Mass Effect 3 Beta Leak

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Sylveria

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MercurySteam said:
deathbydeath said:
this looks the same as me2. which means it'll be shit.
Judging a book by its cover? Shame on you, you should know better.

OP: This is pretty funny, thogh somebody is going to have a lot of explaining to do to EA. Stupid that only US users get it. Oh well.

Kopikatsu said:
Edit:
Action Mode - For those who want to emphasize action and combat and minimize story management. Action Mode will set automatic replies in conversation and normal difficulty
Story mode - For those who want to emphasize story and narration and minimize action management. Story Mode will automatically complete all combat engagements for you. Normal difficulty.
RPG Mode - For those who want to emphasize stat building and character development and minimize story and action management. RPG Mode will run the game as a pre-rendered movie file, allowing you to periodically "level up" your characters by "increasing" stats and "selecting" skills.
Lol'd.
I know right? They have different play modes now? The really must be trying to appeal to the whole goddamn spectrum this time, including the lazies who can't be fucked to play the game properly.
Well, if FF13 taught us anything, modern console RPGers don't want to play games, they want to watch bad movies. This seems like the logical progression of things. Soon you'll just give the cashier $60 and they'll hand you a certificate that says you beat the game.
 

deathbydeath

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AmstradHero said:
deathbydeath said:
if they change the fucking menu screens, add a whole goddamn new menu, and redesign the hud, why wouldn't they remove a bloody logo unless it still had some value?
Perhaps because they didn't:
(a) Think the beta would be leaked at this stage
(b) Think someone would over-react and cry "ZOMG BIOWEAR IZ LAEM!!!!!1ONEELEVENONE11111!!!1" because no one had edited a string yet.

Ahhh, how wrong they were. It's a pre-release beta (they're usually known as an alpha). They have things that haven't gone through full QA yet.

I'll be waiting until I see the full game before I pass judgement on how good/bad it is, but by all means be my guest and go ahead and declare gaping plot holes and flaws in an unreleased product that you haven't even touched yet.
i'm aware of the term alpha, i even think i used it in the post you snipped. i believe that the alpha/beta was released on some xbox service, probably intended for a few select people, but there was an issue with addresses, obviously. and i never said there were plot holes. i'm tired. good night.
 

Knight Templar

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deathbydeath said:
sorry, wrong wiki article. anyway, i see no evidence that the Lazarus station was destroyed,
To quote the mission summary.
"Facility destroyed by remote detonation."


but it's probably not in optimal condition after Wilson's attack. unless you can show me the cutscene, i believe my point here still stands.
So if there wasn't a cutscene it didn't happen?
Don't be ridiculous.


oh yeah, forgot about them. they probably had a hand in the tech,
What? Most likely they did not have any hand in it, why tell ship engineers details about Shep's revival? That would be stupid, there no reason for that nor evidence to suggest it is true.



they could piece together some bits of it, or at least enough for other scientists to take over from.
No they couldn't, for all the reasons mentioned thus far.

where was that said? if so, it seems kind of cheap to just leave it there.
http://au.xbox360.ign.com/articles/106/1067323p1.html

since there's no technology mentioned in the resurrection scene, the only clip of stuff that happens is Shepard's arteries being injected with something that looks like red gatorade.
It's blue, and they mention cybernetics and partial organ cloning later.
You also see some of these cybernetics being attached in that very cutscene, so don't pull that "show me the cutscene" business here.


the whole Lazarus thingy is probably there in case Shepard is dead in the beginning
He will not be dead, so there is no "in case", stop overlooking this.



out of curiosity, why are we still arguing?
Because we disagree.

You are reaching where you are not outright wrong. Is it so hard to accept that there will not be a Lazarus you need to jump though all these hoops?
 

MercurySteam

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Sylveria said:
Well, if FF13 taught us anything, modern console RPGers don't want to play games, they want to watch bad movies. This seems like the logical progression of things. Soon you'll just give the cashier $60 and they'll hand you a certificate that says you beat the game.
I'm definitely not one of those people, but perhaps it's easier to assume that most people forget that the game is an RPG and that's why Bioware feels the need to accommodate them. Plus, I think that FFXIII taught us that many people don't like JRPGs.
 

