DanTheMilkman wrote...
I agree Dan. Lol
DanTheMilkman wrote...
Modifié par hireuin, 22 mars 2012 - 10:29 .
Modifié par ile_1979, 22 mars 2012 - 11:21 .
ile_1979 wrote...
I'll try to remain spoiler free and not to address the art component of this discussion. In stead i'll try to offer "constructive" criticism as the original blog proposes. And, i'll try to present it in the form of a list of features this game offers, in reverse order of the intensity i find them unwanted. Please do note, that if i have not mentioned what makes this game great, it's not because i don't think it is. It is just that the good things should remain as they are. Even then ending(s) should be kept as a POSSIBLE outcome of the grand finale.
The least annoying feature i find is the mandatory weapons up posture. No holstering. I understand the reason was technical and it is not a game-breaking feature, but it would be nice if we could move around with our weapons holstered.
Then there is the lack of references from the NPCs in previous games. Shiala, Gianna.....their inclusion in ME2 was gentle and very appreciated nod to the players that helped them. It may be a gimmick and indulgence, but still....
Somewhat more serious issue is the lack of dialogue options, or as people call it the use of the dialogue wheel. Compared to the rest of the series, this game feels like rushed or unfinished, partly because it has a lack of dedicated dialogue options. Like Zaeed or Kasumi conversations on Normandy in the DLCs. It may work for a DLC optional character, but for the whole game? It just leaves a (probably unjustly) lazy impression.
Connected with this is the lack of interaction with your squad mates in general. The missions with them in the previous games revealed important aspects of their characters. I know some may think, what could we possibly find out about them after 2 games, but still, why not? It even gives the first timers in ME universe a chance to bond with their crew members.
Even more serious, and to me a game breaker(the previous 2 issues are tolerated, but just barely). Face importing. Or the lack of it. Maybe i'm old school, but in the times of yore, we used to play RPGs so we can create a character and build their story in the setting given by the developer. The connection with this character is practically severed when we can't import it from the previous games. I did try to go through the demo, and i failed to finish half way through. Twice. The Shepard i was playing with, was not my Shepard. Remember this last sentence, it will come back near the end once more.
Dependence on multiplayer to have the "best" outcome? Junx....serious junx there.....
Cutscenes and QTEs...... i insert these with a mixed impression. As much as paragon/renegade interrupts work for me, continued cutscenes and dependence on them to tunnel my way through the story annoy me. Remember fighting Irenicus and bringing him to 0 health, just to see him flee without chance of intervention? Fighting Saren on his platform with the same effect? If i fight someone either i can i win or i can't win. Or if the enemy wants to flee, no matter how slim, i want a chance to stop him. And if do menage it (despite the odds) that should reflect the game outcome. Irenucs was not more fearsome because he fled 2 times before the final confrontation, he was actually a living joke (to me) by the time i got to finally thrust my fangs in him.
Which leads to the ending.....or endings. This is the final and it would seam the most louded issue people have with the game. Consequences....meaningful choices. Reaction to player actions. Maybe many of us misread your intentions to "tell a story" instead of "forge our destiny". Maybe so. But as this was a final game with no repercussions for the subsequent playthroughs, why not make an elderscrolls 2 thing? Based on choices, EMS and performance in the actual battle (how well you kill enemies and assign team mates), like you did it in ME2 only even more diverse! You could even influence the fleet operations if you chose so. Make all those choices matter. Don't kill the replayability with continous tunneling. You wanted an emotionally binding ending? From what i have seen of gameplay footage, there are parts of this game when people, your friends and loved ones die, die because of your choices, die because of their choices, die to bring hope and peace to forgotten causes....those moments their sacrifices touched me, connected with me. Not the detached chose a color ending. You see we know why they died, and we know what will happen if they don't. And despite all that we can chose to save them. That is a meaningful choice. Make us live or die by the consequences of our actions and you will have us emotionally entangled. Give us the option to fail. Give us the option to succeed. I know we are asking too much, but in return, in return you will have us on your side, you will have us watching your backs.
Forgive an old soldier for his long banter.....we will hold the line, just give us the order to do so...
jreezy wrote...
If your definition of constructive criticism means to state how something could be better achieved with an alternate approach then you probably do have a different definition than some people here.
Modifié par sillyrobot, 22 mars 2012 - 11:36 .
Modifié par f1ndmenow, 22 mars 2012 - 11:50 .
Rykoth wrote...
Bioware speaks. People rage even harder.
What gives?
Modifié par AzaggThoth, 22 mars 2012 - 11:57 .
Rykoth wrote...
Come on people.
ME3 comes out. People rave about how awesome it is.
People get to the endings, they rant about how they think the series is ruined.
They start a movement, and beg Bioware to do something. They even say that just by addressing the problem vocally, they'll be happy and feel some sort of relief.
Bioware speaks. People rage even harder.
What gives?
Guest_Catch This Fade_*
I see a lot of that here.Autolychus wrote...
jreezy wrote...
If your definition of constructive criticism means to state how something could be better achieved with an alternate approach then you probably do have a different definition than some people here.
Yes, that is generally what constructive criticism means. You criticize something in a way to make it better--to build it up, to "construct" something. As opposed ot destructive criticism, whereby one's criticism is meant simply to tear down. Simply calling Bioware names, while perhaps an authentic expression of one's emotions, tends to be destructive criticism. Explaining why one is dissatisfied with their product (or some aspect thereof), and providing suggestions on what would have made it a more satisfying product, is constructive criticism.
Modifié par Psythorn, 22 mars 2012 - 12:20 .
Modifié par Psythorn, 22 mars 2012 - 12:21 .
shin-zan wrote...
The way I read this they are not changing the ending but planning to add content which might or might not make them suck less... will have to wait till April for judgement if it's enough or not. Kudos for actually responding and taking some sort of action though.
Modifié par SwitchN7, 22 mars 2012 - 12:23 .
Modifié par hallfing, 22 mars 2012 - 12:53 .