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Mass Effect: Andromeda - Game Informer Details (Combat, story, more) [Up: All Info]

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Jawmuncher

Member
I don't trust bioware until I know for sure no inquistion style points are in this game. If I have to get pathfinder points to continue the story by exploring then no thanks.
 

LKSmash

Member
so you can't name your ryder? was hoping i could name mine james. then id romance peebee. and we'd be peebee and j.

giphy.gif
 

PK Gaming

Member
-Less emphasis on linear, clearly telegraphed environments that tell you a combat encounter is coming (though linear areas are still in the game)

Thank you jesus

Even if half of these details come true, if they absolutely nail this one i'll be satisfied
 
Wait, the asari's name is PeeBee?

giphy.gif


PEEBEE!!!

Lol, as irritating as the name and animation are in isolation, you can't argue they don't fit together like peanutbutter and jelly.

Also don't care for the sound of further streamlining the game systems.

However, it sounds like rewarding exploration is a big part of what they're aiming for. If they can pull that off I'll forgive PEEBEE (as long as I can leave her in the cargo hold).
 

Madness

Member
I need to hear about narrative choice and role playing. We got multiple endings, right? We got heavy dialogue options? I'm afraid they'll backtrack on that stuff since ME3.

Doubtful. One of the reasons ME3 was hard for them was having to account for the wide variance in what they allowed for ME2.

I am not a fan of this story so far. It was one thing playing as humanity in ME1-3. The mass relays discovered, Prometheans viewing humanity, just starting to join the galactic community, visit the citadel, first human spectre etc. Going to a completely different galaxy doesn't seem as interesting.

Maybe the goal will eventually be a return to the milky way galaxy to reconnect with whatever option red, blue or green EA wants to go with.
 
I'm getting Hammerhead flashbacks already.

This is absolutely mindboggling. How hard is it to do vehicle combat Bioware?

In fairness, it's not exactly their oeuvre. The OG mako was fun in a super janky sort of way, but that's about all you can say for it :p

What can I say? I liked his backstory enough to sex him on ME1, never cheat on him on ME2 and then rekindle the romance in ME3.

You're like a unicorn.
 

Jarmel

Banned
-There are more relationships in the game than any other Bioware game (as they noted fans make a big emphasis on romance in the games)
-Due to complications in the awakening process, your sibling won't join you in combat but you can interact with them and build a relationship
I see where this is going.
 
PEEBEE? PEE BEE? Lmao

other than that sounds good except no weapons on the nomad. That'll just get frustrating having to leave the vehicle every time you have to fight something, plus it would have been cool to customize the nomad's weapons.
 

Metroidvania

People called Romanes they go the house?
-The Nomad doesn't have weapons, you can customize things like its speed and appearance

.....did I somehow miss hearing about this until now?

Like, what would possibly be the rationale for a planet-side vehicle not having weapons?

Also interesting in that your 'sibling' is stuck around doing tech support. One way to get around the 'sibling must die' element that DA2 had, I suppose.

edit: Also, PB, even if it is a nickname, is pretty bad, lol.
 
So...DAI had eight romances I think? And Andromeda has more? Jesus...

I'd take, like, 3 or 4 really well written and involved ones as opposed to the dozens they're seemingly tossing in here. I generally am ok with BioWare romances and stuff but even I'm feeling that they're kind of going overboard.
 

Trace

Banned
.....did I somehow miss hearing about this until now?

Like, what would possibly be the rationale for a planet-side vehicle not having weapons, lol.

Also interesting in that your 'sibling' is stuck around doing tech support. One way to get around the 'sibling must die' element that DA2 had, I suppose.

I think they're trying to make planets bigger and more open, and having something as powerful as vehicle weapons would restrict their encounter design.
 

Sou Da

Member
I'd take, like, 3 or 4 really well written and involved ones as opposed to the dozens they're seemingly tossing in here. I generally am ok with BioWare romances and stuff but even I'm feeling that they're kind of going overboard.

The ones in Inquistion were head and shoulders over the past DA ones, Solas' was pretty damn well done especially.
 

Ralemont

not me
I'd take, like, 3 or 4 really well written and involved ones as opposed to the dozens they're seemingly tossing in here. I generally am ok with BioWare romances and stuff but even I'm feeling that they're kind of going overboard.

Well if they are sticking by their "multiple options for every sexual orientation" route that DAI had, then six is the least they'll have in any game going forward.
 

Jarmel

Banned
In fairness, it's not exactly their oeuvre. The OG mako was fun in a super janky sort of way, but that's about all you can say for it :p

They had pretty much nailed it down with Hammerhead, just they needed to up the armor and give more options for weapons. They've since ran away from even trying to do it properly.
 

JeffZero

Purple Drazi
Ralemont, doesn't it feel weird that we aren't posting in the BSN twitter thread right now as well?

This feels weird.
 
I think they're trying to make planets bigger and more open, and having something as powerful as vehicle weapons would restrict their encounter design.

More like challenge their systems design. I can't believe why game devs can't look at real world even a little, making vehicles vulnerable is not some herculean task.
 
What are the chances this plays out like ME3's multiplayer where payment is entirely optional and supplements free content drops for everyone?

