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My feedback for Bioware for both ME games


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D4rk50ul808

D4rk50ul808
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I am only speaking on my personal experience playing both games, feel free to add your own take on things.

I want to say first that I really enjoy playing both games and that they are by far my favorite "action RPG" games that I have played.  I'm hoping this is something the dev team can look at and perhaps understand why there might be negative feedback regarding the changes made and the original for that matter.

I wasn't the biggest fan of the Mako in the first game.  I am even less a fan of the scanning in the second game.  I realized WHY I really don't like these portions of the game.  There is NO reward for doing it that truly makes it worth it.  Sure you found money in the first one, but for the most part you could just go to the markers and be fine.  In this game you can find "minerals" to build upgrades and some pretty linear mini missions.

You are BIOWARE last time I checked.  Keep the Mako because exploration is what made ME1 so cool.  Try doing what you do with almost all your other games and add some unique rewards.  If I choose to drive my Mako/Hammerhead all over the place scouring for stuff, let me find something cool.  Unique armor, weapons, upgrades, teammates, or whatever fits in the game universe.  If these were added to the existing ME1 game, it would instantly double the fun.  Downloading unique stuff is fun for 30 minutes, looking for it in game can be fun for hours.

The graphics are great in the second, but it seems like it took up so much extra space that the missions had to be made extremely linear.  Why couldn't we drive our Mako up to the place and attack/explore it how we saw fit.  I understand that certain missions NEED to be linear to build suspense and to show off set pieces, but you can use those for major story twists.  Choices in conversation = good, choices in how you play the game = better.

The classes are actually much improved this time around.  I do miss the customization I had in the first game, but I love the difference in playstyle the new way forces.  Perhaps a happy medium where we can still tailor each class even further (heavy vs area doesn't count).  The ammo types are neat but they shouldn't be considered a power.  If I was to make the Adept class, I would put offensive and defensive skills on separate "trees".  If you wanted the most powerful of each you would have to sacrifice points from the other side.  So if I go down the offensive side heavily, Nemesis will open up on my passive mastery skill.  Seems like it needs some tweaking and a larger skill set to choose from for each class.

Squad AI.  The lack of skill choices in this game (not a good move) forces you to rely on your squad much more than the first.  Since they are much more important please make them use cover effectively.  When an attack knocks them out of cover, they should know to get back into it.  If they are getting shot from an angle, why can't they move out of the line of fire?  Its not major but it can be frustrating.

The last thing that I feel needs attention for the future game is the way DLC is released.  Logging into the website first is not good.  Cerberus network could just open an option to enter codes that instantly unlock the items.  It would still be a way around the MS red tape, but would eliminate all of the troubles some people are having.

If you chose to read this wall I appreciate it.  Take what you will from what I typed, I really want to see some more constructive critisism from the fans rather than the "This game sucks" topics.  Look forward to the third game, I'm sure I will be playing this one still when it comes out.