DeinonSlayer wrote...
See, to me it seems the ME trilogy walked backwards in this area. Firefoghts got harder and harder to avoid, options were streamlined. In ME1, for example, it was entirely possible to get through Port Hanshan without a shot fired if you approached from the right angle. There were encounters like the corporate espionage with Manuel Vargas that gave you no less than six ways to handle the situation. As the trilogy progressed, we saw less of this. The investigative portions of Leviathan, as I said, were an interesting break.
It's entirely possible to write an intelligent RPG without reducing villains to moustache-twirling buffons (Illusive Man, Kai Leng).
We're discussing combat in video games. I fail to see what villains have to do with with this issue. You've convincing me more and more you're not really up to this sort of conversation .
Speaking of which, cherry picking examples is aborrent. I notice you convienantly forget to mention Samara and Thane's loyalty mission entirely in ME 2, both of which eschew combat altogether. You forget to mention that why it's possible to avoid combat on Noveria, I believe it requires siding with Anolais, which is clearly the most repulsive and sub-optimal path.
In any case, single missions in these games are really just not significant. Mandatory combat has been a strong focus of Mass Effect series since the beginning. So far as I can tell, the biggest difference is that ME 1 allowed combat to be bypassed with petty villains while ME 2 and ME 3 generally have Shepard just execute the person in a cutscene instead of bothering to open combat at all. Which, ironically, means that ME 2 and ME 3 indeed have less of a combat focus in such situations.
Modifié par Bob from Accounting, 20 février 2014 - 08:12 .