The Citadel - Why ME1 still felt bigger than ME3
#51
Posté 02 février 2013 - 11:38
#52
Posté 02 février 2013 - 11:38
#53
Posté 02 février 2013 - 11:38
Cuttlebone wrote...
If I may say it the FOV of 90 in the first game added a lot to the overwhelming feeling of vastness the original citadel had, compared to the one of 70 in ME2 and 3.
Another thing the ME citadel had going for it is that it's inhabitants weren't ****TY 2D SPRITES
Yeah, and ME1 Citadel was also designed as adventure HUB to introduce the world to players. I think ME3 Citadel was fine though and I didn't really mind about the sprites in Purgatory.
ME1 Citadel was also had some dynamic content, not that textures changed or anything but there were events like watching Destiny Ascension passing by from the wards and NPC's making comments about that and Terra Firma demonstration. Some news that could be heard in elevators also changed according to player progress.
What comes to ME1 elevator sequences being masked loading screen, people on Xbox and older PC's complained about how they took so long and associated time they took with conversations and news items. There were also similar complains about how Normandy's air lock felt "slow" and BW listened. Gotta say I still wonder why in the world they decided to take design advice from people who were too stupid to use ME1 Citadel's rapid transfer or didn't understood that loading a level will take time no matter what.
#54
Posté 02 février 2013 - 11:40
Tokei-ihto wrote...
By the way, am I the only one who felt that huge disconnect when he looked out the window in the marketplace in ME1 and saw the cityscape outside the Presidium? That always felt like two completely different worlds tonally.
That's because they are. The presidium is the inner ring of the station, the marketplace is in one of the "arms". It's intented to show this huge upperclass-utopia/downtown-gloom contrast.
#55
Posté 02 février 2013 - 11:40
Therefor the Citadel is bigger, better and more alive in ME1. There simply was more content in the ME1 Citadel.
#56
Posté 02 février 2013 - 11:42
You mean ME2's Citadel?anorling wrote...
A combination of ME1 and 3's Citadel would be lovely.
#57
Guest_Official DJ Harbinger_*
Posté 02 février 2013 - 11:48
Guest_Official DJ Harbinger_*
ME2's Citadel was pretty bad.
Mass Effect 3's was an improvement, but not as good as one's, I liked the return to old places, the active life of people coming in from the war, etc. and the return of music. Plus it wasn't so dark I couldn't see my feet (*cough ME2 *cough*) But it still wasn't as good as ME1's.
#58
Posté 02 février 2013 - 11:54
Cthulhu42 wrote...
Omega and Ilium in ME2 > any version of the Citadel
QFT!
#59
Posté 02 février 2013 - 12:07
Jamie9 wrote...
You mean ME2's Citadel?anorling wrote...
A combination of ME1 and 3's Citadel would be lovely.
Tinier and emptier! That's the direction we should be heading.
#60
Posté 02 février 2013 - 12:08
Baelrahn wrote...
Tokei-ihto wrote...
By the way, am I the only one who felt that huge disconnect when he looked out the window in the marketplace in ME1 and saw the cityscape outside the Presidium? That always felt like two completely different worlds tonally.
That's because they are. The presidium is the inner ring of the station, the marketplace is in one of the "arms". It's intented to show this huge upperclass-utopia/downtown-gloom contrast.
True, but that's not what I meant. The disconnect comes from the feeling that these two places don't seem to exist in the same universe. It's not so much the difference between upperclass-utopia/downtown gloom, as you put it, but rather the difference between the artificiality of a clearly discernible movie set built on a sound stage and a shoot on location, if that makes sense.
ME2 and 3 suffer from the same thing to a certain degree, but in the sequels the Citadel as a place feels far more coherent and homogeneous.
Modifié par Tokei-ihto, 02 février 2013 - 12:08 .
#61
Posté 02 février 2013 - 12:15
#62
Guest_john_sheparrd_*
Posté 02 février 2013 - 12:22
Guest_john_sheparrd_*
spirosz wrote...
Quality is more important, as the Citadel felt more alive in ME3 than any of the previous games, IMO.
agree
#63
Posté 02 février 2013 - 12:41
So true. ME3 side quests are garbage.Heretic_Hanar wrote...
ME1 omega felt bigger and better because there actually were tons of NPCs to talk to and tons of quests, REAL QUESTS to get/do.
#64
Posté 02 février 2013 - 01:58
#65
Posté 02 février 2013 - 02:01
ME3 had lots of side quests on the Citadel that was similar to the ones in ME1.Totally_Mad_Rat wrote...
So true. ME3 side quests are garbage.Heretic_Hanar wrote...
ME1 omega felt bigger and better because there actually were tons of NPCs to talk to and tons of quests, REAL QUESTS to get/do.
#66
Posté 02 février 2013 - 02:09
Also, add some quests like running from one place to other, N7 Missions, etc
#67
Posté 02 février 2013 - 02:43
Not sure about that ''revisiting old places'' thing you mentionedOfficial DJ Harbinger wrote...
