They could make a movie out of it ! :lol:
They could make a movie out of it ! :lol:
How can you streamline ME3 any more? They could get rid of the skill improvement and classes. And that's about it.
ME2 was a letdown as it was supposed to provide the experience of a suicidal mission, dirty dozen like.
Its outcome was advertized as dubious for Sheppard, with death waiting at the corner.
Reality: the player has all the time he wishes to engage in every mundane side mission available, is seldom forced in situations and decides when to engage the final battle. Added to that, the gameplay was normalized to no casualties, meaning that the first run ends with zero, one, two or three casualties. Nothing of the expected suicide mission.
I doubt Bioware will get that right for the last opus of the Sheppard arc. This time, it is all about saving the universe from an ongoing invasion, with planet Earth at stake. I will be pleasantly surprised if some key decisions are taken from the player's hand, forcing to deal with events as they come and not when they are wanted to come.
I doubt it and I suspect that once again, you'll be free to roam with no time pressure hanging over your head.
As much as I love RPGs I can't imagine only playing RPGs. That would get stale really quick for me.
Fact is that ME2 is a major fail: told to offer a suicidal mission experience, the developpers did not take time to implement the most crucial element: the pressure one feels when in this situation.
If you read what I wrote, you noticed that I associated tension/pressure with the suicidal mission. Tension might be for many reasons, including having a pregnant wife about to deliver. Pressure can also be built up fictional by magnifying a story or an event. See sports for that, matches sold as tense only through the skills of the commentator who invents dangerous game situations. Not the same kind of tension that comes with a suicidal mission.
I built my statistics on data collecting over a dozen of forums. The report of casualties was in majority up to three members. I did not find many who lost 6 members. Yourself, you report losing one party member. Far, far from the suicide mission feeling. If losing one member is a characteristic of suicide mission, ME 1 was a suicide mission.
The final result casuality-wise doesn´t tell much about the tension during the mission. Besides the silly terminator thing at the end, I think the mission was well presented and tension was definitely there.I built my statistics on data collecting over a dozen of forums. The report of casualties was in majority up to three members. I did not find many who lost 6 members. Yourself, you report losing one party member. Far, far from the suicide mission feeling.
Agreed.The interface in ME2 was perfectly fine… Just leave it the hell alone and work on what matters.
When? The only moment you can lose for real a member of your party is during the final mission.
Read previous posts. Nowhere, I stated that only suicide missions could create tension.The final result casuality-wise doesn´t tell much about the tension during the mission. Besides the silly terminator thing at the end, I think the mission was well presented and tension was definitely there.
Granted, everyone who´s a completionist is likely not to loose much, but that´s a reward for being a completionist. Even if one did everything "right" up to a certain point, there could still be quite surprising death of one party member (most likely Mordin). On the other hand, iirc completionists could also be penalized if they happened to have some side quests left after the abduction incident and tried to finish them instead of going for the mission right away (there were some exceptions).
At any rate, player´s actions did matter and that certainly counts for something.
Maybe it should´ve been more difficult to achieve perfect result and easier to have everyone dead (that´s actually way to difficult to achieve, heh), but, in principle, it was not fail. The tension was there.
You don't seem to get that the game is a failure to YOU, not in principle. Your opinion is not fact to anyone other than yourself.