commonwealth Fallout 4 is easily a 2/10 game. I have no idea what DICE is but if they gave FO4 a GOTY award then they don't have a lot of credibility with me. Mods have helped me continue to play that game and that was my point. D.I.C.E. Awards are run by The Academy of Interactive Arts & Sciences (AIAS), they are a non-profit organization of industry professionals and presents a series of annual Interactive Achievement Awards.
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Post by dutchsghost7 on Apr 19, 2017 4:48:08 GMT
Bandit camps and caches aren't quests though..... There's no meaningful difference between tasks in MEA and bandit camps/smuggler caches in TW3. If you're going to condemn one then you should condemn the other too. There is. Tasks are quests, bandit camps and caches aren't. They're more comparable to the mining nodes and remnant surface ruins. You're comparing apples and oranges here...
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Post by dutchsghost7 on Apr 19, 2017 4:49:42 GMT
Bandit camps and caches aren't quests though..... No... they're even worse filler than the side quests... a hindrance getting to and from the various points that the little quests take you to. Then there's the distance between your cache bases and the nearest fast travel sign post or the distance that the merchants, armorers, etc. are from those sign posts. Also, with nothing showing the enemy level of those bandit camps or bear dens or whatever, the player runs into enemies completely under-scaled (cause of unnecessary deaths). It really isn't much fun at all. For me, the story line is now completely lost amid all these "distractions." I'm, what, less than 1/3 through the TW3 and just plain ready to quit. I MUCH prefer ME2 (where the side quests - i.e. loyalty missions) didn't feel like side quests or even the limited number that ME3 had (what was it - 5 N7 missions and then some "meetup" missions you could have with your old ME2 crew like Lessus or Grissom Academy). If you're not consider the bandit camps, etc. as side quests.... then clearly none of the "fetching" done in ME3 were side quests. For "meaningful" side quests in TW3, we have the infamous frying pan... and just to show it's not a one-off... what about having to stop just to tell some jerk to not challenge you to a duel and go back to the Maid Bilberry... total filler junk, IMO. Ok what's your point because you aren't proving anything here?
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Post by parnashwind on Apr 19, 2017 4:59:43 GMT
Bandit camps and caches aren't quests though..... There's no meaningful difference between tasks in MEA and bandit camps/smuggler caches in TW3. If you're going to condemn one then you should condemn the other too. Bandit Camps and Smuggler Cache are more like Katt drop ships and random encounters. You wonder about and happen upon them. You can ignore them or move along. The meaningful difference is that nobody tells you about those bandit camps and caches. Nobody says, go there and kill them or go there and get that. They are just part of the environment. (Most)Task on the other hand is actually fetch quest by every definition. Hey someone stole my jar of cookie, go track down their shuttle maybe through 2 - 3 star systems and finally found them intact in some remote place on a remote planet. Not only is it a fetch quest, it does not make sense as well. And yes, TW3 also suffer from a rather single dimension world design. Bethesda knows how to make worlds with tons of little interesting in it for players to explore and discover, that they do better than CDPR.
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Post by dutchsghost7 on Apr 19, 2017 5:03:39 GMT
There's no meaningful difference between tasks in MEA and bandit camps/smuggler caches in TW3. If you're going to condemn one then you should condemn the other too. Bandit Camps and Smuggler Cache are more like Katt drop ships and random encounters. You wonder about and happen upon them. You can ignore them or move along. The meaningful difference is that nobody tells you about those bandit camps and caches. Nobody says, go there and kill them or go there and get that. They are just part of the environment. (Most)Task on the other hand is actually fetch quest by every definition. Hey someone stole my jar of cookie, go track down their shuttle maybe through 2 - 3 star systems and finally found them intact in some remote place on a remote planet. Not only is it a fetch quest, it does not make sense as well. And yes, TW3 also suffer from a rather single dimension world design. Bethesda knows how to make worlds with tons of little interesting in it for players to explore and discover, that they do better than CDPR. Agreed on everything but the Bethesda part. Bethesda game worlds are dull and one dimensional imo.
