Hub Worlds
#1
Posté 31 mars 2011 - 05:19
Omega was an awesome place stroy wise but in game it was made extremely small. We had no access to Black Market and it was dissappointing. I liked it a lot but found it lacking in some ways.
What do you think?
#2
Posté 31 mars 2011 - 06:41
imo, you are looking at things all wrong. let go of your bias, fren.
#3
Posté 31 mars 2011 - 06:44
#4
Posté 31 mars 2011 - 06:45
#5
Posté 31 mars 2011 - 07:50
#6
Posté 31 mars 2011 - 07:53
Modifié par Welsh Inferno, 31 mars 2011 - 07:54 .
#7
Posté 31 mars 2011 - 08:15
My only real complaint about ME2's Hub Worlds is that Zakera Ward bears little or no resemblence to what we saw of the Citadel in ME1 and I don't really care for the overall look and design of Zakera Ward. Omega feels like a real lost oppurtunity, it should have been much larger since it is supposed to be a Space station comparable to the Citadel. The same could be said for Tuchanka, it needed to be a little bit bigger with more places to visit
#8
Posté 31 mars 2011 - 08:22
I guess you could count the normandy as one...
#9
Posté 31 mars 2011 - 08:44
Use your imaginations, the Citadel was gigantic. They showed you that in ME1, there was no need to do it again in ME2. Do you really need to be able to walk every square foot of it to be aware of its size? The hub worlds in ME2 served their purpose. If they had made them bigger the only thing it would have done is waste time walking back and forth.
Modifié par Mister Ford, 31 mars 2011 - 08:44 .
#10
Posté 31 mars 2011 - 08:54
This. I don't care how big the actual level is if it's empty.Mister Ford wrote...
If they had made them bigger the only thing it would have done is waste time walking back and forth.
Stuff can be made to look more open if there are less walls and corridors everywhere. For example, take the sweeping vista of Bekenstein and Ilium's cityscape. You'll feel less claustrophopic without a roof over your head.
Additionally, making environments less monotonous would help. There was not enough difference between the "feel" of the Citadel and Ilium, if you ask me.
Modifié par AdmiralCheez, 31 mars 2011 - 08:55 .
#11
Posté 31 mars 2011 - 09:02
#12
Posté 31 mars 2011 - 09:02
In which case I completely agree.Minister of Sound wrote...
I think what the OP is trying to get at is more worlds like Feros and Noveria, where the missions aren't simply linear start-to-finish levels.
#13
Posté 31 mars 2011 - 09:07
AdmiralCheez wrote...
In which case I completely agree.Minister of Sound wrote...
I think what the OP is trying to get at is more worlds like Feros and Noveria, where the missions aren't simply linear start-to-finish levels.
#14
Posté 31 mars 2011 - 09:08
#15
Posté 31 mars 2011 - 09:08
Ozzelll wrote...
I loved all the hub worlds, but yes, they were a bit too small. I hope they create larger and more open worlds in ME3.
Same here. I particularly loved Omega, but even in my first playthrough I was disappointed. I walked all around the place and was like "That's it?". I mean, it was a bit too much of a tease to me. Yes missions offer you new places, but most of the time it's only purposeless corridors - Omega being an exception though - with no opportunity for interactions, exploration or side-quests.
Minister of Sound wrote...
I think what the OP is trying
to get at is more worlds like Feros and Noveria, where the missions
aren't simply linear start-to-finish levels.
Also 100% agree.
Modifié par Evil Johnny 666, 31 mars 2011 - 09:09 .
#16
Posté 31 mars 2011 - 09:08
I support this as well.AdmiralCheez wrote...
In which case I completely agree.Minister of Sound wrote...
I think what the OP is trying to get at is more worlds like Feros and Noveria, where the missions aren't simply linear start-to-finish levels.
#17
Posté 31 mars 2011 - 09:12
#18
Posté 31 mars 2011 - 09:13
Minister of Sound wrote...
I think what the OP is trying to get at is more worlds like Feros and Noveria, where the missions aren't simply linear start-to-finish levels.
Every main mission in ME1 was just as linear as ME2. Getting the garage pass and becoming a specter are the only parts of the game that let you pick different ways to complete the mission and those both involve pretty much the same steps in getting to the choice.
#19
Posté 31 mars 2011 - 09:20
In Yakuza you do get an idea of just how unsafe the world your in is there are people running round having fun but then random gang members run up to you and demand whatever some want your money others want to force themselves on you and you get to battle it out and what I find funny is after you kick their asses they beg you and give you things usually money. I found that concept odd but funny beat a hoodlum get some cash. It kept you on your toes and when you had to fight bosses made you faster weather they had friends or alone you could become inventive to get the upper hand. The world was a mix of these hoodlums and nice people some establishments you could consider uber safe sense no one shady bothered you while out in the street you always had to keep your guard up.
The Citadel in ME2 was smaller sure we got to the wards but no elevators not one? I found that odd how you were confined to whatever floor you where on. I expected different areas to be opened for you as the game progressed like you were stuck in the wards to start then after Anderson or Udina call you to the Presidium then you've got that all back again you can go to old haunts or brand new ones then after you help Garrus and Thane you get more so a really big chunk of the total Citadel could open up for you with new things to do and sidequest to consider. The sidequest and some of the people in the new locations would change as you progress through the game like its odd to see the same guy the whole game screaming on his phone about his lost item until you give it to him. Maybe this guy is there half the game and his language changes he doesn't say the same thing over and over the first time he's with Csec saying its lost and important to him, the next visit to the Citadel he's crying over it, the third time he's talking to someone on it and saying its hopeless he'll never get it back and the fourth time he's gone so if you didn't give it to him then you can't.
#20
Posté 31 mars 2011 - 09:28
#21
Posté 31 mars 2011 - 09:50
Naltair wrote...
I support this as well.AdmiralCheez wrote...
In which case I completely agree.Minister of Sound wrote...
I think what the OP is trying to get at is more worlds like Feros and Noveria, where the missions aren't simply linear start-to-finish levels.
I don't think the OP meant that since he never actually said anything like that but yes, more options always good. But don't stop at Novaria/Feros non-linearity, since those really aren't that non-linear. Keep going, Bioware. Further. Further. Keep going. Keeeep going...





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