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Fair and Level-Headed Review : Firewalker


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#1
Darth Sithari

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 Fair and Level-Headed Review
The Hammerhead (aka Firewalker pack)


I’ve never hidden the fact that I was (and still am) a Mako fan. Yes, there were problems. The levels got repetitive, there was a lack of anything to do except find minerals on a lot of worlds, etc, etc. Despite all that, I enjoyed the underlying idea behind the Mako: find an uncharted world, explore it, meet interesting characters, and blow s%^t up while doing so. Some of the levels in ME1 displayed the potential behind this design: one in which you respond to a distress signal, land to find a besieged marine base under attack by rachni, and have to help hold off waves of enemies. Bring Down the Sky added variations to vehicle combat (moving turrets) that made vehicle combat fun.


What made the Mako weak were two things: the first were the controls (which I personally didn’t have a problem with, but many did). Even so, I will admit that bouncing around mountains and falling upside-down in ditches to reach a downed space-probe would become irritating. The second major problem with the Mako is that while the idea was sound as a whole, they separated divided it into pieces and scattered them among the different worlds. Landing on a planet, exploring, meeting characters, fighting is a great idea, but each one on its own is boring. During Mass Effect 1 you would land on one planet and there would only be exploring and fighting, on another there would be just exploring and characters, on a third planet it would be just the first two again, then another planet would be the last two. The few planets were all 4 ingredients were combined were when the potential of the Mako would shine.


So, the question with the Hammerhead is: did Bioware “get it”? Sadly, after spending a few rounds with the new tank, I must report that the answer is no. Unfortunately, Bioware fell into the trap of improving the individual aspects of the vehicle gameplay and forgot to address the larger issue: combining the elements into a impressive whole.


Before you stop reading this review: WAIT! All is not lost! Yes, the Firewalker pack is disappointing, but I do not think the Hammerhead should be abandoned. “Why bother?” you may ask? My response is simple: Bioware can still release further DLC missions, and these new missions, if made properly, can be extremely good.  Thus, while the maiden voyage of the Hammerhead has crashed and burned, I still think this idea can soar.


Combat
I’ll begin by saying that the Hammerhead controls fine. Moving the vehicle felt completely natural. Additionally, the fire-and-forget missile system works well. But, there is one teeny, weeny issue: the tank feels like its made out of cardboard. So it’s a fast, aggressive, in-your-face vehicle... but you can’t actually get fast, aggressive, or in the enemies’ faces with it. Say what you will about the Mako, the the lil’ bugger was a tough SOB. She could run headfirst into a squad of geth primes, colossi, and come out the other side looking pretty. The Hammerhead feels like it’ll explode if you sneeze too hard. On the first planet  with combat, I was shot down in thirty seconds by three geth with assault rifles. I honestly found myself wondering “did they actually test this thing above Easy difficulty?” If someone inside a several-ton battle tank with unlimited missiles meets three ground troops with small arms and the guy in the tank is pissing his pants, something-has-gone-horribly-wrong.


Solutions for future DLC? Easy - give the Hammerhead a pair. Take off the plywood armor and give the tank a chance to survive in a fight. If the idea of the Hammerhead is to make it a faster, more intense Mako, then it needs to be able to engage in faster, more intense battles. Hiding behind rubble and firing over cover from a mile away because you’re afraid of two ground troops is not fun, nor fast, nor intense.


Level Structure & Story
Oh Bio, Bio, Bio. You know, for being the company famous for its deep characters, story, and plot, how could you not get this? Let me restate the problem with the Mako levels in the first game: you would land on a planet and all there would be to do was drive to mineral deposits or probes. You would go an entire cluster without meeting one person, and just picking up probes or minerals. So for the Hammerhead, what did Bioware think was the solution? Make several levels were all you do is run around and pick up minerals, crashed spaceship parts, only now you can fly and there’s a timer on the screen.


Yeah, doesn’t really look that exciting on paper, does it? It’s only somewhat more exciting playing it. 