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Post by isaidlunch on Apr 19, 2017 5:04:10 GMT
There's no meaningful difference between tasks in MEA and bandit camps/smuggler caches in TW3. If you're going to condemn one then you should condemn the other too. There is. Tasks are quests, bandit camps and caches aren't. They're more comparable to the mining nodes and remnant surface ruins. You're comparing apples and oranges here... You interact with a notice board/NPC, go to the marker on your map, fight enemies for 20 seconds, loot/scan the place and then go to the next marker. It's all unengaging side content and it all works the same way. Just because there isn't "Clear 30 bandit camps in Velen" in my quest log doesn't mean anything, my map is still full of this crap just like in MEA.
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theflyingzamboni
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Sorry, my face is tired from dealing with... everything.
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Post by theflyingzamboni on Apr 19, 2017 5:06:28 GMT
Rowan Kaiser who is a journalist at Polygon wrote this opinion piece on Andromeda and BioWare's recent games describing why and how he thinks the studio has fallen from greatness despite how DA:I was yielded GOTY of 2014. I agree with most of his opinions but would like to see your take on it too. Here's a few excerpts below Full Article: www.polygon.com/2017/4/18/15324366/mass-effect-andromeda-open-world-biowareWait, did I write this? I don't remember writing this. But those are my words...
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Post by dutchsghost7 on Apr 19, 2017 5:19:19 GMT
There is. Tasks are quests, bandit camps and caches aren't. They're more comparable to the mining nodes and remnant surface ruins. You're comparing apples and oranges here... You interact with a notice board/NPC, go to the marker on your map, fight enemies for 20 seconds, loot/scan the place and then go to the next marker. It's all unengaging side content and it all works the same way. Just because there isn't "Clear 30 bandit camps in Velen" in my quest log doesn't mean anything, my map is still full of this crap just like in MEA. You don't interact with npcs or notice boards at all to find those camps or caches etc...it's just openworld environmental content. Notice how camps and monster nest are more numerous in NML than skellige; it's because thematically speaking NML is a war zone while skellige isn't and notice how skellige has hidden caches and treasure chests in more abundance than NML, once again it works thematically. You're literally complaining about mundane things that aren't even fetch quests or quests at all - you quite literally have no imperative or need to do them unlike tasks in MEA or fetch quests in DAI. And I hope you do realize that you can toggle those icons off the world map if it bothers you? You're whole point is invalid.
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Post by Steelcan on Apr 19, 2017 5:26:30 GMT
Bandit camps and caches aren't quests though..... No... they're even worse filler than the side quests... a hindrance getting to and from the various points that the little quests take you to. Then there's the distance between your cache bases and the nearest fast travel sign post or the distance that the merchants, armorers, etc. are from those sign posts. Also, with nothing showing the enemy level of those bandit camps or bear dens or whatever, the player runs into enemies completely under-scaled (cause of unnecessary deaths). It really isn't much fun at all. For me, the story line is now completely lost amid all these "distractions." I'm, what, less than 1/3 through the TW3 and just plain ready to quit. I MUCH prefer ME2 (where the side quests - i.e. loyalty missions) didn't feel like side quests or even the limited number that ME3 had (what was it - 5 N7 missions and then some "meetup" missions you could have with your old ME2 crew like Lessus or Grissom Academy). If you're not consider the bandit camps, etc. as side quests.... then clearly none of the "fetching" done in ME3 were side quests. For "meaningful" side quests in TW3, we have the infamous frying pan... and just to show it's not a one-off... what about having to stop just to tell some jerk to not challenge you to a duel and go back to the Maid Bilberry... total filler junk, IMO. someone totally missed the purpose of the frying pan contract
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Post by sil on Apr 19, 2017 6:00:33 GMT
I like the open world nature though I do feel that the quests had little bearing on me, mostly because I would end up working on multiple ones at once. I would have preferred more planets at the havarl and that destroyed world size with stronger narrative than the big worlds with spread out narratives.
