Little details that bugged you in ME3
#26
Posté 07 avril 2013 - 05:51
I get that people don't have shields in cutscenes, that's something I got over in Halo Reach, but normally the killshot is on the head or chest.
#27
Posté 07 avril 2013 - 05:57
#28
Posté 07 avril 2013 - 06:04
klarabella wrote...
Full armor, kinetic barriers and biotic barriers failing to protect the character in cutscenes.
THIS!!!!!!! It annoys me no end the amount of gameplay/cutscene segregation that has been introduced since me2. No one should die in 1 shot from a single pistol shot period and another horrible example of this is jack in 2 where she rips 3 YMIR mechs apart but gameplay wise was a horrible character.
I seriously hope for next game there is no such bull****. Gameplay and cutscenes should match. If cutscenes are one thing and gameplay other i think it needs to be fixed.
#29
Posté 07 avril 2013 - 07:24
#30
Posté 07 avril 2013 - 07:26
#31
Posté 07 avril 2013 - 07:46
James: "Hey."
Garrus: "Not right now."
Liara (and ESPECIALLY Liara) "Thanks for coming by."
What was wrong with the ME2-style dialogue? This was definitely a step down in my opinion.
#32
Posté 07 avril 2013 - 07:49
David7204 wrote...
This is now aobut the 20th time I've posted this.
I've read one too many threads asking about the "bug" of Shepard and the team wielding the wrong weapons in cutscenes, and wondering when it will be "fixed", if ever.
I'd just like to point out this isn't a bug. It never has been a bug. It's somewhat of a shortcut to avoid tackling a very difficult problem.
Also, like many issues of the sort, people seem to think this kind of thing is exclusive to Mass Effect. Here's a list of other well known games that do the same thing:
Halo
Gears of War
Uncharted
Resident Evil series
Metal Gear Solid series
Saints Row
Batman: Arkham Asylum and Arkham City
Army of Two
Ninja Gaidan
Final Fantasy series
And obviously dozens and dozens more. In fact, the only games I know of that avoid it are games that simply avoid cutscenes that are third person, such as the Call of Duty series and Bethesda games.
Glad we got that cleared up.
That was informative, thank you.
#33
Posté 07 avril 2013 - 08:01
Calibrations Expert wrote...
Udina dying by shooting him in the shoulder.
Um, he does get hit shot in the chest...
#34
Posté 07 avril 2013 - 08:16
David7204 wrote...
This is now aobut the 20th time I've posted this.
I've read one too many threads asking about the "bug" of Shepard and the team wielding the wrong weapons in cutscenes, and wondering when it will be "fixed", if ever.
I'd just like to point out this isn't a bug. It never has been a bug. It's somewhat of a shortcut to avoid tackling a very difficult problem.
Also, like many issues of the sort, people seem to think this kind of thing is exclusive to Mass Effect. Here's a list of other well known games that do the same thing:
Halo
Gears of War
Uncharted
Resident Evil series
Metal Gear Solid series
Saints Row
Batman: Arkham Asylum and Arkham City
Army of Two
Ninja Gaidan
Final Fantasy series
And obviously dozens and dozens more. In fact, the only games I know of that avoid it are games that simply avoid cutscenes that are third person, such as the Call of Duty series and Bethesda games.
Glad we got that cleared up.
Yeah i know that many many games have the same problem it still annoys me though
#35
Posté 07 avril 2013 - 10:25
#36
Posté 07 avril 2013 - 10:34
mtmercydave09 wrote...
The Ash marksman bug.
THIS! It's bad enough that they took her from me for a game and a half. They coudl have at least fixed her bug before they stopped patching the game.
#37
Posté 07 avril 2013 - 11:20
Linkenski wrote...
The standard responses that play when your crew don't have anything new to say.
James: "Hey."
Garrus: "Not right now."
Liara (and ESPECIALLY Liara) "Thanks for coming by."
What was wrong with the ME2-style dialogue? This was definitely a step down in my opinion.
This irritates me when its the same response over and over, but I actually thought it was a step up. It's lot quicker and simpler to be like "K. Nothing new" and move on from one liner than to have the dialogue wheel pop up, inquire, and then hear the same thing again. (Calibrations!)
But, sorry, this is your complaint not mine. I was the one complaining about drawstrings.
#38
Posté 07 avril 2013 - 11:25
I never interact with them and all they do is talk smack.
#39
Posté 07 avril 2013 - 11:52
#40
Posté 08 avril 2013 - 12:02
Also, having Shepard lurking about the Citadel like some crazy stalker, listening in on everyone's conversations and undertaking glorified Fed-Ex missions seemed rather pathetic in the grand scheme of the war effort:
'Excuse me, I couldn't help but eavesdrop on your incredibly private family/religious/political issue, but I'm a random nosy stranger with severe personal boundaries issues, so I flew across the universe to run this errand for you...'
And perhaps the worst offender* comes in that opening level:
'What's your plan, Shepard?'
'We fight... or we die.'
...Really?