Loved the Citadel in Mass Effect 1, you're right, being able to walk from Point A to E made it feel much bigger, plus the music and the general Star Wars/Star Tek feel it it was great,
ME2's Citadel was pretty bad.
Mass Effect 3's was an improvement, but not as good as one's, I liked the return to old places, the active life of people coming in from the war, etc. and the return of music. Plus it wasn't so dark I couldn't see my feet (*cough ME2 *cough*) But it still wasn't as good as ME1's.
This is from an old thread I made: social.bioware.com/forum/1/topic/355/index/12942747


Compare them, they're completely ****ing different, which one is better? I'll leave that for you to decide.
#68
Posté 02 février 2013 - 02:50
Brovikk Rasputin wrote...
ME3 had lots of side quests on the Citadel that was similar to the ones in ME1.Totally_Mad_Rat wrote...
So true. ME3 side quests are garbage.Heretic_Hanar wrote...
ME1 omega felt bigger and better because there actually were tons of NPCs to talk to and tons of quests, REAL QUESTS to get/do.
Like that one where you talk to some random elcor diplomat just standing around and he tells you to evacuate Dakuna, so you go to tome place, nothing happens, you talk to him, and they're saved?
Essentially reducing what could have been an amazing side mission into a couple dialogue choices and a fetch quest?
I mean, don't get me wrong, Mass Effect 1 had stuff like that too. Like the Hanar arguing with C-Sec and the siblings arguing about whether the lady's daughter should have genetic modification, or Samesh Bhatia asking to have his wife's body returned for a burial. But these are all small scale things, interpersonal little events. Mass Effect 3 took this idea, and used to to explain the evacuation of a homeworld.
And even the little ME1 Citadel quests were more involving, look at the tracking down Armistan Banes quest where you can defuse the situation or turn it into a shootout.
Basically what I'm saying is Mass Effect 3 sucked ass, from the littlest details to the abysmal conclusion.
#69
Posté 02 février 2013 - 02:58
I think ME1's Citadel combined with the dynamic og ME3's Citadel would be perfect.
Actually I liked the elevators in ME, the news bulletins and conversations between squad members. ME2 Citadel was horrible imo.
Modifié par Haargel, 02 février 2013 - 02:58 .
#70
Posté 02 février 2013 - 03:04
Haha, how stupid those expectations seem now.
#71
Posté 02 février 2013 - 03:08
We all were stupid in regards to expectations bro, but its not gonna happen again.Dark_Caduceus wrote...
It's funny, I thought ME2's Citadel would be bigger than ME1's with way more quests and NPCs that were randomized and takings a set of randomized paths. So you could visit the Citadel one time and see different NPCs taking different paths/doing different things as other times.
Haha, how stupid those expectations seem now.
#72
Posté 02 février 2013 - 03:14
People complained about having to physically step off the Normandy, but to my mind that reinforced the idea of connectivity, creating a natural sense of flow that the other games lacked. Similarly, setting down in the Normandy to explore a square mile of an uncharted world, which helped to maintain the illusion of bigness. Then of course they stripped all of that out of ME2 and replaced with poking planets with sticks from a safe distance and immersion-breaking loading screens.
So yeah, people whined and moaned about the elevators, stepping out of the Normandy and the planetary exploration, but that just shows that those people were idiots.
#73
Posté 02 février 2013 - 03:56
To me atleast they were as "disconnected" from gameplay as a loading screen and in that case I prefer loading screens. Then I can atleast go grab coffee without missing something.
Regarding the citadel itself. Definately better in 3 in my oppinion. Felt alot more alive. As others have mentioned me1's version had too much "dead space of walking around for the sake of walking and sightseeing.
Sightseeing is good the first few times. Then it becomes an annoyance.
#74
Posté 02 février 2013 - 04:16
I don't think they were hidden loading screens, because as you know there was a fast travel terminal with actual loading screens, and those were amazingly short compared to the elevator times.78stonewobble wrote...
I have to say I'm glad the elevators were gone.
To me atleast they were as "disconnected" from gameplay as a loading screen and in that case I prefer loading screens. Then I can atleast go grab coffee without missing something.
Regarding the citadel itself. Definately better in 3 in my oppinion. Felt alot more alive. As others have mentioned me1's version had too much "dead space of walking around for the sake of walking and sightseeing.
Sightseeing is good the first few times. Then it becomes an annoyance.
#75
Posté 02 février 2013 - 04:34
ME1's was not bad, but there was far too much running/elevating around. Whilst that may be more realistic, it was less fun.
Also, ME1's Citadel was... visibly separate from the background. By which I mean, I could explore every alleyway, pass through every door, and yet I'd never be able to even see a route into the background. It was as if the gameplay area was quarantined from the rest of the Citadel, with no connections.
In ME3, I could easily assume that the elevator system could go almost anywhere - Shepard was only going to the locations that were of interest to him. Furthermore, in much the same way that Tuchunka felt larger by visibly visiting different parts of the planet map for each mission (as opposed to ME2's "Everything is in driving range"), ME3's Citadel felt larger by having a selection of disconnected zones that were linked by the elevator system.





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