Who Loves the interrupt system ?
#101
Posté 04 février 2010 - 09:12
#102
Posté 04 février 2010 - 09:13
Seamlessly awesome.
#103
Posté 04 février 2010 - 09:15
Maria Caliban wrote...
The Demonologist wrote...
I liked them, though I wish the icons were more subtle and less 'in your face' RENEGADE OR PARAGON!
Maybe having the screen flash red or blue occasionally during the duration of its availability, while playing the sound for ME3?
The icons were very IN YOUR FACE but I apparently still missed one during the Zaeed mission because I was so focused on the crazy guy bashing the gas valve.
A blue or red flicker across the screen might be nice, but that 1) makes things hard for people who are color blind, 2) would make me think I was taking damage when an renegade interrupt started.
T'was just a suggestion, I'm sure Bioware can come up with something similar if not infinitely superior for the next installment.
#104
Posté 04 février 2010 - 09:16
Stanley Woo wrote...
I enjoy them, i think they're cool. Question for all y'all: what do you think of the little hints you get of an upcoming interrupt? Things such as showing Shepard cracking his knuckles before a punching interrupt, or Shepard handling his gun before a shooting interrupt? Was it clear? Did it help you decide whether to use the interrupt, or decide which interrupt (Paragon or Renegade) to use? Did you even notice it?
I think it has to be more clear if you will have the chance to preform a paragon interrupt after waiting out the renegade one and vice versa. Really the only option you have is to save before a conversation and do nothing to know what possibilities you might have.
#105
Posté 04 février 2010 - 09:17
One of my favorites is when the camera focuses on a flameble gass tank and Shepard shoots it, instantly incinerating the annoying krogan.
Modifié par JedTed, 04 février 2010 - 09:21 .
#106
Posté 04 février 2010 - 09:17
I think most problematic is, that my Paragon or Renegade points decide if I can intimidate someone or not. In some points of the game, I am forced to be a really renegade or paragon to use the options and so I have to use some of the interrupts, to get more points. I hope that the sequel will feature a skill bar for Renegade/Paragon like in the first game, so I am not forced to make jerky decisions.
Of course, these decisions were made in my second playthrough, so I can see what happens if I reconsile between fights in a renegade and paragon way. But however I didn`t really liked to punch someone just that I can make a renegade answer with Miaranda and Jack.
#107
Posté 04 février 2010 - 09:18
Stanley Woo wrote...
I enjoy them, i think they're cool. Question for all y'all: what do you think of the little hints you get of an upcoming interrupt? Things such as showing Shepard cracking his knuckles before a punching interrupt, or Shepard handling his gun before a shooting interrupt? Was it clear? Did it help you decide whether to use the interrupt, or decide which interrupt (Paragon or Renegade) to use? Did you even notice it?
The renegade interrupts were very clear. However I can't remember a SINGLE paragon hint before they actually popped up. The only things that gave me any sort of heads up about them (paragon interrupts) was when the dialog was leading to it; not an action shep makes.
See: The mother in Omega, Tali's loyalty mission. You get an idea something is going to happen from the dialog but there are no visual cues I could make out.
#108
Posté 04 février 2010 - 09:22
Shepard: *snap neck* BLAM BLAM BLAM BLAM BLAM
I think the little cues do work, but sometimes I'd like a clearer indication that there would be a Paragon interrupt option after the Renegade, or vice versa.Stanley Woo wrote...
I enjoy them, i think they're cool. Question for all y'all: what do you think of the little hints you get of an upcoming interrupt? Things such as showing Shepard cracking his knuckles before a punching interrupt, or Shepard handling his gun before a shooting interrupt? Was it clear? Did it help you decide whether to use the interrupt, or decide which interrupt (Paragon or Renegade) to use? Did you even notice it?
Modifié par mewarmo990, 04 février 2010 - 09:22 .
#109
Posté 04 février 2010 - 09:23
#110
Posté 04 février 2010 - 09:23
#111
Posté 04 février 2010 - 09:25
#112
Posté 04 février 2010 - 09:31
Stanley Woo wrote...
