Mass Effect 3 Single Player demo feedback. What did you think?
#1226
Posté 16 février 2012 - 02:18
The animations were awful (that femshep and Anderson run, and the femshep melee animation).
The roll was poorly implemented and activated unexpectedly when I was just trying to move around.
The introduction was boring and lacked any gravity (It's the invasion of earth for goodness sake, how hard is it to make it have an impact), especially compared to the amazing opening of ME2.
The Space Bar still does pretty much everything in the game.
The whole debacle about the removal of the holstering.
Characters that have been around for years now look COMPLETELY different (female shepard, ashley) so much so that they're unrecognisable.
I don't know. ME3 was a definite buy considering how much I enjoyed the other games. I only tried the demo to see how it would run. But it was of such low quality I'm questioning the game now.
#1227
Posté 16 février 2012 - 02:27
Of course, not all of the following points are of equal importance but they are still things I noticed during my playthrough, regardless.
Also, please keep in mind (whoever is reading this post) that this list does not encompass my overall impression of the demo, but is an attempt at constrcutive criticism. If it's not mentioned, then it's clearly not broke, and doesn't need fixing and therefore, is essentially, good
Anyhow, this is my list :
- Various animations are distractingly strange (particularly running animations, which are almost comical - specifically Anderson's).
- Strange visual filters/graphical design issues (that render some objects oddly, e.g. the complexion of Anderson's hands).
- Too many actions mapped to a single key/button. I found this difficult to deal with in ME2 but it seems the number of different abilities assigned to one button has only increased for ME3 - this can make managing hectic fights awkward, and can be responsible for the player making costly mistakes.
- Too many automated dialogue scenes. There has always been a degree of this in prior ME games, and I'm sure that the demo content (i.e. the game's introductory chapter) doesn't represent the game at large per se, but even so, I found it an alienating experience for Shepard to speak so many lines without my input. I found it oddly self-defeating that I had chosen the "traditional ME experience" (Rolepay mode) but was still presented with this scenario, aswell. Also, even when we are given the choice of dialogue variation, it was usually only between 2 choices at most.
- The introdutory chapter's writing seemed like it was rushed - forcing me too quickly into a combat scenario without allowing me to re-immerse myself in the games' world first, e.g. predictably killing off the intentionally forgettable commitee characters mere moments after introducing them.
- Building on the previous point, I also found it strange how I was introduced (or rather, not) to Vega's character. It was incredibly abrupt, and I again found myself alienated from the overall experience when Shepard acted as if this character was familiar to them.
- Framerate issues on PS3.
Anyway, I think that's the gist of them - there's my 2 cents (whatever that may be worth)
#1228
Posté 16 février 2012 - 02:32
The movement is much better than Mass Effect 2, at least gameplay-wise. Also, the scene in the demo with the kid dying, albeit slightly manipulative, emotionally powerful and successfuly gives the player motivation to fight the threat.
The Bad
Hopefully everything here is a demo-specific problem. The animations, from facial expressions to actual movement, looked a step below Mass Effect 2's. I'm pretty certain dialog was cut for the demo, so that's fine, but animations seems like an odd thing to cut to save space (which leads me to the unsettling conclusion that the final product has the same ones). Along the same line, the character models themselves seem to be in the uncanny valley (the humans), and I never found this to be a problem in Mass Effect 1 or 2. Finally, making the A button (console) perform rolling, cover, and context actions makes the controls clunkier.
#1229
Posté 16 février 2012 - 02:34
Play it again, but think of it this way:
- Shepard is the playerbase
- Future Vancouver is "Bioware Town"
- the Committee are the ME3 developers
- the Reapers are EA
- the kid in the vent/shuttle is DA2 (sniff...so sad...)
- the Citadel Council is Bethesda
It plays out much better as a story for me now. I'm fighting for the future of RPGS!
(in a silly mood lol. But still, I think I've found a way to enjoy the game even if it sucks)
#1230
Posté 16 février 2012 - 02:35
#1231
Posté 16 février 2012 - 02:44
I never took the time to appreciate the smoke effects in my first PT. Very nice. Throws a kink in the caster's game.
I didn't manage to fully lock up the Atla's AI this time, but I did give it the Praetorian runaround treatment.
#1232
Posté 16 février 2012 - 02:46
#1233
Posté 16 février 2012 - 02:48
#1234
Posté 16 février 2012 - 02:50
#1235
Posté 16 février 2012 - 02:53
#1236
Posté 16 février 2012 - 03:00
#1237
Posté 16 février 2012 - 03:03
#1238
Posté 16 février 2012 - 03:06
Chris Priestly wrote...
Hi folks.
So... what did you think of the single player Mass Effect 3 demo? What did you like, what did you not like? Please let us know here as we want to hear back from you.
I am creating a similar thread in the Multiplay forum for feedback on the Multiplay demo, so please use this one to discuss the Single Player demo. Thanks.
Fix the terrible animations, specifically for running.
