I'm gonna use this as mah screensaver!jethead wrote...
Harmless Crunch wrote...
That is amazing!
Thank you!
Another pretty view, from Pinnacle Station:
What we miss from ME1 :( *Now with a group of over 140 members!* *We have reached over 40 pages!* *Now with poll!*
#351
Posté 04 avril 2011 - 02:30
#352
Posté 04 avril 2011 - 04:13
#353
Posté 04 avril 2011 - 09:07
#354
Posté 04 avril 2011 - 06:07
I really hate the super short & super linear LeveL of ME2...
Look at the old citadel... EA has made more damages then the Geth/Saren attack!!!:
http://images.wikia...._keeper_map.png
Modifié par Franzius, 04 avril 2011 - 06:11 .
#355
Posté 04 avril 2011 - 07:48
Modifié par Fixers0, 04 avril 2011 - 07:52 .
#356
Posté 04 avril 2011 - 09:58
#357
Posté 04 avril 2011 - 11:00
The thing I don't get is why BioWare didn't include the full ME1 Citadel in ME2?
@Fixers0
Exactly with the music playing in the background and the requisitions officer......the SR1 felt much more alive
@mrklean007
Pretty much this...I really miss the whole Blue color scheme.....
#358
Posté 04 avril 2011 - 11:26
#359
Posté 05 avril 2011 - 12:32
Same apart from the DLC's nothing really stood out for me...Babli wrote...
Level design of Arrival gives me some hope, that we may see something spectacular again in ME 3. Second game didnt impress me with anything except beginning vacuum scene.
#360
Posté 05 avril 2011 - 12:42
#361
Posté 05 avril 2011 - 01:00
Ah do you remeber this........www.youtube.com/watchMassEffect762 wrote...
I miss the old Bioware.
or this www.youtube.com/watch
or when we first saw ME in action www.youtube.com/watch
And then when it launched www.youtube.com/watch
A time before pre-order bonuses, day 1 DLC and EA
#362
Posté 05 avril 2011 - 07:46
Harmless Crunch wrote...
Ah do you remeber this........www.youtube.com/watchMassEffect762 wrote...
I miss the old Bioware.
or this www.youtube.com/watch
or when we first saw ME in action www.youtube.com/watch
And then when it launched www.youtube.com/watch
A time before pre-order bonuses, day 1 DLC and EA
+1
You said well... before EA, Pre-order bonuses, EA, cerberus network, EA, pre-pre signature special edition bonuses, day 1 dlc, EA, 1 year and half production cycles, EA, key components dlc (I hate armours & wepons dlc!!!), EA, CoD targeting, lies (ps3 the best version, ps3 shortage, me2 being still an rpg etc...)
I really miss the old time when Bioware was sinonimous of great masterpiece!!!
It was a mithic company for a long time (likes the golden age of LucasArts)!
Your videos make me think again how deep has been the (negative) impact of EA over Bioware and the Mass Effect franchise.
From cinematique experience to arcade. From Bioware to BiowEA.
#363
Posté 05 avril 2011 - 08:44
*Sobs*Franzius wrote...
+1
You said well... before EA, Pre-order bonuses, EA, cerberus network, EA, pre-pre signature special edition bonuses, day 1 dlc, EA, 1 year and half production cycles, EA, key components dlc (I hate armours & wepons dlc!!!), EA, CoD targeting, lies (ps3 the best version, ps3 shortage, me2 being still an rpg etc...)
I really miss the old time when Bioware was sinonimous of great masterpiece!!!
It was a mithic company for a long time (likes the golden age of LucasArts)!
Your videos make me think again how deep has been the (negative) impact of EA over Bioware and the Mass Effect franchise.
From cinematique experience to arcade. From Bioware to BiowEA.
#364
Posté 05 avril 2011 - 09:28
Harmless Crunch wrote...
@Franzuis
The thing I don't get is why BioWare didn't include the full ME1 Citadel in ME2?
I am under the impression that for ME1 Bioware used a heavely customized Unreal Engine.
With the ME2, instead, I believe BiowEA took the unreal engine "as it is", maybe due to multiplat needs or time constrain.
I really believe that the ME2 engine is not capable to render huge HUB world or sand-box open world like maps (like mako-worlds).
X example look at the firewalker extensions (I haven't played overlord...)... All the maps I have seen for this dlc are very limited and corridors-like (and you can not jump out form the vehicle directly on the maps floor!).
So a part from horrible game design choices (thank you Christina "The Cutter" Norman!) the absence of sand-box style maps and huge hub-world are due to a "basic" engine implementation.
Maybe it is also due to the PS3.
ME2 in fact is much more a PS3 game (like the great Uncharted or mediocre Killzone2-3) than ME1: I mean it is very linear, very corridor like and very heavy scripted. I do not know if Unreal Engine on PS3 would be capable to render properly a sand-box maps on PS3 due to well known hardware difficulties of PS3. Maybe it could but with a long, expansive and difficult customisation of the code.