Bioware, you still don’t seem to get that with vehicular combat and the uncharted worlds, we want characters, plot, combat, and exploration simultaneously. Instead, the Firewalker pack is five worlds, each only supporting one of these gameplay types. On their own, they just don’t work. The sum is greater than the whole of its parts. Furthermore, the lack of a cohesive, independent story hurts immersion. I am Commander Shepard, greatest human in history, the galaxy’s biggest hero, fighting for humanity’s survival. Why should I divert my time and efforts into visiting the backwater worlds? Shepard’s story is epic, thus, anything he does has to have an epic or important feeling. When designing a level, you need to ask the question “Is this something the most famous person in history would do?” Does flying through canyons collecting iridium fit that bill? Nuh-uh.


My One Hot-Headed Complaint
I pride myself on being a fair person. I’m not one of those hyperactive, ultrasensitive gamers that thinks the end of the world is coming if something doesn’t live up to my expectations. Sometimes, sometimes, there is one thing that will push me over the edge, some flaw or design choice that makes me loose all hope in humanity. There is one such problem in firewalker: the utter lack of being able to save mid-mission. Remember how I mentioned earlier how the Hammerhead was made out of construction paper, and a well-aimed rock could blow it up? Well, imagine my shock after being blown up for the fifth time, that I saw I would have to restart the mission from the very beginning. There are NO savepoints, and no option to manually save during the mission.


Allow me to express my emotions calmly: I wanted to find the person in charge of the save system, tie them to a chair, and beat them to death with my xbox.


Add saves.


Future DLC
I will restate the key to solid Mass Effect DLC: add missions that combine story, characters, combat, and exploration into one solid mission. I don’t want to play an arcade shooter, or a racing minigame, or prospector with my Commander Shepard, I want to be a hero. When I land on a planet, it should present some type of challenge that makes me feel that I accomplished something extraordinary. There should be fully-voiced characters with difficult decisions in every mission. When I get back to the Normandy after a hard day’s work, I need to feel like the galaxy is a better place with me around.


Allow me to give some examples of DLC that would live up to my expectations.


Sample 1: The Normandy receives a distress signal from a small border colony. Upon arrival, the colonists inform Shepard that thresher maws have been attacking, and they are desperate. Shepard and crew climb into the Hammerhead and fly bravely into the thresher nest, destroying the hive and saving the colony. The people come out with thanks.


Sample 2: Shepard arrives at a backwater world, chasing down a lead regarding a dangerous criminal warlord. He fights his way to the base with the Hammerhead. Once inside, Shepard and company battle mechs to the warlord. There, Shepard must decide whether to accept the warlord’s bribe or kill him.


Sample 3: Shepard arrives at another small, independent colony. The colony is brutal, wild-west type place. There is a brutal gang war occurring. Shepard must side with one of the gangs, or neither. At the end, a brutal shoot-out occurs in the colony center. Shepard must then chase down the fleeing gang members in the Hammerhead.


Every mission should feel like a miniature game in itself. Fully developed plot, people, and action, that fits within the context of exploring the galaxy with Commander Shepard.


I’ve got my fingers crossed for the future.

Modifié par Darth Sithari, 25 mars 2010 - 08:10 .


#2
Darth Sithari

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Dammit, my paragraphs won't copy correctly.

#3
Dethateer

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"Return" Key. Use it moar.

Ninja'd.

Modifié par Dethateer, 25 mars 2010 - 08:13 .


#4
vdeity

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I don't get why people think the Hammerhead is so fragile.

I agree that the controls were great and smooth and all that.

I think the missions should've been harder. More enemies, maybe.

I played it on Hardcore, I admit, not Insanity, but I kept many of my Mako strategies when fighting the Colossus.

The first few Colossus I fought (is that what they're called... I forget... the four legged walking tanks), I just kept my distance and let the missiles do all the work for me while I just bounced up and down to avoid taking hits... BORING.

So I started to go in and up close to my enemies. I used the turbo to ram into the Colossus and knock 'em over like I used to with the Mako. I don't think I ever ran into a tiny bit of trouble.

Hammerhead never blew up for me. I assumed that since there was no health bar, that the Hammerhead was just invincible. :P Cuz that's how it seemed to me.

#5
Dethateer

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I can honestly say that I f**king hate the missiles. I'd much rather keep my skill-based aiming than have missiles with minds of their own for a main weapon.

