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Things that I want to see in Mass Effect: Andromeda (single-player)


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#1
RZIBARA

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With all this speculation and discussion about howow the game should be, and how the plot should go, I am going to present the things I would like to see in this game, mainly from a gamplay standpoint. This will focus on the single player, even though I love the MP.

 

 

A Focused Experience

 

Basically, I want a game that is 25-40 hrs max, and doesnt shove in the open-world gimmick because everyone else is. Part of what made me enjoy the originals was that I could do a 100% completion trilogy run through in a total of 70-80 hrs total. Most games today need that amount of time (usually even more) to just 100% one game. This year was a prime example of that. There is nothing wrong with huge open world games, but not every game needs to be that. Mass Effect doesnt need to be that.

 

All I want is nice focused story with some side missions available that are of actual interest. The story should be focused, but also have some alternating plotlines depending on your decisions. 

 

Less Choices, Better Consequences

 

Part of the problem with the original trilogy was that there were so many decisions made by the player by the end of ME2 that it was nearly impossible to make all the outcomes possible in ME3. So how about instead of a million decisions being made by the player in the game, we get less of them, but with bigger consequences. Your decisions will impact the plot (different mission branches?) and the characters in the world, including your squadmates. And by squadmates I dont just mean them saying a couple special lines of dialogue. I mean crap like turning against you, increasing bonds, leaving your team, betraying you, etc. 

 

Assignments that Mean Something

 

Side missions should be like the side missions in ME3 (tuchanka bomb, grissom academy, etc). Each mission should be somewhat important and actually add to the plot of the game rather than feel like a useless task. I feel like this is what should be available on the extra planets you can explore. A focused environment with some hidden loot to find on it with a single focused story side mission on it. 

 

Also, when you find loot, a decryption game like that of ME1 or something would be nice. Maybe no game at all even. The ME2 hacking games were terrible. Please dont bring them back

 

Smaller Squad = Better Squad

 

I think a total of six squad mates, like ME1 would be perfect. ME2 had too many squadmates for its own good. A lot of them werent interesting and were poorly fleshed out. Each one can be a specific class, and can have a deep backstory and character. Give them special missions based on them too. Have them react to what you do and how you treat them the ways I indicated above. With less characters, the developers have more time to flesh each one out. 

 

No Paragon/Renegade, Just Dialogue

 

Get rid of the morality system. It ruins the roleplaying as most people pick an alignment brainlessly and dont even try to actually make a character. Half the time, the moralities werent even consistent. It also narrows down the type of dialogue options you have too, one angry, one kind, one neutral. How about realistic dialogue reactions instead? And no more charm/intimidate options either. If we want to try and talk our way out of something, we should try and nice talk the character by analyzing their personality, rather than pressing a win button.

 

In addition to that, all dialogue with characters should be in cinematic form. Even if you have completed all dialogue options, allow players to go back and ask other things about them like you could in ME1-2. 

 

Also, keep the interrupts, even with moralities to help distinguish what type of interrupt they are. These were actually really good.

 

A Smaller Scale Story, with a Strong, Compelling Villain

 

I want a badass villain like Saren. One who could be flawed, one who isnt one dimensional. Someone with motives, who has a reason to be doing what he is doing, someone who you may somewhat agree with even. And it doesnt need to be someone trying to blow up the galaxy or be a god. Give him a personal connection to the player, and make him interesting. 

 

Gunplay and Powers

 

I think that overall the combat system of the game needs to be revamped. If you have played MGSV:TPP (crap story I know, but the combat and controls are solid), you will know what I am about to recommend. I think a camera style such as the one in that game would work much better with the ME games. Have the character bring out his weapon by aiming his weapon, while the camera will be centered on the character the majority of the game. Over the shoulder play should only happen when you engage in combat by using your weapons. The main thing that would help would be new animations that are more fluid.

 

I think most of the weapons from ME3 should return. In terms of weapon mods, I think you should be able to change 4 parts independently: optics, barrel, ammo type (yes, this should be a mod, not a power) and additional. Additional would be anything like a stock, bayonet, or cooling system. I do believe that

weapons should function more like ME1, where there is no ammo, and all weapons have cool downs. An active reload system that speeds up the cooldown if activated at the right time would be nice, ala gears of war and battlefront.

