Jetpacks and non-linear level design would be a pretty good start.
What do you think the combat in ME:A can do to stand out from the boring 3rd person shooter genre?
#26
Posté 11 janvier 2016 - 04:05
- Lady Artifice aime ceci
#27
Posté 11 janvier 2016 - 04:06
That doesn't make any sense....Dragon Age predates Skyrim for 5 years? Skyrim is before Inquisition, matter of fact the Elder Scrolls is way older than Dragon Age. And they did said that they're making DA:I to be similar like Skyrim one of the BioWare reps confirmed it.
Sorry I missed this I meant DA predated skyrim.
They didn't say they were imitating Skyrim either they said
"Skyrim changed RPG gaming forever"
Which is entirely different.
#29
Posté 11 janvier 2016 - 04:51
destructible environments would be fantastic.
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#30
Posté 11 janvier 2016 - 04:51
- Hadeedak et Kamal-N7 aiment ceci
#31
Posté 11 janvier 2016 - 04:55
i would think a jetpack would make a jumping puzzle pretty trivial actually...
#32
Posté 11 janvier 2016 - 05:01
i would think a jetpack would make a jumping puzzle pretty trivial actually...
You would make the puzzle for people with jetpacks, which would likely make it awesome.
#33
Posté 11 janvier 2016 - 05:03
You would make the puzzle for people with jetpacks, which would likely make it awesome.
I see, yes that would be awesome.
#34
Posté 11 janvier 2016 - 05:04
i would think a jetpack would make a jumping puzzle pretty trivial actually...
I never played a game that lets you fly around in a jet pack, it usually just extends your jumping... I can already picture floating rocks
#35
Posté 11 janvier 2016 - 05:05
I never played a game that lets you fly around in a jet pack, it usually just extends your jumping... I can already picture floating rocks
The Star Wars: Battlefront franchise does if you play as Boba Fett.
But yeah, I expect that jet pack to be more like jump jets.
#36
Posté 11 janvier 2016 - 05:14
MP-related;
I'd like the map looking different on Wave 10 than it does on Wave 1 in MP. The explosions leaving marks on the walls, small pockets of fire burning here and there, collapsed walls, covers...
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#37
Posté 11 janvier 2016 - 05:16
The Star Wars: Battlefront franchise does if you play as Boba Fett.
Which is funny because in the films his jetpack works exactly like the regular Battlefront jetpacks, and gets him killed.
Dark Void gave you a jetpack which had unrestricted flight, complete with letting you jack aircraft in flight. It also had the rather nifty idea of letting you ascend or descend a cliff using things sticking out of it as vertical cover.
Pity it wasn't actually a good game.
- The Real Pearl #2 aime ceci
#38
Posté 11 janvier 2016 - 08:12
Which is funny because in the films his jetpack works exactly like the regular Battlefront jetpacks, and gets him killed.
Not killed, just defeated. Both Lucasarts and Disney confirmed that Boba Fett survives the Sarlacc Pit.
#39
Posté 11 janvier 2016 - 08:23
Not killed, just defeated. Both Lucasarts and Disney confirmed that Boba Fett survives the Sarlacc Pit.
Eh, on screen he fell screaming into a spike filled tentacle pit. I count that as a death. I never cared for the original EU and given how bad FA was I'm not inclined to care about what Disney says.
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#40
Posté 11 janvier 2016 - 09:17
I fell into a Sarlacc Pit the other day and I only get "Worm food" title.
- Akrabra et Hadeedak aiment ceci
#41
Posté 11 janvier 2016 - 09:26
You're asking MEA to be 'groundbreaking'... alas, I remember how people rave about Battlefront merely a few months ago and even with a nice overall polish, people still got bored easily...
There are other reasons why Battlefront is polarizing and the visuals and sound aren't it.
#42
Posté 11 janvier 2016 - 09:30
The Star Wars: Battlefront franchise does if you play as Boba Fett.
But yeah, I expect that jet pack to be more like jump jets.
Excuse you. Jango, too.
#43
Posté 11 janvier 2016 - 12:22
By taking a good look at Tom Clancy's Rainbow Six Siege. That game, despite being fully multiplayer only, introduce many new and innovative features to the shooter genre that Mass Effect can adopt. Things such as casing the environment, counter espionage, information gathering, etc.
#44
Posté 11 janvier 2016 - 04:00
By taking a good look at Tom Clancy's Rainbow Six Siege. That game, despite being fully multiplayer only, introduce many new and innovative features to the shooter genre that Mass Effect can adopt. Things such as casing the environment, counter espionage, information gathering, etc.
