ME2: Some feedback that's hopefully helpful.
#26
Posté 31 janvier 2011 - 04:29
So yeah. Drop it or take it elsewhere. Not interested in perpetuating in your fighting in a thread that is actually good for a change.
#27
Posté 31 janvier 2011 - 04:34
Me picking a fight? No hun, you're the one responding and initiating the fight, Hows agreeing with the OP picking a fight and how does pointing the flaws in your claims picking a fight? You're the one that keeps responding.Gleym wrote...
I'd call what you're doing right now picking a fight, yes. If you wanna bicker, pick one of the many other threads for it. This one was doing just fine before you felt the urge to get all spiteful and spill your bile all over it - especially considering that you accuse me of attacking when you're the one who resorts to volatile insults in the majority of your antagonistic posts.
So yeah. Drop it or take it elsewhere. Not interested in perpetuating in your fighting in a thread that is actually good for a change.
I seriously love how you act all innocent when in other threads, you're the one spouting insults whenever someone disagrees with your notion that ME1 is a flawless diamond. So seriously, drop the act and have the balls to admit you aren't innocent.
I can't drop it when people like you keep responding and throwing baseless accusations.
#28
Posté 31 janvier 2011 - 04:38
#29
Posté 31 janvier 2011 - 04:40
AdmiralCheez wrote...
Gleym, SithLordExarKun, if you wish to continue your argument please PM each other. This thread is for leaving feedback, not arguing about who leaves better feedback.
Ok ill take it to PM because you aren't some brainless ME1 fanatic.
Modifié par SithLordExarKun, 31 janvier 2011 - 04:45 .
#30
Posté 31 janvier 2011 - 04:41
Modifié par AdmiralCheez, 31 janvier 2011 - 04:41 .
#31
Posté 31 janvier 2011 - 04:42
#32
Posté 31 janvier 2011 - 04:59
Olwydd wrote...
I pretty much agree completely with the OP - especially in regards to the squad interactions. One of the nice things about ME1 elevator system was the ability to hear squad-mates actually acknowledging one another with non-generic remarks - made the game world seem more alive (admittedly this would have been more difficult and zot-consuming with the 10+ NPCs in ME2, but it's still something I missed).
Is not that there wasnt none on ME2. You had to pick the right combination for improved fun. While doing character-related missions you could just pick the member that was most likely to troll the other... like Jack on Miranda's loyalty mission. Grunt also interacts with most if all the "talk to charactername" boxes on Tuchanka. I think there are many little things.
Of course there should be more because we all love those characters and we also want to know how they act as a team and learn, stab, love and hate each other. Even ME1 was weak on that because on 90% of the time I was hearing news on elevators instead of team banter.
There was a thread suggesting more Normandy interactions and cutscenes between missions (not only the party banter). It's kinda like the other characters reacted to Dog on DA:2... or better... like that funny Sunken Flagon tavern argue on NWN2 (youtube it - its silly but none of those 3 characters had wisdom score above 10
Modifié par Ulzeraj, 31 janvier 2011 - 05:08 .
#33
Posté 31 janvier 2011 - 05:03
-The Galaxy Map. ME1's was virtually perfect (apart from the fact that it didn't tell you which systems you'd already visited, which could get pretty frustrating). Oh man, did this get the little astronomy nerd in me going. It was a beautiful, easy-to-use interface that made me feel like I was actually plotting a course for a starship and checking out alien planets from orbit. Wow. I don't understand why you guys went and changed it in ME2 (props for trying something new, at least), but turning navigation into hokey little mingames that cost me time and money took the fun out of it for me. My ability to zoom around the galaxy at will was suddenly castrated by my Cerberus paycheck. Not only that, but I had to spend time and money buying fuel and mining if I wanted to finish the game without losing half my team. Now, I'm all for realism and careful resource management, but not at the cost of player enjoyment. It wasn't a big deal, no, but bringing back the ME1 galaxy interface will make me squee joyously.[/quote]
Agreed.
