Mass Effect 3 Single Player demo feedback. What did you think?
#1076
Posté 15 février 2012 - 07:35
#1077
Posté 15 février 2012 - 07:38
Still, I'm looking forward to it and I have bought the DDE already.
Modifié par Tup3xi, 15 février 2012 - 07:49 .
#1078
Posté 15 février 2012 - 07:42
Jigglez777 wrote...
Overall it was awesome, but did anyone unlock anything for Mass Effect 3 in the demo?
There's nothing to unlock for ME3 by playing the ME3 demo. This page explains the unlocks:
http://www.xbox360ac...lusive-DLC.html
#1079
Posté 15 février 2012 - 07:42
I think the big problem is that when we went from ME1 to ME2 there was a noticeable difference in the way Shepard looked, the way he moved and the way combat worked ( and in my opinion it was a change for the better ). The differences between ME2 and ME3 are alot more subtle and I'm not really sure they are for the better ( as far as I was concerned nothing was wrong with ME2's combat ). It's hard to say for certain what the difference is ( especially after one playthrough ) but I can feel it, the way Shepard runs, he seems less responsive when aiming his guns ( especially in the first level, by the time I had locked onto a target it had already moved to another location ), the recharge time for adrenalin rush ( and I talking about the first level where Shepard only had one gun, I had no problems in Sur'Kesh once I had levelled AR up ). Going into cover feels different ( less responsive ) and I found that transitioning in and out of cover was not as smooth as it was in ME2 and so far I feel that the much hyped combat role is useless.
Moving away from the negative, I liked Sur'Kesh. I was very grateful for the opportunity to try out how levelling up skills in ME3 works. I was playing as a Soldier so I wasn't effected by the weight problem that everyone who used another 'class' is complaining about ( you know, power cool downs ). I found quite a bit of loot which was a bit surprising, lots of stuff to interact with. Loved fighting the Cerebus troops. I also loved the music in the demo.
#1080
Posté 15 février 2012 - 07:44
Writing - some lines by Shepard didn't have the greatest delivery (as usual), but apart from that, I don't see a problem with the general script, minus the auto-dialogue. I think people just went into the demo expecting a complete failure after Dragon Age 2, and as we all know, the mind sees what it wants to see. I felt the impending doom, I loved the emotion and everything felt right in my opinion. It's the final act after all - everything has been building up to this.
Sound - amazing. Both the music and sound effects of weapons, Reapers and everything else were fantastic, really helping me feel like I was in the middle of the conflict. Also, the music that plays as the Normandy escapes made me almost tear up. Almost.
Combat - great. An improvement over Mass Effect 2, but Shepard moves way too fast. Like something out of Looney Tunes. However, as far as powers, weapons and all that go, it was incredibly fun. Yes, I can see where people are coming from when they say there are too many commands linked to the spacebar (on PC), but I just got used to it. And hey, at least the skills have been expanded upon, making it a balance between ME1 and ME2.
Graphics - Nice looking environments, some horrifically blurry textures and paper cut-out humans, but good overall.
Cons - No weapon holstering? Really? I don't like that, as it ruins a) immersion and
- Some animations (combat and facial) were a bit stiff, but that's nitpicking.
Overall, a damn good demo. I can see EA's ominous influence over the direction Mass Effect is taking, but I'd be lying if I said I didn't like this particular game... so far. Give me a nice-looking Normandy, character interactions, exploration, side missions and a bigger Citadel, and I'll be happily satisfied.
#1081
Guest_jojimbo_*
Posté 15 février 2012 - 07:45
Guest_jojimbo_*
Modifié par jojimbo, 15 février 2012 - 07:48 .
#1082
Posté 15 février 2012 - 07:49
Dont like: the new tired, weepy shepard. the guy survives hell in ME1, doesnt survive in ME2 yet comes back and kicks ass regardless. Now hes getting tired? no way! complete disbelief. Might as well make him break the fourth wall and say to us "Cant a guy get a break around here?"
The only other thing that is kinda annoying is the health/shield/armor bars. i think you totally got it right in ME2 with a slidebar thats not segmented.
Thats it. Hope to play the hell out of the full game and love it.
#1083
Posté 15 février 2012 - 07:51
Just finished the first Witcher. A Triss model would be amazing, especially including her wardrobe.DragonRageGT wrote...
Someone please make a mod to have Triss Merigold as Commander Shepard. We deserve it!
