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Post by kumazan on May 2, 2017 19:25:58 GMT
And although Zelda BOTW has very few flaws mechanically, it's interesting how it gets perfect scores despite its lack of story and mediocre voice acting. Where as some reviewers mostly judge mass effect on its story. Is story and voice acting a major selling point of Zelda games though? Story is. Or it was for me back when I still gamed on Nintendo consoles.
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Post by projectpatdc on May 2, 2017 19:28:39 GMT
Is story and voice acting a major selling point of Zelda games though? Story is. Or it was for me back when I still gamed on Nintendo consoles. Especially Majoras Mask
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Post by suikoden on May 2, 2017 19:29:01 GMT
You still haven't watched it. Keep swinging for the fences. Not necessary to watch a video you have no intention of debating over. I'm out of here, and will not reply to any more posts in this thread. Feel free to keep berating me in my absence if you will. I'll cover my ears to the sounds of a child's fists in here beating fruitlessly agains the wall. Lol - says the child who fruitlessly wandered into this thread to debate someone about a video that he had no intention of watching. Like a true toddler spouting off gibberish without context, all I can do is smile and nod. Take your ball and go home - soon you'll be able to fit into your big boy pants!
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Post by linksocarina on May 2, 2017 19:31:14 GMT
And although Zelda BOTW has very few flaws mechanically, it's interesting how it gets perfect scores despite its lack of story and mediocre voice acting. Where as some reviewers mostly judge mass effect on its story. Is story and voice acting a major selling point of Zelda games though? I would say no. But Zelda as a series has a mythology all to it's own. Link as a character is the personified mythic hero for a reason because of that. Breath of the Wild is the first game since Ocarina of Time to really tap into that mythology and give the world weight though id argue. For that, I think folks are much more forgiving when it comes to mediocre voice acting.
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Post by alanc9 on May 2, 2017 19:35:52 GMT
What is the selling point of Zelda games?
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Post by linksocarina on May 2, 2017 19:39:46 GMT
What is the selling point of Zelda games? I kind of alluded to it. Partially the ability to be the hero in Link and to experience the journey around you. Did a whole article on that one already (big shock I know) Partially to play a good adventure game that can encompass that feeling of being the hero. The history, mythology and context of each Zelda game is different but builds on the whole: Link is a 21st century Mythological character, and the Legend of Zelda is a mythological story in the same vein as the labors of Heracles. That is very appeal from a context standpoint, from a gameplay standpoint it has always been a solid experience as well.
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Post by CrutchCricket on May 2, 2017 19:40:18 GMT
What is the selling point of Zelda games? Reincarnation?
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Post by Kappa Neko on May 2, 2017 19:40:37 GMT
But thats the ultimate irony. Iakus mentions in his post above yours that BioWare needed to go back to what worked in the past, and build from there. But that is exactly what Andromeda did. Consider the following: the Whedon-style banter, character focused interactions, loyalty missions tied to personal character strife's (That aren't at all daddy issues for once) and the push for exploration as the core concept, as it was in the original Mass Effect. All of the above, plus the desire for more RP systems, more romances that are both meaningful and down right sexual, and most critically, brightening up the world after it went extremely dark in Mass Effect 3. That is what people wanted, that is what people expected. That is doubling down on what worked in the past. The question is why it failed. We can argue implementation for sure, and I am sure that is part of the culprit, but is it really the only issue here? After all, implementation is ultimately subjective too: when a "bad" game like Ghost Recon re-hashes a lot of the common tropes of an open world stealth action shooter in a big open space, but sells well and is given a good reputation by it's fanbase, it's a bit of a head scratcher because Ubisoft, in their giant machine of printing effectively the same fucking game every six months with different skins and scenarios, doubles down on what their fanbase wants and still succeeds. Implementation can only go so far in this case as being the culprit. It also has to do with the "gunshiness" i mentioned as well I suspect. BioWare chose to play it safe this time around, fell back on what they thought made their games work and what kept people engaged, and it bit them in the butt on a game that I personally think is ok, but is deeply problematic. BioWare lost it's heart in caring here, and I think the reason for that is BioWare itself not sure what their audience wants anymore because we are so fractured to begin with. You are right, they will always be criticized, but I think it was one of the doctors who said that they were taken aback by the criticism they get sometimes because of how disgusting and disheartening it can be. And there is plenty of evidence to throw around that is counter-productive to constructive criticism, hell, all the stuff some people on this very board do is a perfect example of that in action. It's why the current conversation regarding Star Wars is fascinating to me here too. I thought both movies were ok, but I liked Rogue One a lot more than The Force Awakens, by the simple fact that it took risks in the small keyhole space it had. That movie, more than anything else, would be a good video game or TV series, give it time to flesh out the characters a bit more to make the connections stronger. At least Rogue One dared to be a bit different, and the results are a dark story with a hopeful outcome... Yet, on the surface it's the same sort of analysis. It's easy to write it off as having no value because the characters have no traits or motivations...but a lot