So, for all these reasons I really doubt that we will ever see the wonderful vistas, the exploration and the big hub-worlds on ME3.
I have to start desperately a new session of ME1!!!!!
#365
Posté 05 avril 2011 - 11:30
Maybe......Franzius wrote...
Harmless Crunch wrote...
@Franzuis
The thing I don't get is why BioWare didn't include the full ME1 Citadel in ME2?
I am under the impression that for ME1 Bioware used a heavely customized Unreal Engine.
With the ME2, instead, I believe BiowEA took the unreal engine "as it is", maybe due to multiplat needs or time constrain.
I really believe that the ME2 engine is not capable to render huge HUB world or sand-box open world like maps (like mako-worlds).
X example look at the firewalker extensions (I haven't played overlord...)... All the maps I have seen for this dlc are very limited and corridors-like (and you can not jump out form the vehicle directly on the maps floor!).
So a part from horrible game design choices (thank you Christina "The Cutter" Norman!) the absence of sand-box style maps and huge hub-world are due to a "basic" engine implementation.
Maybe it is also due to the PS3.
ME2 in fact is much more a PS3 game (like the great Uncharted or mediocre Killzone2-3) than ME1: I mean it is very linear, very corridor like and very heavy scripted. I do not know if Unreal Engine on PS3 would be capable to render properly a sand-box maps on PS3 due to well known hardware difficulties of PS3. Maybe it could but with a long, expansive and difficult customisation of the code.
So, for all these reasons I really doubt that we will ever see the wonderful vistas, the exploration and the big hub-worlds on ME3.
I have to start desperately a new session of ME1!!!!!
But hopefully ME3 will be a bit ehh "bigger"
#366
Posté 06 avril 2011 - 12:00
AlanC9 wrote...
Let's just assume I agree with that. Why should I care that ME2 is "less of an RPG" if I like the game better?
This!
#367
Posté 06 avril 2011 - 02:33
Modifié par AngryFrozenWater, 06 avril 2011 - 02:33 .
#368
Posté 06 avril 2011 - 02:36
AngryFrozenWater wrote...
What that does is make the main story larger and you feel that everyone in the crew has or had an actual role in it. I wish that the later BW games did that too.
WHAT!? Every party member in ME1 is relevant to the story for MAYBE 10 minutes.
#369
Posté 06 avril 2011 - 02:40
The mako should stay dead.
#370
Posté 06 avril 2011 - 02:46
Well the Mako didn't blow up within a second like a certain other vehicle *Cough* Hammerhead *Cough*Hah Yes Reapers wrote...
What exactly do people miss about the mako? That thing was slow, had 0 handling, average firepower, and meant that bioware wasted disc space on the layout of the planet we were driving through. And look how it turned out, every warehouse and underground mine that we had to fight in was identical.
The mako should stay dead.
#371
Posté 06 avril 2011 - 02:51
Can you please relax? No need to get agitated. 10 minutes is better than nothing. Liara was important enough to design a planet for. Her mission lasted a bit longer than 10 minutes. Some of them keep being relevant even beyond ME1 (Liara for her roles in ME2 and in LotSB and likely in ME3 and to some extent Tali - if the Geth situation has any significance in ME3). We don't know what roles Ashley or Kaidan will play in ME3, but BW wanted them to be alive for the ME3. Things like that make me feel that they are part of the story. But you are free to think otherwise.Bamboozalist wrote...
AngryFrozenWater wrote...
What that does is make the main story larger and you feel that everyone in the crew has or had an actual role in it. I wish that the later BW games did that too.
WHAT!? Every party member in ME1 is relevant to the story for MAYBE 10 minutes.
Edit: Removed some spoilers. Sorry about that.
Modifié par AngryFrozenWater, 06 avril 2011 - 03:07 .
#372
Posté 06 avril 2011 - 03:37
#373
Posté 06 avril 2011 - 03:59
Well I'm pretty sure at least one of those themes is on Shepard's music console. So there's that.JedTed wrote...
I DO miss a lot of the ambient music from ME1. Noveria and Peak 15 come to mind.
#374
Posté 06 avril 2011 - 04:04
Harmless Crunch wrote...
Your massive enviroments
Your deep and twisting plot
Your godly music
Said environments were barren!
Deep and twisting? Did I miss something? It has as many twists as a striaght hallway (bad analogy but im tired). It was pretty thin on the story. Find the conduit = Find Saren. I figured that out before I beat the game. Although, I was plesently suprised once when I saw Saren on Virmire but, then i remembered it was his lab.
Yes, it had good music. So, did ME2 (Suicide Mission FTW)
Modifié par Sidac, 06 avril 2011 - 04:05 .
#375
Posté 06 avril 2011 - 05:26
wizardryforever wrote...
Well I'm pretty sure at least one of those themes is on Shepard's music console. So there's that.JedTed wrote...
I DO miss a lot of the ambient music from ME1. Noveria and Peak 15 come to mind.
I was mostly thinking of the Peak 15 music i think, ya know when your exploring the lab and tryin to figure out what the hell happened there.






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