[quote]
-Squadmate Armor. I have no problem with Jack running around shirtless, but doing so in a blizzard while being shot at is insane, even for her. While I despised ME1's inventory and was glad to see it go, I sort of miss being able to put everyone in Phoenix armor for the lulz. At the very least, give everyone the option of wearing armor in appropriate places. At best, give us the option to customize it. Of course, if you don't, I'm not gonna fuss about it. After all, I love your character designs. Best regards to Matt Rhodes, for that man is a BAMF.[/quote]
I actually put this as a higher priority. Not so much the need to customise your squad, but the need for them to be wearing sensible clothing and gear for combat and space exploration. Yes... I get that the intent was to give each squaddie a unique look that makes them stand out, but that can be done without making a mockery of the entire Mass Effect IP and universe by having them running around in clothing that just doesn't make any sense and ruins the immersion of the game almost completely. Preferably squaddies would have their civvie gear and their combat gear, or at least an alternate or fixed get-up for dangerous locations that automatically triggers (like how the helmets/masks already do this when needed, but have the entire costume change).
As it stands this is pretty much #1 on my list of things that just Must. Be. Changed. for Mass Effect 3. Even more than any gameplay element. Because the way they ran around in ME2 just constantly took me out of the game and I couldn't take the universe seriously any more.
[quote]
-Exploration. The first time I played ME1 and landed on an uncharted world, I was beyond wowed. I remember hopping out of the Mako and walking up a hill, where I was greeted by a blazing sun peeking through a distant cloudbank, with a giant moon looming high above it. It was like I really was the first person to step on that planet, and suddenly I remembered why I dreamed of being an astronaut as a kid. However, the thrill wore off when I realized that pretty much every world looked like that, except with different colors and a merc base in the other corner of the map. Maybe if these landing zones weren't so copy-paste, it wouldn't have recieved as much criticism as it did. However, I think cutting out wide, open spaces like this was a mistake. Improve, Bioware, don't remove![/quote]
Agreed. I think the solution is to give us a few ME1 UNC style worlds we can explore, a few ME2 N7 style smaller places and a few Overlord Hub style places. By giving us a mixture most of the issues with both UNC and N7 style missions/places would be gone, IMO.
[quote]
-Vehicles. I know the Mako recieved a lot of hate, but I think that's not really its fault: the rough and repetitive terrain was to blame. Sure, the Hammerhead was a lot faster and easier to control, but it had crap weapons and zero armor/shields. Maybe the best solution is to combine the two somehow, or perhaps have them both? Other games include multiple vehicles with no problem, so really the only issue here is whether or not we can fit another tank in the cargo hold. We can use the Mako for heavy combat, and switch to the Hammerhead for recon and quick snatch-and-grabs. I dunno, just throwing out my goofy ideas. Really, whether a vehicle's included or not isn't going to be a gamebreaker for me, but like I said with exploration, sometimes it's worth trying to improve something as opposed to cutting it entirely. You've got one more shot at this, Bioware, so do it right![/quote]
I'd personally rather have The Mako back than have to deal with The Hammerhead in ME3 again, unless The Hammerhead gets a makeover so that it actually resembles a realistic vehicle for planet exploration and not just a weak little toy designed for platformy rubbish. In either case, I agree that vehicle exploration needs to make a comeback in the vanilla game. I'd even like to see it come back into some of the main worlds, if only to give them a decent scale.
[quote]
-Experience. It felt slightly more rewarding when I got XP for everything I did instead of in one lump at the end of a mission. Then again, the new level-up system is a lot more efficient, so it's not a big deal. Just one of those things I'd like to see back. It gave me an excuse to explore more and take all the bad guys out instead of rushing through fights.[/quote]
Agreed. I don't think it needs to necessarily come from kills directly, but we need some context and not just a meaningless lump sum, especially when its the same amount no matter how you approach the mission, which makes it even more meaningless. I'd also prefer to earn it gradually, although not necessarily as gradually as we did in ME1. I think completing milestones is a good middle-ground: so that you earn smaller lumps of XP for completing certain tasks as you complete them, rather than just one big chunk.
[quote]
-Paragon/Renegade system. Okay, I don't mind the morality system for the most part, and the addition of interrupts was awesome, but I don't see why charm/intimidate was done away with as a skill. This got a bit restrictive as to which decisions I could make. Rescuing a kitten out of a tree doesn't make you more persuasive, and choosing to cooperate with terrorists doesn't necessarily make you more intimidating. Also, the scarring thing was kind of... weird. It's not really a bad thing, but I can't see why it was included, especially since Shepard's implants weren't used as a plot device until Overlord. Perhaps the whole man/machine, Ship-of-Theseus bit will be a bigger deal in ME3.[/quote]
The problem too is that the self-feeding nature limited roleplaying, ultimately forcing you to be pretty much either full on Paragon or Renegade and without letting you truly explore the grey in-between. Especially if you wanted to be able to succeed at some of the bigger Charm/Intimidate moments such as in Miranda and Jack's confrontation and being able to choose Morinth or not, etc. It basically forced players to constantly go for one path just so they could pull off these dialogue choices. Something needs to be done to split the ability to choose away from the meter itself, whether it be going back to having two separate skills or just having one "Persuade" style skill.