You've been in lock down for months, you've been dreading this day for years, you finally have the attention of the human council and the chance to gather together a force to battle back the oncoming storm, and the best you can muster is 'We fight or we die'?
I mean, I'm sure the council wasn't expecting a powerpoint presentation, or anything, but maybe a little more than a Chuck Norris fortune cookie would have been nice.
* I am very deliberately leaving out the ending of the game - in truth nothing is more vile, ludicrous, or alienating than those final fifteen minutes of the series.
Modifié par drayfish, 08 avril 2013 - 12:04 .
#41
Posté 08 avril 2013 - 12:45
Dr. Chakwas reported that there was a large amount of pain killers missing from med bay. Shepard said he/she'd look into the matter.
I think that was the problem with Shepard in ME3.
that was a joke
Modifié par sH0tgUn jUliA, 08 avril 2013 - 12:45 .
#42
Posté 08 avril 2013 - 12:48
Oh god Liara.Linkenski wrote...
The standard responses that play when your crew don't have anything new to say.
James: "Hey."
Garrus: "Not right now."
Liara (and ESPECIALLY Liara) "Thanks for coming by."
What was wrong with the ME2-style dialogue? This was definitely a step down in my opinion.
- Hey, Liara!
- Ready for the NEXT MISSION?
- Huh what? Oh, eh... yeah, I guess so. Anyway, what I wanted to ask...
- Ready for the NEXT MISSION?
- Eh, about that, I was thinking that maybe we could grab a drink the next time were at the Citadel...?
- Ready for the NEXT MISSION?
- Is that a... yes?
- Ready for the NEXT MISSION?
- OK... see you there... crazy woman.
Dunno if ME2 was such an improvement, though. I mean, we all know where the 'calibrations!' meme comes from.
#43
Posté 08 avril 2013 - 12:59
But then again it seems like physics took time off for ME3 because there are no adverse side effects to them doing it. Even Shepard standing point blank while the Quarian fleet opened fire. I mean I get it, it looks and feels cool, but in the back of my head I was thinking "Wait, shouldn't there be bigger, and substantially more dangerous, impact from them firing?"
On the autodialogue repeats, yeah it got old real quick, but (on Xbox at least) you could could rapidly select talk and sometimes they sounded like they were rapping. It amused me.
#44
Posté 08 avril 2013 - 01:06
David7204 wrote...
This is now aobut the 20th time I've posted this.
I've read one too many threads asking about the "bug" of Shepard and the team wielding the wrong weapons in cutscenes, and wondering when it will be "fixed", if ever.
I'd just like to point out this isn't a bug. It never has been a bug. It's somewhat of a shortcut to avoid tackling a very difficult problem.
Mass Effect 1 used whatever weapons you had equipped in cutscenes (not necessarily the one you were holding).
Mass Effect 2 used the weapon characters were equipped with most of the time (i.e. Zaeed shooting angrily at Vido), though there were many exceptions (particularly during the suicide mission).
It's not really a bug, just lazy lack of attention to detail. They set bar at the use of weapons you actually had in cutscenes in the first game, they should have stuck to it. All they had to do was do what Origins did, which was have a "cut scene" weapon either visible on the character or small enough to be concealed, like the dagger that is used several times throughout the game. It's a bit jarring for Shepard and co. to pull a weapon from thin air and use that, rather than the ones strapped to their backs.
Modifié par Repzik, 08 avril 2013 - 01:08 .
#45
Posté 08 avril 2013 - 01:12
Repzik wrote...
David7204 wrote...
This is now aobut the 20th time I've posted this.
I've read one too many threads asking about the "bug" of Shepard and the team wielding the wrong weapons in cutscenes, and wondering when it will be "fixed", if ever.
I'd just like to point out this isn't a bug. It never has been a bug. It's somewhat of a shortcut to avoid tackling a very difficult problem.
Mass Effect 1 used whatever weapons you had equipped in cutscenes (not necessarily the one you were holding).
Mass Effect 2 used the weapon characters were equipped with most of the time (i.e. Zaeed shooting angrily at Vido), though there were many exceptions (particularly during the suicide mission).
It's not really a bug, just lazy lack of attention to detail. They set bar at the use of weapons you actually had in cutscenes in the first game, they should have stuck to it. All they had to do was do what Origins did, which was have a "cut scene" weapon either visible on the character or small enough to be concealed, like the dagger that is used several times throughout the game. It's a bit jarring for Shepard and co. to pull a weapon from thin air and use that, rather than the ones strapped to their backs.
Hah! That is a pet peeve of mine. My current Shep has no assault rifle (ME3 infiltrator) but in most cut scenes there he is pulling out and using an Avenger AR...one of the worst ARs in the game and one I NEVER use even when my character has one. Or he whips out a hand canon that I never use once I get another better gun.
#46
Posté 08 avril 2013 - 01:12
sH0tgUn jUliA wrote...
Drayfish, you didn't know about something..... there's a little detail, and you'll probably have to search your game disk for this because it's buried in deleted conversations....