#6
glacier1701

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Nice review though it missed one other point about the Hammerhead. It is a hover tank and supposedly able to 'hover' over different tpes of terrain. Yet as soon as you leave solid ground your vehicle is almost instantly a burning wreck and forcing a mission restart. That is also inexcusable. The codex entry clearly states what the vehicle is supposed to be capable of yet clearly the Hammerhead does not conform to that entry. It really does seem that the idea is to push out stuff as fast as possible without doing any cursory check that the quality of the material is up to the expected normal BioWare standard. Quite frankly what has come out is bad enough that it would not surprise me if a new name for bad DLC is attached to the BioWare banner. Really is a shame that this is happening.

#7
bjdbwea

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That is indeed a fair and level-headed review. I disagree about the saving thing being a big problem. If you keep a little distance, you can blow away all enemies without them even responding. That's a bigger problem, but at least it makes saving a non-issue.

The Hammerhead was supposed to be in the main game, but we will never know how it was originally supposed to be. It was cut and left to be finished later. But so far BioWare/EA DLC was never about quality or living up to the main game. It's there for the quick money. Even though "free" for new-game buyers, the Hammerhead was obviously developed with the same attitude. You will probably not see meaningful vehicle missions before ME 3, if at all.

Modifié par bjdbwea, 25 mars 2010 - 08:42 .


#8
Atmosfear3

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I agree with everything said in the OP. Twas actually a rather good review and highlights all the necessary issues that need to be addressed.



Having said that, I'm sure the Firewalker pack is just Bioware laying down the foundation for the HH. The DLC was more of a testing ground than it was a bona fide addition to the game. We can probably expect to see the content you mentioned in the future (in ME2, if not, then ME3 at least).

#9
They call me a SpaceCowboy

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I jsut started the Firewalker dlc.. It is fun to drive, but I'ma bit lost. My first goal is to find research. I assume the green circles with giant blue columns above them are the reasearch point. The first one you get to even has a help dialog tha tpops up and tels you to right click to 'harvest' the research.



problem is right click doenst seem to have any effect.. What am I doing wrong?

#10
Kalas82

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While there might be a lot of truth in that review...u you honestly forgot one thing...it s a free dlc, at no point i expected an "over the top"-missiondesign or something like that.

I see it more like a little mini-game, which lighten s up the conversation-cover-shooting-conversation-cover-shooting-rythm.

With that in mind i had nothing to complain about.

If this will be a part of ME3 (covered up in the payed for gamedesign) i surly expect more, like u with ur review.

And still, while many are complaining about EA/Bios-dlc-tactics i m realy greatfull, getting a little thing here and there for a full-grade A-retail game..well that s actualy game-support in my interest.

#11
Guest_slimgrin_*

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Shinian2 wrote...

I jsut started the Firewalker dlc.. It is fun to drive, but I'ma bit lost. My first goal is to find research. I assume the green circles with giant blue columns above them are the reasearch point. The first one you get to even has a help dialog tha tpops up and tels you to right click to 'harvest' the research.

problem is right click doenst seem to have any effect.. What am I doing wrong?


Check your key bindings. When you are truly collecting, the hovercraft begins to shudder out of control.

#12
sirandar

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Sadly, all your hopes about the HH will not happen ... all the staff that could make great engaging missions are already working on ME3. IMO Bioware has yet to make a "mission" DLC worth even downloading. BdtS was the closest but the story made me gag, but the combat was OK.



What we could do would be to beg Bioware to hire a second team as talented as the MQ team to make vehicle based exploration compelling and have a story tied into the main quest.



The simplest would be a search for Protean tech artifacts for a research and tech tree more than "Pick this up, spend credits = new gun"

#13
Malysoun

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I have to agree with a lot of what OP and a couple others have said.



I'll also re-iterate the part about a 'hover' tank that doesn't 'hover' above acid or lava.

#14
They call me a SpaceCowboy

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slimgrin wrote...

Shinian2 wrote...

I jsut started the Firewalker dlc.. It is fun to drive, but I'ma bit lost. My first goal is to find research. I assume the green circles with giant blue columns above them are the reasearch point. The first one you get to even has a help dialog tha tpops up and tels you to right click to 'harvest' the research.

problem is right click doenst seem to have any effect.. What am I doing wrong?


Check your key bindings. When you are truly collecting, the hovercraft begins to shudder out of control.


Got it, thanks!

About the no hovering above liquids mentioned above, I'm speculating that it's one 'feature' added to make it more challenging.

