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More Cinematic Cutscenes


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#26
TurianSpectre

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OP:  What you're really saying, I think, is "better" cinematic cutscenes, not "more" of them.  Better to me would entail 1) better integration regarding transitioning from where the player triggers the cutscene and the cutscene actually begins; and 2) more attention to individual PC details in the cutscene such as type of armor being worn, type of weapons being actually carried. with the parts where the player and 3) more natural movements and situations (no more stiff as a board sex scenes, please).  For cutscenes where the player chooses dialogue, the characters teleporting around as different players select different lines is a problem.  I'm not as upset when the characters involved int he dialogues stay very still as when they jumped up and down like jackrabbits in order to reposition themselves to be in the same place for the beginning of every line of a lengthy conversation... or, even worse, teleport around when not engaged in an conversation (like Aria teleports around while giving her speech during the Omega DLC).

yuip thats what i meant lol



#27
Zatche

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Thats the point of the games that you get to choose how to respond to a certain situation


Right, that's why I prefer ME and DA to CoD.

I was just pointing out why linear games got to mocap before RPGs. RPGs have much more scenes and dialogue to mocap, so it would be more costly.

#28
Sanunes

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I would like to have more animations for the characters as well.  It is hard for me to generate any expectations on this front especially having more versus less animations even with Dragon Age: Inquisition because they were all on older console hardware and not the current generation which means they had a much tighter memory restriction then what they do with Mass Effect: Andromeda.  I have mentioned it multiple times in the past, but I think it works here too for they had to remove the holster animation from Mass Effect 3 because they needed the memory space for something else and with Dragon Age: Inquisition they seemed to go out of their way to make the two generation of console games identical except for the graphical quality so they just used the exact same animations.



#29
UpUpAway95

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yuip thats what i meant lol

 

... as opposed to more, lengthier periods where the cinematics just take over, the PC goes on autopilot and the NPCs interacts with each other rather than with the PC, right?  I still want the animations "interrupted" with my being able to control my character... and to have them intermingle a little more seemingless with those periods where I am in control of my character's movements.  I enjoyed also having the parts of ME3 where they put in banter from the squad mates that occurred essentially behind the player's back... so it didn't interrupt with the player's control of their PC.  I didn't need to actually have a cinematic animating what the NPC was saying beyond what they did in ME3 (that is, having the NPCs lips moving if I happened to turn my PC around to look at them.



#30
Pasquale1234

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Unique, maybe, but I found DAI cutscenes among the worst in terms of transitioning in as well as framing.  Some of the cutscene framing made me think: Why bother?


That probably happened due to race choice. It's pretty hard to frame a scene to look good with a dwarf, qunari, and everything in-between.

#31
Doominike

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Seriously, the least they could do is different male and female animations during cutscenes.

Please no, they need the opposite. Tired af of trained hardened warriors walking like runway models. 


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#32
SKAR

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Please no, they need the opposite. Tired of of trained hardened warriors walking like runway models.

You have the wrong idea. You may be a combat trained warrior like our N7 pathfinder Ryder but at the end of the day you're still a human person. Being a soldier does not change that. Don't be sexist.
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#33
Doominike

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You have the wrong idea. You may be a combat trained warrior like our N7 pathfinder Ryder but at the end of the day you're still a human person. Being a soldier does not change that. Don't be sexist.

To clarify, I'm a woman, I don't walk like that, it bugs me when my characters do. 

 

I'd be fine with it if you could pick which animation set you want in Character Creation. Same thing if a mission or segment requires a cleaned-up/civilian outfit, have a dress as an option if you want but also allow me to have say, a military suit with pants or something. 


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#34
SKAR

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To clarify, I'm a woman, I don't walk like that, it bugs me when my characters do.

I'd be fine with it if you could pick which animation set you want in Character Creation. Same thing if a mission or segment requires a cleaned-up/civilian outfit, have a dress as an option if you want but also allow me to have say, a military suit with pants or something.

My apologies. My bad. I didn't know. Now I feel bad. :( But I doubt that if they have female mocap actors that they'll be walking around like fashion models. Don't you think there are at least subtle differences between how a man walks and how a woman walks? Also in ME 2 when fem Shep wore a dress she never crossed her legs? When you wear a dress don't you usually cross your legs or no? Does it matter to you?
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#35
Shadow Recon117

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The only thing I hope for in cutscenes is when my character pulls out a weapon that it is a weapon my character uses and that it is the right one equipped. ME3 bugged me with that, broke immersion for me to see my character holding an avenger in a scene when a vindicator was on my back.


