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A Lite Q&A with Brenon Holmes


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#1
TheZyzyva

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 Brenon Holmes was awesome enough to answer some questions recently, but it wasn't really in a dedicated thread, so I figure it needs one should he decide to continue answering.

If you have a question just post it, but obviously there are plenty of things that can't be answered. Thus far it's all been gameplay questions that get answered, so I'd stick to those. You'll see what I mean when I move those to this thread.

I'll post some of the questions already answered so they're easy to find too.

Here's hoping he keeps this up ^_^

Also, I suppose if other Bioware employees besides Brenon wanna drop by that's cool too. I won't mind at all.

Edit: Yay Brenon showed while I was at dinner! Thread name fixed.

Modifié par TheZyzyva, 01 septembre 2011 - 03:36 .


#2
Brenon Holmes

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crimzontearz wrote...

will we have a range of ending with at least a few of them in which shepards survives and some in which he dies?

it was hinted by casey before but a confirmation would be nice

((oh and.....let's make sure that they are not really  alignment tied ala FO3 or Infamous2)


I shouldn't really talk about the endings... I'll leave that to Casey and others. :happy:

Weskerr wrote...

Brenon, is ME3 going to have different designs of sniper rifles like ME2 had (Incisor, Mantis, Viper, and Widow), and if so, will some be more powerful (better to use) than others or will each have its own unique benefits and drawbacks (wiill they be balanced)?


Weapons have less of a stepped progression in ME3, there aren't necessarily obviously "better" guns... though some are pretty crazy good... most of the weapons have a definite feel and niche that they fill in the gameplay space. Especially with the inclusion of modding.

For example, one of my favourite pistols is the Predator... which was a bit of a weaker pistol in ME2 (if I remember right).

Modifié par Brenon Holmes, 01 septembre 2011 - 01:03 .


#3
Brenon Holmes

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wizardryforever wrote...

To the other posters:  It would be best to stick to gameplay questions, since it is very possible that Brenon can't/won't answer story questions.


That's pretty accurate (more in the won't or not likely category), mostly because I'm not sure what has and has not been mentioned yet... I'm a lot more familiar with what's been talked about gameplay-wise... :happy:

Are there any new heavy weapons or any that were removed or rebalanced?


There are in fact some new heavy weapons, though the total available pool has been slimmed down a bit... mostly because of some of the ways that they're distributed now. If you're curious about specifics... I'd suggest talking to Corey (he's relatively active on twitter).

He showed off a pretty amazing heavy weapon yesterday... it made things go away...

Modifié par Brenon Holmes, 01 septembre 2011 - 01:45 .


#4
Brenon Holmes

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ScifiSpartan wrote...

Is it possible for you to explain the new turret the Engineer has? As well as its relationship with the combat drone? Thanks


It's more of a static emplacement... so you deploy it and it hoses down enemies with engineer-ey death. It's a lot of fun to use in combination with your tech drone.

TMA LIVE wrote...

Is the Omni Blade attacks being sped up? One of the things I'm noticing is that there's too much of a combat pause, setting up the Omni Blade to attack an enemy, who happens to be standing around, doing nothing to prepare for it. Or continuing to shoot Shepard at point blank range, while he sets up his attack.


Mmm... that doesn't sound right. Most likely a bug in the build you saw. The speed of the attack might be a bit faster now... but the sync move locks the target into the move (if it can be used on that target).

Golden Owl wrote...

I don't know if this question is answerable...but here's hoping....I have been concerned about the more CQC promise out there....will this be at the expense of ranged combat? As a sniper player who personally sucks at CQC it's been on my mind.

You don't have to melee... it's more just something else you can do now. If range is more your style... well, there are some new goodies for you too (especially as a sniper player). :happy:

Dragoonlordz wrote...

Can we keep the Atlus once we have captured one from Cerberus or do you have to ditch them once mission is complete? That is ofcourse provided it even lasts till the end of the missions.

Generally no... it doesn't regenerate or anything, so eventually (even if you baby it) it gets destroyed. Additionally, as you've probably guessed, you can't necessarily use it in all spaces...