EmperorSubcutaneous

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Spencer Petersen said:
EmperorSubcutaneous said:
Spencer Petersen said:
The biggest problem I've had with Bioware is the complete story and gameplay segregation. The inclusion of these modes is a sign they are doing less to integrate the two together and more to make Shepard in combat and Shepard in talky mode 2 entirely separate entities. If each part is so meaningless to the other that it can be removed without detriment then there is a serious problem with your game.

I thought they would be doing more to include serious choices within the gameplay bits as well as ways to develop your character's combat skill from dialogue choices. But they seem to content to keep it as a railroaded, self-indulgent, empowerment fantasy that you occasionally interrupt to kill hundred of nameless assholes, which serves to remind you just how awesome you are.
It's exactly the same as any other RPG, just like it's always been. I don't know why people expected anything different, especially when they've never given any indication that they'd be doing anything other than what they've always done. Especially dialogue options affecting your combat skill...That makes zero sense.

How is a character supposed to behave the same way when he's talking as when he's fighting? Of course he's going to behave differently, they're two very different actions. I'm really not sure what you're looking for here.
The way your character behaves can give great indications as to how they would solve particular problems. Characters that act evasive and mysterious when interrogated or asked important questions might be more inclined to sneak by or use ambush tactics to defeat enemies. Characters which respond resolutely and hold their ground might be more inclined to tank damage in combat and have high shields/armor. People who value life in conversation would be more inclined to use non-lethal methods or crowd control to deal with enemies. People who act rashly and use force to coerce might specialize in more offensive attacks and strategies. Its a simple way of interconnecting your dialogue and your combat, by helping you develop a fighting style or strategy by how you behave in various situations that gauge your values. It doesn't have to be much, just enough to make the flow of events feel more logical and structured, as well as make your character feel like a more consistent entity.

Right now Shepard can spend the entire game talking about forgiveness, how valuable life is and how we should always give people a chance, and then when the combat starts shoots 10 people with frozen bullets and then karate chop them to pieces. It isn't consistent, logical or reasonable, its just bad design.
In Mass Effect, just like in almost all other RPGs, you can take care of this by class choice. If you want your character to be a stealthy type, you choose a rogue-type class and select evasive answers when prompted. If you want to be gentle, you choose a support-type class and select kind answers when prompted. This is what most people have always done in RPGs if they have a character concept in mind.

This way allows more freedom than your idea of dialogue affecting combat behavior, because some people might want to play, for example, a character who is soft-spoken but becomes a berserker in battle. Your way would limit them to being a one-dimensional character.

Your Mass Effect example only occurs if the player allows it to occur. If you want your Shepard to be pro-forgiveness, you only take the side-missions where that's an option.

Additionally, the character of Shepard is already a hardened military officer who has seen plenty of battle. There are only a certain number of personality types that can coincide with that lifestyle, and they would all fight back if they were being attacked. This is a consequence of giving the main character a name, voice, and rank, which was a deliberate choice for the Mass Effect franchise and can't be backed away from now.
 

EmperorSubcutaneous

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Ascarus said:
EmperorSubcutaneous said:
In case anyone reads the above post and rages, here's what it really says:

Action Mode: For those who want to emphasize action and combat and minimize story management. Action mode will set automatic replies in conversation and a normal difficulty.

Story Mode: For those who want to emphasize story immersion and minimize combat pressure. Story mode will set manually-selectable replies in conversation and a minimal combat difficulty.

RPG Mode: For those who want to explore both realms of story and combat. RPG mode will set manually-selectable replies in conversation and a normal combat difficulty.
Why are people so angry about this? They're giving us options. You can just choose RPG mode and play like normal. Chill out; it's exactly the same as setting difficulty (which you can also do elsewhere).
what is the point of the first two when the 3rd provides all three? unless of course they decide to dumb down every RPG element to the point of futility as they did in DA2.

action and story mode sound ridiculous. it is supposed to an RPG for crying out loud. i don't want to choose a game play style, i want to roll play the game however the hell i want. if the latter "mode" provides that flexibility it makes the first two redundant by definition.

others lol'd, but i cried a bit. this is the bioware i used to love and defend. what has happened?
It's exactly the same type of thing as preset character models: a convenient way to choose a number of settings in one if you're not interested in tweaking each one on your own.

Setting the dialogue to go off automatically would be an incredibly easy bit of programming to do, in any BioWare game, so it's no indication of the quality of the choices.