Other than that, the demo is still great after half a dozen runs with it! =)
I like the demo. The graphics look pretty good maxed out on the PC, but minus some terrible shadowing on the Xbox version, ME3 looks epic on the big screen.
I can relate to a lot of the negative feedback about the opening. It feels like The Phantom Menace to me. Rush into the action without reaquainting with the main characters. Vega seems like a tool and gets too much screen time where Ashly is a blip, and none too friendly.
I just pray your skills from the second game transfer. That would be pretty lame to start out as a rookie player.
#1084
Posté 15 février 2012 - 07:52
#1085
Posté 15 février 2012 - 07:52
Pros
Combat was more frantic and fast paced then previous mass effect games. The enemy AI is MUCH MUCH better and i was impressed with their tactics and them using cover intelligently.
Beautiful soundtrack, A+ there Bioware
Character models looked great. Sharp textures and believable features.
The omni tool and melee combat is a VERY nice touch to combat.
EDITED: I also enjoyed the new branching powers and abilities upon level up. Seems like you can customize your Sheperd pretty good now.
CONS
The camera seemed to not line up all the time when you were running and moving making Sheperd seem to be far over to the left of the screen then he should be.
Trying to get out of cover was aggravating because I kept rolling back and forth beteween cover before I figured out how to pull away from it.
Trying to interact with objects with the spacebar didn't always synch up really good and it seeemed you had to be perfectly in line with the object or door before interaction.
A better tutorial would have been nice as to what buttons on the keyboard for the PC version you need to press. Such as what key is needed and or how to remove yourself from cover.
The icons for your abilities seem very very tiny it was hard for me to see what was what even though the monitor was only three feet in front of me.
I am also hoping that there are more dialogue choices then just two. Also, I am hoping that there will be paragon/renegade action sequences like in ME2. I know this is only a demo, but having at least ONE of these choices to ensure they are in the game would have been nice.
Overall though I enjoyed it, and can't wait for the full game.
Modifié par nightlordv, 15 février 2012 - 08:24 .
#1086
Posté 15 février 2012 - 07:53
I'm speaking about PC version.
It was great but...
PC version should be able to map the keys as they see fit.
It's terrible to have [SPACE] to do the actions... speak... cover... anything.
I want to run but I do this near a sized object and there goes Shepard for cover.
I want to take cover in this place, press SPACE, but more than necessary to be on cover, and Shepard runs into fire.
This happened a lot in Salarian mission during the Cerberus MGs are deployed:
Died - reload - "gonna take cover here before move" Shepard runs instead of hide - Die - reload...
C'mon we have 100+keys to use, let me use [SHIFT] to Sprint, [E] to Speak and open door, and sure [G] to trow grenades.
Also, hope for a little better textures for PC version. But overall, hope march 6 comes soon.
#1087
Posté 15 février 2012 - 08:01
I really hope that their new character designs won't effect the imported Sheps too much, mostly because I will be extremely displeased if I can't finish the game with the Shep that I started with, even if she is a little derpy at times. I did take my personal code from ME2 and tried it in the demo and it was just weird looking. I sincerely hope that I am not the only person who thought this.
Moving along from those lines, I did enjoy the demo, generally, but I didn't really appreciate the lack of sniper rifle for the Infiltrator.
#1088
Posté 15 février 2012 - 08:05
phimseto wrote...
Okay, here are my questions and thoughts on the demo. Instead of speculating on what is or isn't in the final version (which I understand is tweaked from what I just played), I am going to make like Jesse Ventura and "call it like I see it."
- I did actually like the arrival of the Reapers, but would have preferred a little more meat at the beginning - specifically addressing the events of Arrival and other decisions from Shepard's past. What playing this demo drove home to me is how way too much deference has been given to "first-time players". Movies and games may be different artforms, but the "Return of the Jedi"/"Return of the King" analogies are proving increasingly apt.
- I am taking it on faith that when I play the game, my assault rifle will not require constant trigger pulls and will actually function like an automatic weapon. I trust that Bioware is not repeating the same "Press 'A' for fun" mistake that they made with Dragon Age II's combat.
- I'm increasingly weary of video games taking the Zapp Brannigan approach to combat. Waves upon waves of men does not equal "Mission Accomplished!" It wasn't noticeable in the first part, but the Cerberus sequence in the second part grated on me in the same way that the combat in "Arrival" and certain parts of ME2 did. The combat outlived its fun and usefulness well before I got to the final battle.