[quote]
-Powers. Biotics were overpowered in ME1, to the point where you could beat the game easily enough on any difficulty so long as you had the most expensive gun and someone with Lift. However, nerfing them entirely seemed a bit extreme. I can see physics-based attacks doing less damage on armored enemies or something, but putting on sheilds does not make you immune to a warped gravitational field. Perhaps gradiating biotics' effectiveness based on the amount of protection instead of arbitrarily cutting them off would be a better solution. Or maybe I just haven't adjusted to the steep learning curve that comes with being a spellcaster-type class. Eh, not a big deal, as the power system in ME2 was much better for the most part (global cooldowns were a blessing, thank you very much for including them), but it's worth looking over.[/quote]
Agreed. Regarding global cooldowns, they are too fast though. One of the reasons they apparently did it was to stop people spamming their powers at the start, but with the speed of the cooldowns in ME2 the player can now just pretty much spam the same power over and over, which is actually worse, IMO. I realise that biotics that don't often use weapons and rely on said powers would take a hit here, but if the powers weren't as nerfed it wouldn't be so bad.
[quote]
-Shepard's animations. They look so much smoother in ME1, especially facial expressions and the run/walk animations. I really don't know why you guys decided to use the same animation for both male and female Shepards, but it really shows. No, I don't want FemShep to run like a girly-girl, but she looks a touch herp-derp with her arms way out to the side and neck cranked sideways. People will spend most of the game looking at their Shep, so they notice little things like this. Sometimes as simple as adjusting the way FemShep sits, like in Shadow Broker, is all it takes. Don't cut corners.[/quote]
Agreed.
[quote]
-DLC armor. I'd like to be able to take the helmets off, please.[/quote]
Agreed.
[quote]
-Heat sinks. A shooter that departed from the ammo system was fresh and unique, so while going back to it may have made for balanced and more difficult gameplay, I don't see why you guys went and reversed a mechanic that had the potential to be really interesting. A lot of people have suggested combining the two, where a weapon is prone to overheating without a thermal clip, but it can still be fired. To compensate for this, heat sinks would have to be less abundant.[/quote]
Agreed. Not to mention the many holes in the lore and the explanations related to it. A hybrid system would actually work and fix a lot of this.
[quote]
-Loyalty missions. I really, really enjoyed them, but I don't want to do the same thing again in ME3. Perhaps something more like the approval system from DA: O would be more appropriate, but simplified into plot-specific checkpoints. For example, say you have to save a colony from being overrun by husks. One of your squadmates happens to be from that colony, so she has a vested interest in protecting it. If the colony falls, you will fail to gain her loyalty, but in talking with her afterwards may be able to convince her that there are things still worth fighting for. This will make her loyal, but she will not be open for romance. Certain missions may require you choose between squadmates, and others may only result in a character feeling so betrayed that they leave (if you handle the situation improperly). This will keep the story plot-focused, but will still allow for very deep character development.[/quote]
It all kind of depends how and what ME3 really focuses on. ME2 was very character-driven, and I suspect ME3 will be more story-driven, ala ME1. Given this I get the feeling that "loyalty" won't be much of a factor. I definitely agree that loyalty shouldn't just be a binary state and should be something closer to DAO, but loyalty might not even have a place in ME3, while it really was pretty much the main driving force of ME2. If it is, I'd like to think any returning squadmates with a good portion of loyalty already present too.
[quote]
-Weapons. I like the direction ME2 went in, as each gun (apart from DLC) was unique and had a specific niche that it filled. However, just a little more choice would be nice, as two types of SMGs (without DLC) isn't much to choose from, especially if one is obviously superior. I like it better when all guns have their uses, and I hate it when I'm just holding on to the default until I get something "better."[/quote]
I think that after the DLC came out we had about the right amount of weapons that we really should have had in the vanilla game. What I'm really hoping is that ME3 already has all the weapons you can possibly get in it by default.
