Shepard automatically and unnecessarily zooms when firing off ability like incinerate, this is a tad annoying when you carry a sniper rifle
The Polite ME2 Suggestion Thread
Débuté par
Darth Sithari
, janv. 27 2010 05:59
#351
Posté 07 février 2010 - 12:20
#352
Posté 07 février 2010 - 12:20
The tears of character’s crying could be improved to look more realistic.
#353
Posté 07 février 2010 - 12:20
Environment and atmosphere highlights were Citadel, Omega, and Tunchanka. I hope to see such or even higher quality of environment design implemented consistently throughout the whole game
#354
Posté 07 février 2010 - 12:21
Highlights of squadmates’ quests were Tali’s, Thane’s, Garrus’, Zaeed’s and Samara’s loyalty missions, recruitment of Garrus, in that they present very non-standard, well-thought out and are most memorable quests in any RPG. Hoping to see Bioware keeps up by offering more of such memorable and unorthodox quests around.
#355
Posté 07 février 2010 - 12:21
The hacking minigames should have gotten harder the more you play.
#356
Posté 07 février 2010 - 12:21
It seems pretty obvious that the level. When you see there are many crates and low walls, you can bet there is going to be combat. Conversely, a lack of those means the player can relax. A player should not be able to visually predict when combat is going to happen. One of the few levels where there was seamlessness was Zaeed’s mission before you go into the factory. Hope to see cover blended absolutely seamlessly to the environment and more original ideas.
#357
Posté 07 février 2010 - 12:21
There were so many recycling of crates and level assets with the same textures and look. You’d think a game and world of this size deserves more variety.
#358
Posté 07 février 2010 - 12:22
Personally, I found the game’s ending to be quite disappointing mainly due to the dizzyingly high expectations accumulated when it was repeatedly said that it’s a suicide mission where no one’s expected to return. I beat the game with everyone intact, on my first playthrough on insanity. Somehow it didn’t felt like the squad ‘defied the odds’ at all or that Shepard achieved the ‘impossible.’ Also, given that 95% of the time we spent recruiting the team, it’s disappointing that only 5% was spent on the end mission. Regardless, it’s good that Bioware created a mission that reacted to how you assembled your squad and how loyal they were to you. I can sympathize with the dev team, for it must be a really difficult mission to create, considering all the possible permutations. It’s just sad it didn’t have the impact the game very much deserves. Perhaps there was plenty out there who enjoyed the game where some of their team members did not survive the mission, and thus added to the emotional ride of the mission. I can only hope that Bioware will create the most incredibly epic and emotional ending for ME3, 10000x more so than the ending of ME1.
#359
Posté 07 février 2010 - 12:22
In ME2, I felt that the story lacked the sense of rising action, no reversal, clarity of what was at stake and climax compared to ME1. ME3 better not falter in this department. Take a look at this thread: http://social.biowar.../index/973813/1
#360
Posté 07 février 2010 - 12:22
In ME2, aside from allowing the player to make choices, there wasn’t much character growth in Shepard. In Star Wars, you see the young and naïve Luke learning the force from Obi Wan, joining the rebellion against the Empire. In Empire Strikes Back, he learned further about the force and confronted his fears, and meeting Darth Vader, who was revealed to be his father. Then, in the last act, he refused to succumb to the dark side in the face of Palpatine, becoming a full-fledged Jedi. We don’t see that kind of character growth with Shepard, s/he was a badass through and through, s/he did become a Spectre (which was a great character arc), s/he might develop relationships here and there, but that’s it. S/he was the driving force and intrinsic resolution to other character’s issues, but those quests were supporting the characters he is with, not with Shepard himself/herself. We don’t see him grow, even though he made a lot of choices in ME2.
#361
Posté 07 février 2010 - 12:22
While the squad mates’ missions by themselves were really excellent, I felt that they were too disjointed from each other and the main plot, causing the main storyline to suffer. I hope that this does not occur in ME3, but instead character moments will be weaved fluidly into the story of how Shepard and the galaxy will defeat the Reaper invasion, i.e. the characterizations and loyalty missions are somehow tied to the main plot.
#362
Posté 07 février 2010 - 12:23
Please allow for toggleable helmets! And take off helmets automatically in cutscenes. Do this for all full suit armor like Blood Dragon, Terminus, Inferno, Collector’s armor, etc. Imagine Liara trying to kiss Shepard with his visor:
http://static.gamesr...ticle_image.jpg
http://static.gamesr...ticle_image.jpg
#363
Posté 07 février 2010 - 12:23
Hope to see a really great story twist as good as the one in KOTOR. This is especially difficult to pull off especially to do in a way that genuinely surprise the player, hoping that Bioware’s up to the task.
#364
Posté 07 février 2010 - 12:23
HOLYCRAPWOW how many posts in a row? god.
#365
Posté 07 février 2010 - 12:24
While I think the technical graphics for ME2 is good, it’s doubtful the same thing will hold up well for ME3 in 2 years time. So that department got to be up a notch.
#366
Posté 07 février 2010 - 12:24
I felt the Krogan animations were a bit clumsy in combat. They aren’t like ‘the lumbering force of nature’ that is the Krogan Battlemaster Skarr described in the prequel novel Revelation.
#367
Posté 07 février 2010 - 12:24
Squad mates that has special moves and animations in combat – like Thane getting up close and snapping an enemies’ neck, or Samara flying across the battlefield when ordered to move to a point, Jack snapping someone’s neck with her biotic, etc. More convincing animations, such as when husks were being pushed aside from Grunt’s charge, or Grunt walking in confident swagger even in combat just like the CG trailer, Thane’s sleek movements like somersaulting over a crate and one handed-hold of the pistol, etc. Squad mates that runs, walks and move distinctively and uniquely consistent to their character instead of having a standard animation for every person. Not only will this be cool but it’d serve to bring out their personalities in battle.
#368
Posté 07 février 2010 - 12:25
The final boss battle in ME2 is one of the most anticlimatic ones I’ve ever played given the build up leading to it. It’s unchallenging and been used so many times in other games. For ideas of good boss battles, go take a look at the MGS series.
#369
Posté 07 février 2010 - 12:25
Shepard doesn’t look right when he smiles bare-teeth.
#370
Posté 07 février 2010 - 12:25
Besides the important characters, many NPCs often fell on the wrong side of the realism scale. Some of these characters, especially human, looks ridiculous. Miranda looks like a mannequin sometimes.
#371
Posté 07 février 2010 - 12:25
Armor code, like we have for the Shepard's face design.
#372
Posté 07 février 2010 - 12:25
For those who want a minimap to indicate the postions of enemies, why not add a specific helmet that gives you that?
#373
Posté 07 février 2010 - 12:26
Option to pick what you did in ME1 and ME2 if you don't have a save, include all sidequests as well.
#374
Posté 07 février 2010 - 12:26
More inter-squad member banter that are as good and extensive as the one found in Dragon Age. It’s odd that you don’t see party interact with each other at all. If this is a great team up for the challenge of the suicide mission, individual combat prowess and skills aren’t the only factor, teamwork and team camaderie are important too. It’d be nice to see squad mates having some ‘campfire beerdrinking’ kind of fun, something to enjoy and shared commonly regardless of species.
#375
Posté 07 février 2010 - 12:26
Make surveying a planet challenging and truly interactive. Make it an experience.




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