of things are more complex than that. Rogue One had heart, in the same way all the Star Wars movies did...but Rogue One wore it on the sleeve a lot more and was willing to do something different from other Star Wars movies, despite being a side-story. Force Awakens was safe, predictable, and inoffensive. It was enjoyable too, much like how I find Andromeda enjoyable, but it doesn't change the fact of the matter that it still played it very safe...and Iakus is right where things are better when they take risks. I would agree that implementation is a big issue. To me MEA is utterly tone deaf. The premise is serious, yet the characters don't seem to take things seriously. I find that extremely jarring. Of course it's more complicated than that. Mixing serious drama and banter is very much possible and good TV shows pull it off perfectly (Farscape, for example). It needs a balance. Even the new Guardians of The Galaxy takes the sad moments VERY seriously, so much so that the ending is incredibly corny. But it works for the most part. The trilogy had a good mix of truly horrifying stuff and fun banter to give players a break from the gloom and doom once in a while. I fully concede that it might just be that MEA's humor is not my thing. I find it cringe-worthy and often juvenile. I would have LOVED a Firefly sort of spin-off. Not averse to a more light-hearted tone at all. After overcoming the shock and sadness of leaving the Milky Way I was looking forward to something very different. I just think MEA failed (spectacularly) to deliver. One thing I disagree with is that ME1 was about exploration. I thought it was a tacked on technical mess (Mako) and not interesting in the least. I NEVER wanted more roaming empty ugly moon landscapes. To me Mas Effect was about humanity's future in a galactic society of fascinating alien races and their cultures. The latter is present in MEA too. So again, it's largely implementation (and scope of alien society) and failing to add something new, or even just to tell a really cool story. It's too rehashed. I would have actually preferred a totally new game/franchise to give us this sense of wonder and amazement that ME1 provided. It *is* hard to replicate something upon revisiting it, maybe even impossible. Mass Effect was supposed to end with Shepard and maybe it should have. I agree that the fanbase is fractured more than ever. Many older fans seem to have moved on. At least the Baldur's Gate crowd seems gone from the forum. I remember back when ME2 was released there was still constant whining that Bioware betrayed their roots and should go back. Lots of new fans here who enjoy different things now, including those who are mostly interested in the MP. In my opinion Bioware is in a very difficult position. Creatively nothing good ever comes out of trying to please as many people as possible. But games have become so expensive to make that I understand wanting to play it safe. The difference to popular (shooter) franchises that pop out a new game once a year is - to me - that the fanbase is less diverse. Or at least their expectations are. There are products that sell so well exactly because they remain the same. People expect to play the same game with updated graphics. Human beings are creatures of habit. And we don't usually like things to be TOO different than what we know. Yet when it's too similar it can be a problem too. Franchises like Pokemon sell mostly on childhood nostalgia these days. Too different might actually be one contributing factor to MEA's mixed reception. This was also something criticized about DAI, too Disney in style. MEA is different visually and more so tonally. So I would actually say going for something less grim in tone was actually risky. Playing it safe was the story and the characters. Both sort of backfired. I can totally understand that Bioware employees were fed up with all the death threats. That's not helping anybody make better games. I don't think shutting down the old forum was a good idea because the discussions and death threats just continue elsewhere, but I understand Bioware did not want to spend money maintaining a forum so hostile towards their products. Bioware cannot win the favor of everyone, so I would personally advise them to just make the games THEY want. From a creative point of view. Maybe that's naive of me, but wouldn't a well-made game with a strong narrative have better chances at being successful than a game made worrying about who might take offense? ME1 kicked off an extremely popular franchise even though combat was just passable even then. Sure, Bioware probably went for shooter mechanics because they got popular. It's not inherently bad to incorporate what's popular. But they ended up blending different things into their own thing. More action focused RPGs, hybrids really. Of course this might be why the fanbase is so fractured. Different camps came together, demanding Bioware to lean more into one direction than the other. Bioware's combat systems have never been great. Then ME3's combat was actually really fun and MP celebrated. So now people not only expect Bioware to deliver a great narrative and great characters but also good combat. These days Bioware's less than stellar track record with animations stick out more. As gamers, we're greedy and want the best in every respect and then everything there is in one game, and Bioware Montreal made the rookie mistake of trying to actually deliver a bit of everything. But that leaves none of it to be remarkable. I believe this was also the problem with No Man's Sky. They wanted to do too much. So again, my advice is to try and tune this all out and think what NEW stuff they can bring to the table, what aspects to focus and build on. In the past it always felt like Bioware tried to put the best of film narrative into interactive game format and I loved that. And lots of other developers started emulating the cinematic experience, boasting their own dialogue wheels and choices. Whether Bioware wants to continue that or focus more on gameplay and exploration is up to them. But they need to decide which way to go. They CAN'T do right by the hardcore roleplayers AND those who want a highly emotional film-like narrative. It does not go together. Open world CAN work for them, but not the way they've been going about it. That's a rough rundown of my current thoughts on this complex topic.