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#36
SKAR

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The only thing I hope for in cutscenes is when my character pulls out a weapon that it is a weapon my character uses and that it is the right one equipped. ME3 bugged me with that, broke immersion for me to see my character holding an avenger in a scene when a vindicator was on my back.

IKR? That's made me so mad. Same with squadmates.

#37
Doominike

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My apologies. My bad. I didn't know. Now I feel bad. :( But I doubt that if they have female mocap actors that they'll be walking around like fashion models. Don't you think there are at least subtle differences between how a man walks and how a woman walks? Also in ME 2 when fem Shep wore a dress she never crossed her legs? When you wear a dress don't you usually cross your legs or no? Does it matter to you?

In general, ya there are, which is why I said "I don't walk like that" and not something like "real women have zero hip sway", so I'm aware that I'm an outlier. Ideally they should tone it down from DA2 and DAI (actually ME was already fine iirc) and allow us to pick. You could be a swaying-walk dude too. 

 

To the 2nd thing: well I don't wear dresses nor do I do I cross my legs when I sit so it doesn't really matter to me. I imagine it must be somewhat jarring to those who do like/wear them. Regardless it wouldn't be hard to make it optional (unlike Kasumi's loyalty mission and that one segment of Citadel), in fact it's probably more work to lock an outfit with a specific segment rather than simply use the regular non-combat outfit the player picked. 


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#38
UpUpAway95

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In general, ya there are, which is why I said "I don't walk like that" and not something like "real women have zero hip sway", so I'm aware that I'm an outlier. Ideally they should tone it down from DA2 and DAI (actually ME was already fine iirc) and allow us to pick. You could be a swaying-walk dude too. 

 

To the 2nd thing: well I don't wear dresses nor do I do I cross my legs when I sit so it doesn't really matter to me. I imagine it must be somewhat jarring to those who do like/wear them. Regardless it wouldn't be hard to make it optional (unlike Kasumi's loyalty mission and that one segment of Citadel), in fact it's probably more work to lock an outfit with a specific segment rather than simply use the regular non-combat outfit the player picked. 

 

However, there is a difference when a woman who merely does not cross her legs and one that spreads them wide apart, effectively flashing her crotch to a superior officer (as FemShep did at the end of the Arrival DLC if he happened to be still wearing the dress from Kasumi's loyalty mission - which is how it happened to me).  I'm not expect feminine military PCs to move and sit like runway models... but there should be an element of some proper etiquette in the game.  I would have appreciated it if the game had arbitrarily selected the "casual" dress for that scene such that Shepard was not shown in a dressy dress if the player had accidentally not thought to change Shepard's casual attire after Kasumi's loyalty mission.



#39
Doominike

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Obviously they shouldn't combine a spread legs position with wearing a dress, cause's that's dumb. You wouldn't be flashing anything if you were wearing pants. 

 

Also, technically you have no superior officers. As a Spectre you have zero obligations to obey anyone from the Alliance. 


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#40
SKAR

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Obviously they shouldn't combine a spread legs position with wearing a dress, cause's that's dumb. You wouldn't be flashing anything if you were wearing pants.

Also, technically you have no superior officers. As a Spectre you have zero obligations to obey anyone from the Alliance.

But Shep's not an ordinary spectre. He's still obeying the Alliance regardless. But whatever. We're not a spectre now. And about the flashing. What if it was on purpose?

#41
Doominike

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But Shep's not an ordinary spectre. He's still obeying the Alliance regardless. But whatever. We're not a spectre now. And about the flashing. What if it was on purpose?

BW decided that Shep arbitrarily obeys the Alliance, cause their story wouldn't work otherwise. But Shep isn't legally binded to follow their orders. Confiscating the SR2 was also basically theft since it was made from scratch by Cerberus and given the Shepard, it's in no way theirs. 

 

You could RP a fem!Shep that wants to blatantly panty flash people I guess. 


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#42
Xerxes52

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I like cinematic cutscenes ... but there is a limit; the Metal Gear series tends to take one look at that limit and go "Naaaah - screw it; sit back for 20 minutes and enjoy the movie..."

 

Game: Hey Snake! Let's talk about NATO and Warsaw Pact Nuclear Proliferation for an hour!

 

Snake: No thanks, I need to go kill a bunch of animal-themed bad guys.

 

Game: That wasn't a suggestion, now sit down and watch this video!

 

Snake: AAAAAUUGH!