Why does it matter to you if other people want to play the game differently than you do?
 

deathbydeath

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TheKasp said:
deathbydeath said:
lazarus project: absolutely nothing at all. you're expecting me to believe that a), cerberus could recover shepard's body after he went through re-entry? b), all we see is a body injected with gatorade, and we hear that cerberus could've bought an army with the money used to resurrect shepard. that's it.
Ehm... You know what an army costs? With the money it took to recover Sheppard they could've hired some Knobheads not even for a month. And then what? What should've they done with the army? For your information: The Iraq war costs roughly 9 billion dollar per month. And this is, compared to the large scale of the ME universe, not even a mentionable "army" for actualy warfare.

Recovering Sheppard is fully understandable. It is actually a really smart decision on the side of Cerberus. Recovering a hero, the person who was able to defeat a Reaper, would open doors and possibilities for them which they would've never had with an "army". Like the connection to the Citadel, other alien races etc.

Also, Sheppard is maybe one of the few who can gather a extremly specialized team which is willing to follow him into certain death.

Now the last part: You really believe they started working on the project AFTER Sheppard died? Because, to be honest, this is actually a greater BS than the Lazarus Project on itself. They probably worked on it for years and the death of Sheppard was a neat coincidence not only to test this technology (what they would've done anyway) but also to give Sheppard a reason to work with them. The actual money the spend with the focus of ressurecting Sheppard is also even a smaller number than anyone in the game states. Recovering a body from a planet doesn't seem to be so expensive (compared with a army large enough to be mentionable or even the Lazarus Project on itself).

So please STOP with such BS arguments like "they could've bought an army for those peanuts".

Smudboy has enough flaws in his argumentation about "plotholes" in ME2, most of them can be easily explained, some of them base on his belief that things that are not explicit stated also never happened and his misunderstanding of what Cerberus actually is. BUT he has also enough valid points.
wow, i forgot about that post.
shepard explicitly states that for the price of his resurrection, cerberus could've trained an army.
i'm not disagreeing with you about bringing shepard back, that makes perfect sense to me.
what doesn't make sense here is how the lazarus project works, and the fact that there's no plausible explanation to suspend disbelief. that is bad writing.
also, shepard is not one of the few people who can gather a extremly specialized team which is willing to follow him into certain death, the writers are the ones who made that happen. shepard has the charisma of an undead brick.
and besides, what does a bag of peanuts worth an army have to do with this? those must be some damn good peanuts.
 

Omnific One

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bussinroundz said:
Imbechile said:
Knight Templar said:
Imbechile said:
Action mode, story mode, RPG mode???? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Bioware fans actually trying defend these choices????HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
bussinroundz said:
I'm surprised they don't have a mode that cuts out the gameplay completely. LOL
Please explain how this is in any way a bad thing.
They are trying please EVERYONE, even the Shooter frat-boys. You don't need to be able to see the future to realise this will fail. They're stretching the game too much, and instead of being a great RPG or Shooter it will be a average RPG and a average Shooter
Just like Bethesda.
I knew we couldn't get one page without the Bioware-defending, Bethesda-hating fans to come out of the woodwork. Welcome.
 

deathbydeath

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Knight Templar said:
deathbydeath said:
sorry, wrong wiki article. anyway, i see no evidence that the Lazarus station was destroyed,
To quote the mission summary.
"Facility destroyed by remote detonation."


but it's probably not in optimal condition after Wilson's attack. unless you can show me the cutscene, i believe my point here still stands.
So if there wasn't a cutscene it didn't happen?
Don't be ridiculous.


oh yeah, forgot about them. they probably had a hand in the tech,
What? Most likely they did not have any hand in it, why tell ship engineers details about Shep's revival? That would be stupid, there no reason for that nor evidence to suggest it is true.



they could piece together some bits of it, or at least enough for other scientists to take over from.
No they couldn't, for all the reasons mentioned thus far.

where was that said? if so, it seems kind of cheap to just leave it there.
http://au.xbox360.ign.com/articles/106/1067323p1.html

since there's no technology mentioned in the resurrection scene, the only clip of stuff that happens is Shepard's arteries being injected with something that looks like red gatorade.
It's blue, and they mention cybernetics and partial organ cloning later.
You also see some of these cybernetics being attached in that very cutscene, so don't pull that "show me the cutscene" business here.


the whole Lazarus thingy is probably there in case Shepard is dead in the beginning
He will not be dead, so there is no "in case", stop overlooking this.



out of curiosity, why are we still arguing?
Because we disagree.

