Mass Effect 3 Single Player demo feedback. What did you think?
#1476
Posté 16 février 2012 - 07:15
#1477
Posté 16 février 2012 - 07:24
2. The opening should be longer and bring up the reapers more slowly. There should be at least a good hour of interaction before the invasion starts. Shepard could be advising a special ops team on tactics for combating the known reaper ground forces; using drones for simulations. Briefing military and nonmilitary leadership on things like the affects of indoctrination, and other threats unique to reapers. Have background conversations hint at the approach of the reapers through the outer colonies. The main body of reapers making a massive armada in a sweeping motion going form relay to relay. At each relay a few reapers stay behind and take control of the system. On Earth contact with the colonies is going out several colonies at a time. Earth starts to mobilize all of its forces. The reapers appear at the relay in the solar system and then disappear from sensors as communication is jammed. You would have a hologram of the system showing Alliance forces and reaper forces. The Alliance reaper icons in the area around the reapers disappear. Some admirals physically present, some by remote start giving orders and discussing tactics around the hologram. Non military leaders are coordinating the civilian response and evacuation. Periodically Shepard is asked for his/her opinion and advice. Suddenly a few reaper icons appear around the moon just outside the effective range of the surface weapons. The Alliance ship icons around the moon quickly disappear. None of the Alliance forces between the reaper's original arrival point and the moon report any contacts and are still active because the reapers bypassed them. The reapers went out of the orbital disk around the sun and came back down at the moon. There are many reaper icons, but not as many as when they arrived. The reapers are not attacking the moon. They are just sitting there as more icons appear. Video is transmitted from the moon of the reaper forces. Audio communication with the moon stops and a mechanical reaper sound is heard. The voice of a reaper comes from the signal. It mentions past human resistance but that what they are doing is inevitable before cutting out along with the video of the ships. Alliance forces move to intercept the reapers around the moon. Icons of evacuation ships start moving out from Earth. Alliance intercept ships are maintaining position above Earth. reaper icons appear near evacuation icons and then more start entering the atmosphere. Full evacuation starts for all military and civilian leadership... and then we go to the husk shooting level.
3. Get rid of the kid. A better emotional attachment would be a military attache assigned to Shepard for the day. When the husk portion starts he leaves Shepard with Anderson got find his family or something. When Shepard is leaving on the Normandy you see the attache with their family getting onto a shuttle. Then blow up the shuttle. Also have it so that in the confusion when Anderson is with Shepard and the attache leaves that the attache lost his/her side arm and that is the gun Anderson gives to Shepard. For the rest of the game when a player is using that gun they know they are using the gun of a dead man/woman.
4. Give a menu option to use the cool down system from Mass Effect 1. There does not need to be any lore explanation or recognition by the characters. Its just a game mechanic that really fits the setting and it annoys me to no end that is missing from the games. I don't care that it is in the junk dna of ME2 and can be activated by players if they search for it. I want it to be in the active dna and have an acknowledged presence. Call it a classic mode or something.
I don't have any plans to by Mass Effect 3 in the form I have seen it in but I want it to be a good game. I want video games to be a respected art form like movies or literature. You have to have respect for what something can be and pursue that potential to the best of your ability.
#1478
Posté 16 février 2012 - 07:29
BIG problems with cover, though, I guess ME2's system was better at some point. The rolling skill is appreciated at times, but while you're getting used to it, you can do a lot of mistakes while trying to get into cover instead of rolling.
MORE problems with the melee system. I think the overall inclusion of heavy melee was a mistake to start with, but the fact that now you can't strike an enemy on the ground with a simple melee attack like in the previous games, sucks.
I played on insanity since the beginning and I enjoyed it immensely, it was more challenging than the previous games, but we could also attribute part of that challenge to the skill points horrible bug that ruins all the classes experiences but the Soldier's in the Sur Kesh bit of the demo.
That's could certainly scare some new fans away, BioWare, WTF!
#1479
Posté 16 février 2012 - 07:38
Instead of Anderson saying "Come on, this way!" after the opening scene, it was Thane's voice. Who said the exact same thing.
Someone else had this little bug?
#1480
Posté 16 février 2012 - 07:49
The writing wasn’t particularly mindblowing. It was all appropriate to the setting and moments, but it wasn’t making me hunger for the next scene. Here’s hoping that’s an exception to the demo. The audio team deserves a pat on the back. Using biotics especially has a delightful reverberation that’s satisfying every time I hear it. Solid job overall. I share the vitriol with Ashley’s suit. I think the art team overdid it on the sex appeal… it just doesn’t feel like Ashley. Sorry.
