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Who Loves the interrupt system ?


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#126
jkruse05

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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?


I can think of a few, Shepard looking down and showing an enemy's gun when he intends to disarm them,  putting a hesitant hand, or single finger up when he wants to interrupt a conversation, reaching a hand toward someone's shoulder if he intends to comfort them, etc. etc. It seems paragon clues would need to be more specific to the situation, whereas renegade ones can use about three clues to cover every scene. 

#127
Silver5k

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I love them! Only hate when it happens while I'm trying to drink.... :)

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?


TBH, I only noticed those during the interrogation scene. I had a hard time predicting what would happen sometimes. But I remember holding off on a renegade interrupt and waiting for the Paragon interrupt.

Otherwise, they're absolutely great and give a nice action movie feel to them - my full Paragon Shep used the renegade interrupt on several occasions I admit. They're usually just to cool to pass.

#128
Father_G

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Silver5k wrote...

I love them! Only hate when it happens while I'm trying to drink.... :)


TBH, I only noticed those during the interrogation scene. I had a hard time predicting what would happen sometimes. But I remember holding off on a renegade interrupt and waiting for the Paragon interrupt.

Otherwise, they're absolutely great and give a nice action movie feel to them - my full Paragon Shep used the renegade interrupt on several occasions I admit. They're usually just to cool to pass.


Same. Once I maxed paragon if I saw a renegade interrupt that looked cool, damn right I used it.


Actually while you're reading this thread Stanley: is it possible to make Paragon choices lower your renegade bar, and visa/versa? It seems a bit silly you can do a evil/messed up/renegade option and it have no bearing on your paragon score. It would make sense. If you're "HARDCORE EVIL RAWR" Shep and you show mercy it should make a chip in that heart of stone. On the other hand, if you're "super-saint I crap rainbows" shep and you pick a renegade option/interrupt it should cast a shadow over that purity.

#129
Jonas TM

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I really enjoyed it. I played paragon, but some of the renegade ones were just irresistible. The batarians on Omega made me laugh really hard, my favorite without giving away too much was on Mordin's loyalty mission. It was particularly satisfying.

IMO it added a lot to the conversations.

#130
AtreiyaN7

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Oh yes, I enjoyed the interrupts. The visual cues as to what would likely happen when you took a Renegade action were pretty obvious (I, of course, was a Paragon though so I used Paragon interrupts more - still highly entertaining, and I did use a Renegade interrupt on Tuchanka - tee-hee).

Modifié par AtreiyaN7, 04 février 2010 - 10:25 .


#131
Sparrow475

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I love it, but I wish it didn't make that annoying sound whenever you use one.

#132
dal8523

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Panning of the camera to hint at what a paragon interrupt will do would also be useful -- similar to the way the camera panned to the computer screens on Freedom's Progress during the Veetor paragon interrupt. The clues don't necessarily have to be emanating from Shepard to get an idea of what the interrupt will entail.

Modifié par dal8523, 04 février 2010 - 10:27 .


#133
DSKzZziX

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I love them. Going to enjoy the renegade ones on my next playthrough :)



I loved playing 'bad cop' on one mission. That was pretty awesome.

#134
Taritu

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Yes, arms out works. So would just one hand up in an "interrupt conversation" movement.



I liked the system. The main thing is to not hit it all the time, especially if you're a paragon. Heard a lot of people distressed when they did something bad to someone who didn't really deserve it.



But I think that models impulse control quite well, so I liked it.

#135
flungmuk

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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?


For the paragon foreshadowing, I think it also depends on what the event will be.
The comforting hug for excample, step closer, 1 hand to the side of the shoulder (flash) pull them into the hug.
For a paragon comment trigger, I think we just have to take it on faith Shep wont be a goof ball. Image IPB

I love them though, although I seem to think there have been more renagade triggers than paragon for my full paragon Shepard.

Looking forward to seeing more in ME3

#136
Guest_KazuyaWright_*

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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?

Yeah I was just thinking that same idea.

Also you could Have Shep interact with his crew before a Paragon interupt. Like what he does with joker right before the Collector ship. A pat on the shoulder or something. Shep may turn to his crew on a mission and wink & smile or some other gesture.

#137
Happykola

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it's nice but sometimes it could use stronger hinting on what you're actually going to do.

#138
JedTed

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Father_G wrote...

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".


Exactly, it's not like God of War because nothing bad happens if you miss it.  I think they ment it as another incentive to replay the game.  If you missed the interupt moment cause you put the controller down to take a drink then atleast you know where it is so you can see what happens on a second playthrough.