- I like the idea of teaming up with Wrex and Mordin and especially Kirrahe, but if I'm going to team up with them, let me team up with them. All I could think about during that final sequence is, "Why hasn't Wrex done his Krogan airship drop thing to help out?" or "Where the heck are Kirrahe or any of the Salarian Task Group forces to lend a brotha a hand?" Character cameos are a great way to please everyone, but if you are going to have them, let us fight with them, too.
- That being said, I *loved* the dialogue between the old crew mates on the way to the facility. That's the kind of stuff that I am looking forward to, along with hopefully some more in-depth discussions and disagreements (which were absolute strengths in both Dragon Age games).
- I enjoyed the music, though must note the presence of a lot of familiar pieces, which makes me wish all the more that Jack Wall could have been involved in some capacity.
- The sound mix was pretty solid, especially at the beginning.
- Also, just a small aside. I took a moment to watch the wandering, fleeing crowd at the beginning of the reaper attack. Shouldn't the people be running away from the reaper, not to it? It was like watching all the kids get sucked up into the vortex at the finale of "Childhood's End".
- Spoilers for "Childhood's End" above.
- The dialogue felt a little thin in general, and I was saddened by a lack of any interrupts to try. I can't even tell you how many other RPGs or games I play where I find myself thinking how much better they would be for a few "renegade interrupts". And maybe I am in the minority as a gamer these days, but I genuinely found the walk to the admiralty board and that discussion more engrossing than the combat. Any time the story stops to breath and exists solely between the characters, ME3 just excels. I actually think the combat works fine, just that I worry that it will be in excess.
- I've seen some debate about holstering weapons, and certainly hope that's a feature that is present. On the flip side, thanks for listening to everyone regarding helmets in conversation. I appreciated the options on that one.
Alright, that's it for now...more later as I think on it.
Actually, the more I think about it, the more I need to know: seriously, what is up with assault rifles? Please tell me that they will actually work normally in the game and not require constant trigger pulls.
#1089
Posté 15 février 2012 - 08:09
1 - the new iconic female face apparently don't work all that well with the facial animations. Seveal times when the camera closed on her during dialogue I went "Ouch!"
2 - Walking is terrible slow in the demo, even if running feels slightly better then in ME2.
3 - Walking and running animations were not exactly top-notch. Anderson moved like a stick figure.
Apart from that, loved the demo. Still have to play it again to see differences in dialogue but I can live with the slowness and weird animations as long as bioware delivers another great RPg experience.
#1090
Posté 15 février 2012 - 08:15
Otherwise, +1 vote for letting us rebind "roll" action to a different key. Even better, in a perfect universe, double-tapping movement key would make Shepard roll. PLEASE... pretty please?
Modifié par pro5, 15 février 2012 - 08:16 .
#1091
Posté 15 février 2012 - 08:16
phimseto wrote...
Actually, the more I think about it, the more I need to know: seriously, what is up with assault rifles? Please tell me that they will actually work normally in the game and not require constant trigger pulls.
That's called fire mode. Could be done by moving selector on IRL weapons (not all of them, of course). There are several modes:
- semi-auto - one pull of trigger results in one shot fired. Mattock and pistols are from that category.
- burst - one pull of trigger results in limited amount of shots fired. Amount of shots predetermined by weapon design. M16A2 (IRL) fire 3 round bursts (most common variant). There are 2 and 4 rounds bursts IRL. In game - there were Vindicator in ME2.
- full-auto - constant pull of trigger results in constant firing until magazine will be emptied. Usually this mode is not that easy to control. Ingame examples - Avenger, Tempest. With proper control you can fire short bursts (controlled by you, not weapon mechanisms) or single shots (usually it's depends on cyclic rate of fire).
There are also IRL weapons functioning without external firing mode selector. Steyr AUG is one of them. Short, relatively light pull of trigger will resuls in semi-auto shot. Full, longer and heavier pull will give you full-auto (or burst, if that mode was installed into firing mechanism).
#1092
Posté 15 février 2012 - 08:19
Female Shep default face from certain angles looks like Quagmire from Family Guy. Glad I'll be importing my own to be honest. I'd be spending too much time waiting for a 'giggidy' every time she dropped a bad guy
#1093
Posté 15 février 2012 - 08:24
Modifié par profis, 15 février 2012 - 08:27 .