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Post by alanc9 on May 2, 2017 19:43:19 GMT
But if we're just talking about story. Why did ME3 get such good reviews when the story (not even including the ending) was pretty bad Was it actually bad, as games go? ME3 was just a rehash of the DA:O plot, except that the Reapers actually had something to do with the army-gathering missions, which isn't generally the case in DA:O.
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Post by alanc9 on May 2, 2017 19:45:01 GMT
What is the selling point of Zelda games? Partially to play a good adventure game that can encompass that feeling of being the hero. The history, mythology and context of each Zelda game is different but builds on the whole: Link is a 21st century Mythological character, and the Legend of Zelda is a mythological story in the same vein as the labors of Heracles. I don't see how this part is conceptually distinct from "story."
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Post by linksocarina on May 2, 2017 19:54:25 GMT
But thats the ultimate irony. Iakus mentions in his post above yours that BioWare needed to go back to what worked in the past, and build from there. But that is exactly what Andromeda did. Consider the following: the Whedon-style banter, character focused interactions, loyalty missions tied to personal character strife's (That aren't at all daddy issues for once) and the push for exploration as the core concept, as it was in the original Mass Effect. All of the above, plus the desire for more RP systems, more romances that are both meaningful and down right sexual, and most critically, brightening up the world after it went extremely dark in Mass Effect 3. That is what people wanted, that is what people expected. That is doubling down on what worked in the past. The question is why it failed. We can argue implementation for sure, and I am sure that is part of the culprit, but is it really the only issue here? After all, implementation is ultimately subjective too: when a "bad" game like Ghost Recon re-hashes a lot of the common tropes of an open world stealth action shooter in a big open space, but sells well and is given a good reputation by it's fanbase, it's a bit of a head scratcher because Ubisoft, in their giant machine of printing effectively the same fucking game every six months with different skins and scenarios, doubles down on what their fanbase wants and still succeeds. Implementation can only go so far in this case as being the culprit. It also has to do with the "gunshiness" i mentioned as well I suspect. BioWare chose to play it safe this time around, fell back on what they thought made their games work and what kept people engaged, and it bit them in the butt on a game that I personally think is ok, but is deeply problematic. BioWare lost it's heart in caring here, and I think the reason for that is BioWare itself not sure what their audience wants anymore because we are so fractured to begin with. You are right, they will always be criticized, but I think it was one of the doctors who said that they were taken aback by the criticism they get sometimes because of how disgusting and disheartening it can be. And there is plenty of evidence to throw around that is counter-productive to constructive criticism, hell, all the stuff some people on this very board do is a perfect example of that in action. It's why the current conversation regarding Star Wars is fascinating to me here too. I thought both movies were ok, but I liked Rogue One a lot more than The Force Awakens, by the simple fact that it took risks in the small keyhole space it had. That movie, more than anything else, would be a good video game or TV series, give it time to flesh out the characters a bit more to make the connections stronger. At least Rogue One dared to be a bit different, and the results are a dark story with a hopeful outcome... Yet, on the surface it's the same sort of analysis. It's easy to write it off as having no value because the characters have no traits or motivations...but a lot of things are more complex than that. Rogue One had heart, in the same way all the Star Wars movies did...but Rogue One wore it on the sleeve a lot more and was willing to do something different from other Star Wars movies, despite being a side-story. Force Awakens was safe, predictable, and inoffensive. It was enjoyable too, much like how I find Andromeda enjoyable, but it doesn't change the fact of the matter that it still played it very safe...and Iakus is right where things are better when they take risks. Bioware cannot win the favor of everyone, so I would personally advise them to just make the games THEY want. From a creative point of view. Maybe that's naive of me, but wouldn't a well-made game with a strong narrative have better chances at being successful than a game made worrying about who might take offense? ME1 kicked off an extremely popular franchise even though combat was just passable even then. Sure, Bioware probably went for shooter mechanics because they got popular. It's not inherently bad to incorporate what's popular. But they ended up blending different things into their own thing. More action focused RPGs, hybrids really. Of course this might be why the fanbase is so fractured. Different camps came together, demanding