I didn't say it was innovating. I said it looked good. The first 2 weren't combat scenes. That's probably why the first wasn't very exciting. Personally, I liked the second.TheBelgianGuy said:Sure, but besides looking good, it failed to excite me in any way. What exactly is so innovating about that transition?Danne said:Say what you want, but the cutscene looks good. And they have done a good job in transitioning from cutscene to gameplay.TheBelgianGuy said:What the hell?
"THIS IS ACTUAL GAMEPLAY!"
*shows ingame cutscene*
Erm... kay.
But in other games, namely KotOR 1/2, you don't ever reload since it's an RPG. And there it's explained as "Yeah weapons don't really need much reloading, you basically put in a new cartridge after every battle and you're fine." 100's of shots in one cartridge probably, at least much more than here.Danne said:I don't know how much you know about star wars, but blasters are based on cartridges. Cartridges that are filled with tibana gas or other suitable substance. So, it makes perfect sense. They used ammo in battlefront and republic commando also.teebeeohh said:wow
this makes me go really meh. the game looks nice but the amount of marketing sludge oozing out of the commentary made me sick. also: WTF is the shit with an ammo counter on a blaster? there should not be a reason to reload more often than between missions. i know they try to be like ME in the shooter part but why not include some other mechanic? something that feels more like star wars.
On the subject of ammo. That was an RPG and this is a Third person shooter. You can't justify an ammo counter in an RPG because it doesn't work. It makes sense in a shooter.