I decided to compile a list of features I'd like to see in ME:Next. I believe those will result in a more immersive and fun playthrough and make the next Mass Effect claim its rightful place at the top of the genre. I'll try to link as many examples as I can to illustrate what I'm talking about. So, here we go...
- Environmental hazards. With exploration being one of the key ideas of the game, those can help to bring diversity to the planets and provide tactical challenges for the players. Examples: Acid Rain, Whiteout, Nighttime, Sandstorm, Solar Radiation. New hazards, such as extreme cold and heat, zero gravity, high pressure negatively impacting your movement speed etc.
- Environment utilization. We should be able to manipulate the environment to our advantage. Examples: Sand gameplay (add to this throwing grenades in the sand to create clouds of dust to obscure vision etc. - also present in Spec Ops The Line), destructible cover, manipulating objects with biotics both to create and remove cover as well as simply throwing them at the enemies.
- Customization. This should be prevalent in character creation, armor customization (mix and match armor pieces, craft ours, add mods that change the armor visually, change color), ground vehicle customization (visible upgrades - more armor = less speed and maneuverability, turrets = less speed, different types of scanners that reveal resources and enemies on the mini map, engine and handling upgrades), ship customization (visible upgrades - armor, cannons, emission dampeners, purely visual upgrades like color scheme, pattern and name), weapon customization (mods that don't have a negative impact on weapon balance like Ultralight Materials in ME3, give those both negative and positive effects), omni-tool and biotic amp upgrades to manipulate power damage, recharge speed and duration at the expense of each other.
- Crafting system. Ties in with the point 3. Ability to craft personalized weapon mods, armor mods, weapons, vehicle repair. Have a retractable workbench built in the Mako, so you can do crafting in the field.
- Helmet equip animation. The option to toggle helmet on and off is nice, but it would be much more immersive to have the helmet deactivate/activate during cutscenes. Examples: Dead Space 2, Guardians of the Galaxy.
- Correct weapon equipping animations. Equip the weapons that are present in the loadout with the corresponding animations. Don't have a pistol/SMG/sniper rifle/shotgun being equipped/holstered like an assault rifle, shotgun/assault rifle/sniper rifle being equipped/holstered like a pistol/SMG etc. as well as Predator/Avenger as a default weapon in cutscenes (like this). Also, make the character actually holster a weapon when climbing ladders, not have it disappear like this.
- Ability to holster our weapons and crouch (both present in ME1). Also, omni-tool using animation with holstered weapons. Force holster when using omni-tool for complex tasks. Not this: Geth Dreadnought, Mahavid. Better to have static animation, without the hand pointing to the object.
- Stealth gameplay. Allow the player to perform silent takedowns with melee weapons (a knife in a boot or the omni-blade) or at least, to avoid adding new animations, to kill targets silently with a silenced weapon. Will work well with crouch ability. Example: Spec Ops: The Line, Citadel DLC
- Redesign of tech/biotic powers. Currently some tech powers feel too similar to biotics, both are projectiles launched out of nowhere. It doesn't make sense lore-wise for both of them. And while ME1 has a perfect example of how biotics should feel like, it's not the case for tech powers. Tech mines are arguably more immersive than powers appearing out of nowhere, but it leaves a question - where are those mines coming from? We have an unlimited number of those in ME1 and limiting it would severely handicap tech characters. Hand gestures in ME2-3 are not really Here is how I suggest to redesign tech powers: Link. The emphasis is put on Tactical Scan-like animation. As for biotic powers, biotic explosions are a great way to enhance gameplay complexity. They make different biotic skills synergize with each other. They, however, came with sacrificing physics combos. I suggest limiting the number of powers that prime and detonate biotic combos at the expense of adding physics combos. Example: Pull+Throw = physics combo, Pull + Warp = biotic explosion.
- Decision making via gameplay. We've only been able to make decisions using the dialogue wheel. And while it's a good working system, it makes decision making in the course of combat and gameplay less seamless. We have a break in combat and gameplay flow. Add the ability to make decisions by our actions, not only our words. Example: Link





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