Yeah, I think Paragon foreshadowing would be a little harder to do. I mean, hinting that Shepard might use a gun or his fists, or will do something in anger? Easy to indicate. But how do you show that he's going to not use his gun or talk someone down in a reasonable manner? Can anyone think of some ways Paragon interrupts could be foreshadowed?
I don't want to bash too much on something already debated countless times already...
But if the helmets would be removed for dialogues, like Dragon Age, the face would always be visible to the nice expressions you guys can sometimes put in those pieces of dialogues. (Beside where a closed helmet is needed of course, vacuum of space, bio hazard, etc...)
Anger is not the only emotion that is easily readable on someone's face. Smile or relief for a little tender interrupt. Smirk before answering because you know thought of the perfect argument. Shaking your head no without a I'LL KILL YOU expression can lead to a possible verbal rebunk...
Thinking back, I didn't use one Renegate interrupt so far but I was able to spot a few before the icon flashed. Not always knowing what would have happened but not being surprised seeing the Renegate interrupt icon.
Only focusing on Paragorn, maybe that's why once I saw the result I couldn't remember if anything was foreshadowed.
Edit : The voice actor can work with this too. A pause at the right moment in the middle of a sentence to show some hesitation. Change of tone that makes us feel Shepard is not on the same page... I agree it would be impossible to really tell what the action taken would be... But it wouldn't come at a total surprise in a "What? Why now and not 5 minutes ago in X situation?".
Modifié par HemisH, 04 février 2010 - 09:38 .
#113
Posté 04 février 2010 - 09:33
#114
Posté 04 février 2010 - 09:38
#115
Posté 04 février 2010 - 09:39
Stanley Woo wrote...
I enjoy them, i think they're cool. Question for all y'all: what do you think of the little hints you get of an upcoming interrupt? Things such as showing Shepard cracking his knuckles before a punching interrupt, or Shepard handling his gun before a shooting interrupt? Was it clear? Did it help you decide whether to use the interrupt, or decide which interrupt (Paragon or Renegade) to use? Did you even notice it?
Agreed on the coolness of this system =). Signs of coming interruptions helped me pretty good, e.g. there were some times when using Renegade interruption is pretty convenient and not really THAT Renegade ()(playing as Paragon Shep
Also that adds a little more immesrion in the game with all those pre-interrupt animations =)
#116
Posté 04 février 2010 - 09:45
Stanley Woo wrote...
Yeah, I think Paragon foreshadowing would be a little harder to do. I mean, hinting that Shepard might use a gun or his fists, or will do something in anger? Easy to indicate. But how do you show that he's going to not use his gun or talk someone down in a reasonable manner? Can anyone think of some ways Paragon interrupts could be foreshadowed?
Eyebrows scrunching together in the middle, eyes slowly opening wider. Maybe a free hand moving toward the mouth while Sheps/the characters mouth slowly opens. It's more facial expression than anything that could be easily done with a prop.
For paragon interrupts where shep isn't going to shoot someone/etc do the opposite of the regenade interrupts. Instead of an angle that shows Shep going for his/her gun, do the reverse; sheps hand was already on the gun and slowly starts to move away from it. You could even use Hong Kong action movies as a source. Shep has a gun pointed at someone, tense standoff in progress when...*paragon interrupt* and shep pops out the heat sink of the gun and holsters the weapon, all while saying something like "...not today".
Picture examples of possible facial expressions:
http://www.jimandell...oTragicFace.jpg
http://en.wikipedia....Dead_(1859).jpg
http://2.bp.blogspot...PietaCenter.jpg
It's something more for the animation team but there ya go! Hell, take a trip with the animation/writing team to your local museum as a field trip (the museums can certainly use the revenue). Find powerful pieces of art and "borrow" expressions the team connects with. "The Remorse of Orestes" would be a GOOD one for possible renegade use
http://vonneumannmac..._of_orestes.jpg
-edit-
Small warning about those pictures. They are classical pieces of art but some do contain a bit of nudity. However it is art so I firmly sit my butt in the grey-zone on posting those.
