Casey Hudson wants to hear fan's ideas on a new mass effect game
#4076
Guest_StreetMagic_*
Posté 01 février 2014 - 01:28
Guest_StreetMagic_*
#4077
Posté 01 février 2014 - 06:25
Look at female soldier Shepard, for example. Like many other soldiers in ME she has many synthetic augmentations which helps her to be stronger, faster, sharper, and more durable. But there are absolutely no visual signs of that in the game. She is not muscular, and looks like free of any implants. She should have looked like a futuristic warrior, but instead she looks like an avarage modern human, who has nothing to do with an army or any other millitary organization.
Look at different armors. Most of the variants have really weird design, which has almost nothing to do with protection of the most vulnerable parts of the human (or alien) body, or protection in general. Armor can be bulky or not, but it should look like armor, not like a costume that looks like armor.
#4078
Posté 01 février 2014 - 07:01
Seival wrote...
It would be great if NME will have much more thought-out character and armor design.
Look at female soldier Shepard, for example. Like many other soldiers in ME she has many synthetic augmentations which helps her to be stronger, faster, sharper, and more durable. But there are absolutely no visual signs of that in the game. She is not muscular, and looks like free of any implants. She should have looked like a futuristic warrior, but instead she looks like an avarage modern human, who has nothing to do with an army or any other millitary organization.
Look at different armors. Most of the variants have really weird design, which has almost nothing to do with protection of the most vulnerable parts of the human (or alien) body, or protection in general. Armor can be bulky or not, but it should look like armor, not like a costume that looks like armor.
And yet your Avatar looks like "a costume that looks like Armor".
#4079
Posté 01 février 2014 - 10:04
#4080
Posté 02 février 2014 - 01:00
Rodus Maxumus wrote...
I thought about it some more and this is how I would have gone about the ending.
When Shepard goes into the conduct, the game goes into a cut scene “The Day Before”. Commander Bailey of C-Sec is in his office and he is being visited by Thane’s son Kolyat Krios (if he is available or some other Citadel character) when the reapers (I’m using reapers as an inclusive term for all reaper forces) attack the Citadel. You play as Commander Bailey as he helps oversee the evacuation of the Citadel and fights off the reapers with Kolyat and a C-Sec officer. The evacuation is stopped when the reapers move the Citadel, by then the reapers control the Presidium but not yet the Ward. The new C-Sec Executor is in command of the defence of one of the Wards, the same one Bailey is in. After Bailey has defended a section of the Ward, the Executer contacts his to tell him that the reapers have captured some civilians and orders Bailey to rescue them with reinforcements to follow. Bailey, Kolyat and a third follow the reapers with the civilians into a part of the Citadel that was only accessed by the keepers. After they catch up to the reapers and rescue the civilians sends them back with the reinforcements while he and his team go deeper into the keeper tunnels “To see what trouble we can stir up.”
It is deeper into the tunnels that they find Shepard. Shepard is pretty out of it and Bailey wants to take him back to safety but Shepard insists that they keep going to turn on the Crucible. (So still playing as Bailey) Bailey leads Kolyat and the Third who is helping Shepard to walk deeper into the tunnels. Eventually they come to a hidden control room for the Citadel and kill the Reapers. Shepard tells Bailey to hold off the reapers coming to take back control of the control room. After a wave of reapers are killed you switch back to playing Shepard as he searches the control room for a way to turn on the Crucible.
The Crucible turns out to be a reaper communions jammer stopping the reapers from coordinating their attack and not being able to control the husks (and all the other race variants) and the non-sapient ships in the reaper fleets. The loss of control of the husks could have been as simple as they stop fighting and stand round looking confused and be gunned down or they could go berserk and attack anything near them including other husks. This would have made your war assets really count for something in the results of the final battles. It could have ended with a montage of what battles were won and lost depending on the choices you made.
I'm not so sure that playing with a different cast of characters right during the climax of the game would've been a very effective way to go! But I definitely would have liked to see Bailey leading the C-sec and the militia in a desperate defence of the Citadel. Maybe they could have done a few cut-scenes interspersed through the final mission, or periodic communications from Bailey to Shepard.
