The way I like to put that is, Mass Effect has always looked like a shooter, but Mass Effect 1 didn’t really play like one.
<_<
Modifié par Whoo71, 09 mars 2011 - 02:54 .
The way I like to put that is, Mass Effect has always looked like a shooter, but Mass Effect 1 didn’t really play like one.
Modifié par Whoo71, 09 mars 2011 - 02:54 .
Renegade133 wrote...
how was the shooting hard pick your weapon and pile atts into it
Lunatic LK47 wrote...
Renegade133 wrote...
how was the shooting hard pick your weapon and pile atts into it
Uh, except for a game that plays like a shooter, the mechanics should work well. Spending skill points just to shoot a weapon properly is not that good of a design if you're trying to promote the 'Action' part of the RPG. It's like saying, "Oh, you want to participate in basketball? Play the game with one arm until you have enough times in the basketball court."
AlanC9 wrote...
Vena_86 wrote...
You had the citadel and you would board the Normandy through the hatch and not just by teleporting there with a loading screen. There is this kind of thought process "Where do I have to go next? The Normandy. Where is the Normandy? It's over there..." and you usually wouldn't have to go a long way to go back. Stuff like this engages the player because he thinks of the levels as environments and not just backgrounds for the action.
It didn't engage me. Maybe that's because I come from PnP RPGs:
GM: "You guys heading back to the ship?"
Player: "Sure. We're done here."You had open planet surfaces with points of interest you find your self rather than beeing bottlenecked from A to B. Same concept. I hear Hudson saying things like "explore the galaxy" in early interviews, but there is no more exploration in ME2 if you just follow predetermined paths. You don't explore, the game does it for you.
Although there was a lot of linear level design too in ME1 it was still far more open, thus giving the player a better sense of immersion and purpose.
If anything, most of the ME1 exploration content actually broke immersion for me. Shepard's going around hunting up mineral deposits on unknown worlds? Really?
And double that for the inventory system and weapon skills, which were obviously in there because they thought some folks would need traditional RPG elements, not because they fit the story.
Terror_K wrote...
That logic is stupid.
Modifié par tonnactus, 09 mars 2011 - 01:34 .
ianmcdonald wrote...
Mass Effect isn't strictly one thing or another. It has elements from a bunch of different genres and that's what makes it a fun franchise.
Modifié par Vyse_Fina, 09 mars 2011 - 02:36 .
Actually, even in semi-professional sports teams coaches usually make players hone different skills by handicapping them during training.Lunatic LK47 wrote...
Renegade133 wrote...
how was the shooting hard pick your weapon and pile atts into it
Uh, except for a game that plays like a shooter, the mechanics should work well. Spending skill points just to shoot a weapon properly is not that good of a design if you're trying to promote the 'Action' part of the RPG. It's like saying, "Oh, you want to participate in basketball? Play the game with one arm until you have enough times in the basketball court."
xSTONEYx187x wrote...
Nice stuff.
EDIT:
This quote made me breath sigh of relief.
CN: I can’t talk about any of the specific decisions or what they actually do. But what I can say is that decisions through all of the Mass Effect games, including the DLC, will matter for Mass Effect 3. And it’s not just like decisions that carried over from ME1 to ME2 will matter in ME3, they’ll be decisions in ME1 that did not visibly impact ME2 that will have an impact in ME3. What we looked at is the total story, everything that happened in Mass Effect 1 and Mass Effect 2 is real and matters, we let the writers draw on that as much as they want to customize the experience and to be pretty much without limits.
Renegade = Anti-spam.Nozybidaj wrote...
Nice, not only will we get emails about our choices from ME2, we'll get all new emails about our ME1 choices all over again.