Bioware to lean more into one direction than the other. Bioware's combat systems have never been great. Then ME3's combat was actually really fun and MP celebrated. So now people not only expect Bioware to deliver a great narrative and great characters but also good combat. These days Bioware's less than stellar track record with animations stick out more. As gamers, we're greedy and want the best in every respect and then everything there is in one game, and Bioware Montreal made the rookie mistake of trying to actually deliver a bit of everything. But that leaves none of it to be remarkable. I believe this was also the problem with No Man's Sky. They wanted to do too much. So again, my advice is to try and tune this all out and think what NEW stuff they can bring to the table, what aspects to focus and build on. In the past it always felt like Bioware tried to put the best of film narrative into interactive game format and I loved that. And lots of other developers started emulating the cinematic experience, boasting their own dialogue wheels and choices. Whether Bioware wants to continue that or focus more on gameplay and exploration is up to them. But they need to decide which way to go. They CAN'T do right by the hardcore roleplayers AND those who want a highly emotional film-like narrative. It does not go together. Open world CAN work for them, but not the way they've been going about it. That's a rough rundown of my current thoughts on this complex topic. I don't have a lot of time as I have to teach in a second, but the bolded above I want to address a bit real quick. The last few times they did that they also got flack for it too. Unwarranted amounts of flak. I am talking about Dragon Age 2 and Mass Effect 3 specifically in both cases. Now again, we can argue the issues of how it was done until the cows come home, yes there are flaws there regarding if the game is well made or not, but that is not really the point either. The point, is the sort of Icarian flight here, the mix of hubris and perseverance to do something different before plummeting to the earth. BioWare has flown so close to the sun for nearly a decade now, it's no wonder the wings finally melted in that regard, but the the rays eroding those wings in the process is our own personal greed and adversity to change. Would not the nuclear response to both games be a major deterrent from making the game they want at this point? I can't pretend to know what BioWare wants to make anymore, but I saw glimpses of it in the plans for Dragon Age 2, I saw the logic of Mass Effect 3, and their new IP might be something they wanted to do for a while now, make something simpler that is not a role-playing game. They are finally getting a chance to do it too, so we shall see if it holds up. From a creative standpoint, this is another complex issue, because why dare to fly so close to the sun when you will get burned for sure, versus flying low and suffering some scrapes in the process at this point? It's why I said I want BioWare to take a risk again. But I doubt it will ever happen.
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Post by CatcheJagger on May 2, 2017 19:56:11 GMT
Good critique. But it makes me realize people get way too caught up in the weeds and details. Just play the game as a piece of fun entertainment. It's not meant to be some deep piece of literature. I care more for how well the mechanics work. And although Zelda BOTW has very few flaws mechanically, it's interesting how it gets perfect scores despite its lack of story and mediocre voice acting. Where as some reviewers mostly judge mass effect on its story. Your initial thesis that MEA should not be analyzed in such a manner may be a personal opinion, but since the implication is that such a view is good as a general guideline, I will treat it as such. Now, as a general guideline, such a policy just isn't particularly good. Now, MEA does lend itself the least to such analysis out of the other entries in the series and even the Dragon Age games, but that doesn't really excuse it from being broken down in the same fashion. Now, when being gone over with such a fine-toothed comb, the other games held up better, which I feel is somewhat indicative of how underwhelming MEA was overall. On BotW, the Zelda franchise (and many other Nintendo series) have always been more centered around their mechanics and design rather than their story content. Kind of like how no one giving a credible review of an epic strategy game will be upset about slow pacing in the same way that they might be playing a military shooter or an action platformer.
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Post by linksocarina on May 2, 2017 19:56:43 GMT
Partially to play a good adventure game that can encompass that feeling of being the hero. The history, mythology and context of each Zelda game is different but builds on the whole: Link is a 21st century Mythological character, and the Legend of Zelda is a mythological story in the same vein as the labors of Heracles. I don't see how this part is conceptually distinct from "story." I never said it was. You asked what the selling point was. The story is more or less the same in each game. The context of the said story is the prize ultimately as to how it fits in the greater mythology.