I noticed on many occasions of the use of cleaner transitioning from gameplay to cinematic, and boy is that a breath of fresh air. Fan and dev alike, no gamer wants to walk into a cinematic - this helps greatly alleviate legacy issues with the series. Insanity isn’t -Dark Souls- hard, but the bumped up flanking/smoke bombs/etc make this a dramatically greater challenge to survive with. I’ll be honest - I brought it down to normal at the Atlus boss. That boss is absurd.
Overall? Pretty freaking cool. I feel less concerned about where the game is going, and have something to look forward to in the next 3 weeks.
-DV
#1481
Posté 16 février 2012 - 07:49
AndersIsLush wrote...
you do realise guys that the opening scene we did isnt the beginning of the game lol
Could you provide a link as proof, please?
#1482
Guest_SilverMoonDragon_*
Posté 16 février 2012 - 08:08
Guest_SilverMoonDragon_*
#1483
Posté 16 février 2012 - 08:09
The animations, especially the running animation are utterly wrong. This is not a human body.
The "Story" mode looks way too easy, really something for casual gamer, no engagement no challenge at all.
I really hope that Bioware and EA are not going to mess up Mass Effect with this release.
#1484
Posté 16 février 2012 - 08:12
I did like his line "You can't help me..." though, in conjunction with the later scene of his death it gave a sense of uselessness. But I think it would have been more interesting if, before the gunship radio section, we get to a part where the kid is trying to wake up his dead mother. It could have introduced charm and intimidate options into the game (in which we either coax him away or force him to accept that she is dead) In addition, this area could have had us meet a group of civilians (possibly including the boy's father) where circumstances allow for a renegade or paragon interupt. We could then escort them to the shuttles where we also get a civilian acting as a second squad member (or soldier, whichever works best) to help introduce squad tactics and commands.
After that, the soldiers tell you they'll take it from there, and Anderson asks for a radio, they point you to the gunship. Where the next scenes take place. I think that would have helped make us care not only more for the child, but also for the many others who were dying (who, in the demo, I was actually laughing at since if you watch the ground they run straight past speeders and directly towards the Reaper XD)
I also hope we get way more dialogue options, I was constantly checking the options menu thinking somehow I had turned off "full decisions" - the dialogue in general was annoying as well, in the meeting, I wanted my shepherd to be reasonable and supportive, but instead, even with a single dialogue choice, he came across as a doomsaying moron, he might as well have just said "We're going to fight and die, we're all doomed anyway!" And I especially hated that his auto dialogue was about how fighting them with a plan was meaningless, and that it was about survival. Fair enough for a renegade response, but for it to be the only option is irritating.
I really hope the rest of your story shaoes up Bioware, I hope it's not just another save the world story from hollywood...
And one final thing, I think we need more colourful establishing shots of Earth, the lack of said colour is good for the invasion section, but since that's all we see of Earth I don't really feel ionclined to save it, I would on thw other hand go through great measures to save bekenstein, mostly due to the sunset landscape which had me staring in awe and jealousy for ages!
I knwo it's not likely that you'll read this so deep into the thread, but it's worth a try
Thank you for your time, overall, the demo was a brilliant experience! The only fault I noticed that doesn't sem to have been mentioned is that it is incredibly difficult to slide over objects, in which the command is tapping the cover button twice.
Modifié par InHumanTurtle, 16 février 2012 - 08:21 .
#1485
Posté 16 février 2012 - 08:15
Also grenades and mines add a layer of actual gameplay skill that demand a bit of a learning curve. For example, Garrus isn't just going to put a mine right under the enemy that you want him to. You have to tell him exactly where to put it. Same goes for the grenades you throw. Lovely!
#1486
Posté 16 février 2012 - 08:21
1. I felt while playing that I was a lot closer to the original ME in all interface respects than ME2. From the speed at which I was forced to change guns cause I was out of ammo to the sort of confusion I felt while trying to use the targeting circle and select distant enemies to have teammates do powers on. This was the combat improvement on ME2 that I liked. Still, it made me have to take a lot more time aiming which was more challenging.
2. Some of the sounds - this reminds me of how the makers of Uprising took perfect weapon and explosion sounds of actual guns and cannons in the original game and replaced them with cheap laser blaster sounds in the sequel. It takes the power out of the weapons and I didn't like it. Particularly the assault rifle. It's way too "Battlestar Galactica". On the other hand, the Shockwave redux was awesome (though still highly underpowered for what the visuals suggest) and the shotguns still sound like shotguns.