As for the Crucible, I would have just blown it up! It's an effective story device as red herring, and also because it represents hope! Shepard uses it as bargaining chip to bring various factions on-side. But in every great story there's that moment when hope fails, and it all comes down to the protagonist's strength of will. I actually spent half of ME3 expecting exactly that! Needless to say, I was pretty surprised when the Crucible just ran away with the ending!
I think the Crucible, and even the existing endings, could have worked in ME3 if the game had actually been about that. In other words, if we'd spent most of the missions searching for prothean tech and intel to help build it. This could have turned into an exploration into the Reaper's nature, origins and motives that would have given the "endings" the proper context to make them meaningful.
But as it stands, we spent all our time uniting the galaxy. There is no scenario where a deus-ex-machina-device is not going to take away from that effort. That's why I suggested Shepard seizing control of the relay-network: It makes a conventional victory possible while still keeping Shepard center stage; and it revolves around a capability we already know the Citadel has without having to invent any new ones!
Apologies! As much as like discussing this stuff, it doesn't really have anything to do with the next Mass Effect!
#4081
Posté 02 février 2014 - 01:09
CptData wrote...
- The MAKO can be upgraded and used throughout the entire series to explore worlds. And worlds get generated randomly - thanks to a more modern engine, it shouldn't be too hard to generate fresh new worlds without looking too cheap. Some missions won't allow you to take the MAKO, but the KODIAK - and this time, Steve (or the guy before him) will be the pilot.
- The Normandy also gets a more prominent role: at least one idea for a mission revolves around intercepting a pirate ship. You, as the commander, can decide if Joker hunts down or cripples the ship, then you may enter the ship and do whatever job you have to do there.
Of course, upgrading that ship should play a role. For instance, the SR1 can be upgraded in ME1. With enough upgrades, it won't get destroyed in ME2, but survive - barely. Shepard won't die at the beginning of ME2 (since his death doesn't make sense and feels like space magic), but depending on the Normandy's status, s/he'll either ends in hands of Cerberus (badly injured) or Alliance (still badly injured). So the Normandy SR1, if upgraded properly, may decide Shepard's starting point in ME2.
- Crew interacts with each other. Not just by script, but by "real" interactions. Garrus won't hang out in his room, calibrating guns, but may also check if Ashley's still there. Joker may leave his seat from time to time to fetch some food. Liara isn't sitting in her room all day but roams here and there, talking with random crew members. Add a day-night-cycle, give the impression it takes time to go from A to B. All the jazz that adds immersion.
Actually, I think those are some pretty good suggestions for any Mass Effect game reboot or otherwise!
I would love to see randomly generated worlds to explore in a vehicle if it could be done well (and personally, I always thought the Hammerhead should have replaced the "flying brick" with Steve not as a pilot but a tank driver. The Normandy only needs one genius pilot and Joker was there first!)
I also think that there should be actual missions on the ship where instead of each of your crew/squad-mates having a "home", they have a job. And actually make their way around the ship, performing their tasks and having downtime, etc. I think the galaxy map could actually be projected right into the CIC and we do our explorations, ship combat, etc. right there - where we would be if we actually were the captain of a ship.
Modifié par Aethgeir, 02 février 2014 - 01:10 .
#4082
Posté 02 février 2014 - 01:45
Aethgeir wrote...
Rodus Maxumus wrote...
I thought about it some more and this is how I would have gone about the ending.
When Shepard goes into the conduct, the game goes into a cut scene “The Day Before”. Commander Bailey of C-Sec is in his office and he is being visited by Thane’s son Kolyat Krios (if he is available or some other Citadel character) when the reapers (I’m using reapers as an inclusive term for all reaper forces) attack the Citadel. You play as Commander Bailey as he helps oversee the evacuation of the Citadel and fights off the reapers with Kolyat and a C-Sec officer. The evacuation is stopped when the reapers move the Citadel, by then the reapers control the Presidium but not yet the Ward. The new C-Sec Executor is in command of the defence of one of the Wards, the same one Bailey is in. After Bailey has defended a section of the Ward, the Executer contacts his to tell him that the reapers have captured some civilians and orders Bailey to rescue them with reinforcements to follow. Bailey, Kolyat and a third follow the reapers with the civilians into a part of the Citadel that was only accessed by the keepers. After they catch up to the reapers and rescue the civilians sends them back with the reinforcements while he and his team go deeper into the keeper tunnels “To see what trouble we can stir up.”
