Im hoping for a good/exciting/tense TPS with good team tactic situations an a good story.
Count me happy with that
Im hoping for a good/exciting/tense TPS with good team tactic situations an a good story.
Count me happy with that
It's a toy, not a game. The game is in what you do with it.It's a game. Labels beyond that should be tools to describe and discuss it not rules to trap it in.
That scene was the biggest F*** You I have ever seen a developer give their fans.
Which scene?
Which scene?
Third person shooter,hopefully without the boring shards of DAI.
<<<<<<<<<<()>>>>>>>>>>
LOL!
I and many others from the PC community were very critical of DA:I and Bio.... boring fetch quests among them. I'm sure Bio Mtl will avoid those mistakes. Exploring the Cluster to find a new Human Home World is an opportunity to discover resources, tech, making Allies, fighting off competitors without the need for "Elf Root" quests. I also don't expect to be inside the Mako more than 15% of the total game hours. otherwise, that would become boring.
What I'm saying is that you don't need to Mako explore a world to deem it suitable for colonization. So, as long as there is meaningful purpose to the exploration, the game will not suffer for it.
I'm Pretty sure they are talking the refuse ending
Hm, never saw anything wrong with it. The speech Shepard gives is kind of cool.
I don't really care too much about a lot of things, so long as I have a protagonist that has fun options and can affect the story in a meaningful way, and the power and gun gameplay is entertaining. I don't give a vorcha's ass about inventory systems and the like. I wouldn't mind sticking with the way ME3 did it. I don't need some giant invisible backpack full of crap to swap on the fly.
i would also like the main protagonist to have the charisma of shepard.
The charisma of toast?
My Shepard is extremely charismatic.
My Shepard is extremely charismatic.
Hm, never saw anything wrong with it. The speech Shepard gives is kind of cool.
Don't look at it rationally. You need to approach the topic from the perspective of someone who was really emotionally wounded by ME3, and desperate to get away from the final choice because it was too morally compromised, too unheroic, too whatever. So he gets the thing he really, really wanted... and it leads to disaster.
One need not have been emotionally wounded by the **** show that was ME3's ending to understand that it was morally reprehensible Alan.
In any case, I'm expecting Andromeda to move more in the direction of third person shooter, though expect that the game will retain a strong narrative and a smattering of RPG elements.
My Shepard is extremely charismatic.
Hm, never saw anything wrong with it. The speech Shepard gives is kind of cool.
I agree; it was exactly the sort of speech Shepard would give in that situation.
Im hoping for a good/exciting/tense TPS with good team tactic situations an a good story.
Count me happy with that
<<<<<<<<<<()>>>>>>>>>>
From Mac Walters:
"We're playing around with a bunch of different physics for the Mako," Gamble said. "The thing that we have to do is make sure it's as responsive as possible. We've learned a thing or two over the years. In terms of customization, it's been something that we've been looking at for sure, because we feel as though if you're going to be spending a lot of time in vehicles in places, they should reflect you as a player".
From Colin Campbell:
"I take care of how we create levels for "Mass Effect Andromeda,'" Campbell said. "If you're making a big RPG, like we're making, they are big moving beasts so you need a team that is capable of taken vision from high up and populating it out to a game that in a lot of cases devs won't see the parts of it. "You need to have a really good team that has really good communication, I might tell a level designer that we need to make a level where we're feeling like we are entrenched, pushing people back from all angles, we want that kind of feeling."
Is customizing the Mako just putting decals on the outside?
Is Campbell's big RPG an old fashion one?
The ME games don't need to try and subscribe to any of these labels. Just be an ME game.
Don't look at it rationally. You need to approach the topic from the perspective of someone who was really emotionally wounded by ME3, and desperate to get away from the final choice because it was too morally compromised, too unheroic, too whatever. So he gets the thing he really, really wanted... and it leads to disaster.
Can't say I was emotionally wounded by refuse (didn't even know about it until I came on here). On the other hand, just given the scope of what the EC was meant to achieve, it does seem like a waste of zots to put that much cut-scene power into a fake-out ending. I never saw Bioware implementing a conventional victory, but I can't say I'd believe they actually thought Refuse would make anyone happy.
Pff, what do I care what drawer people put it in? If it's the right blend I'll be happy.
Pff, what do I care what drawer people put it in? If it's the right blend I'll be happy.
<<<<<<<<<<()>>>>>>>>>>
Ahh... but what is the right blend? Sounds like you like a "tomato" and I like a "tomaeto".
<<<<<<<<<<()>>>>>>>>>>
Ahh... but what is the right blend? Sounds like you like a "tomato" and I like a "tomaeto".
Probably.
Maybe it should be left open if possible. So the player can decide. I bought ME1 in the bargain bin, a month later ME2 got released and I went to buy it. I was for the story then. Same for ME3, but that changed when I hit the MP button. It changed the way I played the game.
The only thing which is likely universally appreciated is core combat gameplay mechanic on the one hand and narration / voice acting on the other. The latter is a core quality of Bioware, but they threw in the combat gameplay heavily in ME3. I expect people come now for different reasons. It's a bit like "TBS" gone "RTS" and we see that also with DAI.