Should BW cut out turret sequences in the next ME?
#26
Posté 26 janvier 2014 - 11:44
The turret and reaper one on rannoch was lame. I just sat there and admired the scenery, small arms fire and turrets against a reaper is just futile.
The London turret was annoying. I was not in the mood for silly cut scene games at that point.
The other ones on Rannoch were ok, I liked how you could shoot the admiral.
#27
Posté 27 janvier 2014 - 01:03
shodiswe wrote...
They should make it meaningfull. The one at the FOB had a dire flaw... it was pointless, you couldn't loose and there was no objectives, noone would die if you ignored them completely they would just dissapear into some building.
It was utterly dissapointing. No explosive canisters to blow up either like in me1 and 2.
So stop shooting.
That's what they want you to do.
Get tired of it. Let go.
#28
Posté 27 janvier 2014 - 01:55
General TSAR wrote...
You guys do realize it's pretty much a disguised loading screen right. Like in me1 with the elevators and decontamination etc. Or in me3 with the security checkpoint. Or do you guys like starring at... "Loading... Loading..." Screens?
Modifié par wolfstanus, 27 janvier 2014 - 01:56 .
#29
Posté 27 janvier 2014 - 03:54
wolfstanus wrote...
General TSAR wrote...
You guys do realize it's pretty much a disguised loading screen right. Like in me1 with the elevators and decontamination etc. Or in me3 with the security checkpoint. Or do you guys like starring at... "Loading... Loading..." Screens?
Hehe, this too.
#30
Posté 27 janvier 2014 - 03:56
#31
Posté 27 janvier 2014 - 08:51
#32
Posté 27 janvier 2014 - 02:59
#33
Posté 27 janvier 2014 - 05:13
I'm assuming that Shepard has better implants/upgrades than the random conscripts manning the walls of that outpost (e.g. adrenaline rush), and it makes some sort of sense for the best gunner to use the only gun they have.YOU get on that gun
#34
Posté 27 janvier 2014 - 06:07
#35
Posté 27 janvier 2014 - 06:27
Other segments did feel unneeded (Earth before the final push).
I would say leave them in as long as they have good implementation as not to feel it was just put there for the sake of it, or if making them optional have some of them affect play (such as if you use a turret in one section there will be fewer or no forces in that area when you get to it on foot or having different outcomes which could result in different rewards, nothing major but just little things to encourage people to try doing the mission both with and without using turrets to see what happens.)
#36
Posté 28 janvier 2014 - 08:56
The dreaded 'turret sequences' are usually a sign that the designers realise they need to do something to break up the standard gameplay, but don't have any other tools in the bag (perhaps due to cost or development time or basic short-sightedness). Occasionally the story might exact some kind of gameplay similar to this, but it has become such a trope in these sort of games that I have become rather cynical and tend to immediately assume it's some manner of cop-out. If it feels entirely natural given the context and story though, go ahead and put it in.
For all the complaints, I felt the Mako broke up ME1 sequences wonderfully. Bring something like this back and drop the turret sequences, that'd be fine with me.
#37
Posté 29 janvier 2014 - 01:04
Modifié par General TSAR, 29 janvier 2014 - 01:05 .
#38
Posté 29 janvier 2014 - 01:56
On thessia there is a fail if you don't help out. That asaris barrierbubble has a limited amount of HP's. It could have been even more intense but atleast it didn't see entierly pointless.
#39
Posté 29 janvier 2014 - 02:01
#40
Posté 29 janvier 2014 - 09:31
Maybe Frostbite brings enough AI power to put squadmates in vehicles and turrets so we could choose who does what?
#41
Posté 30 janvier 2014 - 04:05
I'd rather they do something more innovative like say an improved or more in depth melee system that makes melee builds viable in the main game. Maybe even add a real stealth element.
#42
Posté 30 janvier 2014 - 05:02
I'm entirely serious.
#43
Posté 31 janvier 2014 - 08:09
Remember how much fun it was to do the turret missions in KOTOR? No? Well that's because they suck in general.
#44
Posté 31 janvier 2014 - 02:22
the Menae and Gellix (Cerberus scientists) ones are optional. Thessia, Earth & the Rannoch one. ok well the Rannoch one is 100% pointless because it's not like you can take down a Reaper with a stupid turret gun. oh and the one in the rescue mission, but the mission itself is entirely optional.
if they're optional, then it's fine. I'd like to see heavier-duty turrets. like rocket launchers or something
Modifié par TheGarden2010, 31 janvier 2014 - 02:24 .