 

Lastly, powers should be a mix of ME1 and ME3. All six classes would return with their ME3 powers, but some biotic powers like throw and lift should return and function like their ME1 versions. In addition to this, powers should have individual cool downs instead of universal. 

 

Skill Tree and Customization, Armours, etc.

 

Armour customization in ME3 was perfect. Just let the big armour sets have the option to remove the helmets, and some interchangable parts on them too.

 

On a side note, please at least give all characters practical armour. No high heels, no spandex, no stupid face mask. Give them all real armour (both light and heavy), as well as helmets (at least in outer space/exposure zones).

 

Weapon customization should be like mentioned above, with the addition of the ability to colour your gun the way you colour your armour. 

 

Lastly, I think for the skill tree, there should be two categories: Trait tree, and power tree. Trait tree would be like that in ME1, where you can improve passive skills like AR skill, Pistol skill, melee skill, biotic skill, fitness, etc (classes would have unique skills). Power tree would be like ME3 and only focus on usable powers. 

 

The Ship (whatever it will be called)

 

The ship you control should function largely the same as it did before, but you should be able to personalize it, with different parts, colours, etc. I would also like to see the ship more alive, with squadmates moving around and interacting with other squadmates and crewmates. And when they interact with each other, I want them to actually move around and not be planted in a single spot. 

 

Animation

 

This is another thing. I dont want to see too many repeating animations in this game. Some animations in ME2-3 were reused so many times it was kind of embarrassing. I want this game to look like a frost bite game. Make it look and animate like the new battlefront game. If the xbox one and ps4 could handle they would be able to handle a ME game with the same look. I just want animations that look fluid and smooth, and realistic, while visually stunning. Please keep the lens flare though!

 

Hubs

 

Give us hubs that feel alive, sort of like Omega from ME2, and the Citadel from ME1 and ME3. A blend of all of those would be perfect.

 

________________________________________________________________________________________________________________________________________

 

 

 

These are my thoughts. Feel free to discuss them or talk about what you want to see.



#2
sH0tgUn jUliA

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Since everyone's choices in game will be different, how about handling things like they do in Dragon Age and having the outcomes of our choices be trivial for the sequels? And have a different protagonist for each game from here on. This way it cuts down on the number of butterflies.



#3
ZipZap2000

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25hr game = Airlock.
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#4
TheBunz

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Thumbs down tl;dr



#5
RZIBARA

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Since everyone's choices in game will be different, how about handling things like they do in Dragon Age and having the outcomes of our choices be trivial for the sequels? And have a different protagonist for each game from here on. This way it cuts down on the number of butterflies.

 

I would somewhat agree with this. The game doesnt need to be a trilogy game. A good self contained story would be excellent if done correctly. While a trilogy would flesh characters out more, it doesnt work with a decision based game as too many factors need to be accounted for. 

 

But then again, didnt the Witcher have carry over decisions? And werent they well integrated?



#6
RZIBARA

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25hr game = Airlock.

 

Why? That was the length of the originals. I'd rather a well done short game than a bloated piece of garbage (DAI, MGSV, most open world games released in 2015)



#7
ZipZap2000

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Why? That was the length of the originals. I'd rather a well done short game than a bloated piece of garbage (DAI, MGSV, most open world games released in 2015)


25hrs would be way too short for me. Fine for ME1 in its time. But 10 years later we're looking at a new set of standards.

#8
Joseph Warrick

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You mean fewer choices.

 

I agree on most points except no paragon/renegade and smaller scale story.

 

Paragon/Renegade is great fun to play with. I like to figure ways in which the character is a renegade. It gives a character focus while allowing lots of flexibility, just like the old D&D alignment did (you remember there are lots of ways of being, for example, chaotic neutral). At this point it's a staple of the franchise. "Renegade interrupt" is something that has made it to gaming's collective unconscious. Mass Effect will lose by ditching it.

 

About smaller scale, my only thought is that smaller doesn't mean better. I think what you want is a really good story. Whether it's small or epic doesn't matter.

 

The focused experience one is what I want the most out of this list. 20 hours would be perfect for me. It's what it usually takes me to do ME1.


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#9
RZIBARA

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25hrs would be way too short for me. Fine for ME1 in its time. But 10 years later we're looking at a new set of standards.

 

25 hrs is good. One of the reasons I like the new tomb raider games. It doesnt waste my time. Neither did the old mass effect games (aside from the fetch quests in ME3). Quality over Quantity



#10
RZIBARA

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You mean fewer choices.