It is deeper into the tunnels that they find Shepard. Shepard is pretty out of it and Bailey wants to take him back to safety but Shepard insists that they keep going to turn on the Crucible. (So still playing as Bailey) Bailey leads Kolyat and the Third who is helping Shepard to walk deeper into the tunnels. Eventually they come to a hidden control room for the Citadel and kill the Reapers. Shepard tells Bailey to hold off the reapers coming to take back control of the control room. After a wave of reapers are killed you switch back to playing Shepard as he searches the control room for a way to turn on the Crucible.
The Crucible turns out to be a reaper communions jammer stopping the reapers from coordinating their attack and not being able to control the husks (and all the other race variants) and the non-sapient ships in the reaper fleets. The loss of control of the husks could have been as simple as they stop fighting and stand round looking confused and be gunned down or they could go berserk and attack anything near them including other husks. This would have made your war assets really count for something in the results of the final battles. It could have ended with a montage of what battles were won and lost depending on the choices you made.
I'm not so sure that playing with a different cast of characters right during the climax of the game would've been a very effective way to go! But I definitely would have liked to see Bailey leading the C-sec and the militia in a desperate defence of the Citadel. Maybe they could have done a few cut-scenes interspersed through the final mission, or periodic communications from Bailey to Shepard.
As for the Crucible, I would have just blown it up! It's an effective story device as red herring, and also because it represents hope! Shepard uses it as bargaining chip to bring various factions on-side. But in every great story there's that moment when hope fails, and it all comes down to the protagonist's strength of will. I actually spent half of ME3 expecting exactly that! Needless to say, I was pretty surprised when the Crucible just ran away with the ending!
I think the Crucible, and even the existing endings, could have worked in ME3 if the game had actually been about that. In other words, if we'd spent most of the missions searching for prothean tech and intel to help build it. This could have turned into an exploration into the Reaper's nature, origins and motives that would have given the "endings" the proper context to make them meaningful.
But as it stands, we spent all our time uniting the galaxy. There is no scenario where a deus-ex-machina-device is not going to take away from that effort. That's why I suggested Shepard seizing control of the relay-network: It makes a conventional victory possible while still keeping Shepard center stage; and it revolves around a capability we already know the Citadel has without having to invent any new ones!
Apologies! As much as like discussing this stuff, it doesn't really have anything to do with the next Mass Effect!
In a way it does because by discussing this WE are putting EA/BW on notice that we expect better of them for the next Mass Effect(s). Who thinks it ironic that the deus-ex-machina device used was very similar to the ending of Deus-Ex Human Revolution?
Modifié par Rodus Maxumus, 02 février 2014 - 01:52 .
#4083
Posté 02 février 2014 - 07:52
Aethgeir wrote...
[...]
Actually, I think those are some pretty good suggestions for any Mass Effect game reboot or otherwise!
I would love to see randomly generated worlds to explore in a vehicle if it could be done well (and personally, I always thought the Hammerhead should have replaced the "flying brick" with Steve not as a pilot but a tank driver. The Normandy only needs one genius pilot and Joker was there first!)
I also think that there should be actual missions on the ship where instead of each of your crew/squad-mates having a "home", they have a job. And actually make their way around the ship, performing their tasks and having downtime, etc. I think the galaxy map could actually be projected right into the CIC and we do our explorations, ship combat, etc. right there - where we would be if we actually were the captain of a ship.
Sure thing, any other ME trilogy may benefit here too. I'm just talking about the "current" one, for obvious reasons
I'm not even sure how to beef things up in the series. Some ideas are entirely logical based on missing / forgotten stuff, like planetary exploration. I'd love to be able to use the Normandy's scanners to scan for points of interest on a planet. Once I found a spot (or two, or three), I can use the Mako / Hammer / whatever and assemble an away team investigating those spots. Maybe it's a pirate outpost, maybe it's an old tomb of Matriarch Benezia - who knows? I simply want to go down with my squad and do some missions when not following the main story.