Modifié par Father_G, 04 février 2010 - 09:47 .
#117
Posté 04 février 2010 - 09:50
Father_G wrote...
See: Tali's loyalty mission. You get an idea something is going to happen from the dialog but there are no visual cues I could make out.
This one i liked and wish there were more Paragon interupts like it. Most of the ones i've seen are more less handing out medi-gel to someone in need or stopping someone from doing something very renegade.
I think the Renegade interupts are well telegraphed with Shepard's actions, the Paragon interupts however should be indicated through dialog. If you intend to play as a Paragon then chances are you like listening to the dialog so as long as the conversational cues are there then you should be able to anticipate an interupt that way.
That's just my thought ofcorse. With the Tali one mentioned earlier i KNEW that it would be a comforting gesture based on what she said.
#118
Posté 04 février 2010 - 09:51
how about holding his arms out in a "whoa, calm down" manner. Does that indicate that Shepard is intending to talk someone down? Or at least try and defuse the situation?
#119
Posté 04 février 2010 - 09:56
Stanley Woo wrote...
Oh, I understand the facial expressions, but how doe we indicate to the player that this is an indication of an upcoming interrupt rather than just Shepard reacting to the conversation normally? When he's flexing his hands and looking restless, it's easy to see that as an impending action. But relaxing, smirking or raising eyebrows? That's an indication of a lack of action to me, not an indication of impending positive action.
how about holding his arms out in a "whoa, calm down" manner. Does that indicate that Shepard is intending to talk someone down? Or at least try and defuse the situation?
Hmm it would feel like the action is already taken so no need for the interrupt. I mean you already did the "whoa, calm down" action... It's not bad but it's a bit too easy.
Sounds and music can help... Also maybe a "But-" said by the character as if trying to say something back... in these situations you need to try again in a few seconds, by which point you may have changed your mind (and not activate the interrupt when it shows).
Something that can be too complex would be something a party member would do. A few words and Shepard's body language agrees (if you don't do the interrupt he kind of brushes it off).
You raised an interesting point, Mr. Woo.
#120
Posté 04 février 2010 - 09:59
1- Shooting someone under a table. You know you want to.
2- Throwing a drink in someone's face.
3- Anything involving an ice cream cone.
#121
Posté 04 février 2010 - 10:01
#122
Posté 04 février 2010 - 10:01
#123
Posté 04 février 2010 - 10:03
Stanley Woo wrote...
how about holding his arms out in a "whoa, calm down" manner. Does that indicate that Shepard is intending to talk someone down? Or at least try and defuse the situation?
That would work perfectly. Shep stands behind someone and before the P. interrupt is about to come up, reaches his/her arm out, hand held open, slowly. If you don't use the interrupt then Shep pulls their arm back. If you do the action completes, grasps their shoulder/arm and you get the paragon dialog.
Almost like... paragon telegraphs show half/some of the potentional action you can perform. If you pick the interrupt, it plays out fully. If you don't Shep has a "wait a second" reconsideration and pulls back.
Put it in the context of the Tali loyality interrupt; while Tali is kneeling, Shep starts to walk forward with arms moving outward, spread. Ignore the interrupt and shep stops and steps back where he/she was standing. If you pick it the arms go out fully and the interrupt continues as normal. Same for the mom on Omega.
#124
Posté 04 février 2010 - 10:06
#125
Posté 04 février 2010 - 10:07
SethSteiner wrote...
As for the facial expression, I could understand the meaning of a mimic and the blue blinking paragon interrupt. I don`t think it`s hard to understand if there is a blue icon with that expression in the face.
The whole point is trying to give an indication that the blinking icon is about to appear before it is actually on the screen. It seems (to me) that they don't want the interrupts to be God of War/Resident Evil style "KEEP YOUR HAND ON THE MOUSE SUCKA OR YOU MAY DIE" more "here is a potential action you can take in order to change this encounter to your own ethical tastes".




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