Davie McG wrote...

Will we be able to reach an elevated level in the game (e.g. climbing the boxes in Garrus' loyalty mission when your trying to get to Harkin, or the balcony that Vasir crashed on in the Shadow Broker DLC) without first having to enter cover?


Yep, there's a quick climb / quick mantle button that allows you to climb or mantle without entering cover. Corey's been doing some pretty cool stuff with making the player able to navigate a lot better. :happy:

Davie McG wrote...

Will we be leaving and entering the Normandy via the air lock a la Mass Effect 1, or will just a cut scene happen when we land on a main planet? 

I always liked how seamless it felt choosing a planet on the galaxy map, then running down to the air lock and the door opening onto the citadel or what ever hub world you were on. It was a small thing but I always really liked it.

I was hoping this might return after seeing the very similar scan happening upon entering the citadel in Mass Effect 2.


I'm pretty sure you won't be seeing airlocks... however with some of the faster loading solutions we've been working with, the idea has been to make the experience feel more seamless... I probably shouldn't talk too much about it, but I think you might like it.

RocketManSR2 wrote...

I don't want spoilers, but is there a part of 3 that's frustrating to get through even on Normal difficulty? 


That's difficult to say, we're still working a lot on balancing... but depending on the class you play and which party members you take, different fights play out *very* differently... so the same fight can be a lot easier or harder depending on what you have available... :happy:

Modifié par Brenon Holmes, 01 septembre 2011 - 04:51 .


#5
Brenon Holmes

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RocketManSR2 wrote...

Actually, does the 4x scope mod just zoom in, or is it an actual scope?


A lot of the custom mod scopes have custom UI elements associated with them.

(BTW - I made a lot of edits above)

Modifié par Brenon Holmes, 01 septembre 2011 - 04:53 .


#6
Brenon Holmes

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Biotic Sage wrote...

I have a question, Brenon. Is Fortitude a bonus power?


I'm not actually sure, sorry... maybe? haha... that's not really helpful, I know. :happy: Tweet Eric ask him, (or Manveer Heir). They'd know for sure.

Eric
Manveer

Modifié par Brenon Holmes, 01 septembre 2011 - 05:03 .


#7
Brenon Holmes

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Golden Owl wrote...

Hello again Brenon

Have the Infiltrators new powers been confirmed as yet?...And if so, can we know what they are please?


That I cannot really talk about yet... need to leave some stuff for later, and for some other folks to present. :happy:

#8
Brenon Holmes

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-Skorpious- wrote...

 Has the out-of-combat gun animation (as shown in this video) been improved since earlier builds? I have to say, Anderson and Shepard look quite silly racing around the battlefield holding their sidearms as they do in that video. :blink: 



Yeah, that's old... it's different now... Anderson runs with his gun down and also sprints occasionally. We have a bunch of polish still to do on that section, but it's changed quite a bit since then. :happy:

#9
Brenon Holmes

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leonia42 wrote...

I know this is a rather vague question but why not...

Is there anything "new" about biotic or tech-skills that you can tell us about? Or will skills basically feel very similar to how they functioned in ME2?


Eric and Manveer have been iterating a lot on power gameplay... things should be a little more consistent now, and there is a lot of power gameplay built into some of the creatures.

Power arcing has been improved a lot so it's a lot easier to arc powers around corners. Beyond that (and ignoring some of the new additions), they feel relatively similar to ME2. Though some of the evolved options are just goofy... :happy:

Modifié par Brenon Holmes, 01 septembre 2011 - 05:12 .


#10
Brenon Holmes

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-Skorpious- wrote...

Any chance the same applies to squadmates as well? 


Yep, when in combat (not exploration) and there are no enemies around, the henchmen lower their weapons. Though we're still polishing that.

#11
Brenon Holmes

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Vertigo_1 wrote...

Longshot question: Can you tell us what you're showing off tomorrow at the super meeting?


I believe we're showing off a lot of the creatures to the rest of the team, so probably wounds/gore system stuff, the Banshee (with her biotic "flight" thingie), Marauder... I'm not really sure what else we've taken videos of... I'm mostly just planning on lurking in the back with a beer and relaxing for an hour. :happy:

#12
Brenon Holmes

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leonia42 wrote...