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Post by Deleted on Apr 19, 2017 6:55:33 GMT
No... they're even worse filler than the side quests... a hindrance getting to and from the various points that the little quests take you to. Then there's the distance between your cache bases and the nearest fast travel sign post or the distance that the merchants, armorers, etc. are from those sign posts. Also, with nothing showing the enemy level of those bandit camps or bear dens or whatever, the player runs into enemies completely under-scaled (cause of unnecessary deaths). It really isn't much fun at all. For me, the story line is now completely lost amid all these "distractions." I'm, what, less than 1/3 through the TW3 and just plain ready to quit. I MUCH prefer ME2 (where the side quests - i.e. loyalty missions) didn't feel like side quests or even the limited number that ME3 had (what was it - 5 N7 missions and then some "meetup" missions you could have with your old ME2 crew like Lessus or Grissom Academy). If you're not consider the bandit camps, etc. as side quests.... then clearly none of the "fetching" done in ME3 were side quests. For "meaningful" side quests in TW3, we have the infamous frying pan... and just to show it's not a one-off... what about having to stop just to tell some jerk to not challenge you to a duel and go back to the Maid Bilberry... total filler junk, IMO. Ok what's your point because you aren't proving anything here? There is no difference between stumbling on a bandit camp and walking by someone in ME3 talking about a missing loved one. They are the same level of incidental task. The only difference is you draw your sword in TW3 and in ME3, you walk up to the person and hand them an item you've picked up while on a mission. In TW3, you can be told where some of those camps are located through the Notice Boards (although they won't be labeled differently than assorted other sites). In ME3, you can be told about the item you need ahead of time by walking by that person before doing the mission where the item is located. Yet, people here complain endlessly about the "meaningless fetch quests" in ME3... but they are the same level of crap in TW3. In fact, I would say the ME3 variety are more connected to the story since the purpose for being in the area of the item IS generally a fully involved side mission (e.g. picking up the target jamming tech during the mission that rescues Admiral Koris). The open world design propagates a higher percentage of these sorts of meaningless tasks based on just walking through a location... so, I'm quite sure ME:A has a lot more of this nonsense than ME3. This second shot I've given TW3 is absolutely convincing me that open world games are crap... period. I'm hating TW3 (and probably won't finish it- again), and I would love it if Bioware stuck with a reasonably tight story (with some branching due to choices) but stayed away from this open world idea of the player being able to do anything in any order. IMO, they had it right in ME2 and ME3. ME1 had a lot of repetitive planet quests, but even it was mercifully short compared to TW3. They should have never listened to all you TW3 fans and just did it the way they had in the past. As I said, I've so far removed from the story now in TW3 due to all this open world distraction, I can hardly remember what it is I'm supposed to be looking for anyways. I'm hoping ME:A at least isn't as long.
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Post by Deleted on Apr 19, 2017 7:03:19 GMT
They should just patch in an option to move tasks and side quests to the Strike Team menu.
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danishgambit
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A master of his game
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by danishgambit on Apr 19, 2017 7:18:21 GMT
It doesn't matter what Polygon or anyone else thinks... EA has decided to go open world and backing down from that would be admitting a mistake. So they're going to double-down and make the next game and the next open world. The days of linear Bioware games are long gone. And besides, I'm pretty sure they're gearing up to take on Destiny 2...
I always believed that it was virtually impossible to make a tight RPG in an open world. Witcher 3 is said to have pulled it off although I have no idea how. But at the end of the day Witcher is like that 100 year old man that smokes 10 packs a day and somehow isn't dead - it's an outlier. Practically everyone else that tried this has failed miserably with very few developers making open worlds more than ghost towns with UPS style fetch quests. It's no surprise that Bioware is having a hard time because practically everyone else is too - and they're not even making RPGS!
I think the only way Bioware is going to be able to knock it out of the park is if they ditch this open-world pipe dream and go back to linear games and focus on their strengths so that they can better craft their stories and gameplay. But like I said that isn't happening...
