How do you handle these? It seems that they are up and gone before you can react to them.
Paragon/Renagade interrupts
#1
Posté 11 février 2016 - 01:21
#2
Posté 11 février 2016 - 07:09
The two Renegade interrupts that I actually did was 1) Not punching al-Jhalani (I did it for War Asset, ok?!), and 2) during Thane's loyalty mission while following Jarod Tahlim (apparently, I still got a Renegade dialogue choice and it was ****** hilarious)
Also, I think not using the Paragon interrupt in the last scene with Kolyat means I still get to kill Jarod myself...anywho?
#3
Posté 11 février 2016 - 08:21
When I first played it, I had no idea the left button on the mouse meant Renegade and the right meant Paragon because the image flashes by so quickly sometimes lol but after memorizing it from many playthroughs I just click them based my Shepard's personality. Sometimes I ignore them because you get extra dialogue options if you skip them.
#4
Posté 12 février 2016 - 01:49
In my ME2 run I used the Gibbed editor and had max renegade and paragon. I prefer to have no penalties when I treat the bad guys as renegade and my crew / good people as paragon. It matches more with my personality.
#5
Posté 12 février 2016 - 09:20
Well this is my first play through. I am continuing from ME1 and I am still adjusting to the different game play and getting used to the different ways ME2 does things. However I tend to have a more deliberate playstyle and like to think things through. A game which bases key decisions on a suddenly appearing icon and pressing the correct mouse key in seconds is irritating, not fun. For one thing that sort of thing makes me more dependent on frequent saves and reading the walkthroughs so I can get ready to hit the button I want. I know that game designers seem to like this sort of thing, but I find it a real irritation.
#6
Posté 12 février 2016 - 10:25
Well this is my first play through. I am continuing from ME1 and I am still adjusting to the different game play and getting used to the different ways ME2 does things. However I tend to have a more deliberate playstyle and like to think things through. A game which bases key decisions on a suddenly appearing icon and pressing the correct mouse key in seconds is irritating, not fun. For one thing that sort of thing makes me more dependent on frequent saves and reading the walkthroughs so I can get ready to hit the button I want. I know that game designers seem to like this sort of thing, but I find it a real irritation.
I know where you're coming from, and I'm the same way.
The dialogue in Mass Effect is revolutionary. First off, the fact that the responses weren't written verbatim was new, and the idea behind that was that the conversations could flow naturally. A quick glance at the tone, pick your option, and off you go.
If we engaged in dialogue in real life the way we do it in RPG's, if you stopped for five minutes after every response, people would think you were stuck in the head.
Second off, the interrupts are impulsive by design. Just like the dialogue as a whole, it's meant to be intuitive, i.e. pick the option that feels right to you. There's a reason it's called Paragon/Renegade and not Good/Evil.
Sure, Paragon is very much Good, and Renegade is very much Evil, but not always and not necessarily.
I am a Paragon, through and through, but I find some Renegade options to be much more fitting for my Shepard than the corresponding Paragon ones, and the same goes for some of the interrupts.
The key is to listen for the queue, there's a sound that plays every time an interrupt is available, and if you're listening, you'd be surprised at how quickly you can react.
Another thing to consider is how much on the morality scale you want your Shepard to be on.
The Paragon and Renegade dialogue certainly adds "flavor" to your Shepard's personality, but the interrupts are the most intense manifestations of those different moralities.
A Paragon interrupt could be something like stopping a squadmate from doing something they might regret:
*blocks line of fire*
- You're don't need to kill him, you're not a murderer.
Or expressing outrage over an abominable act:
*Pistol whip*
- I'm getting him out of here, and if you even THINK about coming after him, then this bullet will be waiting for you!
A Renegade interrupt could be something like beating up a thug who tries to shake you down:
*PUNCH* *WHACK* *BANG*
- Too slow.
Or being a cold, ruthless killer:
"I'm not telling you anything."
*PUSH* *falls to death from skyscraper* "Ahhh!!!"
- How about, "Goodbye."
As a whole, a Shepard who takes the Paragon interrupts as a Paragon will be the "ultimate" good (you get lots of Paragon points from taking the interrupts), and the same goes for Renegade (vice versa).
As corny as it sounds, follow your heart when choosing interrupts, since you should decide based on how you feel.
If it feels right, do it, blue OR red, since it's your Shepard.
If this is truly still an impasse for you, then your best bet is to simply save before talking to someone (that's what I did, to see all the possible outcomes) and maybe do a "practice run" to see what's what so you can better enjoy your "canon" playthrough.
I know I ramble, but hopefully there's something here you can use.
Best of luck.
I should go.
#7
Posté 12 février 2016 - 10:29
Well this is my first play through. I am continuing from ME1 and I am still adjusting to the different game play and getting used to the different ways ME2 does things. However I tend to have a more deliberate playstyle and like to think things through. A game which bases key decisions on a suddenly appearing icon and pressing the correct mouse key in seconds is irritating, not fun. For one thing that sort of thing makes me more dependent on frequent saves and reading the walkthroughs so I can get ready to hit the button I want. I know that game designers seem to like this sort of thing, but I find it a real irritation.
I can understand that, just keep an eye on the screen with your fingers at the ready. Quicksaving regularly helps a lot, and by my third run I could anticipate most of them.
They are meant to be a knee-jerk reaction that's often there for entertainment value. Missing them isn't the end of the world, especially if you're playing a more measured, thoughtful Shep. But yeah, F5 before every convo. I do that anyway in case I regret a dialogue choice.
#8
Posté 12 février 2016 - 02:04
Thanks. I have started doing a "hard" save when I start an area and then frequent F5 saves as I work my way through before and after combat, opening a safe, data pad and from now on before every conversation. If I have to repeat something I don't want to have to redo a lot. I do have an "action" list that sets out the prefered actions to take for best results, but the list is not in the order I am playing the game so sometimes I don't realize I am at an action spot. Then I am taken by surprise when the action indication pops up. It may be just a matter of getting used to the game mechanics.
#9
Posté 12 février 2016 - 03:48
You will get used to it. On my first ME2 run I made a lot of mistakes because of those sudden choices appearing on the corner of the screen. Many innocents died lol but during a few quests for your squad's loyalty, I definitely recommend saving because they can really change the outcome.
- KrrKs aime ceci





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