3. I play Femshep exclusively. Every hairstyle except the nearly bald one and the really popular "messy Cleopatra" from ME2 that I modded for use in that game made my Shepard look like The Donald. With her hair in styles pulled back from her face, her head looked like an egg with the festive Easter grass at the base flipped landscape. Please - more and better hair.
4. On the same wavelength, Once the game started, the character looked very emaciated. Like, extremely. But I didn't do her face that way. When she was standing next to Liara or Ashley and should have fit right in, she looked like a Meth freak. Just seriously unhealthy. Don't know what causes that but it didn't deviate this much in either of the first two games. And although she doesn't walk like an ape and run like a guy anymore, all the characters seemed to run like spindle-legged robots with sudden and imminent bowel failure and miles to go to the next restroom.
5. The rest of the graphics were good. Possibly better than good, and the reason for my lack of certainty is in my conclusion. *
6. The game definitely felt faster paced than both of the others.
7. I love that the power shortcut keys are still in the game. The ones at the bottom seem to emulate ME2, but visually, and especially with the health meter, I again felt like I was playing ME1. I LOVED the verbose descriptions of what each power upgrade does.
8. At one point, we had been pounding on the assault mech so consistently he stopped right in front of me and I shot him right in the canopy with my shotgun. I heard the glass crack clearly. I love that kind of detail.
9. I am no fan of the flipping and rolling all over the place. Maybe I would have been if there were not so many functions attached to the one button, because like others I was flipping from cover spot to cover spot and doing rolls for no reason when all I was trying to do was get up and move forward. Not cute. Couldn't we just bring back crouch and be done with it? On the other hand, I liked that there were more intelligently designed cover spots than just a bunch of crates everywhere. The level design seems better.
10. Too much "auto" this and that. When I was expecting to have to deliberately jump over gaps, she jumped seemingly automatically without my deliberate action. I don't like not knowing what I did that caused something, and since I seemed to be pushing the same action button for everything, this is what happened. Serious console feel from that.
* There are more good things and things that could have been better, but these are the ones I remember most. I said there was a caveat on many issues to be mentioned at conclusion and there is. I may merely need to transition back into ME play and out of Skyrim play to truly have perspective. After playing Skyrim exclusively since November, there are few games that will stack up graphically - from sounds, to environment beauty to character modeling. And even more importantly, every game feels auto-scripted and constricted when compared to Skyrim's complete freedom of action and endless customizability. So definitely feel free to call me spoiled and take my notes with a grain of salt.
Modifié par MsKlaussen, 16 février 2012 - 08:36 .
#1487
Posté 16 février 2012 - 08:29
As far as the gameplay goes, while I don't always mind when a game uses a context-sensitive control system, I think that it was a little difficult to work with in this case. I would have really liked having actual keys for crouching (and maybe sprinting too). On the plus side, the squad AI and enemy AI seemed to be pretty good. I actually died more than Liara & Garrus - although that was partially because I'm so rusty. I also liked that section in Sur'Kesh with the two-level area and the ability to jump down, use the ladder, etc.
Also, the dialogue seemed fine for the most part, but I expect more choices in the full game.
#1488
Posté 16 février 2012 - 08:30
#1489
Guest_Felidae_5_*
Posté 16 février 2012 - 08:36
Guest_Felidae_5_*
Modifié par Felidae_5, 16 février 2012 - 08:50 .
#1490
Posté 16 février 2012 - 08:43
First, I kept dying to the turrets in the choked hallway. Other than that, the rest of the demo was pretty strait forward, I didn't beta test, so I didn't see this insanity not requiring strategy mentality someone said earlier.
Second, I've watched the Beta and have read the wiki on the novels and comic entries. First, I am not confused about a single thing. The Trial already happened, if there was one.
Third, there are clear points you can tell which were edited or cut for the sake of the Demo being under 2 gigs.
Fourth, the Multiplayer segment has the real Power customization and weapon selection. Infact it's phenomenal for me. My Adept with a Viper and a Phalanx in Gold performed better than my Adept on Insanity on the Salarian mission. This is the major reason why it was lacking in SP, imo. Also, it shows you just how you can play with all the weapons, still be able to pull it off, but suffer for it.