#15
77boy84

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Say what you will about the Mako, the the lil’ bugger was a tough SOB.


No, it wasn't.
As a matter of fact, that was the one of the biggest problems I had with the mako. Especially the very last mako level with the time limit for the portal. I died like three times just because the mako couldn't handle the heat.

#16
kelly ripas bicep

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I luv ME2 for this, and it was totally worth it just to have a reason to go over to the galaxy map and find something new. The story was a bit spare, but I don't read the descriptions because the print is too small.



Saves were only a problem on one level, and it was a short one.



I totally loved the escape from the volcano, and think that it could have had more impending danger.



The controls were great! Very Makoish. I would trade back the turbo for the zoom though. I miss the 'rail gun' feel of the Mako cannon and the need for precise aiming was a great deal of the allure that the HH needs.



Music hearkens back to Mako missions of yore - yes!



One last thought, at the cutscene beginning one of the levels, they cribbed the cinematic ME1 cutscene, where the Normandy flies by and drops the tank, with the camera almost missing it, and then zooming in for its descent. Nice touch!

#17
Mister Mida

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I think the whole point behind Firewalker was to introduce the Hammerhead so that players will be warmed up for future DLC featering the tank.

#18
Throw_this_away

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I found the HH levels to be beautiful and added a lot of variety. The control mechanics were fun.



Killing enemies from afar was easy... and you don't see anything... but buzz in close and start circling while shooting... and it gets fun fast.



It is a free "introduction to the HH". Remember that. Short on story/dialogue yes, but I see this as a test Beta. "Real missions" that combine HH and squad combat will be on the way (in future paid DLC I assume... and ME3).



This was a taste of what can and will be.

#19
luk3us

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The hammerhead is just boring. The mako, *shudder* was much more fun. This thing is boring, fire your missile, don't even bother to aim and just jump around like a rabbit till everything dies.

#20
Canned Bullets

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How is it fragile? I'm sure a few hits from an Armature would down the Hammerhead.

#21
Throw_this_away

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luk3us wrote...

The hammerhead is just boring. The mako, *shudder* was much more fun. This thing is boring, fire your missile, don't even bother to aim and just jump around like a rabbit till everything dies.


You can play that way... or you can aim and kill things much quicker.  I like to get up close and circle while firing.  

#22
TheShogunOfHarlem

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Dethateer wrote...

I can honestly say that I f**king hate the missiles. I'd much rather keep my skill-based aiming than have missiles with minds of their own for a main weapon.

I'm with you on this. I haven't played the Firewalker missions yet, but from what I've been reading about them as far as weaponry goes, I know I'll be disappointed. For starters we need an anti-personnel machine gun or 2 (one that could be controlled by a squad-mate) for dealing with targets at close range. Second, I hate the idea of missile launchers replacing artillery guns. They had the same concept in Killzone 2 and it bugged the hell out of me. Intermediate velocity guided missiles are a poor substitute for unguided high velocity rounds. Don't get me wrong, I do think that having a missile launcher as an additional weapon is a good idea.

Ideally, They should have a hammerhead modification system where you can modify the weapons and armor for different types of missions. 

I have a question, is there a Zoom for your launcher? 

#23
TheShogunOfHarlem

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77boy84 wrote...

Say what you will about the Mako, the the lil’ bugger was a tough SOB.


No, it wasn't.
As a matter of fact, that was the one of the biggest problems I had with the mako. Especially the very last mako level with the time limit for the portal. I died like three times just because the mako couldn't handle the heat.

Really? You must have played on a Higher difficult that I have. I've never died once and at the very worst I lost my shields and was taking critical damage.

Were you fighting the Armatures and Collosuses? I never bothered since it would have taken too much time.

#24
Agamemnon2589

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My verdict for this DLC: 8/10. I would give it a 7, but it's several hours of free gameplay, so no way am I going to complain about that. I really, really want my Mako back, though. Miss that thing. I hate all you Mako haters.

#25
Weskerr

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Agamemnon2589 wrote...

My verdict for this DLC: 8/10. I would give it a 7, but it's several hours of free gameplay, so no way am I going to complain about that. I really, really want my Mako back, though. Miss that thing. I hate all you Mako haters.


I don't care if it's "free" and pays you to download it, dlc should be judged on its own merits. With that said, I'd give it a 5/10.