I'll make these my last comments on ME3, as I don't want to drag the OPS thread any more off-topic.
Darth Rosenberg said:
I'd say some of ME's animations actually got much worse throughout the trilogy, sure, but none of the three were exactly highlights of the medium... It was all much of a muchness.
That bad got worse is hardly a glowing recommendation. The animations are deserving of a mention.
Darth Rosenberg said:
...you're citing one of the best exchanges in the entire series as a negative?! Clearly you're off your nut. ;-) The "It's just a straw, Tali"/"Emergency induction port... " back and forth is a mini work of genius, and ME3's Citadel shindig brings back Drunk Tali to good effect.
It's a nice thing to listen to but it's not a conversation you take part in. You initiate the parts of the conversation but take no active part in it.
Why can't I as Shepard give Tali a dressing down for being drunk? It's not that the conversation is bad but no matter how I play Shepard, the conversation is the same.
Now I love the Citadel DLC, it reminds me that Bioware still remember how to write their characters, but there are so many conversations in it that I would have liked to have been an active part in rather than a passive listener.
It's weird that Bioware wanted the game to be more cinematic but increased the conversations that are anything but.
Darth Rosenberg said:
I don't quite get your criticism. Are there any misc-quests/tasks that can be be finished without talking to a single NPC? And does it really matter how those kinds of tasks are triggered? They amount to filler, but can be acquired without breaking the pace of the game, which I see as a great way to do things.
It does matter to me.
A good example is Zaeed and conversation you get to have with him after his mini-quest. In the game you get the all too familiar press the button and listen conversation, but a modder made that truly interactive, where you can pick the order of the conversation. It is genuinely amazing how much more 'special' it feels that way.
Darth Rosenberg said:
Well, to elaborate, I think the journal in all three games was arse - but also that the Journal simply wasn't that important in the series anyway, so as a criticism it's very periphery.
Not important to you. That's the thing you seem to be missing, just because you don't find something important doesn't mean that everyone else feels the same way. And to be honest if it is in the game it should be the best that they can possibly make it. It's clear that it isn't true in ME3.
Darth Rosenberg said:
Maybe I'm getting the wrong end of the stick here (I did play through ME3 again last year, but it's been a good few months), but the underlined doesn't make sense to me. It's entirely possible to roll with one or two exceptional weapons and retain 200% CD bonus, or 'compromise' and maybe go with certain esoteric weapons or a selection of three, and have around 50%+ or a 0% rating. Small swings as far as effective difference in CD goes are only really life-and-death on the highest diff, and even then ME3 is not a very challenging game at all.
Ammo types are also more than adequate to compensate for any defensive lack - every class can take AP or Disruptors. Plus, all classes have access to potent weaponry that can deal with any defence, leaving their powers to be the main focus of attack.
I don't see any bias towards weapons in ME3. I feel the balance across the base classes was spot-on. If anything, I'd say the powers-biased Engineers and Adept's could be rather OP (the former's combinations of turrets and drones can be utterly devastating - and allow for certain tactics no other class can quite dish out - and stuff like dual-Lift/Push and detonated powers were an Adept's way of more or less nuking battlefields, especially when they had zero or very low CD penalties).
Some classes have a higher weight capacity. An Adept has a low one. You can't use the most effective weapons without your weight penalty impacting the cooldown to the point that you may as well just stick to the weapons.
This isn't something that hurts the Soldier though. Simply put the ammo on your weapons at the start of the level and then you are set for the entire mission.
Not every class can make use of Disruptor or Armour piercing ammo, at least for the former. Armour Piercing ammo can be given as a bonus power but for Disruptor you need to take a team mate that has it and spec them for the Squad variation.
A biotics powers don't affect an enemy with protection, which they all have on the higher difficulty levels. You might get a brief stun or hold, but that is it with anything but Warp. Warp being the only effective biotic power.
Now biotic combos are nice but sitting behind a chest high wall setting off the same biotic combos over and over just isn't fun to me.
Darth Rosenberg said:
ME3 is surely a squad-based shooter, ergo a given weakness in Shep is kinda irrelevant when you have a squad to pick in order to augment abilities (didn't a load screen way back in ME1 even state this? to remind players to balance their capabilities for precisely this reason?). Unless someone shoves powers-use on auto, Mass Effect is effectively played as if Shepard has access to their own and everyone else's powers.
...I'd also subjectively say Soldiers are rather hamstrung by being the most boring vanilla class in the whole series, too.
And in ME1 you did have to pick a squad to compliment Shepard. A Soldier couldn't hack or decrypt (Decryption was an excellent bonus power, many people overlooked this and the flexibility it offered your squad make up).
In two and three however you didn't need a tech specialist to hack or decrypt. You don't have to plan your squad make up for a mission because Shepard can now do everything. And a Soldier is the most suited for every situation.
I agree with you about the Soldier class but as Bioware's own data shows, it is by far the class that it played the most often, by a huge margin. That the balance was pushed in the favour of that class shouldn't be a surprise to be honest.
Darth Rosenberg said:
In 3 they more or less pulled a Hydra as well, so it wasn't exactly just a conventional combined assault.
Even in ME1 their labs and shenanigans spanned the galaxy, so they were always rather conveniently deep-pocketed, having a hand in events or behind the scenes when the story or lore building required it.
I think they were dreary and lazy enemies, but ME3 needed another force to fight, and given Cerberus's resources in ME2 it kinda made them an easy candidate for cannon fodder between Reaper encounters.
I think that's the problem. They changed Cerberus to fit the needs of the story and it just didn't make sense. There is a world of difference between being able to run a few research posts across the galaxy and having the power to assault the Citadel and stand up to Alliance fleets.
Good conversation but I think we'd better save any future talk for (2016 Discussion) Mass Effect 3.