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Post by dutchsghost7 on Apr 19, 2017 7:25:38 GMT
Ok what's your point because you aren't proving anything here? There is no difference between stumbling on a bandit camp and walking by someone in ME3 talking about a missing loved one. They are the same level of incidental task. The only difference is you draw your sword in TW3 and in ME3, you walk up to the person and hand them an item you've picked up while on a mission. In TW3, you can be told where some of those camps are located through the Notice Boards (although they won't be labeled differently than assorted other sites). In ME3, you can be told about the item you need ahead of time by walking by that person before doing the mission where the item is located. Yet, people here complain endlessly about the "meaningless fetch quests" in ME3... but they are the same level of crap in TW3. In fact, I would say the ME3 variety are more connected to the story since the purpose for being in the area of the item IS generally a fully involved side mission (e.g. picking up the target jamming tech during the mission that rescues Admiral Koris). The open world design propagates a higher percentage of these sorts of meaningless tasks based on just walking through a location... so, I'm quite sure ME:A has a lot more of this nonsense than ME3. This second shot I've given TW3 is absolutely convincing me that open world games are crap... period. I'm hating TW3 (and probably won't finish it- again), and I would love it if Bioware stuck with a reasonably tight story (with some branching due to choices) but stayed away from this open world idea of the player being able to do anything in any order. IMO, they had it right in ME2 and ME3. ME1 had a lot of repetitive planet quests, but even it was mercifully short compared to TW3. They should have never listened to all you TW3 fans and just did it the way they had in the past. As I said, I've so far removed from the story now in TW3 due to all this open world distraction, I can hardly remember what it is I'm supposed to be looking for anyways. I'm hoping ME:A at least isn't as long. You're still comparing quests with non-quests.
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Post by Deleted on Apr 19, 2017 7:41:24 GMT
There is no difference between stumbling on a bandit camp and walking by someone in ME3 talking about a missing loved one. They are the same level of incidental task. The only difference is you draw your sword in TW3 and in ME3, you walk up to the person and hand them an item you've picked up while on a mission. In TW3, you can be told where some of those camps are located through the Notice Boards (although they won't be labeled differently than assorted other sites). In ME3, you can be told about the item you need ahead of time by walking by that person before doing the mission where the item is located. Yet, people here complain endlessly about the "meaningless fetch quests" in ME3... but they are the same level of crap in TW3. In fact, I would say the ME3 variety are more connected to the story since the purpose for being in the area of the item IS generally a fully involved side mission (e.g. picking up the target jamming tech during the mission that rescues Admiral Koris). The open world design propagates a higher percentage of these sorts of meaningless tasks based on just walking through a location... so, I'm quite sure ME:A has a lot more of this nonsense than ME3. This second shot I've given TW3 is absolutely convincing me that open world games are crap... period. I'm hating TW3 (and probably won't finish it- again), and I would love it if Bioware stuck with a reasonably tight story (with some branching due to choices) but stayed away from this open world idea of the player being able to do anything in any order. IMO, they had it right in ME2 and ME3. ME1 had a lot of repetitive planet quests, but even it was mercifully short compared to TW3. They should have never listened to all you TW3 fans and just did it the way they had in the past. As I said, I've so far removed from the story now in TW3 due to all this open world distraction, I can hardly remember what it is I'm supposed to be looking for anyways. I'm hoping ME:A at least isn't as long. You're still comparing quests with non-quests. No, you're the one splitting the hairs here in order to say one is a quest and one isn't. What makes a quest... if it's that you're told about it... then the you are told about the bandit camps and monster nests, etc. when you read various notice boards and then the ? mark appears on the map. Just because it's a sign rather than overhearing an NPC say something does not make it not a quest and the other a quest. Just because one is "go kill" and the other is "to fetch" doesn't make one a quest and the other a non-quest. They are essentially the same thing... and equally not story-connected, equally meaningless, and equally all filler... just to make the game longer and distract the player from the main story line. I would rather pay the same dollar for a good 50-hour linear game than a 200-hour piece of crap like TW3. At least I'm going to get to see all the 50-hours worth of content rather than skipping over 150-hours of filler. I gave it a second chance... it doesn't get 3. If ME:A is a bad as TW3, then ME:A will likely be the last Bioware game I buy. I don't like this attempts to combine open-world with story-driven games. I'll go back to playing campaign mode of regular action games and forfeit the RPG before I slog through 200 hours of trying to connect to fragments of little scattered stories out of any sort of logical sequence.