Thanks for that, I really like to mix up gunplay and power useage so looking forward to it though I hope my "no guns" adept will still be feasible :)


Perhaps more than you might think... ;)

SuperNova42 wrote...

Hi, Brenon. Is there any chance that Charge will work like Tela Vasir's did in LotSB, in that you can use it to navigate the battlefield in addition to using it as an offensive maneuver?


Mmm, sadly no... too many targetting / pathing issues. However, we do have fixes to make Charge more reliable... I will say that the new heavy melee for them is a lot of fun though... a Trooper was lifted, and then his head was literally spiked into the ground... :o

Modifié par Brenon Holmes, 01 septembre 2011 - 05:30 .


#13
Brenon Holmes

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Vertigo_1 wrote...

Oh nice!

Two more (last) from me:
1. Are there mods in ME3 for Heavy Weapons (I suspect no but I thougt I'd ask anyway)
2. Anything you can tell us about the PC requirements for ME3? Are they still in line to be similar to ME2's? Any DX10 or 11 support this time? (last part is just something that was brought up here on the forums that I'm now curious about)


Bed time for me pretty quick here but...

Nope, no modding of heavy weapons...

I'm not sure what the PC requirements are, if I had to guess - most likely similar to ME2. There have been a lot of graphical improvements but I'm not sure if any of it is leveraging any new DX features...

#14
Brenon Holmes

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Gambit1st wrote...

To Brenon:

Perhaps you don`t know, or perhaps it`s not your place to give an answer to this as it might be spoilers, but considering how it has been revealed that we will be able to explore the Citadel, how does it look/feel?

Is it more along the lines of ME1 with Presidium/Wards where we have pretty much a feel to be able to explore a 'complete' Citadel, or should we expect more like how it felt in ME2, where it feels you can only explore a 'small piece of the Citadel' with the few Citadel-levels you were bound to?

(Also, even more spoiler-ized, will there be action there, or will it be exploration only? ;) )


I'm not really sure, sorry. I've been there, but haven't spent a lot of time exploring it. I'm still only a bit into my playthrough, and I've only been there to look at bugs so far.

TexasToast712 wrote...

Are Grunt fans going to be disappointed even if Grunt isn't a squadmate. Like, if he isn't will he have awesome moments showing his badassery to compensate for lack of squadmate status?


He's got some good moments. :happy:

Lizardviking wrote...

Are grenades a soldier exclusive power? Or is it a weapon everyone can use but certain classes can upgrade via powers?

"EDIT"

Can we later down the line expect to get information on all the classes powers and abilities?

Frag grenades are soldier exclusive, I believe. I'd suggest poking Eric and Manveer for more specifics. 

Thy King wrote...

Are the high heels finaly going to disappear?


Depends on what you mean by heels... if you mean pumps, I don't think we have those... if you mean wedges, or that type of style - they're staying.

Female rigs aren't as tall as male rigs in ME, lifting them up a bit makes it easier for some of the combat animations to be ported.

And are the squadmates going to have proper armor again, instead of a boob-strap or spendex suit?


I'm not sure (I tend to just use Garrus and Tali when I'm testing stuff), but I believe Casey's talked a bit about that.

olymind1 wrote...

<snip>
PC Interface stuff
</snip>


Yes, there's double click and scrolling support - not too sure about the specific menus you mentioned.

3. i unterstand that there will be mods for upgrading our weapons, but will be permanent upgrades for weapons / weapon types like it was in ME2?


Modding only works on a specific weapon. There might be other stuff that affects your weapons, but I'm not really going to talk about that. :happy:

4. will be different upgradeable/modifiable base armors for Shepard (not parts) with different attributes for different playstyles, for example one base armor will be better suited for gun based combat, while other for power usage, or an another for defense?


Shepard uses the ME2 armour system, not ME1. So, no.