 

That's what I said.



#11
ZipZap2000

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25 hrs is good. One of the reasons I like the new tomb raider games. It doesnt waste my time. Neither did the old mass effect games (aside from the fetch quests in ME3). Quality over Quantity


I cant tell you what not to enjoy.

To each their own. :)
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#12
themikefest

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- a lot more renegade interrupts. ME3 was lacking in that department

- being able to flip the bird at someone

- leave a conversation at anytime. Something like DAI.


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#13
sH0tgUn jUliA

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I would somewhat agree with this. The game doesnt need to be a trilogy game. A good self contained story would be excellent if done correctly. While a trilogy would flesh characters out more, it doesnt work with a decision based game as too many factors need to be accounted for. 

 

But then again, didnt the Witcher have carry over decisions? And werent they well integrated?

 

Carrying over decisions is fine, CDPR minimized the number of the player's decisions that got carried and made their own canon decisions regarding the plot. Where BioWare went wrong was they had 4 major decisions in ME1: the Rachni, Wrex, the Council, and the VS.

 

Of course at the time they didn't know how well the game was going to be received and didn't plan on ME2.

 

Then in ME2 we have 11 possible butterflies with the characters alone, and three of these characters were essential (Mordin, Tali and Legion); the genophage cure decision; the decision involving the Heretics; and Tali's trial (for her character's survival); and the Collector Base decision.

 

In Mac's defense he was left with an absolute mess going into ME3. He wrote characters in ME2 and was not the lead. Mordin, Tali and Legion should have had plot armor in ME2 with no option to sell Legion to Cerberus. You could still lose their loyalty which would count against you making peace. 

 

There were too many butterflies that got carried into ME3. I think CDPR only carried 3 into TW3. Their writers knew better. The key to carrying decisions over is to keep them to a bare minimum. I'd say three per game, maximum, and make two of them trivial. And never leave the ending like they did in ME3 just in case they want to continue.


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#14
Excella Gionne

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25 hours? I'm not even out of Haven yet. 


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#15
RZIBARA

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25 hours? I'm not even out of Haven yet. 

 

Thats not a good thing. 



#16
Scarlett

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25hrs ?  are you kidding me XD ? I want 150 hours ! They told us Andromeda was huge so they'd better not make a short game. I want to spend a lot of time on this game !

 

also I like the paragon/renegade orientation for the main character and I used to like very mush the charm / intimidation stats on ME1.

 

I've heard we only have 7 squadmates (or 6 .. ? not sure if the main character is counted on the 7 number). Not sure it's real but I would love to have more squadmates, like on ME2. I was frustrated on ME1 and 3 ...

 

And possible romances with many non player (alien.. turians please? XD) characters too, so if you can't find the big love with a squadmate you can have other options on the ship. Personal opinion of course, but I would hate to see my character single, I think a romance is part of the fun and immersion on the game  ....

Also, for girls, more male romances would be great, because I remember on ME3 that all the NPC who wanted to date my Shepard were girls (dear God Diana Allers... that aaaaaawful character U_U) ! :( it was kinda unfair compared to male Shepard.



#17
Khrystyn

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I posted this in another thread. I hope it's not improper to include (copy) it here.

 

These ideas may already have been offered here and in other threads. Mass Effect is the only PC game I've ever played (the only one that I have time for), so I lack the combat and game experience available in all other games.

 

1)   I'd like to use guile, stealth, misdirection, cunning, suppressing fire, and covert tactics to accomplish mission and assignment objectives. I'd like to lay down a booby trap. I assume these indirect tactics are available in the more intense combat games, especially in multi-player and co-op play. I have no experience with those genres and styles of play. I'm story driven, not combat oriented, so racking up thousands of commando kills doesn't interest me. I'd rather use my head before laying down lead. Couldn't these non-combat abilities be more easily included by increasing the combat areas with alternate routes to get past an enemy position?  I don't want to get lost, and not know where to go. I never liked fighting in limited areas all the time. These non-power alternatives would greatly enhance useful dimensions to our role-playing style beyond using weapons, powers, and electronic skills, and the P/R dichotomy. Many of these elements could be initiated in dialog choices with our squad mates, such as in the Investigate options. I' don't know how one could implement such choices/squad directions in a combat HUD in the heat of battle. Perhaps through mini-cut scenes to make the choices when under fire at certain way points during the mission? Last thing I want to have to use are 50+ PC keyboard keys.

