Terror_K wrote...
I pretty much agree with the rest of your list, but I don't think this one is entirely accurate. ME3 does look to actually be a little deeper and stronger on the RPG side of things than ME2 was, IMO. They do at least appear to be adding some more RPG depth to the title and reversing some of the quite-frankly braindead decisions they made in ME2's immediate predecessor. However, I do agree that there's too much focus on the TPS side of things and I'm not entirely sure that there's enough RPG elements brought back, and overall whether they've actually done a good job of melding the two genres together this time. My main question is: are the TPS elements in ME3 actually attuned and modified to suit the RPG nature of the game, or is it another case of them feeling far too dominant and removed from the RPG side of things to really work?
Actually all the three games are constructed around the "normal" RPG system we are used to, regarding the way story and missions progress.
The second game lacks other aspects of RPG, like extreme customization of your gear, the character progression, the way you gain XP, all of these were streamlined.
I like the way Bioware handled the minor characters and references from the two games until now. You have Grunt discussing the female Warlord Shiagur, in wich you find her planet in the first game; the human discussing with the Turian salesman in the markets, like you have a human discussing with a salarian in the Wearhouse; or for example how Shiala behave in the second, based on what decisions you make regarding Feros (if you spared her, of course).
Actually Shiala is the BEST example of how Bioware should handle the big decisions, because you have two different outcomes, one of them affecting you in the future.
So, do you hear me Bioware? I want my Shiala blue, happy and in a bikini!

Ok, just happy and blue is enough, otherwise the female crowd will jump at my throat.

But when talking about big or plot decisions you should have something similar,
but you don't, wich is very sad.
There's a difference killing or not Wrex, for example? None whatsoever.
And they even promissed - again! - that there will be repercutions in the third game if you cheated your LI, when in fact we saw this didn't a slight difference in LoSB.
The player did a decision in wich a portion of the game isn't displayed and another route is presented, being good or bad?
That's the player decision, the player should account for!
Is this sort of thing that make me very cautious regarding the third and final episode of our beloved Shepard's saga.
someguy1231 wrote...
Why must TPS elements be "modified" or "attuned" solely because they're part of an RPG? Bioware tried that with ME1, but it just resulted in a broken combat system that encouraged laziness and tediousness. It makes perfect sense they'd implement a shooter system like that seen in strictly shooter games, since the entire point of those games is to have enjoyable shooter gameplay. You may say that it made ME1 "unique" but unique =/= better. Besides, other shooter-RPG hybrids like Deus Ex, Fallout, and Borderlands also have ammo systems, but no one (aside from a few stubborn elitists) have questioned whether they deserve to be called RPGs. If it ain't broke, don't fix it.
Personally, I think the real reason you want the TPS elements "modified" for an RPG is because you can't tolerate seeing an RPG taking inspiration from a *shudder* shooter game.
Yes, but in the first ME and in FNV, for example, they have
logical weapon systems.
What I'm about to say will appear that I'm nitpicking, but don't take this way, please: there's absolutelly no logic whatsoever for ammo and grenades being a "power", based on the lore of the game's universe.
There's a Galactic Enciclopedia - the Codex - explaining this, they are equipment and should be availble to everyone, regardless the class.
Actually making ammo a power is MORE laziness, because save yourself to create a "rule" system, like they did in ME1.
And this also applies to tech/biotic in the second game.
What is the reason for your biotic power not affecting enemies protected with shields, but the enemy's biotic affecting you and trespassing yours?
Oh, I get it. Is a game, not a experience...
Regarding the combat in the first game there's one thing I didn't seet discussed much around here: the entire game is less responsive and not only in combat.
Take a look at the dialogs, for example, there's a delay in most of them before the character reply or say something.
So the problem is the combat or the code?
Also, the tatics didn't changed that much. If you look at a Infiltrator in the first game and look it again in the second, you will see they didn't changed too much regarding strategy. Infiltrators don't charge into battle, otherwise they are killed fast, even with all your powers at level 4 or using Spectre gear.
Now Soldiers? I pretty much spawn Immunity and Adrenaline Burst and make short work of those Geth Destroyers, Armatures, Juggernauts and Primes.
In the second is the same thing, Hardened Adrenaline Rush and Shock Trooper make Harbinger, Scions and Praetorians beg for mercy.

So if you really look at it, the combat system is not THAT different, but is more simplier in the second, even regarding the use of squad mates.
Also, there could be more missions in wich you aren't required to combat at all - there's only two in ME2 - and even if you have to engage in battle, you should be able to talk yourself out if there's a possibility.
Modifié par brfritos, 16 janvier 2012 - 04:32 .