#45
Posté 31 janvier 2014 - 04:37
TheGarden2010 wrote...
there aren't that many.
the Menae and Gellix (Cerberus scientists) ones are optional. Thessia, Earth & the Rannoch one. ok well the Rannoch one is 100% pointless because it's not like you can take down a Reaper with a stupid turret gun. oh and the one in the rescue mission, but the mission itself is entirely optional.
if they're optional, then it's fine. I'd like to see heavier-duty turrets. like rocket launchers or something
Menae - Manditory mission, optional to use.
Gellix - Optional mission, optional to use.
Rannoch Rescue - Optional mission, mandatory to use if you do it, I think optional to fire?
Rannoch - Manditory mission, manditory to use, optional to fire
Thessia - Manditory mission, optional to use.
London - Manditory mission, manditory to use, optional to fire.
This makes every turret optional to fire.
#46
Posté 31 janvier 2014 - 07:08
Fishstick wrote...
Yeah optional, but for some sections it leaves you with a serious handicap. The most obvious one is Thessia because if you don't use it then your fighting up to at least six brutes and your squadmates are stuck in animation behind the biotic bubble and none of the other asari will help you. If the game really wanted them to be optional then the gameplay should've offered different options.
Indeed. I meant they are technically optional, but there's really no choice if you want to proceed to your goal..
And I will also say that the London turret is such a poorly placed turret because it breaks the emotional flow of saying goodbye to your characters. Optional yes, but disruptive.
Why would a chance to kill any Reaper forces in your way be 'disruptive'? It's what you're here for! ...Right?
And why are you saying goodbye? You'll be back, like always.. right?
(By the way, I know exactly what you mean. I know what it means in the more strict gameplay terms. However, I'm calling to others to try to think outside the box here.)
EDIT: Alright I'll get it out there. The subtle design ('artistic') here, both in conversations and even, yes, down to placement and utilization of turret sections, represent, at least symbolically, Shepard's path.
Put down that gun (which we literally do in the end) and bring on the grasping for Control. And die.
Or continue to fight, continue to blast through any enemies you see in your way, and shoot to Destroy. And possibly live. (At least as a human)
Fight or Die. Those are the options.
And yes, I think it extends even to your Paragon or Renegade toned conversations (or 'goodbyes') with allies, and the turret sections, which eventually you're placed into deciding whether to keep shooting (even though to us, it appears it doesn't have results), or to just let the sequence pass, let the husks in, and move on.
Basically, those turrets are there for a reason. Even in conversations, there are either messages that you're saying goodbye and probably won't be back, or that you're going to keep shooting everything that represents 'Reaper', and fight like hell to be back with everyone. Either way, everything in the London FOB sequence, TURRET COVERT LOADING SCREEN INCLUDED, is there for a reason. The devs are just not going to spell it out for you in the most direct way. Because you have to make the conscious or subconscious choice to die for a greater impressive good or to live for the good you set out to achieve from the start.
Modifié par SwobyJ, 31 janvier 2014 - 07:17 .
#47
Posté 31 janvier 2014 - 07:30
Or if there is, it'd be nice if:
A)They're even much more optional than they are in ME3. We're not forced into seeing them in more cinematic sections. The battlefields have them, but they're not so OP and even boring (in a way) as they are in ME3. Battlefields are even larger and less confined, making turrets a nice tool, but not something that screams "USE ME".
B)They're just a thing that exists as a mechanic, not a level/narrative(imo) setpiece in itself. We can go for it, or we can avoid it, and depending on our skill loadout, it either won't matter at all, or we'll be kinda nerfing our capability. But unlike ME3, it's not some focus of things.
#48
Posté 31 janvier 2014 - 07:35
Fishstick wrote...
O.k., now your just getting preachy.
Why? You know I just chose Control for my playthrough last night (stayed up so late for it
I'm just talking about what I consider artistic decisions THROUGH gameplay, which is nothing alien to this medium. If it was me, I wouldn't even have put that turret in London and just let the area run its course without it. If anyone is preachy, I'd consider that to be Bioware (though as I was getting to about the Paragon path of conversations, they temper that preachyness).
Modifié par SwobyJ, 31 janvier 2014 - 07:36 .
#49
Posté 31 janvier 2014 - 07:39
(I mean look at my Twitter twitter.com/MalcolmSwoboda)
I just think the turret sections had their purpose, their pros and cons, and that they should be more optional and off to the side (though also improved in other ways) in future games, instead of just removed, or kept in the same use as they are in ME3.
Modifié par SwobyJ, 31 janvier 2014 - 07:41 .
#50
Posté 31 janvier 2014 - 08:33
EDIT: Thank you for the concern though.
Modifié par SwobyJ, 31 janvier 2014 - 08:36 .





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