I really like this feature of the Assassin's Creed franchise... and I don't see the harm in allowing people to continually replay individual sections of the game after they've completed the game itself even though the role-play aspects would be lost at that point - i.e. the decisions made during the replay would have no impact on anything. Such a feature would allow players to explore previously "unchosen' bits of dialogue "just for the heck of it" without having to start a new save to "hijack" an old one. As such, I don't think it would be all that complex a feature to set up. Of course, they could complicate the feature by allowing various "cheats" during a replay (similar to AC), but I think it would still be worthwhile even without that.
While creating saves before each mission might work well for ME1 on PC... it wasn't a viable thing on the Xbox 360; where there was a 10 save maximum; and when you load that same character as an NG+ game, you are still working with that same 10 save maximum (that is, you had to overwrite your old saves in order to play. ME2 had a higher maximum, but it still wasn't enough to enable saving before each mission with a view of being able to replay individual missions at will). ME3 reduced the maximum number of saves from ME2 (I think it was 15).
(In ME1 - You can copy the entire character game save file over to a thumb drive; but you would have to physically do this to a new thumb drive after every mission since, within the game save file, the maximum number of individual mission saves is still 10... at least I can't seem to be able to get more than that in the folder at any one point in time).
The harm is that the game has to manage how you lock in decisions. Does it allow you to farm approval points? If you are locked in to your original numbers, then why do you get to replay? If not, then how does the interaction work with other standalone content like companion conversations?
There are a lot of interdependencies in Bioware games and RPGs that make replaying slices at any time a problem.





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