What kind of missions could be generated without issues?
- Investigate Emergency Broadcast Signal (EBS)
Sometimes you'll find someone alive, sometimes you're too late and sometimes it's a trap. You won't know what you're going to find until you reach the source of the EBS.
- Some Prothean Ruins
Normandy's sensors detected ruins of prothean origin. You may go down and find something interesting. Or you may run into Geth, Husks or whatever: Geth may be there because Saren dropped them to research the ruins. The husks in the other hand got there because the prothean ruins are Reaper artifacts. If you're lucky, the surprises are more positive, like a research team for instance.
- Pirate bases 'n' stuff
Good ol' shooting mission. You go in, take them down and return to your ship. Sometimes you'll find something valuable.
- Exploring
Non-combat mission (in most cases). You simply explore the planet's surface to find the point of interest that have led you to that position.
If it's not about good ol surface inspection, you may run into some random temple or long-forgotten Turian outpost ...
Something like that. It shouldn't be too difficult to do something like that. Of course, those missions don't add too much to the story, but also gives Shepard and his/her crew some freedom as well. If you love to hang out with your crew, then do some of those missions. I bet it's possible to generate 'em in a way they're interesting.
I stop here. As I said, I do have a very defined picture in my head, how ME!reboot should look like. It's massive, yet intense enough for a coherent, deep story.
#4084
Posté 02 février 2014 - 07:52
Rodus Maxumus wrote...
In a way it does because by discussing this WE are putting EA/BW on notice that we expect better of them for the next Mass Effect(s). Who thinks it ironic that the deus-ex-machina device used was very similar to the ending of Deus-Ex Human Revolution?
I suppose so. ME3 obviously rips off Deus Ex for the ending; even the specific choices are similar to those in the original Deus Ex. The multiple-choice endings in Human Revolution were terrible though: literally just pushing buttons one, two, or three; or going down a corridor and to hit button number four for the "surprise" ending. Like those in ME3, none of them made any real difference, and it was all totally unnecessary.
I can see why devs would want to emulate the original Deus Ex though. It remains one of the best games I've ever played, and the only one I've played that actually did the three-way-ending well. I consider it a benchmark of what games like these (RPG-Shooters) should aspire towards. But one can't simply steal an idea from one game and put it into another whilst ignoring the basis of what actually made the idea good: In the original Deus Ex, each of the endings aligned with the views of a particular faction that you had actually spent time working with, building the relevant context and understanding of the consequences of each choice throughout the course of the game. But in all three scenarios you still defeated the villain, and you actually had to do something very different to bring each ending about.
Modifié par Aethgeir, 02 février 2014 - 09:00 .
#4085
Posté 02 février 2014 - 10:47
CptData wrote...
I'm not even sure how to beef things up in the series. Some ideas are entirely logical based on missing / forgotten stuff, like planetary exploration. I'd love to be able to use the Normandy's scanners to scan for points of interest on a planet. Once I found a spot (or two, or three), I can use the Mako / Hammer / whatever and assemble an away team investigating those spots. Maybe it's a pirate outpost, maybe it's an old tomb of Matriarch Benezia - who knows? I simply want to go down with my squad and do some missions when not following the main story.
I actually had a post regarding this a few pages back on this thread. What I suggested was something halfway between the barebones "scanning pulse" we got in ME3 and the tedious "mining" in ME2. Essentially, we would have four different sensor "filters" that represent different sensor systems on the ship:
- LiDAR is used for detecting solid objects like ships, asteroids, surface structures, etc. and may be short ranged.
- Emissions sensors could allow us to detect heat sources or communications signals, etc.
- Spectroscope could allow us to analyze the composition of planets, debris, etc. to find resources and other anomalies.
- Some kind of gravitic sensor to detect Mass Effect fields indicating the presence of eezo or advanced technology.
We would then simply cycle through these filters and pan around the cluster, system, planet, etc. (Which would represent different scanning ranges) looking for "spikes" or anomalies which we could than travel to and repeat the process or launch a probe to investigate further. This would all be presented visually so that we don't have to mouse-over every square of planets and systems (as in ME2).
