Alpha revan wrote...
lamar5000 wrote...
Alpha revan wrote...
Bring back the Mako
While the use of the Mako wasn't utilized as well as it could have been in ME1, the vehicle itself is by far superior to the Hammerhead. It just fit Shepard and what he was doing, dropping down to a planet in some rugged heavily armored APC with jump thrusters. I mean the Mako was one of the first things that drew me in when i saw a ME1 commercial. It just fits. They could bring back planets somewhat like in ME1 but with an easier way of locating things as well as slightly less annoying terrain. The Hammerhead to me just feels like a POS little toy.... Sorry but with all the bugs in the first game the Mako was just by far better fitting in the story, and i thought it functioned better.
I couldn't agree more. I miss the mako (I played ME 1 on the PC so I had no problems with how it controlled). I was a mechanically elaborate and compelling vehicle. To me, the Hammerhead felt like a generic hovercraft with not much substance in its architecture, weaponry and handling. I found the missions involving the Hammerhead were linear and confined. Overall, the planets of ME 2 didn't have the same sense of vastness as in ME 1. Also the fact that you couldn't exit the Hammerhead made these missions feel detached from the overall gameplay. I liked driving to a settlement, exiting the mako to explore the settlement on foot and then proceeding to the next one. And with a more open environment, I had many ways of approaching my objective. Yes the environments were repetitive and exploring planets one after another became a tedious task, but it added a lot of scale to the game, which was lost a bit in ME2.
I would like to see ground missions involving vehicles in ME 3 (preferably the mako). I think having more open maps like in ME 1 is the right approach. The design of the missions and environments would just have to be more varied.
You and I see eye t0 eye on this matter. The vastness of the galaxy was lost quite a bit with the lack of non linear planet exploration in the rugged Mako. I loved looking at the unique hostile planets with constant meteor showers, or blizzards, creepy ambients, desolation, and coming across the little installations on odd planets. Admiral Hackets transmissions were also pretty cool with him asking you to check different things out. Overall Bioware hit the nail on the head using the Mako, maybe if it had just been refined a bit, as well as it's use, it would have worked out better. Seeing as how the Mako is completely intact on Alchera, i think it should be returned and the Hammerhead should have some sort of demise as well as it's failure as a prototype.
Agreed on all points. The Hammerhead ended up being a kind of silly and childish compared to the Mako--it even kind of looked like something out of Super MarioKart. Certain terrain was simply impossible. Perhaps a refined mako/ hammerhead that could circle-strafe around enemies, etc. Otherwise--there really was nothing wrong with the open-ended planetary missions. One of my favorite things was on my second or third playthrough of ME 1, I would discover features (especially on Luna, and a few other worlds) that I hadn't seen on my first visit. Like the burning APC on Edolus, or a separate installation of rogue missile batteries on Luna. I could go on. Anyhow, it was that facet of the game that kept me coming back. I don't think any of the N7 missions have that same kind of mystery or added the same sense of scale, though they were for the most part exceptionally well done. All the sameI expect more out of a planet that flying down into a fissure in the rock of some unexplored world and essentially entering an underground installation. As wonderfully rendered as it might be, it doesn't really give you the sense of being somewhere at the far edges of the galaxy, and I really missed that. The comment above about the ambients is really right on. The howling wind, the dead silence, or the occasional animal calls that you could hear on certain planets actually gave me chills, that's how good and unexpected they were. Especially the places where you can hear the Rachni calling to each other. I think if you could combine those open worlds with site-specific structures (even random combinations of those modular colony buildings that seem to be everywhere), they'd be well on your way to giving us what we want.




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