You are reaching where you are not outright wrong. Is it so hard to accept that there will not be a Lazarus you need to jump though all these hoops?
hmm, clearly i need to replay the game, but screw that, i've got better shit to play!
all in all, you do make quite a few valid points (more than me, actually), but i still can't shake the feeling that the writers are going to try to squeeze the lazarus project back into the third installment, and you can't disprove that. have a nice day.
 

RedEyesBlackGamer

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Jan 23, 2011
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Sylveria said:
MercurySteam said:
deathbydeath said:
this looks the same as me2. which means it'll be shit.
Judging a book by its cover? Shame on you, you should know better.

OP: This is pretty funny, thogh somebody is going to have a lot of explaining to do to EA. Stupid that only US users get it. Oh well.

Kopikatsu said:
Edit:
Action Mode - For those who want to emphasize action and combat and minimize story management. Action Mode will set automatic replies in conversation and normal difficulty
Story mode - For those who want to emphasize story and narration and minimize action management. Story Mode will automatically complete all combat engagements for you. Normal difficulty.
RPG Mode - For those who want to emphasize stat building and character development and minimize story and action management. RPG Mode will run the game as a pre-rendered movie file, allowing you to periodically "level up" your characters by "increasing" stats and "selecting" skills.
Lol'd.
I know right? They have different play modes now? The really must be trying to appeal to the whole goddamn spectrum this time, including the lazies who can't be fucked to play the game properly.
Well, if FF13 taught us anything, modern console RPGers don't want to play games, they want to watch bad movies. This seems like the logical progression of things. Soon you'll just give the cashier $60 and they'll hand you a certificate that says you beat the game.
I'm sorry, but this is wrong. FXIII was a difficult game that kicked your ass if you messed around. You seem to be saying that it was easy. This is not the case.
 

RedEyesBlackGamer

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Jan 23, 2011
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SecretNegative said:
RedEyesBlackGamer said:
Sylveria said:
MercurySteam said:
deathbydeath said:
this looks the same as me2. which means it'll be shit.
Judging a book by its cover? Shame on you, you should know better.

OP: This is pretty funny, thogh somebody is going to have a lot of explaining to do to EA. Stupid that only US users get it. Oh well.

Kopikatsu said:
Edit:
Action Mode - For those who want to emphasize action and combat and minimize story management. Action Mode will set automatic replies in conversation and normal difficulty
Story mode - For those who want to emphasize story and narration and minimize action management. Story Mode will automatically complete all combat engagements for you. Normal difficulty.
RPG Mode - For those who want to emphasize stat building and character development and minimize story and action management. RPG Mode will run the game as a pre-rendered movie file, allowing you to periodically "level up" your characters by "increasing" stats and "selecting" skills.
Lol'd.
I know right? They have different play modes now? The really must be trying to appeal to the whole goddamn spectrum this time, including the lazies who can't be fucked to play the game properly.
Well, if FF13 taught us anything, modern console RPGers don't want to play games, they want to watch bad movies. This seems like the logical progression of things. Soon you'll just give the cashier $60 and they'll hand you a certificate that says you beat the game.
I'm sorry, but this is wrong. FXIII was a difficult game that kicked your ass if you messed around. You seem to be saying that it was easy. This is not the case.
Is that why you could just press auto-attack and just sit back and watch?
Did you play past the first five hours?
 

RedEyesBlackGamer

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Jan 23, 2011
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SecretNegative said:
RedEyesBlackGamer said:
Did you play past the first five hours?
Yes, me and a friend sat and riffed the whole thing, with the bad dialogues, it got hilarious.
Then you would know that you can't auto-attack your way to victory throughout the game.
 

AndyFromMonday

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TheKasp said:
Recovering Sheppard is fully understandable. It is actually a really smart decision on the side of Cerberus. Recovering a hero, the person who was able to defeat a Reaper, would open doors and possibilities for them which they would've never had with an "army". Like the connection to the Citadel, other alien races etc.
I didn't know humans could survive atmospheric entry. The more you know, I guess.
 