#1239
Posté 16 février 2012 - 03:08
CasbynessPC wrote...
Maybe the demo is a hidden Bioware message
Play it again, but think of it this way:
- Shepard is the playerbase
- Future Vancouver is "Bioware Town"
- the Committee are the ME3 developers
- the Reapers are EA
- the kid in the vent/shuttle is DA2 (sniff...so sad...)
- the Citadel Council is Bethesda
It plays out much better as a story for me now. I'm fighting for the future of RPGS!
(in a silly mood lol. But still, I think I've found a way to enjoy the game even if it sucks)
I LoLed, funny ideas.
#1240
Posté 16 février 2012 - 03:09
CasbynessPC wrote...
Maybe the demo is a hidden Bioware message
Play it again, but think of it this way:
- Shepard is the playerbase
- Future Vancouver is "Bioware Town"
- the Committee are the ME3 developers
- the Reapers are EA
- the kid in the vent/shuttle is DA2 (sniff...so sad...)
- the Citadel Council is Bethesda
It plays out much better as a story for me now. I'm fighting for the future of RPGS!
(in a silly mood lol. But still, I think I've found a way to enjoy the game even if it sucks)
I'd play any game where I'm Bioware fleeing EA for Bethesda, as long as it happened in real life as well.
Otherwise, I played over at a freinds house ('Winners Don't Use Dataminers! Just Say NO to Origin!') and beyond that, I really can't say anything beyond what others have said. Much of it was actually worse then ME 2, and the kid might as well have had a sign hung around hs neck that reads 'Shoot the Dog'.
#1241
Posté 16 février 2012 - 03:10
Oh, and I love the Earth alliance military uniform; I can finally appreciate it. It reminds me of Final Fantasy VIII. Lol.
#1242
Posté 16 février 2012 - 03:11
DPSSOC wrote...
Pros
- Enjoying the increased mobility of combat but... (see Cons)
Cons
- Mobility's a bit touchy, at times I'll be adancing to new cover underfire (so I'm running) hit the cover and then vault right over it. Minor thing but still.
- Weapon selection. Again this is minor but it's really hard to test run a class when I can't use their weapons. To this end you deny my Infiltrator a Sniper Rifle, that's just wrong.
The trouble with your first con is, it's one of the things what the fans cried about in ME2... whereby you'd run to cover and have to get into it before vaulting. So to some degree they are in a catch-22 situation. Course fans also complained about how having 1 button to cover use/sprint/vault as well and so the obvious resolution would have been to seperate at least the vault from the other 2 that way you could choose to run towards some cover and if you wanted to vault it, simply press another button as you get close and vault it.
Agree about the latter, whilst I've played Infiltrator in ME/ME2 with other weapons, they just aren't the same without the option to have their trusty Sniper Rifle.
My Pros/Cons
Pro - Sound effects are really cool both environment/reapers and combat.
- Hair, some of the new hair alterations work really well but... (see top con below)
- Abilities, like how we will be able to be more varied with our builds
Con - some of the hair mods look a bit silly, the femshep ones where the hair in previous games was pulled back into a bun or ponytail most specifically, some of them look alright once giving it a bit of time, but some just look wrong due to the wavy nature of the hair compared to the pulled tightly back look of the latter games
- The Intro, to answer a question Chris posed to another community member in another topic as to why they were disappointed that there isn't the trial. For me it's a great way to explain to people that haven't got the comics/previous games why Shepard is truly there, to have their Shep express themselves (thought Shep spose to be getting emotional in this game?) and also to explain how Shep knows Vega. Yes I know how he does, but I can see why some people would be irked about it and it irks me a little to due to this. Also it makes the conversation with Admiral Hackett all the more mute... "Be there with your dress blues on." Shepard introduction to us in ME3 should've been just that... as that would make the best carry over. I sure as hell hope we get a good explanation In-Game as to what happened to the SR2 crew and not just some silly "What happened to my crew?" kind of dialogue as we had in ME2 as it makes no sense for Shep to be saying that this time.
I know the game has gone gold now which means most likely it's gone off for printing the CDs for it and what not, but I hope that there is either more to the intro than meets the eye in the final product or at least you'll take into consideration what the fans have said and if it was 'cut' and could be put in, make it so, so that it is either day 1 free DLC or as near enough as possible. It needs changing.
THAT all said about the intro, I can see this is yet again another catch 22 issue because I know some fans complained about how long the ME2 intro was. Yet I can counter that because I believe one of the issues they had was purely with the cut-scene/s at the start and also to do with all you had to go through to get to the CC bit because some people when making their CCs didn't like them after they'd done it and so had to restart (seeing as no save function before it).
Now if we're doing the CC bit soon as we load the game up, this time, then it shouldn't matter if the intro is long or not.
This is the final act of Shepard's STORY and the STORY of how he got to be on trial needs to be told/recapped depending on whether new or returning player.