Hey they should've put that on ME3!! Add a DLC playing as one of Shadow Broker agents to fight against Cerberus and the Indoctrinated who's sabotaging the war effort. They can set it up to be similar like Splinter Cell series, except making it more realistic and intense. They should make rewards and consequences connected to the main storyline when you failed missions and succeeded, like on Witcher 3 of how you play side quests that connects to the story. Dude that's a good idea!
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#45
Posté 11 janvier 2016 - 04:04
I'm not sure what can be done to make the TPS aspects really stand out. As stated, shooters are a dime a dozen, the market is fast growing saturated with them.
I'd emphasize on the story and rpg aspects. Make those memorable (in a good way) and you'll have something that really stands out among the crowd.
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#46
Posté 11 janvier 2016 - 04:42
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#47
Posté 11 janvier 2016 - 04:55
I'd say slow down the combat, make it feel weighty, and make sure it doesn't feel scripted.
Other than that, add some variety to the cover available. In other words, add something other than full and half cover. And then have nice fluid animations for transitioning from positions.
Finally, carefully consider and balance out powers so that each class is useful, and worth playing, without being overpowered.
#48
Posté 11 janvier 2016 - 04:57
The boring TPS genre I have not seen a lot of new games in as of late. I wouldn't mind another one in this particular time, and I'm also sure ME:A switches it up. I'm just afraid it goes overboard with the video-gamey-ness by making you jetpack around and shoot people midair or something. Judging from their "IN-ENGINE, REPRESENTATIVE OF GAME EXPERIENCE" footage it's safe to assume it'll remain weighty and meaty though. Hopefully it's somewhat agile like ME3 and with even more verticality but not overly so. Before Wynn left he told me on Twitter that ME:A's combat is built from scratch but it was safe to assume it would be reminiscent of ME3's style.
I also hope like the above guy says, that ME:A won't be too scripted and like I said, I'd not be against it if it was weightier, as I felt ME3 was a bit too much at times. In regards to setpieces (which I always assumed was people's reasons for saying ME3 was 95% perfect because they'd never seen Uncharted do it way better) I hope they severely skimp on them this time or relegate them to cinematics instead of dumb moments like half-gameplay-cutscenes where you obviously can't control the camera for 2-3 seconds while something directed by Michael Bay happens on screen. Mass Effect 3 was clearly trying to rip off Uncharted and I always disliked it for that, but now Naughty Dog are actually saying they are trying to tone down the ridiculousness of setpieces for the upcoming Uncharted, and ME:A is gonna make a fool of itself if it ends up going overboard once again.
...so I hope ME:A keeps the scope relatively simple, especially in regards to setpieces and action. ME2 was tasteful and right in the sweetspot for me, and ME1's finale was also a great example of having a big larger-than-life situation without making it mind-numbilingly so or on a constant basis for that matter. The conveniency of Kalros knocking out the Reaper Destroyer on Tuchanka in ME3 or Shepard having to use a frigin turret while escaping a Reaper in a vehicle was just flat-out dumb and despite the emphasis being placed on how impressive it was supposed to be, I thought it was totally weightless and dull. I want Mass Effect to be big in scope in terms of story but not too big in terms of action. The more man-vs-man it gets the better, and if there ever is something that makes you feel like an ant, it should be with emphasis on its sci-fi-ness like Sovereign in ME1 or that awesome concept art depicting some form of synthetic world in ME:A, but not Monster vs Monster or footsoldiers against techno-giants stupid like Mass Effect is some kind of Godzilla movie.
I've said it many times, but I'd actually like to see Stealth being a major pull to ME:A's gameplay design. Instead of going bigger they could go more intimate and make action-gameplay that's more based on tension and precision than mindnumbing action.
Also, I hope I can turn off after sessions of ME:A and tell someone asking me what i was playing something else than "Oh, just a third person shooter". ME2 had a great balance between substantial combat-areas and dialogue/conversation areas. ME3 was understandably more constantly action but I still felt it was more a decision made to appeal to a wider audience than it was to make a gameplay that served the story. There's many ways you could have ME3 with as big as a scope and the war-setting without making you do military-style objectives all the time, or there could simply have been more room within those military-style objectives to explore and have tension-filled dialogues, perhaps with Cerberus subgroups and whatnot.
Jetpacks and non-linear level design would be a pretty good start.
Yeah, I still want to play a story-driven action/RPG rather than a Just Cause-type action game though. Restrictive gameplay and combat with RPG mechanics and story/dialogue emphasis > game that's primarily made to be fun to play. I want an experience, not a by-the-numbers product.
#49
Posté 11 janvier 2016 - 05:17
#50
Posté 11 janvier 2016 - 05:25
I think OP confused "FPS" and "TPS."





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