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Post by alanc9 on May 2, 2017 19:58:42 GMT
BioWare used to be like that. Jade Empire was the zag to the Knights of the Old Republic Zig. Dragon Age 2 was a dark and complex, grounded tale of a rise to power in a world that is filled with fantasy tropes, Mass Effect as a trilogy took Role playing into the 21st century and gave us a flawed but fantastic sci-fi tale that is, frankly, one of the most important game series of it's generation. It is why Andromeda pales so much to these examples...this is BioWare going through the motions instead of being cocksure in their product, and we all caught wiff of it and hope they don't do that again. Force Awakens was safe, predictable, and inoffensive. It was enjoyable too, much like how I find Andromeda enjoyable, but it doesn't change the fact of the matter that it still played it very safe...and Iakus is right where things are better when they take risks. I'm not sure we should be talking about TFA in this context. It's difficult to come up with a metric where TFA didn't succeed. Wouldn't Batman vs. Superman be more on-point? That seems to have earned out, but may have damaged the franchise in the process.
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Post by FeralEwok on May 2, 2017 20:00:50 GMT
Ack, how do I multi quote people on this thing? With regards to the Zelda comments: My question wasn't really that serious of a question as I figured the answer was in most cases a solid no. I think linksocarina has it right as to why the game is praised or sought after. It manages to capture the feeling of living an old mythological tale. It's simple but effective, and if you want to read into the games and see more you can extract what you want from it or just enjoy it as a fun game. At least that's how it appears to me. So far I've only played a few and have gone back to some of the older games since BoTW to experience them. (Currently on Twilight Princess) Anyway my original point was to ask a leading question to illustrate that people are judging Zelda: BoTW for different reasons than Mass Effect because they're very different games and while there's plenty of crossover in fans they don't necessarily play them for the same reasons. I wouldn't play a Zelda game in hopes of being able to have a deep complicated relationship that develops into a romance or having to deal with the politics of the Hyrule Kingdom...or make tough decisions in whether or not I am going to save Zora's domain or instead save Kakriko village from doom. I play it to be a hero that slaps things with a sword, climb tall objects, explore dungeons, and savor a simple story often told more effectively through visual story telling rather than dialogue and plot. It's why Zelda can get away with making loosely the same game for 30 years.
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Post by alanc9 on May 2, 2017 20:01:16 GMT
I don't see how this part is conceptually distinct from "story." I never said it was. You asked what the selling point was. The story is more or less the same in each game. The context of the said story is the prize ultimately as to how it fits in the greater mythology. But then "story" is a major selling point, isn't it? It's just that we get the same story over and over, with new lore bolted on.
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Post by Deleted on May 2, 2017 20:07:28 GMT
Ack, how do I multi quote people on this thing? You have to press the post options next to quote and select post. Select all the posts you want to quote, and then press quote. I suck at explaining things, but hope that was clear enough.
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Post by FeralEwok on May 2, 2017 20:09:57 GMT
Ack, how do I multi quote people on this thing? You have to press the post options next to quote and select post. Select all the posts you want to quote, and then press quote. I suck at explaining things, but hope that was clear enough. You sir are a gentleman and a scholar.
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Post by Iakus on May 2, 2017 20:21:24 GMT
What is the selling point of Zelda games? I kind of alluded to it. Partially the ability to be the hero in Link and to experience the journey around you. Did a whole article on that one already (big shock I know) Partially to play a good adventure game that can encompass that feeling of being the hero. The history, mythology and context of each Zelda game is different but builds on the whole: Link is a 21st century Mythological character, and the Legend of Zelda is a mythological story in the same vein as the labors of Heracles. That is very appeal from a context standpoint, from a gameplay standpoint it has always been a solid experience as well. 21st century? I was playing original Legend of Zelda in the '80s
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Post by projectpatdc on May 2, 2017 20:24:58 GMT
But if we're just talking about story. Why did ME3 get such good reviews when the story (not even including the ending) was pretty bad Was it actually bad, as games go? ME3 was just a rehash of the DA:O plot, except that the Reapers actually had something to do with the army-gathering missions, which isn't generally the case in DA:O. I mean people's reviews of story is mostly subjective anyways. IMO ME3's story was terrible. Every mission was there to quickly tie up a subplot and the convienent plot of the crucible felt poorly tacked on. Nothing really worked for me in that game. The mechanics as well. Oh hey, now we have this awesome new mechanic....Ladders! Yay! I love ladders in narrow corridors or small Maps with zero exploration in a space game! MEA is not as good as ME2 (but it was more fun)in terms of overall quality for its time but it is a huge improvement from ME3 in everything except facial animations and poor polish.