 

 

But yes, I would like to see more cinematics in the game, rather than what they tried with DA:I.



#43
UpUpAway95

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Obviously they shouldn't combine a spread legs position with wearing a dress, cause's that's dumb. You wouldn't be flashing anything if you were wearing pants. 

 

Also, technically you have no superior officers. As a Spectre you have zero obligations to obey anyone from the Alliance. 

 

... as I said, the solution there was to make it so the game change the dress to pants for that particular scene automatically.  As for Shepard still considering Hackett to still be a superior officer... She continues to call him "Sir" even in the Arrival DLC and does wind up following Hackett's "request" to return to earth with dress blues on.  I doubt she would have called "Sir" if her intention was to "flash" him..  Also, at the beginning of ME3, she salutes him (although that part is after being reinstated as a Commander in the Alliance; however, this is done regardless of whether she is or is not actually a Spectre at that point.

 

I would have not been started if there had been an option for Shepard to flash Hackett on purpose... but this was, in my case, completely accidental - an oversight about changing back to Shepard's normal casual dress after having played the Kasumi DLC.  Had there been an option, I would have put it in the same category as a male Shepard making a play for the much, much older Samara.  Having an option to move Shepard's legs during the scene would have been a vast improvement to that particular cut scene.  As it was, it seems to just be an oversight on Bioware's part.



#44
Sylvius the Mad

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BW decided that Shep arbitrarily obeys the Alliance, cause their story wouldn't work otherwise.

This is a huge problem with the whole ME series. Right out of the gate, Shepard is given a job that moves her out of the Alliance chain of command, but she's required to act as if she's still in it.

Even if she were still in it, I would need to be told in advance that the character was required to follow orders, because otherwise I'd be inclined to try to play a character who doesn't.

#45
UpUpAway95

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This is a huge problem with the whole ME series. Right out of the gate, Shepard is given a job that moves her out of the Alliance chain of command, but she's required to act as if she's still in it.

Even if she were still in it, I would need to be told in advance that the character was required to follow orders, because otherwise I'd be inclined to try to play a character who doesn't.

 

The character range for Shepard,  as written, is one who, regardless of not having to follow orders, still feels some sense of respect for the individuals in the Alliance to whom he/she used to report and some sense of remaining loyalty to the Alliance.  Even a Renegade Shepard still shows signs of respecting the uniform and individuals like Hackett and Anderson.  Hackett makes it quite clear at the beginning of the Arrival DLC that Shepard would be doing this as a favor to him not as an order from him.  The player is not given the option to tell Hackett to just blow off (i.e. to effect end the friendship).  This is essentially the same as the situation for much of ME1, where, I believe, you really only have the option to turn down Hackett once - that being the Beseiged Base mission where the dialogue basically tells Hackett that you don't have time for it and it results it you not receiving the mission. 

 

For the most part (panty flashes aside), the options are entirely consistent with the range of characterization we've been given... one who respects the elder Hackett and Hackett's status in the Alliance.  For example, people meeting elder people with stature - Drs., Officers, etc. do generally show these individuals respects despite not being directly obligated to "obey" them.  Some people don't...Bioware has characterized all degrees of Shepard as the former, the latter is outside the parameters of the game.  As I said, I would not have even blinked if there had been a "romance" option for a Femship to flash Hackett... but Hacket was not a "romanceable" character.  The panty flash was really just poor execution of a cutscene on Bioware's part.

 

Despite your assertions that "player agency" and "player control" are two different things... it seems to me that what you really want is more "player agency" - i.e. the ability to just do whatever you want... i.e. to effectively "write" your own character.  It's certainly does not seem to be just about predictability and "player control" with you.



#46
PunchFaceReporter

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Yeah they really need Female animations. Femshep looked like she had taken a dump in her suit sometimes.
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#47
Sylvius the Mad

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The character range for Shepard, as written, is one who, regardless of not having to follow orders, still feels some sense of respect for the individuals in the Alliance to whom he/she used to report and some sense of remaining loyalty to the Alliance. Even a Renegade Shepard still shows signs of respecting the uniform and individuals like Hackett and Anderson. Hackett makes it quite clear at the beginning of the Arrival DLC that Shepard would be doing this as a favor to him not as an order from him. The player is not given the option to tell Hackett to just blow off (i.e. to effect end the friendship). This is essentially the same as the situation for much of ME1, where, I believe, you really only have the option to turn down Hackett once - that being the Beseiged Base mission where the dialogue basically tells Hackett that you don't have time for it and it results it you not receiving the mission.

