Someone With Mass wrote...
ZLurps wrote...
What works in it, what doesn't work in it, and why?
I'd say that it keeping the pressure on the player works, since it'd be rather anticlimactic if you could easily get away with it.
What doesn't work is the fact that it's nothing more than a horde wave. There's nothing special about it and there's little to no interaction with the missile truck, except pushing a button to win.
Yep, then we are just too alone. There aren't even visuals like we see on Palaven to give us sense of the scale of war.
Have fighter squadron trying to slow Reaper down, have us hear artillery trying to slow it down, show it too. Give us reason why Reaper just doesn't blow those missile platforms to hell. Have some squad trying to come to our help, only to be shot to pieces. As it's now, we have cut scene and is little radio chatter which just doesn't cut it.
If we get back to Thessia, where we have sort of boss fight sequnce against Reaper ground forces supported by two Harvesters, it IMO works so well because of visuals and because we also have support from Asari gunships. Atmosphere of huge conflict and tragedy is there.
What comes to missile battery. I guess one way to do it could be making it interactive. Making it guided missile where we need to paint the target but there's other problem.
In addition to problems above, I think this battle get critisised a lot because it feels unsatisfying. Why? Because even we like to believe we achieved something, we are out of our immersion. It took several hits from Quarian fleet to take down one from Rannoch. Even that fight gets some critique because after orbital bombing there shouldn't be but a crater where Shepard was. Somehow most of us can ignore that, because rest of it so good that we can and want to do that.
In comparison to that, destroying the Reaper on Earth with a missile just feels lame. If we had missile battery there, something we might even able to see from the distance and we were covering targeting system, because they lost their radar or whatever when one Harvester got trough fighter and AA cover. Keep us in the scene also after that Reaper is destroyed, let's hear some cheering from the radio or something. We would get IMO much more plausible scenario.
Just gimmicks, well maybe. But many things on games works on how people perceive them. I read interview about beta testing Max Payne 2 and how devs got feedback that some assault rifle in game just felt like it's a pea shooter and it takes forever to take enemies down with it.
Devs checked the code and weapon was working as intended. Instead of changing accuracy, rate of fire or damange, they changed its sound effects. They made sound bit louder and boosted lower frequencies. Feedback from beta testers was very positive after that.
Yeah, it's so much more efficient now. There is much more punch and enemies go down in seconds now!All that was really changed was sound effect.
Same way boss fights, they don't need to be anything totally ridiculous to give us sense of victory and satisfaction. Would Reaper fight in it's core be much like it is now even if we added stuff I mentioned above? Well, yes.
Would it felt more like we actually achieved something. Well, I dare to say, yes it would very likely feel more satisfying.
EDIT: Level design is IMO basically pretty good. It looks plausible, there is enough room to manouver for us and enemies and entry points for enemies, especially one where Reaper troops come to the area from left side (looking behind of trucks) is IMO very well done.
Modifié par ZLurps, 05 janvier 2013 - 05:24 .