Who Loves the interrupt system ?
#151
Posté 05 février 2010 - 01:43
the only reason why my all Paragon Shep have some Renegate points
but i would love in some ocassions see two possible option at one time, like with dialog you can react like a renegate or like paragon
any way the system is great
#152
Posté 05 février 2010 - 02:37
masterthehero wrote...
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.
You know, I think that is a great idea. Keep the close ups of fists and guns for Renegade options, and maybe a slow zoom in/out on Shepard to indicate a Paragon interrupt.
#153
Posté 05 février 2010 - 03:05
ratzerman wrote...
I could usually tell when a renegade option was coming. Shep's body language gave it away. But I play almost exclusively paragon (go ahead and laugh), and those interrupts always caught me by surprise. I got in the habit of putting a finger on the left trigger during every cutscene, just in case. I still missed a couple really quick ones, which made me have to go back to an earlier save.
I played almost exclusively paragon too, so I ignored most of the interrupts. I would do a couple though, I love the way they played out and the body langauge and cuts in the cinematic made it fairly easy to tell what was going to happen. It's a nice way to improve something (dialogue wheel) that's already really great without taking anything away from it.
#154
Posté 05 février 2010 - 03:20
#155
Posté 05 février 2010 - 04:13
To continue on the interesting questions raised in this thread... Maybe different icons (or position like top right and bottom right for paragorn) for "action" or "verbal". So you don't just break someone's jaw as a paragorn interrupt when you think you will talk some sense into someone. Hell gives us both options on some of them.
Or depending on the kind of choices you take as a paragorn or renegade, some interrupts would be more physical or verbal depending on the way you play your paragorn (or renegate).
Just throwing stuff out there. Maybe I'm not making sense.
#156
Posté 05 février 2010 - 06:48
I really like the interrupts and even tohugh I usually don't see them coming (ME2 is very, very cinematic, I tend to sit back and watch the scene play itself and usually miss the chance to do anything
Who am I kidding, I LOVE them and would like to see some in ME3!
#157
Posté 05 février 2010 - 08:50
#158
Posté 05 février 2010 - 09:14
#159
Posté 05 février 2010 - 09:21
Only complaint is that the interrupt when you recruit archangel and are looking down the scope is really hard too see, I didn't notice it on my first two playthroughs.
#160
Posté 05 février 2010 - 09:45
HemisH wrote...
To continue on the interesting questions raised in this thread... Maybe different icons (or position like top right and bottom right for paragorn) for "action" or "verbal". So you don't just break someone's jaw as a paragorn interrupt when you think you will talk some sense into someone. Hell gives us both options on some of them.
my thoughts exactly. Maybe in the interupt conversations have the symbol appear at the bottom in grey/orange(like traffic lights!?
Changing the symbol for action/verbal. and just have colour indication for Renagade/paragon.
Hell i took some of the Renegade interupts in my first play through because they were new and fun...
#161
Posté 05 février 2010 - 10:10
#162
Posté 06 février 2010 - 12:25
#163
Posté 06 février 2010 - 12:31
Trigonous wrote...
I absolutely loved the new system. Hence why my Paragon Shepard has more than a few Renegade points.
Only complaint is that the interrupt when you recruit archangel and are looking down the scope is really hard too see, I didn't notice it on my first two playthroughs.
I noticed it on my first playthrough, but I was a paragon so I didn't do it. I just got there on my Renegade Sentinel last night and laughed as I clicked the interrupt.
I must say I think the Renegade interrupts are better than the Paragon ones (I've finished the game as a paragon, but am only 50% of the way through my Renegade).
#164
Posté 06 février 2010 - 12:32
#165
Posté 06 février 2010 - 12:38
But upon playing the game I have to say it's well implemented and it actually does add something to the dialogue scenes even for those of us that loved them in the ME1 without taking anything away. IMO. One of the few changes I can say that about.
Modifié par Mezinger, 06 février 2010 - 12:40 .
#166
Posté 06 février 2010 - 02:37
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 didn't like it to be honest.
It doesn't work playing as a paragon it made Shepard look bloodthirsty and you have to restrain her to hold back by not pressing the button.
#167
Posté 06 février 2010 - 02:49
#168
Posté 06 février 2010 - 07:41
WilliamShatner wrote...
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 didn't like it to be honest.
It doesn't work playing as a paragon it made Shepard look bloodthirsty and you have to restrain her to hold back by not pressing the button.
I don't think it's so much a matter of being bloodthirsty as more of a way to show the player what crossed Shepard's mind. If you feel like punching someone, you'll likely close your fist (your left fist usualy, BTW, even if you're not left-handed) or you might consider reaching for your gun in a dangerous situation.
For instance, there's an interrupt where you an enemy is giving his big speech about how he'll kill everyone, the camera points at a gas tank right below him and you're given the opportunity to make a Renegade interrupt. That's not a matter of Shepard being bloodthirsty, he's just noticing an opportunity and you're given a choice whether or not he'll take it depending on your choices.
Anyway, just my opinion on that little detail
#169
Posté 06 février 2010 - 07:43
Draven2point0 wrote...
I love them. People would be talking and Shepards all like "I'm sorry, I can't hear you over the sound of how awesome I am"
This. Loved the interrupts.
#170
Posté 06 février 2010 - 07:50
WilliamShatner wrote...
I didn't like it to be honest.
It doesn't work playing as a paragon it made Shepard look bloodthirsty and you have to restrain her to hold back by not pressing the button.
It`s not like every gamer tries to be an extreme. I like it more to play a Shepard who reacts like I would react and I think even for the extrem paragons it is something that adds something like realism. You can`t like everything and smile all the time.
#171
Posté 06 février 2010 - 07:59
#172
Posté 06 février 2010 - 08:17
@Stanley Woo:
Perhaps to imply that a Paragon interrupt is coming up an audio cue could be implemented. A certain recognisable chord or tone in the background music or something. I can't think of anyway to visually imply it though.
Modifié par BinJuice82, 06 février 2010 - 08:18 .
#173
Posté 06 février 2010 - 08:25
#174
Posté 06 février 2010 - 08:30
I do love the interrupt system, though! I'm still on my first playthrough, Paragon, but I have taken a couple of the Renegade interrupts because it felt appropriate to take an aggressive action at those times. I love the fact that it makes us more 'active participants' in conversations!
#175
Posté 06 février 2010 - 09:11
BinJuice82 wrote...
@Stanley Woo:
Perhaps to imply that a Paragon interrupt is coming up an audio cue could be implemented. A certain recognisable chord or tone in the background music or something. I can't think of anyway to visually imply it though.
There already are audio cues for interrupts, only they're only present during the window of opportunity that you have to make one, not before. You know, just in case you're not noticing the big, colored, flashing symbols that pop up in those moments.
Even the audio cues are different depending on the kind of interrupt: the Renegade interrupts have a high pitched buzz and Paragon interrupts... sound like something else, but I can't remember what:whistle:.




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