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Post by aglomeracja on Apr 19, 2017 7:43:48 GMT
I'd rather see Bioware coming back to being Bioware. Right now even major quests like finding arks are all about watching x loading screens while jumping from one planet to another listening to 20-30 seconds long conversations. It should be incorporated into main story with ME2 type cinematics- more like Salarian ark, but with more build-up. Why something so important to the whole initiative looks like yet another fetch quest until the very end?
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cotheer
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Post by cotheer on Apr 19, 2017 8:01:34 GMT
DA:I and ME:A is what happens when you have no passion and just try and emulate previously successful games because...reasons. And i wouldn't mind them "copying" (to some extent) more successful games IF they (BW) didn't suck at it, but they're incapable of even creating living, breathing world (consistently), let alone content to fill that world. World needs to be built around content, not the other way around. You can't make those massive empty maps and then sit there and think:"Well, i guess we need to fill this with something". Every quest needs to be a predefined self-contained story with it's own "map" that you then fit and weave into a larger story and world if needed. Also, Power/Viability meters can go and burn in hell for all i care and can't understand folks who find the system believable. Show, don't tell. I don't see the point of making an open-world if all you do is flood it with crap. Even TW3 suffered from this, I wonder if anyone enjoyed all those bandit camps and smuggler caches or if they just did them because the magical question mark told them to. Fallout NV never had to bribe me to explore, I explored the map on my own because the game was full of interesting locations and side quests. Can't say i "omg i just must free this camp" enjoyed those, but at least, by freeing a camp, you are impacting the world (people come back and start living there again). Caches often gave you worthy rewards. It was something you could do in your "free" time and were not mandatory
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Post by sil on Apr 19, 2017 8:26:27 GMT
And yeah, first time I finished ME1 I stood up and applauded the screen, half in tears. It had an emotional and mental impact that few other stories in various entertainment media manage to achieve for me and it still remains one of the best game conclusions I have ever played. Wait, wait, wait... you gave a game a round of applause? Despite the fact that no-one at all who worked on it, marketed it, or sold it would hear? Do you also sit and clap at the end of a film at the cinema? I don't mean to troll but... wow. Other than that, I agree with the planetary stuff. My main problem was that they had a few big planets to explore and 3 of those were very arid looking. I think they needed to have smaller worlds, but more of them. Havarl size was nice, as was that destroyed planet. I'd rather they have 10 of those scale with more variety than 5 of a vast scale.
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Post by Ajax on Apr 19, 2017 8:38:23 GMT
Wow, 10 pages in 15 hours. Didn't read all but completely agree with one of the first comments on page 1.
Article is total nonsense. DAI and MEA are bad games because the writers completely failed to measure up to the fantastic work of their colleagues in the environment, sound and gameplay design. The quests are boring, dialogues wooden, main hero is a joke, main villain is a Disney Channel Sunday morning cartoon character, Angarans look like Gungans and the general level of imagination is extremelly pedestrian and low-talent.
If this Rowan Kaiser imagines the current writing team would shine if only they didn't make an open world game than he is delusional and shouldn't be in the game-analysing business at all.
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Post by Furisco on Apr 19, 2017 9:07:19 GMT
I think that should be a balance. The best worlds in this game are the smaller ones. Havarl was cool and H-047c made me feel like i was playing a good version of Mass Effect 1 exploration. And obviously, the linear missions were the best parts of the game.
More of linear missions and open planets like H-047c. Less huge planets like Eos.
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