This would coincide with bringing the galaxy map, systems, planets, ships, etc. right into the CIC through the holo-projector so that our protagonist can actually walk around the CIC and interact with the crew during the exploration process.
I think this could also work for space combat scenarios, where we simply issue orders to our crew to 'fire at will' or target specific systems, manage power supplies, prioritize repairs, etc. In other words, something more akin to Star Trek: Bridge Commander, as opposed to some kind of full blown RTS or Space Flight sim (although I have to admit, the fixed-forward ship-to-ship weapons of the Mass Effect universe would lend itself rather well to the latter!)
As far as randomly generated maps goes, I'd be worried about getting into the "generic dungeons" situation which was arguably the weakest aspect of ME1. Perhaps a better way to go would be to have premade maps for, say: Prothean ruins 1, 2, and 3; merc/slaver/pirate base 1-5; derelict ship 1-3, abandoned mines, research bases, colonies, etc, etc. To each of these maps it randomly assigns an appropriate scenario, for example: automated distress signal, hostage situation, slavers, batarian terrorists, enemy raiders, science team in trouble, resources located, and so on. Then, these premade maps are "hidden" somewhere in on the randomly generated planet surface map that we would have to search in a vehicle. If this isn't feasible, they could even drop them on to randomly selected premade maps, such as: ice-planet 1-3, hot-house 1-3, barren-rock 1-3, deserts, garden-worlds, etc. The same dynamic could even work for the ship in space, such as: asteroid field 1-3, gas giants, and so forth. What this means is that the locations of given side missions are never in the same place in different playthroughs.
Additionally, the multiplayer possibilities running off the exact same dynamic are practically a match made in heaven!
I would however, strongly caution against completely detaching this dynamic from the story missions. It doesn't make sense to include such an expansive game dynamic purely for the purposes of "side missions". Consider that ME1 included Mako components in practically all the story missions. I would love to see Mass Effect going back to exploration in a big way for the purposes of regaining that awe and wonder that ME1 had. But in that case, exploration should be a key aspect of the plot. For example, maybe ME4 could take place on a ship exploring the farthest frontiers of the galaxy. This would allow the game to retain the existing lore, and really dwell on the exploration/investigation side of things, whilst far removing it from the events of the original trilogy.
Modifié par Aethgeir, 03 février 2014 - 02:46 .
#4086
Posté 04 février 2014 - 11:37
Aethgeir wrote...
CptData wrote...
I'm not even sure how to beef things up in the series. Some ideas are entirely logical based on missing / forgotten stuff, like planetary exploration. I'd love to be able to use the Normandy's scanners to scan for points of interest on a planet. Once I found a spot (or two, or three), I can use the Mako / Hammer / whatever and assemble an away team investigating those spots. Maybe it's a pirate outpost, maybe it's an old tomb of Matriarch Benezia - who knows? I simply want to go down with my squad and do some missions when not following the main story.
I actually had a post regarding this a few pages back on this thread. What I suggested was something halfway between the barebones "scanning pulse" we got in ME3 and the tedious "mining" in ME2. Essentially, we would have four different sensor "filters" that represent different sensor systems on the ship:
- LiDAR is used for detecting solid objects like ships, asteroids, surface structures, etc. and may be short ranged.
- Emissions sensors could allow us to detect heat sources or communications signals, etc.
- Spectroscope could allow us to analyze the composition of planets, debris, etc. to find resources and other anomalies.
- Some kind of gravitic sensor to detect Mass Effect fields indicating the presence of eezo or advanced technology.
We would then simply cycle through these filters and pan around the cluster, system, planet, etc. (Which would represent different scanning ranges) looking for "spikes" or anomalies which we could than travel to and repeat the process or launch a probe to investigate further. This would all be presented visually so that we don't have to mouse-over every square of planets and systems (as in ME2).
This would coincide with bringing the galaxy map, systems, planets, ships, etc. right into the CIC through the holo-projector so that our protagonist can actually walk around the CIC and interact with the crew during the exploration process.
