Captain Crash wrote...
The search is bad, but has been discussed a few times. Essentially it boils down to a time and money issue. Something that the Devs have responded to and had to compromise on
Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
Yes, but as I pointed out, you only need three animations that are slightly different.
Same thing with the class effects. Shepard is an Adept and Vanguard? Then let them share cutscene effects -- hell the animations of the scene can stay 100% the same for all of the classes for an scene, so long as minor class effects are visually activated.
Soldier, Vanguard, Infiltrator, Engineer, Sentinel, Adept all perform the same actions in a cutscene -- in this case, Shepard punching a group of mercs out (with fists).
Soldier/Infiltrator Shepard punches them out with his omni blade (in-game engine takes care of it).
Vanguard/Adept Shepard punches them out with his biotic fist (in-game engine takes care of it).
Engineer/Sentinel Shepard punches them out tech gauntlets (in-game engine takes care of it).