#1243
Posté 16 février 2012 - 03:14
Biggest Beef: IT'S meant to be played as a SOLDIER! And ONLY as SOLDIER! Why does the ADEPT need to carry around every weapon, too?! Should have at least made it so that the Power Recharge ACTUALLY had MEANING....
I was able to play thru the opening area (thru the boarding of the Normandy) firing only 3 shots. I even figured out the Combo (Singularity + Warp is still explosive), and even the aiming (too reliant apon auto-assist, I suppose).
I had to play as a Soldier thru Sur-Kesh, however. Not good for an Adept.
Major Beef: Last I looked, Earth's Sky was Blue, not White. The Glare, or whatever, was so bright, I could only see White, and didn't see but parts of a Reaper from ingame, non-cinematic view.
Like Kirarhe's gun, too! Where to I sign up to purchase/steal it?
#1244
Posté 16 février 2012 - 03:18
- The "A" button on the Xbox controller or Spacebar on the PC should not do everything.
- Rolling is an unnecessary action, and makes it impossible to sprint in any direction other than forwards.
- The camera is zoomed in WAY too close to Shepard. It takes up too much of your visibility particularly in dangerous close combat situations, making classes like the Vanguard largely impractical to play.
- Storming is very disorienting because of all the camera-shake and the general close-ness of the camera.
- Shepard snaps to cover like Ryu Hayabusa sticks to walls. Even when you're trying to do the simplest of tasks like push a button, he'll crouch behind like he's spotted an army of angry Persians on the horizon.
- Climbing ladders is very unresponsive. This is an instance where the "A" button could actually be used effectively.
- Shepard makes a lot of decisions by himself opting to speak about subjects in a manner that my personal Shepard never would.
- There are no investigative options in the conversations. That's troubling.
- While the skybox shown off in the Earth level looks quite nice, the character's textures are terrible.
- In the Salarian homeworld mission, Wrex's voice is briefly replaced by Wreave's voice during the conversation on the radio.
- The press right stick to view your objective function was unnecessary. Teach new players how to use the Journal, it's not that difficult.
- Anderson has one too many lines of dialogue when you first follow him out the window. If you cut out even just one line, you'd have a lot less people screaming "shut up" at their screen. Because in all honesty they're probably just following right behind Anderson like they're supposed to. Don't baby the player so much.
I know you can't change any of this stuff now, since you rushed out the game for maximum "awesomeness" or whatever the effect you were going for was so good luck with that. I hope you attracted thousands of frat boys and football fans with your "hip" marketing buzz. I won't be buying the collector's edition to go nicely along with my ME2 collector's edition, because it doesn't measure up to ME2 gameplay wise. I'm still going to play the game, because I have at least some faith in the writers, and I hope they at least delivered something decent on their side of the project. But seriously guys. Test your stuff more. It doesn't feel good to play at all. It feels clunky and I wish more people would have told you that beforehand.
#1245
Posté 16 février 2012 - 03:23
Character animation fealt horribly stiff and it bothered me greatly on the first part. In the latter part and with the aliens it didn't bother me at all. Is this, again, a demo issue or do humans simply have this puppet show twitching thing going on? I can get over it surely but it was a bit of an arrrrgh moment.
#1246
Posté 16 février 2012 - 03:26
On one respect, the story really kicked into high gear, and it was nice to see Shepard as well as all other characters aging since the events of ME2. The overall progression of events really allowed for me to get involved very quickly with what i already know and what I was ready to see. The child in the demo really hit a strong string at my heart as it gave a strong purpose to the ultimate goal of the game.
If there was one glaring issue to the demo as a whole, were the animations; especially in the first part of the demo. The way in which Andersen and Shepard both ran during the demo really put me off in general. Now, i know it's a demo, but we're less than a month away from release, and these kind of things aren't exactly things you can patch up. Now, i'm pretty sure these were place holder animations, and i hope that is correct. As far as everything else, i'm sure the community has spoken.
Thanks again for a great series.
#1247
Posté 16 février 2012 - 03:29
#1248
Posté 16 février 2012 - 03:31
Sprinting animation is weird and awkward looking, even more so than in Mass Effect 2, and I thought it was bad there to begin with. Anderson was... weird-looking to me. And I still disapprove of Williams' new look, but I guess that's her choice.
Modifié par Alkerio, 16 février 2012 - 03:31 .
#1249
Posté 16 février 2012 - 03:36
#1250
Posté 16 février 2012 - 03:40
Just a damage-limitation exercise but would be interesting and make people happier.
The focus of this game really has changed so much since ME1. I just re-read an old interview from early ME2 development where the programmers and artists were raving about nice things like featuring more of the Volus and getting the Elcor to move around a bit, plus designing more interesting mini games. How did everything swerve so utterly off course between then and now?
That chat with the failing Prothean VI just before the ME1 climax, complete with awesome-yet-saddening music and total sense of epic mystery, just feels like a distant magical dream compared with opening of ME3.
I am really looking forward to being proven wrong and being blown away by the real game





Retour en haut