Dr. Chakwas reported that there was a large amount of pain killers missing from med bay. Shepard said he/she'd look into the matter.
I think that was the problem with Shepard in ME3.
that was a joke
RECORDING FROM SHADOWBROKER BUG PLANTED IN NORMANDY'S CAPTAIN'S CABIN:
SHEPARD:
'Duuuude... I'm, like, seeing this freaky kid wherever I go. He's like in my dreams, man... All in slow motion. And there's, like, all this black smoke and stuff. You know, like off LOST. And I'm all, "Nooooo..." and he's all, "Ha ha, Now I'll be on fire..."
'...And do you ever think about the big stuff in life? Like - I mean, what if everything is, like, relative? What if we found out the Reapers were just trying to help us out all along? ...What if nothing we do even matters in the end?
'Whoa... That's totally deep.
'And I was just thinking... What if the Crucible is a trap? What if finding it under a rock, in the middle of a war, when the Reapers use technology and deception as their primary weapons, was too easy? Oh, man, I'm getting paranoid now...
[sound of bottle being opened, followed by swallowing]
'...Nah. It's cool. How could it not be cool?
'...Oh man, how awesome would it be if I had glowing green eyes and could communicate with people just through my thoughts?'
#47
Posté 08 avril 2013 - 01:14
#48
Posté 08 avril 2013 - 01:19
drayfish wrote...
Shepard flipping out and yelling at Joker about his Asari joke no matter which response you chose, paragon or renegade, was rather irritating, particularly because it wanted to clumsily force some emotion, no matter what the player might actually be feeling. ...Actually, the many shades of ME3's emotionally unhinged Shepard were a jarring turn off.
Also, having Shepard lurking about the Citadel like some crazy stalker, listening in on everyone's conversations and undertaking glorified Fed-Ex missions seemed rather pathetic in the grand scheme of the war effort:
'Excuse me, I couldn't help but eavesdrop on your incredibly private family/religious/political issue, but I'm a random nosy stranger with severe personal boundaries issues, so I flew across the universe to run this errand for you...'
And perhaps the worst offender* comes in that opening level:
'What's your plan, Shepard?'
'We fight... or we die.'
...Really?
You've been in lock down for months, you've been dreading this day for years, you finally have the attention of the human council and the chance to gather together a force to battle back the oncoming storm, and the best you can muster is 'We fight or we die'?
I mean, I'm sure the council wasn't expecting a powerpoint presentation, or anything, but maybe a little more than a Chuck Norris fortune cookie would have been nice.
* I am very deliberately leaving out the ending of the game - in truth nothing is more vile, ludicrous, or alienating than those final fifteen minutes of the series.
"We fight...or we die!"
Can't we do both? Isn't that how combat usually works? You fight AND you may well die?
"It's not about strategy or tactics..."
Isn't fighting and dying inevitably tied up in strategy and tactics? Even mindlessly standing front-and-center and spraying bullets at your enemy is a tactic. Pretty sucky one but it IS a tactic.
I'd have preferred something along the lines of:
"At this point it's too late to develop a new strategy since the origina strategy failed upon first contact. Get as many people out as possible as quickly as possible. All we can do now is fight with delay and diversion tactics. GO!"
Modifié par Getorex, 08 avril 2013 - 01:19 .
#49
Posté 08 avril 2013 - 01:24
ruggly wrote...
Oh, another one! How many times I have to tell Liara that I want to be with her. How they keep treating each other as friends until that date scene on the Presidium.
There's that one. The inevitable LI doesn't resolve and CANNOT be resolved until JUST before the final fight. Every game, every time. No matter if you were locked on to your LI without deviation in ME1, stayed true in ME2, and then made it clear (to Ashley on Mars for hell's sake! The FIRST mission) that you want to be together, you STILL have to go through the motions in rote fashion until just before the end to finally get the issue settled.
I want you.
Do you?
I really want you.
Are you sure?
I REALLY want you.
You're not just saying that?
I F*CKING WANT YOU GODDAMNIT!
Now you're being coy.
SONOFA****GODDAMNIT I WANT YOU. I. WANT. YOU. Read my lips and read the damn sign language! I. Want. You.
Oh, so you want me? Good.
Modifié par Getorex, 08 avril 2013 - 01:25 .
#50
Posté 08 avril 2013 - 01:30
zeypher wrote...
klarabella wrote...
Full armor, kinetic barriers and biotic barriers failing to protect the character in cutscenes.
THIS!!!!!!! It annoys me no end the amount of gameplay/cutscene segregation that has been introduced since me2. No one should die in 1 shot from a single pistol shot period and another horrible example of this is jack in 2 where she rips 3 YMIR mechs apart but gameplay wise was a horrible character.
I seriously hope for next game there is no such bull****. Gameplay and cutscenes should match. If cutscenes are one thing and gameplay other i think it needs to be fixed.
Krogans. Have you noticed how easily Krogans can be taken down in the cut scene (single shots from pistols) vs how ****y they are to take down in a game fight?





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