If I had not been reading on the wiki, I might have been confused. If I didn't know who Vega was, I would have already assumed he was a Soldier who had respect for Shepard. If I didn't watch the Beta, I would have probably looked over the fact that Anderson already knew about the Batarians, and actually recapped it for the sake of length.
Waste of my time explaining this.
Modifié par incinerator950, 16 février 2012 - 08:44 .
#1491
Posté 16 février 2012 - 08:53
in general I feel like from what I've seen ME3 is successful in being to ME2, what ME2 was to ME1. meaning superior in almost every way. especialy the polished graphics that were also a source for complaints in the previous games.
#1492
Posté 16 février 2012 - 08:53
There you go guys. My twitter question got answered.
#1493
Posté 16 février 2012 - 09:05
Carry on.
#1494
Posté 16 février 2012 - 09:07
uponablackstar wrote...
@thetempestblog The demo is not the final version of the game! We're passing your concerns along, don't worry.
There you go guys. My twitter question got answered.
Thanks for the feedback. Appreciated.
But, who exactly was replying? And which concerns...?
#1495
Posté 16 février 2012 - 09:07
#1496
Posté 16 février 2012 - 09:15
#1497
Posté 16 février 2012 - 09:19
JonathonPR wrote...
I want video games to be a respected art form like movies or literature. You have to have respect for what something can be and pursue that potential to the best of your ability.
The only problem with that, Jonathon, is that if you put two people in a room, you'll have three different ideas about what "something can be", and another three different ideas about how to "pursue that potential".
I have mixed feelings about the cooldown models. When I first played ME2, I was "ugh, this sux, I want the original ME way of doing biotic/tech powers" ... then it grew on me.
In ME1, my favorite class was a toss-up between Adept and Infiltrator. At higher levels, especially on Insanity mode, the ME1 Adept was a seriously kick-ass class. In fact, I preferred the Adept on Insanity mode, even over the Infiltrator.
The ME2 cooldown model severly nerfed the Adept, IMNERHO, and I don't like playing Adepts on anything harder than Normal mode in ME2. I won't even consider playing an Adept on Insanity in ME2, only an Infiltrator or a Soldier.
For ME3, it looks pretty much the same to me. I'll have to try it, to be sure, but the changes between the ME2 and ME3 Adept seem very subtle in the demo.
Perhaps the PC players have the option of accessing a "console" mode to tweak game engine settings. Those of us playing on PS3 or 360 are denied even that.
Hence, I'll likely be doing my ME3 insanity playthrough with an Infiltrator.
I do like the new skill trees in ME3. It looks like a nice balance between ME1 and ME2 - ME2 was just too simplistic, and in ME1 you could max out just about everything by doing 2 playthroughs on the same toon (another feature of ME1 that I missed in ME2).
#1498
Posté 16 février 2012 - 09:20
#1499
Posté 16 février 2012 - 09:26
I liked it for what it was. Someone mentioned Fem Shep looked funny running, and I have found that both of them always looked funny in ME2, with their head tilted to the side. Would be nice if this was just in the demo.
The kid at the beginning, It may have been done many times, but it worked for me. I would have liked to see one of the two carriers escape, especially since the Normandy was right there and not being attacked, but I didn't hate it. And I didn't hate the demo. It was enjoyable.
Have no interest in the MP, don't really care as long as it does nothing to my single player game and from what I've heard it doesn't so I'm looking forward to March 6. Whether or not I love the game after playing it, I'll wait and see.
#1500
Posté 16 février 2012 - 09:28
1. Xbox version = press A for nearly everything.
The most annoying thing about this is cover. Rolling, vaulting, running, covering with one button is awkward and frustrating. Frustrating gamers is bad for karma, please pick a different button for cover.
2. Movement is too rigid.
I feel like my character can only move in perpendicular grid patterns, the camera never seems to alternate, and the default speed is set to Skyrim "you are carrying too much to run." I'm an elite soldier in the heat of battle, who would walk?! Current run speed should be default and run should be that times two. Also, I'm sorry but the run animations are Looney Tunes.
3. Camera options
One of the next major problems in gaming to solve is how to create virtual peripheral vision. Until then the position of the camera will have to suffice. I get the thinking behind Mass Effect 3's camera but in combat it's frustrating. The camera is zoomed in close almost like first person, except my character takes up 1/10th of the screen. Zooming out would let you see what is happening on your sides or have a first person camera and then switch to another camera for special takedowns.
Modifié par R3DKL0UD, 16 février 2012 - 09:29 .





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