Dendio1 wrote...
1- Auto dialogue was not terrible in every instance. I rather enjoyed hearing out peoples arguements while they bickered back and forth with each other. It was a nice reminder that the universe is not centered around shepard. We also had some great auto dialogue to contrast with the wheel. Emergency induction port anyone?
Yeah, ambient dialogue is great. We had it in the last game.
But the level of auto-dialogue we get from Shepard is too high.
Dendio1 wrote...
4- The journal was not broken so much as refused to update as much as it did in the past. The map system announces npcs of interest, which can be used to track who you need to talk to when wrapping up a quest. Its a problem, but far from game breaking
Its flaws were greater than this, actually. It's hard for me to keep track of what quests I picked up where, and it wasn't very helpful in specifying the relevant clusters, star systems, or Citadel levels where I had started them. This usually led to me picking up the relevant quest item as I explored, but not knowing who or where to take it back to, information the journal failed to give me.
For that matter, I'd also like an exclamation mark on my map over an NPC's location a la ME1, instead of the NPC's name simply showing up as being somewhere in that area -- but that is a smaller concern.
Dendio1 wrote...
5- Eaves dropping dialogue added so much atmosphere! Just walking around the citadel and hearing the senile old woman ask again and again about her missing son, the daughter who talked to the c sec officer about her parents, the volus who speculated about sanctury's money potential. Some dialogue is better served through eaves dropping
Ambient dialogue adds atmosphere.
Ambient quest acquisition simply cuts down on interactivity between the player and the quest.
Dendio1 wrote...
6- Seeing the characters move about the normandy and have conversations between themselves was a great experience. I loved javik and garrus comparing history or Vega and Cortez going back and forth. It was not lazyness as much as a different way of adding life to the ship and story.
Yet, again, seeing auto-dialogue, non-cutscene interactions between
Shepard and the squadmates was not something I appreciated. It is the difference between watching a conversation and participating in it.
Dendio1 wrote...
8- This is as much a flaw as it is a strength. Having more squaddies on the normandy would not have added much to the experience. I think its better to do more with less than less with more. I liked the reunion with the me2 squad, but the devs already had alot on their plate. They are allowed room to breathe on the me 2 squad
Lack of ME2 squaddies is not the problem; downsizing the content and romances of the ME2 squaddies to a pittance is. Not sure why they tried so hard to make me bond with the ME2 cast via their loyalty missions, only to toss them aside and fail to involve Jack and Miranda in the ME3 Cerberus subplot or bring them aboard the Normandy during that arc a la Victus, Wrex, and Mordin. If they couldn't do twelve characters justice, ME2's squad shouldn't have been so large. Basically, don't start what you can't finish, especially when it's pretty obvious it'll present implementation problems.
Dendio1 wrote...
9- I liked priority earth. You have your epic goodbye;s to your squad. You have running radio developments with your supporting companies. You gain insight on the state of london before and during the initial invasion. You travel between civilian homes and get a nice cut scene of an asari, krogan and turian doing their thing. It could have been much better, but its far from awful and lazy.
Very few of the goodbyes were as well done as the rest of the game. Liara's and Garrus's were good. The others kind of fell flat for me.