Redbelle wrote...
Problems..... for new players and old alike.
It wasn't Mass Effect, it was mass effect lite. Here comes the explanation.
The guy's at BW had to pack a whole lot of stuff into that game which would round off the trilogy. And curiously it seem's to me to be a case of, to much to do, which resulted in cutting thing's the fan's had come to expect. Gameplay wise it had devolved into just a cover shooter with a unique, well developed story line predating the 3rd game.
The problem with cutting gameplay element's, whether fan's call for cut's or development cycle's demand them, is that usually nothing goes into replace what has been removed. Except in this case the cut's had been replaced with fetch quest's. Except the fetch quest's felt alien to ME. ME has rich story's of personal contact and the ability to persue a line of questioning, pat the guy on the head or kick him in the goolie's. ME's fetch quest's gave us anoymous...... I wouldn't even call them people, let's just call them quest giver's, in substiute of a well rounded and thought out personality to interogate. A "Why do you need the pillar's of wisdom"! dialogue choice would have been better than evesdropping on a conversation and picking up a quest that way.
I ran through the citadel without pause and picked up quest's I had no idea why they appeared. I never stopped to listen to teh conversation's. That's a pretty bad way to give out a quest.
The autodialogue problem is not actually the auto dialogue problem. It's a lack of dialogue choice problem, or point's in a conversation where a decision must be made, but the writer's make it for us.
Take EDI for example. Assualt the Cerberus base and EDI come's along with no say from the player to agree or disagree. WE later learn that EDI is instrumental in the squad not getting spaced.
This I feel is a failure of the developer's to understand the point of the game. The assualt on the cerberus base was not a loyalty mission-esque mission. The point of the game is to allow the player to choose the course of action. By feeding us down a path we have no choice in going down, and more importantly, by giving the gamer no say in this decision, the premise of player decision making is damaged. Granted, EDI has alot of insight into the Cerberus base which as a story player I enjoy. But by forcing me to take her, instead of giving me a huge hint that this character will be extremely useful and really really really ought to go...... I feel annoyed that the game mechanic's that allow player's to choose were crippled in that instance, and other instances..... and that the writing had to work to justify the taking the choice out of the player's hands.
Another problem (last one for now). Combat at the start of the game. Or the orienation for getting off earth to the Normandy. They gave us a gun to fast.
Give a guy a gun and they develop tunnel vision. Their eye movement's and mouse control alter from what they do when they are walking or running.The aiming reticle become's a focal point that keep's the eye locked on that point. Compare this to ME2's opening where you had no gun and had to space walk through a blown to hell Normandy where bulk heads had been ripped away to reveal star's and a nearby planet. No gun or pistol there to distract us from the spectacle of what was happening. The Reaper invasion of Eath was a major event. And rather than give us a gun at the start of it. I think they should have coreographed event's to show what a Reaper invasion could do to a city, and then give Shepard a gun after he met the vent boy. Basically, the start of the game should not have tried to orientate player's to quickly to the game control's when story orientation need to occur at the same time to nail home the horrer and helplessness of what the Reaper's were doing to Earth at the time.
Edit : Actually, I forgot about the Planet Scanning quests
99% Agree with you. See below
Modifié par MegaIllusiveMan, 29 avril 2013 - 04:06 .





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