[quote]
-Skills and squadmates. Again, I like the direction ME2 went in--it was nicely streamlined and forced the player to think more carefully about where to spend squad points. I also liked how each squadmate had a unique set of powers and weapons so that there was minimal overlap and no obviously superior combination. The one thing I could suggest is more opportunities for powers to branch off, instead of just one final evolution for each. As it is, though, it works great.[/quote]
Definitely agree that the branching should occur earlier, and be more varied. I personally didn't actually like that you had to spend multiple points to unlock one level of skill though, as if often meant leftover skill points and things like missing out getting that forth tier skill by only one point, etc. I think a mix between ME1 and ME2 is needed here too.
[quote]
-Boss fights. I was worried about these (Saren and the HR were a bit lackluster) until Lair of the Shadow Broker came out. You guys nailed it. Keep it up.[/quote]
Yeah, LotSB was definitely win on bosses. Though it was pretty much win overall to be honest. It really is the best thing to come out of Mass Effect 2, IMO.
[quote]
-Interaction. The thing I love most about Mass Effect (2) is its wonderful cast of characters. At times I was duped into thinking of them as real people, and thus I made an effort to look after them. However, I was a little disappointed that they didn't really act as a team. They hardly ever talked to one another. Now, it's hell to program unique conversations between all members of the squad when you have so many of them, but the elevator convos (which used an overlapping question-response-reaction formula that allowed for more dialogue with less lines) and loyalty conflicts proved that you can do it. Just a little more of that, enough to make it seem like the team is a team, would be great. Also, more conversations with the team in general would be nice; it really sucked when characters would arbitrarily cut me off because I didn't romance them. Shepard shouldn't have to resort to prostitution for the sake of a friendly chat.[/quote]
Agreed.
[quote]
-Level design. Both ME1 and ME2 suffer from the rooms-with-boxes curse. ME1 was a little too bland, while ME2 was too boxed in. This resulted in things getting repetitive after a while. I'd love to see ME1's opennes combined with ME2's intricacy, if possible. Also, multiple paths or ways of solving a problem are good, such as with Noveria and Tali/Zaeed's loyalty missions. Just a touch more of that would be marvelous. No matter what you decide to do, though, variation is key. Make each fight feel fresh, each location feel unique. I know you can do it because I've seen you do it: Mass Effect 1's main quests, ME2's Suicide Mission and DLC, etc. Just stick to it, because when you're at your best, you're awesome. When you're at your wost, though, you're repetitive. Repetition is kind of boring.[/quote]
Agreed. We need more Noveria style missions and places. I understand why the places were all smaller: it reduced frame-rate problems and the need for loading pauses, etc. but I think I'd still rather have a few pauses than have places that feel small, linear and artificial.
[quote]
-Endgame. Okay, I had to include this section for the sole purpose of letting you guys know how unbelieveably awesome the end levels of ME1 and ME2 were. Everything from Virmire/The Reaper IFF on had my heart pounding, and I really want to see you guys top this. The Battle of the Citadel was intense, sure, but the stuff you implimented in the Suicide Mission--the idea that everything you had done in the game up to that point could affect the final outcome--was brilliant. I am really hoping to see everything from all three games come together in ME3's final battle, with all important decisions that you made up to that point either helping or hindering your final effort. It will be a serious challenge to top the awesomeness that took place beyond the Omega 4 Relay, but if you do, expect me to send you cookies and love letters.[/quote]
Agreed.
[quote]
-One more thing. Just a bit of personal imput here, but whatever you do, don't reduce ME2's entire squad to emails and two-minute cameos. I understand that squadmates are the most labor and resource-intensive thing in a game like this, but putting in the extra effort here would really make a lot of fans happy. I'm not a believer in wussing out on a whole character just because he or she happens to be dead in a small amount of saves. Yeah, they can't have a plot-essential role (since you can't exactly advance the story if you're dead), and I'm perfectly happy with them being non-recruitable so long as their new roles are done well, but you guys have a reputation for going above and beyond people's expectations, especially with content not all players will see.[/quote]
Agreed.
Overall you say a lot of things I agree with, and have also said over the past year or so myself. Here's hoping another reasonable voice will make ME3 a better game than both previous ones.
#34
Posté 31 janvier 2011 - 05:16
#35
Posté 31 janvier 2011 - 05:16
#36
Posté 31 janvier 2011 - 05:48
#37
Posté 31 janvier 2011 - 05:56
Terror_K wrote...