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Post by Iakus on May 2, 2017 20:29:26 GMT
But if we're just talking about story. Why did ME3 get such good reviews when the story (not even including the ending) was pretty bad Was it actually bad, as games go? ME3 was just a rehash of the DA:O plot, except that the Reapers actually had something to do with the army-gathering missions, which isn't generally the case in DA:O. Well, except in Dragon Age, being a fantasy game, magic was to be expected instead of just handwaved into existence. Then there was the far more customizable Warden The player being allowed to have a sliding scale of "bittersweet" for the ending The darkspawn staying a mysterious force rather than being given a rather corny origin story. So I guess it more boils down to "ME3 was DAO done crappy"
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Post by Iakus on May 2, 2017 20:32:04 GMT
From a creative standpoint, this is another complex issue, because why dare to fly so close to the sun when you will get burned for sure, versus flying low and suffering some scrapes in the process at this point? It's why I said I want BioWare to take a risk again. But I doubt it will ever happen. Eagles may soar, but weasels don't get sucked into jet engines
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Post by Kappa Neko on May 2, 2017 20:36:03 GMT
I don't have a lot of time as I have to teach in a second, but the bolded above I want to address a bit real quick. The last few times they did that they also got flack for it too. Unwarranted amounts of flak. I am talking about Dragon Age 2 and Mass Effect 3 specifically in both cases. Now again, we can argue the issues of how it was done until the cows come home, yes there are flaws there regarding if the game is well made or not, but that is not really the point either. The point, is the sort of Icarian flight here, the mix of hubris and perseverance to do something different before plummeting to the earth. BioWare has flown so close to the sun for nearly a decade now, it's no wonder the wings finally melted in that regard, but the the rays eroding those wings in the process is our own personal greed and adversity to change. Would not the nuclear response to both games be a major deterrent from making the game they want at this point? I can't pretend to know what BioWare wants to make anymore, but I saw glimpses of it in the plans for Dragon Age 2, I saw the logic of Mass Effect 3, and their new IP might be something they wanted to do for a while now, make something simpler that is not a role-playing game. They are finally getting a chance to do it too, so we shall see if it holds up. From a creative standpoint, this is another complex issue, because why dare to fly so close to the sun when you will get burned for sure, versus flying low and suffering some scrapes in the process at this point? It's why I said I want BioWare to take a risk again. But I doubt it will ever happen. I get your point. My question is were DA2 or ME3 the games they wanted to make? I agree that DA2's different approach to the protagonist was a risk, and one I welcomed and enjoyed. More people appreciate DA2 now than at the time. That is something. But I wonder... wasn't DA2 perhaps born from serious time constraints which just happened to result in something different? Or were only the recycled maps the result and the story what they wanted to do all along? Was ME3's ending a deliberate creative risk or something they made on the fly because of the leak? We'll never know. I agree that it's not possible to keep delivering something outstanding forever. Popularity is always relatively short-lived because people expect to always get something even better than before. And that's just not possible. And now I feel Bioware has reached the point of gradual decline. In 5-10 years it will be CDPR. Bethesda's reputation has started to crack with FO4. It happens to every company that grows too big/famous. Expectations cannot be met anymore. So rather than slowly vanishing into oblivion with a serious of mediocre imitations of past brilliance, I too would like Bioware to take one more risk. That said, I personally have little enthusiasm for the new IP that sounds very MMO or at least online MP only, quoting games as inspirations that I don't consider worthy of emulating at all. But it's always about the implementation, what new things get added that mix things up. So I hope Bioware can surprise us once more. I also hope Dragon Age ends with a bang rather than a whimper...
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Post by dm04 on May 2, 2017 20:44:29 GMT
What is the selling point of Zelda games? actualy, it was the gameplay there was nothing like this before and since the original Legend of Zelda? No idea, never looked back after getting a PC and since Zelda is nintendo excklusive...
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Post by Ieldra on May 2, 2017 20:59:33 GMT
I finished watching the whole thing.
If you only ever read or watch one commentary on MEA, it should be this one. If there's one commentary that Bioware needs to watch in order to make a better sequel, it's this one.
Whatever its other flaws, it's MEA's shortcomings in creativity and imagination that ultimately make it a disappointing experience, in spite of the satisfying ending and the generally well-done characters.
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