Just wondering what people's thoughts are on the new conversation system introduced in ME3, that you don't actually go into a conversation cinematic with them. Personally on the Nomandy I don't like it, especially when juggling romances and crewmembers, which is my second point, but on places like the Citadel it seemed okay, but I still preferred the old style.
Im one of those people who read the subtitles then press, skip, so having this in screwed me a few times.
Also, as some may have noticed, I was planning on romancing Liara, had a fling with Sam and couldn't back out of the relationship with Sam. Now this may be a good point, bioware supports serious relationships etc, but I really would have liked an option to back out of the romance (as you could in ME1+2), even if I had "locked" it in.
Either way, just minor things and thanks to bioware for making a great game (haven't got to the ending yet).....
PS, I really hope there isn't a way to change it in the settings as I would have just made myself look like a n00b...
"Ambient" Conversations and Romances not talking
Débuté par
Thomas477
, mars 08 2012 01:46
#1
Posté 08 mars 2012 - 01:46
#2
Posté 08 mars 2012 - 01:56
Hit or miss.
For crewpersons, squadmates, and major NPCs it seems like something they had to do because of resources, which I can understand given the scope of the game, but don't view as an ideal setup to be replicated in future games for its own sake. We spent a great deal of time in the previous game getting to know most of these people, and in the middle of a galactic war for survival. Devoting resources to making sure the game feels like we are can, I think, justifiably move into the front seat as long as we're still able to hit the big character moments, and it feels like we can for the most part.
For minor sidequests I'm fine with it. It took the best aspect of Dragon Age 2's much-maligned sidequest system (that it was convenient and didn't break up the flow of the game) and corrected much of what was wrong with it, mainly giving each encounter context-specific dialog so I wasn't returning the remains of an NPC's sister and telling them I found their garbage. Though they were quite easy to miss if you weren't thorough so perhaps some kind of circle around ambient sidequest-giving NPCs would be advisable in the future.
For crewpersons, squadmates, and major NPCs it seems like something they had to do because of resources, which I can understand given the scope of the game, but don't view as an ideal setup to be replicated in future games for its own sake. We spent a great deal of time in the previous game getting to know most of these people, and in the middle of a galactic war for survival. Devoting resources to making sure the game feels like we are can, I think, justifiably move into the front seat as long as we're still able to hit the big character moments, and it feels like we can for the most part.
For minor sidequests I'm fine with it. It took the best aspect of Dragon Age 2's much-maligned sidequest system (that it was convenient and didn't break up the flow of the game) and corrected much of what was wrong with it, mainly giving each encounter context-specific dialog so I wasn't returning the remains of an NPC's sister and telling them I found their garbage. Though they were quite easy to miss if you weren't thorough so perhaps some kind of circle around ambient sidequest-giving NPCs would be advisable in the future.
Modifié par Upsettingshorts, 08 mars 2012 - 02:07 .





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