I think this could also work for space combat scenarios, where we simply issue orders to our crew to 'fire at will' or target specific systems, manage power supplies, prioritize repairs, etc. In other words, something more akin to Star Trek: Bridge Commander, as opposed to some kind of full blown RTS or Space Flight sim (although I have to admit, the fixed-forward ship-to-ship weapons of the Mass Effect universe would lend itself rather well to the latter!)
As far as randomly generated maps goes, I'd be worried about getting into the "generic dungeons" situation which was arguably the weakest aspect of ME1. Perhaps a better way to go would be to have premade maps for, say: Prothean ruins 1, 2, and 3; merc/slaver/pirate base 1-5; derelict ship 1-3, abandoned mines, research bases, colonies, etc, etc. To each of these maps it randomly assigns an appropriate scenario, for example: automated distress signal, hostage situation, slavers, batarian terrorists, enemy raiders, science team in trouble, resources located, and so on. Then, these premade maps are "hidden" somewhere in on the randomly generated planet surface map that we would have to search in a vehicle. If this isn't feasible, they could even drop them on to randomly selected premade maps, such as: ice-planet 1-3, hot-house 1-3, barren-rock 1-3, deserts, garden-worlds, etc. The same dynamic could even work for the ship in space, such as: asteroid field 1-3, gas giants, and so forth. What this means is that the locations of given side missions are never in the same place in different playthroughs.
Additionally, the multiplayer possibilities running off the exact same dynamic are practically a match made in heaven!
I would however, strongly caution against completely detaching this dynamic from the story missions. It doesn't make sense to include such an expansive game dynamic purely for the purposes of "side missions". Consider that ME1 included Mako components in practically all the story missions. I would love to see Mass Effect going back to exploration in a big way for the purposes of regaining that awe and wonder that ME1 had. But in that case, exploration should be a key aspect of the plot. For example, maybe ME4 could take place on a ship exploring the farthest frontiers of the galaxy. This would allow the game to retain the existing lore, and really dwell on the exploration/investigation side of things, whilst far removing it from the events of the original trilogy.
you know, I actually can't find anything in this post I'd want to argue with. so I guess I'd have to agree completely here.
#4087
Posté 05 février 2014 - 11:48
#4088
Posté 06 février 2014 - 04:48
^huntrrz wrote...
tamperous wrote...
Casey I'd advise you to move on from this IP. There is too much bad blood. It can never be made right to this group as long as you and the others that people perceive to have caused this are still in charge.
You cannot save the legacy of the project you created but then fumbled. If you or your bosses feel Bioware needs to return to ME, you must let someone else redeem it for you. Obviously none of you, Walters or Gamble can be at the helm.
^
#4089
Posté 06 février 2014 - 05:42
Necroscope wrote...
^huntrrz wrote...
tamperous wrote...
Casey I'd advise you to move on from this IP. There is too much bad blood. It can never be made right to this group as long as you and the others that people perceive to have caused this are still in charge.
You cannot save the legacy of the project you created but then fumbled. If you or your bosses feel Bioware needs to return to ME, you must let someone else redeem it for you. Obviously none of you, Walters or Gamble can be at the helm.
^
Needless to say, I completely disagree with this pov. I do think Bioware created bad blood with the endings for a minority of people. Like those who actually bothered to voice their disappointment in forums. But the vast majority of the millions of people who played the trilogy were okay with it. And will most likely jump right into the next installment. I do think Bioware needs to really-really listen to the ME fans who voiced displeasure though and recommended improvements from their pov. And take their criticism & opinions to heart. They should do this to make an even better next trilogy.
But Bioware must also be very careful to avoid making a game that pisses off the vast majority of fans next time around. They risk this to some extent by moving too far away from the "Shepard" story arc. But that is why I suggested they create a complete break in ME 4-6, that leads back to a definitive ending trilogy in ME 7-9. While continuing to tell exciting stories in Shepard era DLC from the first trilogy. They could actually end up making Shepard a villain in the final trilogy. Just like Reapers (the Solution) became villainous in the first one.
To Casey I say: everyone's vision of a "Happy Ending" is quite different. So too a good story. That's why I suggested such a huge expansive story progression in the next installment (pages 149-151). One that truly allows us to create our visions of a happy ending. In the end, the extra work will actually make more money for Bioware. By creating a lot of side, back and forward windows to expand into.