5. Shepard's walking+turning animation (while holstering our weapons) will be as smooth as was in ME1, or sudden/choppy as in was in ME2? example: ME1 smooth vs ME2 sudden

6. omni-blade will be upgradeable? if yes, with items, or it will evolve by Shepard's skills/powers, or both?

Your melee skills can be improved, yes (via class stuff, not sure about gear...)

Modifié par Brenon Holmes, 01 septembre 2011 - 03:51 .


#15
Brenon Holmes

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Fatemaster wrote...

Someone With Mass wrote...

Is that a Cerberus or Reaper enemy?


I´m betting on a Reaper enemy.


Yep. :happy:

lazuli wrote...

sh8dneji wrote...

Second: I noticed that in the demos that when ever the powers wheel menu was used, that the radar is a little bit blocked by the bar for "krogan pod integrate". I hope that we will have an option to move the radar to a different part of the screen.


Oh, great.  This was a big complaint for me in ME2.  It was especially noticeable during long, intense fights like the Fight for Your Life segment of Arrival.  The radar is fine where it is, but those mission objective HUD additions could certainly be repositioned.


Hmm, not sure... they're still iterating a lot on the HUD elements.

G0ldmember wrote...

Since I'm always fascinated about how a game of this scale is made: Could you describe the current atmosphere / day-to-day workflow of the development of ME3? You guys must be ecstatic being so close to the finish line.

Or if that’s impossible to summarize: confirm or deny that a (hopefully lengthily) "making of" feature will be made available, either shipped with (a version of) the game or posted somewhere online?


Ah... it's very busy. We're putting in some longer hours... but it's nice seeing everything come together. This is actually my favourite time of the project. :happy: I'm not really sure about a "making of" feature... that's usually something that production would be invovled with, I think.

Dean_the_Young wrote...

Brenon! Most important question yet!

Are you having a good day?


Well enough... the team meeting was exciting... seeing all the cool stuff that everyone was showing off. :o

Did you find a 'charge to flag' system wouldn't work for a 'flag' marker that could be left behind? 

Say a Vanguard can leave a flag at a position they've, and then charge back to it if in range later. It would only let you charge across the battlefield somewhere you've already been, but be good for tactical repositioning in a fight. Obvious upgrades would be the number of 'flags' you could leave around, applicable range, and how many times you could charge back to a flag (1/2/3). At early stages, it would just be a way to fall back to cover. Leveled up, after running around the battlefield once you could be a bouncing ping-poing of death, bouncing over the battlefield. 

What makes that sort of thing difficult?

Off the top of my head? Interface most likely... nothing else really works like that, and all we really have to work with is the power wheel for ability interfaces. So you're stuck with having one power to leave a "flag" and another to travel to it... which seems kind of cumbersome... again... off the top of my head.

Generally, almost anything is "possible"... :happy:

thatguy212 wrote...

Think this might have already been answered but will there be any new squadmembers that are completely new to the series (only in me3) other than james vega?


That falls pretty squarely in the realm of stuff I shouldn't be talking about, sorry!

silentassassin264 wrote...

Doh, I missed the question session. Well in the off chance you come back, will the decision to choose Morinth over Samara actually matter in ME3 since no one seemed to notice or if they did (Kasumi) they did not disapprove like Shepard thought they would?


I don't want to spoil anything, so all I'll say is that there are a lot of things that can have special repercussions depending on your choices from the previous games.

Mykel54 wrote...

Will the barrier/fortification/geth shield powers work any differently in ME3? In ME2 they were subpar because of the long cooldown and the way the power was activated, i would love to see these become like tech armor: you activate it and it stays on until you take enough damage to destroy it.

Also, do you know if the barrier power (or biotics in general) look any different from ME2? The barrier power in particular looked quite bad, with a bright blue color. I would suggest something like what appears in the power description (possible an earlier version?). 


Hmm, I'm not totally sure (again, I'd poke Eric or Manveer)... I'm only just into my first Vanguard playthrough so I haven't experimented at all with bonus powers or with any of them really (beyond testing)... and my import is at home... so... :mellow:

Modifié par Brenon Holmes, 02 septembre 2011 - 12:17 .