#1094
Posté 15 février 2012 - 08:26
again, its probably because i dont have my build optimized and im getting used to things again.. but it was definitely challenging.. kudos!
as for story and other stuff..
ashley looks great..
anderson looks.. different. hard to explain, but im kinda indifferent if its an improvement or not.
as for the story being rushed.. not really seeing it. i thought the intro was fine with one exception (which ill get to in a min). i agree, a trial scene would have been cool, but thought overall what they did was ok.
my main issue with the intro though is.. why wasnt the normandy blown out of the sky? IMO, shephard and his crew shouldnt have survived ..
i mean the ship was right there for the reapers to destroy, and they said 'meh.. we think these small insignificant transport shuttles are more important than a full military craft carrying the galaxy's only hope for survival.'
...say wha?
also, why wasnt there a full fleet of reaper ships orbiting earth.. unless i missed something, i didnt see any.. i understand a lot of the fleet is on earth destroying cities, but i would have though there would also be a ship presence in orbit as well, and all i remember seeing was bits of fire and debris.
other than that though, i thought the demo was pretty fun. it looks like bioware is going back to their ME1 roots for the most part, which im happy with.. im still skeptical on the weapon customization, and i have to play around some more with the talents.. but so far, im happy with where they are taking the game from a single-player perspective.
#1095
Posté 15 février 2012 - 08:26
Apart from that, the game plays really well. The multiplayer particularly blew me away. I was really concerned when you guys said you were going to do this, and the taste of the multiplayer you put in the beta really won me over. Good work.
But seriously. A manequin dressed in a mass relay. Someone needs to mod ME1 Williams in to ME3.
#1096
Posté 15 février 2012 - 08:30
Rudy Lis wrote...
That's called fire mode. Could be done by moving selector on IRL weapons (not all of them, of course). There are several modes:
- semi-auto - one pull of trigger results in one shot fired. Mattock and pistols are from that category.
- burst - one pull of trigger results in limited amount of shots fired. Amount of shots predetermined by weapon design. M16A2 (IRL) fire 3 round bursts (most common variant). There are 2 and 4 rounds bursts IRL. In game - there were Vindicator in ME2.
- full-auto - constant pull of trigger results in constant firing until magazine will be emptied. Usually this mode is not that easy to control. Ingame examples - Avenger, Tempest. With proper control you can fire short bursts (controlled by you, not weapon mechanisms) or single shots (usually it's depends on cyclic rate of fire).
There are also IRL weapons functioning without external firing mode selector. Steyr AUG is one of them. Short, relatively light pull of trigger will resuls in semi-auto shot. Full, longer and heavier pull will give you full-auto (or burst, if that mode was installed into firing mechanism).
I know what fire modes are on actual guns, of course. Did I just miss where they explained in the game that you could toggle between modes? Could you toggle with the Avenger?
#1097
Posté 15 février 2012 - 08:31
Mass effect stopped being science fiction when they started using indoctrination and drama to make the damn universe interesting. This writing is weak, Bioware.Pink_Mage wrote...
So i was playing the demo today and it was very bad. I know it's just a demo, but it's also the finished product this late in production. The game doesn't allow holstering weapons because of memory problems? Maybe if they took out some gay sex scenes they would be able to fit in more gameplay and better background images. They included an option for the game to CHOOSE dialogue for you, what kind of bull**** is that? They also an inexcusably expensive caste of voice actors and turned Jessica Chobot into an avatar for the only sole purpose i can think of which is FANSERVICE and not just typical fanservice, it's so you can fulfill your dark fantasy of having 3d avatar homosex with her. This is NOT a game, it's a poorly written novel by a fat lady who has no choice but to tack on "gameplay" because the video game audience is the only group of people on the planet who have never exposed themselves to good literature due to being lazy and fat and can appreciate such a spewing of diatribe and an insult to science fiction that is MASS EFFECT 3
http://social.biowar...90960/1#9291091
#1098
Posté 15 février 2012 - 08:33
Modifié par apoc_reg, 15 février 2012 - 08:33 .
#1099
Posté 15 février 2012 - 08:36
Anyway, I took the time to try and get used to the run/cover/duck mechanics and found that I had a reasonably good time.
The music and sound work is awesome as I've said before and despite the fact that I could care less about the kid, the music in that scene at the end of the intro was pretty powerful. It really had the Reaper feel.
I'm still looking forward to the game, but the "Most Anticipated Game of 2012"-expectations are going to have to be tempered.
#1100
Posté 15 février 2012 - 08:41
i mean the ship was right there for the reapers to destroy, and they said 'meh.. we think these small insignificant transport shuttles are more important than a full military craft carrying the galaxy's only hope for survival.'
The SV-2 normandy has a reaper IFF unit installed. this could be an explanation for why it isn't attacked.





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