AdmiralCheez wrote...
-Heat sinks. A shooter that departed from the ammo system was fresh and unique, so while going back to it may have made for balanced and more difficult gameplay, I don't see why you guys went and reversed a mechanic that had the potential to be really interesting. A lot of people have suggested combining the two, where a weapon is prone to overheating without a thermal clip, but it can still be fired. To compensate for this, heat sinks would have to be less abundant.
Agreed. Not to mention the many holes in the lore and the explanations related to it. A hybrid system would actually work and fix a lot of this.
I keep reading about holes?
No hybrid please, I prefer to stay with the ME2 system with some tweaks and improvements.
#38
Posté 31 janvier 2011 - 06:08
AdmiralCheez wrote...
-Skills and squadmates. Again, I like the direction ME2 went in--it was nicely streamlined and forced the player to think more carefully about where to spend squad points. I also liked how each squadmate had a unique set of powers and weapons so that there was minimal overlap and no obviously superior combination. The one thing I could suggest is more opportunities for powers to branch off, instead of just one final evolution for each. As it is, though, it works great.
This is actually something I made a thread about, complete with Wall-o-Text, a few months ago. Strangely, I didn't get much in the way of discussion. So I'll link it here if you think it would be worth adding to your own post. I won't be offended if you don't though.
social.bioware.com/forum/1/topic/103/index/4632282 - Evolve Today! Branching Power Trees for ME3
On topic, I'm inclined to agree with most of your points. The tone with which you write makes it much easier to really take your position seriously, something that most people here could learn from you.
#39
Posté 31 janvier 2011 - 06:10
EDIT: Added. Also, geez you guys, thanks for all the "good points, OP" and "I agree" comments. This must be a milestone in BSN history.
Modifié par AdmiralCheez, 31 janvier 2011 - 06:14 .
#40
Guest_AwesomeName_*
Posté 31 janvier 2011 - 06:22
Guest_AwesomeName_*
AdmiralCheez wrote...
-Endgame. Okay, I had to
include this section for the sole purpose of letting you guys know how
unbelieveably awesome the end levels of ME1 and ME2 were. Everything
from Virmire/The Reaper IFF on had my heart pounding, and I really want
to see you guys top this. The Battle of the Citadel was intense, sure,
but the stuff you implimented in the Suicide Mission--the idea that
everything you had done in the game up to that point could affect the
final outcome--was brilliant. I am really hoping to see everything from
all three games come together in ME3's final battle, with all important
decisions that you made up to that point either helping or hindering
your final effort. It will be a serious challenge to top the
awesomeness that took place beyond the Omega 4 Relay, but if you do,
expect me to send you cookies and love letters.
I agree, I really hope they top this... Here are my thoughts on the issue!
#41
Posté 31 janvier 2011 - 06:23
#42
Posté 31 janvier 2011 - 06:24
Generally, though, I don't think you'll find much argument about your list. Who wouldn't want deeper, branching quests? Or a better variety or weapons and armour? Or more powers? Or more party member customization? Or more exploration (if done right). Heck, I have more to add to the list, including better level design.
Sure, there are a few points of argumet. While almost no one would be against exploration (if done right) many of us argue that ME1 exploration was tedious and simply done wrong. While you like the Mako, many didn't and would prefer an improved hammerhead. But in general, there is no argument about whether we would all enjoy more exploration (without mining games) or a better vehicle.
Fortunately, I think we're going to get much of what we've asked for. More levels mean more powers. I think Bioware learned their lessons with weapons and armor and will give us more variety. I think that they realized the importance of the continuity with our favorite characters. So, at the danger of becoming bitterly disappointed and spending weeks flaming these forums, I'm hopeful for ME3. Although, if ME3 is *merely* as good as ME2, I suspect I'll still love it.
Modifié par Whatever666343431431654324, 31 janvier 2011 - 06:24 .
#43
Posté 31 janvier 2011 - 06:28
#44
Posté 31 janvier 2011 - 06:29
AdmiralCheez wrote...
