I'm currently playing through Mass Effect 3 and noticed something that, I think, should be addressed in the next Mass Effect game. It is the attention to little details that make the world. One of the examples of developers paying constant attention to details is Dead Space. Helmet and character animations, shooting, inventory and technology, codex, health, ammo are all presented within the game world, with no visible clipping or weird angles. It all makes the games very immersive and engaging. I'll list a few points that, I think, should receive the most attention.
1. Omni-tool. The iconic instrument of Mass Effect universe. But how does it work? We are told, it has a mini-fabricator that can create a huge range of physical objects, yet the tool looks as merely a hologram on the character's arm. Let's leave it for now, though. Let's talk about the most basic element of the omni-tool. When you scan something or NPCs/Shepard "type" something on the tool there is no visible keyboard or any input interface on the omni-tool. Furthermore, there is no screen either. The technology is there, since we can get "video calls" with visible screen in the game. I suggest making the tools more "user-friendly" - make them look like something we might get in the future.
Another thing to consider with omni-tools is the need for hand gestures. Personally, I would prefer the way Kasumi disables the gunship shields, not hand gestures which are much more suitable for biotics.
2. Helmets. In the trilogy they are presented as separate objects from the suit. The problems it causes are the most visible on Priority: Mars where Shepard repeatedly unequips helmet and it simply disappears only to appear in cutscenes. There are a few ways to remedy this issue. Animated helmets like in Dead Space, transparent visors like the one Joker wears during Normandy destruction, disappearing helmets like in Guardians of the Galaxy. I also fully support the "Off in cutscenes" option for helmet toggle but the way the helmet appears after cutscenes is somewhat immersion-breaking.
3. Weapon holstering. Collapsible weapons are cool and interesting idea but when NPC/Shepard holsters them, they just magically attach themselves to the suit. In some cases (using both SMG and pistol) the weapons clip through each other on NPC's/Shepard's hip, despite shown in different locations during loadout screen. I suggest designing suits with that in mind, so when you switch to an assault rifle you will be able to see the place where the weapon is attached. Same with other weapons.
Also disappearing weapons during ladder animations (example) are in need of a fix. Simply playing holster animation when starting to climb ladders will fix that.
4. Armor. Mass Effect 3 is the best to customize player character's armor but that comes with some drawbacks. One - clipping issues. clipping issues. Notably, omni-tool hologram clips through all male arm options in character customization. The one with the least clipping is Rosenkov Materials but even that has a clipping issue near elbow. And there are clipping issues with armor pieces themselves. Look, for example, when Shepard climbs a ladder in ME3. You can see how N7 helmet clips through N7 armor - two pieces that are supposed to fit perfectly together. Clipping is also noticeable when Shepard holds with one hand during shuttle landings. It's not exclusive to Shepard too, just look at James's default outfit.
Two - almost the same (if not entirely the same) visual effects when being hit. Shields should produce a different visual effect (and sound), like in ME2 cinematic trailer. Also, might be neat to tie shield charge level to the light intensity on the back of the armor.





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