 

2)   Also, I've mentioned in other threads that I'd like to see a power, omni-tool, and ammo choice (available to all classes) that would block or trap an enemy behind a force field, but doesn't do any damage. A variant of stasis immobilization. It could keep an enemy trapped in a corner for a while, but you could not use any other combo power on them. It only traps an enemy for a while, and they can go after you when the effect wears off, even perhaps allowing some enemies to recharge their barriers and shields while trapped. Evolving the power could block larger numbers of enemies from advancing, trap more powerful enemies, last longer, faster cool down, etc.

 

If re-posting to another thread is improper, my apologies.



#18
laudable11

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25hr game = Airlock.


I wouldn't buy it at full price.

#19
Larry-3

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An awesome space battle.

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A super long romance, where the girl ends up saving the guy... I have had it with damsels in distress. The girl can save me for once.

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A major plot twist during the last... 20 minutes of the act.

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Also, awesome DLC that includes a new squadmate. Let's throw in president Obama with awesome combat dialogue. "Affordable health care won't save you from this!" (Pew, pew, pew!)

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Another DLC that pits to unlikely people. Gandalf: You... shall... not.. pass.. into Andromeda! Darth Vader: Your powers are weak, old man.

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And finally, a "The return of Kasumi DLC". Because lets face it, she needed to be a romance, and her character was vastly underused.

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#20
ZipZap2000

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Thats not a good thing.


I'm doing a run without using a mount. (It actually plays better this way.) 25 hrs is nothing in the hinterlands alone if you leave the templar and mage camps untouched. Then there's storm coast and the rest without mentioning the war table and crafting.

#21
Novak

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Out of that stage in development



#22
Khrystyn

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Andromeda quests, squadmate / alien conversations, and data terminals should reveal useful intel or objects tied directly to plot development and ship upgrades. The following ideas are hypothetical ME examples that can be used to progress story elements:

 

- Data terminals/data pads usually provided a little info about the current  mission/assignment facility and former personnel. In Andromeda, these devices should also provide important information related to the larger plot. Data pad log entry example: “Loren, there’s safe/locker that’s deeper inside the facility (or buried outside near the base of a plateau). I think it’s got info about the Rings of Artemis.”  I’m not forgetting  the important value of Vigil’s revelations on Ilos; just want to see more of that available in more planet searches.

 

- Squadmates and aliens can reveal information related to the plot from their personal history and experiences. Zaeed, Samara, Thane and Aria all had experience in the Terminus systems; they could have provided plot-oriented intel or mission strategies. Liara could have told Shepard about the locations of  her previous prothean dig sites. She begins to realize that some of her collected artifacts have more importance than she first realized. When assembled, the artifacts let Shepard eaves-drop on Collector/Reaper communication frequencies. Zaeed could have told Shepard: “Had a nice job a while back on planet X. Killed a drug lord with ‘old Bessie.’ Before I let him die, he told me the location of a device that will block Collector scans in the higher frequencies. Then he bled out. Didn’t need it at the time, but if we can find it on the planet….” 

 

- Let the squadmates find things during their mission outings. “Hey Commander, look what I just stumbled across.”

 

- I don’t want to have to find platinum or credits to buy fuel. A modern nuclear submarine only returns to port when the mission is over, or to take on more provisions. I’d rather buy some Turian pizza and Krogan beer for a festive dinner in the crew mess, the evening before the big boss battle. Afterwards, it’s time to take my main squeeze up to the captain’s cabin for a little kissy-kissy copulation.

 

- In Star Trek, crewmates would suddenly jump on the turbo-lift to talk with Kirk about something related to the upcoming  mission. Why should the captain have to track down everyone in their cloister on the ship. How about using the ship’s intercom: “Miranda, get your butt up to the CIC on the double. We’re heading to X and you know that area better than any of us.”  Or, Jack pops in to speak with Shepard in his/her quarters to give a clue about where to go next and what to find on a planet before she was captured.

 

- Interrogate an alien and get them drunk to sweat some perishable intel out of them. Loved that intro scene in Kelly’s Heroes when Client Eastwood got a German officer drunk and discovered a black-painted bar of gold belonging to a bank in German territory (“It’s the perfect crime”).