-The Galaxy Map. ME1's was virtually perfect (apart from the fact that it didn't tell you which systems you'd already visited, which could get pretty frustrating). Oh man, did this get the little astronomy nerd in me going. It was a beautiful, easy-to-use interface that made me feel like I was actually plotting a course for a starship and checking out alien planets from orbit. Wow. I don't understand why you guys went and changed it in ME2 (props for trying something new, at least), but turning navigation into hokey little mingames that cost me time and money took the fun out of it for me. My ability to zoom around the galaxy at will was suddenly castrated by my Cerberus paycheck. Not only that, but I had to spend time and money buying fuel and mining if I wanted to finish the game without losing half my team. Now, I'm all for realism and careful resource management, but not at the cost of player enjoyment. It wasn't a big deal, no, but bringing back the ME1 galaxy interface will make me squee joyously.
I disagree with most of this, or maybe I don't understand the objection you're making. I didn't get the feeling that the ME1 ship was actually moving about within a system. In fact, it doesn't move to survey planets; only actually landing on a planet changes the position marker. I thought the ME1 design was kind of incoherent; sometimes it's just a map, sometimes it's a navigation interface. Not that the ME2 map was much better at being a map; why can't I look at a system on a map without actually going there? I don't have any special fondness for flying the ship around, mind; I'd like to see a map where you can look at any world on the map, see estimated fuel expenditure for going there, and then hit a button to order Joker to actually fly the ship there.
Then again, I'm not into zooming about the galaxy at will in the first place. Shepard isn't an explorer seeking out new life and new civilizations; he's a soldier. I'd prefer exploration be yanked altogether from ME3.
As for squad armor, they need to figure out how their universe works and stick to it. ME1 actually muddled this up in the first place by talking about how Asari commandos don't believe in or need battle armor, despite having a combat system that makes this tactic completely irrational. ME2 made this much worse; ME1 was confused about some uncommon NPCs, while ME2 put the muddle front-and-center by applying it to the party. I don't mind them saying that Miranda's catsuit actually is high-tech armor and always has been, but they'd still need to do something about the cleavage and give the girl a helmet.
I prefer end-of-mission experience; the little XP popups always strike me as being very videogamey. The Mission Complete screen is gamey too, but in a good way; it reminds me of PnP gaming where you get your XP award at the end of the adventure. (I'm also against kill XP in the first place, but that discussion's got no relevance to a game like ME)
Concur 100% about the paragon/renegade issues, except that I didn't find the system actually restrictive as to the choices I could make. Maybe that's because I never pay attention to what a morality system says about my character. It did restrict how much skill I could develop at Charm/Intimidate, so in that sense it reduced my choices. So did ME1, but IIRC you could get enough Renagade even with a Paragonish character to make most of the important checks.
Overall, an excellent post -- which I guess just means that I mostly agree with you.
#45
Guest_AwesomeName_*
Posté 31 janvier 2011 - 06:32
Guest_AwesomeName_*
AdmiralCheez wrote...
@AwesomeName: Added to The Wall.
You're being so completely awesome with this thread!
#46
Posté 31 janvier 2011 - 06:37
@AwesomeName: Thanks! I'm trying my best to keep this bad boy nice and clean. But, alas, I have class early tomorrow morning and I must depart. Until tomorrow, I bid thee adieu.
#47
Posté 31 janvier 2011 - 07:01
#48
Posté 31 janvier 2011 - 07:33
#49
Posté 31 janvier 2011 - 07:43
One of your ideas I really liked was having both the hammerhead and the mako for different missions, and having explorable worlds that look awesome. As a matter in fact, I was playing ME1 today and I was joking with my bro while on the UNC planets. I'd say "Hey bro, guess which planet I'm on!" Or "Guess which mission I'm doing," while in one of the generic mines. I'm totally for exploration, and I feel having both vehicles at our disposal and a few well-designed planets is a great idea to bring back this element.
Anyway, I just liked the idea of designing vehicle missions to play off the 2 vehicle's strengths, and the idea of improve, not remove.
Edit: another elaboration, I support armor for squadmates, but only if it's optional, as the OP said. I personally prefer the character's to be present in character-specific outfits, as it gives them a persistent identity and iconic presence. Plus, as the OP pointed out, the character designs are incredible.
Edit 2: One last thing while I'm thinking about it, the renegade scarring system was a little bit strange, but I really love the maxxed scars and red eyes my renegade vanguard has, and I would like to see them persist into ME3, regardless of what they change with the system.
Modifié par Valadras21, 31 janvier 2011 - 07:56 .
#50
Posté 31 janvier 2011 - 07:50
EDIT: is it just me or is Mr. Watamaniuk coming to the forums more often these days?
Modifié par Mister Mida, 31 janvier 2011 - 07:51 .





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