Modifié par EliotNesss, 06 février 2014 - 05:45 .
#4090
Posté 06 février 2014 - 07:58
Well, short analysis: it's not just the endings, but also the way how certain characters and plot elements got treated in ME3, EliotNesss.
Just naming a few, like, abandoning characters (Miranda, Thane, Jacob, Grunt, ...), recycling plots on expense of characters (most prominently: Miranda and her sister), giving weak closures of other plots (Thane dying, Morinth's return as Banshee), entirely forgetting characters for most playthroughs (Kelly Chambers), warping characters so they don't feel like them anymore (Ashley Williams), removing half of a characters content 'though lines got recorded and scripts witten (also Ashley, Kaidan, mostly everyone not named Garrus) ... just saying.
Nah, it's not just the endings. They simply were the last straw.
Well, old stuff is old and there's no need to beat a dead horse. However, if BW asks us kindly what we'd love to see most, I bet a lot of us would vote on a reboot for the original series. A reboot that undoes most mistakes and gives some justice to that great series.
There's been a reason why I put all the work into my "reboot concept" at home. I hope I can present it BW one day ...
J/K, but I wish I could do that.
BTW, if you really, really ask me: BW simply should try to create a game where the final outcome is NOT based on one final decision in the last few moments of said game. Really.
Modifié par CptData, 06 février 2014 - 08:00 .
#4091
Posté 06 février 2014 - 09:02
This.CptData wrote...
However, if BW asks us kindly what we'd love to see most, I bet a lot of us would vote on a reboot for the original series. A reboot that undoes most mistakes and gives some justice to that great series.
*Cough*EliotNesss wrote...
Bioware created bad blood with the endings for a minority of people.
Modifié par Necroscope, 06 février 2014 - 09:05 .
#4092
Posté 06 février 2014 - 10:01
Maybe main character should be Liara in some mass effect game. It could offer interesting possibilities, she liked to study and research old artifacts, as a shadowbroker it had massive intelligence network so it could give nice quest and plot oppoturnities, She could be searching clues about what happened to shepard (in this case then they could make similar to dragon age origins, that before start you could choose your backrounds, maybe deicide if she was in romance with shepard and (female male) or was just friends, then it could give some dreams/backlashes also if they were close or something like that.
Also considering how old she can live it gives plenty of opportunities.
#4093
Posté 06 février 2014 - 10:05
#4094
Posté 06 février 2014 - 11:06
That ship has sailed after they decided to extend the endings instead of erasing them.Bronze65 wrote...
Here's my idea. Admit the last scenes in ME3 were an Indoctrination battle in Shepard's mind, and continue #3 where we left him in the rubble. Otherwise I'm not getting it.
#4095
Posté 08 février 2014 - 12:43
Hub worlds like Omega, Ilium and the Citadel should be a bit more expansive. Not just '5 floors and you're done' like ME3's Citadel.
Let us holster weapons. I liked that option. It's so awkward when you have to point your gun at everything you're looking at.
Bring back dialogue with squadmates. "Not right now." No, Garrus. Right now. I'd rather have the option to go through the same dialogues over and over than get those one-time 'conversations' like Zaeed and Kasumi had in ME2.
#4096
Posté 08 février 2014 - 12:55
#4097
Posté 08 février 2014 - 09:05
I would have preferred one more side/optional mission like Rannoch:Geth Fighter Squadron than all those silly fetch quests combined. I know they use less resources, but I'd rather play a 25-30 hour game with no filler. I suppose I should just be glad I'm not killing 100 boars to find 10 boar ears.
#4098
Posté 08 février 2014 - 09:09
Get back to ME3 MP and do some ban waves!
#4099
Posté 08 février 2014 - 10:47
Basically, put the PC into the game and allow him to be a part of that world outside of cutscenes when the player is stomping around shooty bits and the lul times when we're hacking open lockers and terminals for lay around loot.
Modifié par Redbelle, 08 février 2014 - 10:47 .
#4100
Posté 08 février 2014 - 07:04





Retour en haut