#139
Scalpels

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I didn't read the entire thread, but it looks like the conversation has moved off the original topic. Still... here are my two credits:



LOVE the interrupt system. Keep it for Mass Effect 3.

#140
Jackal904

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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?


I don't think giving the player a heads up is really necessary. Just give them enough time to react to the interrupt opportunity. Something that would be nice is to have a meter that slowly depletes when an interrupt becomes available to show how much time the player has to initiate the interrupt. It doesn't really help give the player a heads up, but it would be nice to know how much time you have to initiate an interrupt.

#141
IronCladNinja

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 At first I was like "CURSE YOU QUICK TIME EVENTS!"

Then I said, "I can punch people in the face!" 

But yah, I like them. 

#142
dragonic9100

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i do like them, its just that on my 1st playthrough i wouldnt be looking at the corner of the screen and miss half of them. it seemed like they actually made me focus less on the cutscene and more on the symbols appearing in the corner

#143
Vagivan

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ok wait a minute, from what i'm reading, there are paragon interrupts if you leave the renegade interrupts untouched? =.=

#144
AlphaJarmel

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I would like the interrupt system in certain cutscenes. Like if Joker is about to do something stupid you can use renegade to make him do the correct option which I think would have worked great on the part directly after you go through the Omega 4 relay. That way your paragon and renegade system have a greater impact on the story.

#145
Agent_Dark_

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Quick Time Events, or more precisely 'PRESS <X> TO NOT DIE' events are the bane of gaming. Whoever came up with those events should hanged, drawn and quartered. Luckily BioWare came up with a pretty good and fun implementation of them for this game :)

#146
AlphaJarmel

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Agent_Dark_ wrote...

Quick Time Events, or more precisely 'PRESS TO NOT DIE' events are the bane of gaming. Whoever came up with those events should hanged, drawn and quartered. Luckily BioWare came up with a pretty good and fun implementation of them for this game :)


I wasn't implying using QTE.  Having the interrupt system is really the better version of it.  Like a cutscenes plays out differently if you use renegade such as going an alternative path with less gunfire but if you have the upgrades you can make it anyway through the original path.  It just adds a different spice.

#147
Inarai

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Father_G wrote...

Silver5k wrote...

I love them! Only hate when it happens while I'm trying to drink.... :)


TBH, I only noticed those during the interrogation scene. I had a hard time predicting what would happen sometimes. But I remember holding off on a renegade interrupt and waiting for the Paragon interrupt.

Otherwise, they're absolutely great and give a nice action movie feel to them - my full Paragon Shep used the renegade interrupt on several occasions I admit. They're usually just to cool to pass.


Same. Once I maxed paragon if I saw a renegade interrupt that looked cool, damn right I used it.


Actually while you're reading this thread Stanley: is it possible to make Paragon choices lower your renegade bar, and visa/versa? It seems a bit silly you can do a evil/messed up/renegade option and it have no bearing on your paragon score. It would make sense. If you're "HARDCORE EVIL RAWR" Shep and you show mercy it should make a chip in that heart of stone. On the other hand, if you're "super-saint I crap rainbows" shep and you pick a renegade option/interrupt it should cast a shadow over that purity.


That would suck for any of us that try to play a blend.  Further turning the morality system into a straightjacket is not a good idea.

#148
laksdjflkdjfd

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Who Loves the interrupt system ?



K-K-K-Kel loves the new interrupt system...



Is it true?



I do I do I do-oo

#149
Agent_Dark_

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AlphaJarmel wrote...

I wasn't implying using QTE.  Having the interrupt system is really the better version of it.  Like a cutscenes plays out differently if you use renegade such as going an alternative path with less gunfire but if you have the upgrades you can make it anyway through the original path.  It just adds a different spice.

I wasn't talking about your post ;o

#150
masterthehero

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If you are going to establish a paragon interrupt system, the best way to indicate a paragon interrupt is coming is to constantly use very specific camera cutaways. Renegade choices always show Shepard readying a gun, cracking his knuckles, essentially getting ready to do something aggressive.



With Paragon stuff, simply using a specific type of camera cutaway would be a good way to indicate an interrupt is coming up. You know it's not renegade because nothing aggressive is happening, and you know it's not a conversation camera edit because the cutaway appears very abruptly. Or if instead of doing abruptly use a slow camera zoom out, slow zooms could be good to link to Paragon choices.