For the most part (panty flashes aside), the options are entirely consistent with the range of characterization we've been given... one who respects the elder Hackett and Hackett's status in the Alliance. For example, people meeting elder people with stature - Drs., Officers, etc. do generally show these individuals respects despite not being directly obligated to "obey" them. Some people don't...Bioware has characterized all degrees of Shepard as the former... the latter is outside the parameters of the game. As I said, I would not have even blinked if there had been a "romance" option for a Femship to flash Hackett... but Hacket was not a "romanceable" character. The pany flash was really just poor execution of a cutscene on Bioware's part.

Despite your assertions that "player agency" and "player control" are two different things... it seems to me that what you really want is more "player agency" - i.e. the ability to just do whatever you want... i.e. to effectively "write" your own character. It's certainly does not seem to be just about predictability and "player control" with you.

The game asks me to make decisions on behalf of the character. Those decisions need to be based on something, so I invent personality on which to base those decisions.

This only works if I know to what parameters that personality needs to conform. But I don't, because the game doesn't tell me until it's too late.

I don't mind having my creatitivity constrained, but I need to know what those constraints are or I'll just run into them after the personality is already formed (and has already informed past decisions).

If I'm to roleplay this character, I need an in-character justificationfor every single thing she does, from what equipment she uses to what skills she learns to what missions she accepts and how or if she chooses to complete them.

Every time I create that justification, it needs to be consistent with all other actions that character will take in the game. Not every action she can take, but every action she does take. Therefore, if there are mandatory actions (such as following orders), we need to know about them so as to avoid creating justifications which preclude them.
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#48
Beerfish

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This is a huge problem with the whole ME series. Right out of the gate, Shepard is given a job that moves her out of the Alliance chain of command, but she's required to act as if she's still in it.

Even if she were still in it, I would need to be told in advance that the character was required to follow orders, because otherwise I'd be inclined to try to play a character who doesn't.

There are lots of role play ops to ignore the alliance or tell them to stuff it more or less.  See the scene with the Admiral than wants to inspect the Normandy.  You can also ignore a ton of quests from Hackett if you wish.



#49
Beerfish

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Yeah they really need Female animations. Femshep looked like she had taken a dump in her suit sometimes.

The complaints about her walking and running over the last few bioware games are totally becasue they tried to give her 'female' animations with the old away hips bit.

 

Previous games all the animations were the same and they were blasted becasue fem shep or fem warden or whatever walked and ran like a man.



#50
UpUpAway95

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There are lots of role play ops to ignore the alliance or tell them to stuff it more or less.  See the scene with the Admiral than wants to inspect the Normandy.  You can also ignore a ton of quests from Hackett if you wish.

 

Shepard still does so in a basically respectful manner... it's always - "more or less" stuff it, sir... rather than blatant insolence.  While Shepard can say things that are blatantly rude to others, he/she is never allowed to be that blatantly disrespectful of Hackett, Anderson or any other Admiral in the Alliance... including Mikhailovich (which is as close as he/she can get to being insolent with an officer of the Alliance.

 

The game asks me to make decisions on behalf of the character. Those decisions need to be based on something, so I invent personality on which to base those decisions.

This only works if I know to what parameters that personality needs to conform. But I don't, because the game doesn't tell me until it's too late.

I don't mind having my creatitivity constrained, but I need to know what those constraints are or I'll just run into them after the personality is already formed (and has already informed past decisions).

If I'm to roleplay this character, I need an in-character justificationfor every single thing she does, from what equipment she uses to what skills she learns to what missions she accepts and how or if she chooses to complete them.

Every time I create that justification, it needs to be consistent with all other actions that character will take in the game. Not every action she can take, but every action she does take. Therefore, if there are mandatory actions (such as following orders), we need to know about them so as to avoid creating justifications which preclude them.

 

You are told waaaay early on that being respectful of officers in the Alliance is just the way it's gonna be with that Shepard.  Even your most renegade choices with Anderson and Hackett do not tell them to "go F themselves, etc."  The first lines out of Shepard's mouth, regardless of what is chosen, shows respect for the uniform... the most Renegade choice being "You're marines, act like it."  For you to "invent" a personality that is inconsistent with that general respectfulness is to blatantly ignore the signs you're being given.  Clearly your own language in your post shows that what you're wanting is the ability to "write" your own character completely regardless of the limitations of the game.  You want to be able to "invent" your character's personality ahead of time and in all respects and that is "wanting to write your own character" and not being willing to role play a character within the confines of what is presented in the game.


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