Spencer Petersen

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EmperorSubcutaneous said:
Spencer Petersen said:
The way your character behaves can give great indications as to how they would solve particular problems. Characters that act evasive and mysterious when interrogated or asked important questions might be more inclined to sneak by or use ambush tactics to defeat enemies. Characters which respond resolutely and hold their ground might be more inclined to tank damage in combat and have high shields/armor. People who value life in conversation would be more inclined to use non-lethal methods or crowd control to deal with enemies. People who act rashly and use force to coerce might specialize in more offensive attacks and strategies. Its a simple way of interconnecting your dialogue and your combat, by helping you develop a fighting style or strategy by how you behave in various situations that gauge your values. It doesn't have to be much, just enough to make the flow of events feel more logical and structured, as well as make your character feel like a more consistent entity.

Right now Shepard can spend the entire game talking about forgiveness, how valuable life is and how we should always give people a chance, and then when the combat starts shoots 10 people with frozen bullets and then karate chop them to pieces. It isn't consistent, logical or reasonable, its just bad design.
In Mass Effect, just like in almost all other RPGs, you can take care of this by class choice. If you want your character to be a stealthy type, you choose a rogue-type class and select evasive answers when prompted. If you want to be gentle, you choose a support-type class and select kind answers when prompted. This is what most people have always done in RPGs if they have a character concept in mind.

This way allows more freedom than your idea of dialogue affecting combat behavior, because some people might want to play, for example, a character who is soft-spoken but becomes a berserker in battle. Your way would limit them to being a one-dimensional character.

Your Mass Effect example only occurs if the player allows it to occur. If you want your Shepard to be pro-forgiveness, you only take the side-missions where that's an option.

Additionally, the character of Shepard is already a hardened military officer who has seen plenty of battle. There are only a certain number of personality types that can coincide with that lifestyle, and they would all fight back if they were being attacked. This is a consequence of giving the main character a name, voice, and rank, which was a deliberate choice for the Mass Effect franchise and can't be backed away from now.
Except unlike most other RPGs (or should I say most other good RPGs) there's only 2 choices for how you wish to solve problems. Idealistic or Pragmatic. Neutral is possible, but it provides barely any of the reward the other 2 provide, and will mostly end up with a bunch of dead squad members and half-finished missions.

And please explain to me exactly how class type affects your combat goals, because as far as I know, the only "stealth" option in the game is the infiltrator's cloak, and that alerts every enemy to your location the instant it wears off, so its really more of a damage bonus cooldown. Regardless of class choice, you objective is to just kill all people in the area to unlock the door, and while class may change how you go about doing that, its still a shallow objective.

The example of soft-spoken who becomes a berserker, is exactly how the other half of the equation works. The way you behaving in combat affecting you in dialogue, or if you want to simplify it, the way you behave in combat affects how others treat you in dialogue and how you can respond to them.

Example:
After a mission where you activated a berserking ability and hunted down enemy survivors who were fleeing the battlefield.
Liara: "Shepard, I saw how you were acting on the battlefield, and while I must say I was impressed, I'm also fairly disturbed. I've never seen you act like that before. Is there anything wrong?
Then you get a choice of owning up to it, saying that its what has to be done to win the war, possibly putting her off but demonstrating your ruthless personality. Or you can say you lost your mind for a moment, and she doesn't have to worry as long as she doesn't try to kill me, possibly jokingly, demonstrating the gentle giant who becomes enraged ala your example. Or he can deny it completely saying she was mistaken and possibly offering an excuse, demonstrating an evasive personality that wants to control its violence and keep the ones he loves around him, more of a sympathetic hero that still gets the job done.

The starting hero archetype of war hero/survivor/ruthless can lend itself to an infinite number of character types. War Hero who adopts a passive style in dealing with threats, as he has personally seen how bad it can get when no one tries to diffuse a situation. A ruthless officer who feels enormously guilty for losing his/her soldiers and adopts a lone-wolf style to protect those around him. A survivor that knows exactly how valuable it is to approach a situation by fully observing and choosing to ambush rather than walk in and risk ambush. Characters are very pliable, and their transformation can be a very important part of the story.

Saying that Shepard as a character will always kill people has no bearing, as even Shepard in paragon mode will spout constantly about how important it is to have an open mind and forgive others for their crimes, and how we must try to solve problems without wanton killing. It may be a part of his/her character in many versions, but to keep that aspect of his/her personality there regardless of moral affiliation is lazy and undermines the character.