I notice in BF1 they have already programmed and positioned the easy adjustment of turning battle packs into a purchaseable good whenever they want.
 
I think the worst part about losing the pause wheel is how fucked us controller users are going to be. We're probably going to get some awful tactical menu bullshit from Dragon Age where I have to hold left bumper and another button at the same time just to use a simple ability. There's no way they can fit 8+ single input abilities on a controller otherwise.

Ungh.
 

Zolo

Member
I'd take, like, 3 or 4 really well written and involved ones as opposed to the dozens they're seemingly tossing in here. I generally am ok with BioWare romances and stuff but even I'm feeling that they're kind of going overboard.

More generally allows them to get more freedom with sexualities as far as gay/bi/straight/etc. goes.
 

Trace

Banned
I think the worst part about losing the pause wheel is how fucked us controller users are going to be. We're probably going to get some awful tactical menu bullshit from Dragon Age where I have to hold left bumper and another button at the same time just to use a simple ability. There's no way they can fit 8+ single input abilities on a controller otherwise.

Ungh.

They could always do something like LB ability, RB ability, LB+RB ability as hotkeys. Depends on how their controls are set up I guess.

How? In fact it would give more variety to the encounter designs.

Mako in ME1 you had no reason to ever get out. They want you to actually use your character.
 

Pacotez

Member
Doubtful. One of the reasons ME3 was hard for them was having to account for the wide variance in what they allowed for ME2.

I am not a fan of this story so far. It was one thing playing as humanity in ME1-3. The mass relays discovered, Prometheans viewing humanity, just starting to join the galactic community, visit the citadel, first human spectre etc. Going to a completely different galaxy doesn't seem as interesting.

Maybe the goal will eventually be a return to the milky way galaxy to reconnect with whatever option red, blue or green EA wants to go with.

it seems like the story starts before all that shit from the first trilogy starts. Sounds like a light reboot where the game setting will be just like in the first game, but with "pathfinder" instead of "specter"
 

Lanf

Member
Huge if true. I loved the squaddie conversations, but I always ran out well before the end of the game.

CALIBRATIONS B O Y Z A N D G I R L Z

Yes yes, sounds grand! Just spending hours, exhausting every convo option and again after every story section. Hmmmm
 
when i played mass effect 1 in 2007 and felt like a sci fi explorer and adventurer of alien worlds

i did not really feel it lacking in jetpacks and space hammers

The jetpack sounds pretty good in my opinion, adding more verticality to exploration and combat. Jetpack dashing sounds pretty good as well, space Bloodborne.
 

Metroidvania

People called Romanes they go the house?
I'd take, like, 3 or 4 really well written and involved ones as opposed to the dozens they're seemingly tossing in here. I generally am ok with BioWare romances and stuff but even I'm feeling that they're kind of going overboard.

One thing Bioware's been pretty great on is the inclusiveness model in terms of providing romances to multiple orientations.

but at the same time, I kind of echo this sentiment, at least insofar as the worry of being stretched thin or over-emphasized. That being said, whether a romance (or any story beat, really) is 'good' is subjective. It really depends on how much of a focus of any one specific NPC's 'character arc' is, and how well conveyed things are.

I think they're trying to make planets bigger and more open, and having something as powerful as vehicle weapons would restrict their encounter design.

Understandable (to a point) from a gameplay perspective, but it's literally uncharted worlds....how would that ever be considered 'okay' from an in-universe narrative standpoint?

And even to the 'point' of game-balance reasons, that still feels like it's an idea that Bioware just didn't want/couldn't make work, so they scrapped it.

Admittedly, I haaaaated the Hammerhead not having any weapons, even though it was way faster than the mako - but some of that may be due to the relative linearity of the Hammerhead sequences compared to the physics defying beast that was the mako.

I spent the whole time I was in the Mako wanting to get out.

Heh. I just got out at when the enemy had a sliver of health left in order to get more xp.
 
I love ME 1 more than any other RPG but I would never ever praise it's clunky (and unrewarding) gameplay.

And outside of a pretty cool main story (something the other 2 really lacked) I don't think it's writing is much better

The conversation with Sovereign is better written than anything that takes place in 2 or 3, the series never managed to reach that height ever again, in fact the series actually ended up retconning Sovereign's excellent dialogue in the sequels.

I know it's a controversial opinion, but I find the combat of ME1 while unquestionably jank as fuck, to be more interesting than any of the encounters in 2/3. Playing a shitty gears of war clone is not exactly what got me interested in the series, I might agree with you if there wasn't SO much of the same repetitive combat it in 2/3, to the point where level design became exclusively linear, funneling you through hour long sub-par TPS levels until you can get to the next piece of story. I feel like an encounter in ME1 could play out in many different ways depending on your choices, I remember outsmarting my enemies and getting myself out of tricky situations, where in 2/3 I just remember one infinite loop of take cover, shoot repeat ad nausieum, and the abilities didn't really change that, the game still played the exact same as a different class.

It's worth mentioning, I've replayed ME1 3 times, twice on 360 and once on PC years later, and I would definitely say it wasn't until I played it with a mouse and keyboard where I actually found myself thoroughly enjoying the combat, which blew me away at the time, as I always thought (like most of you) that ME1's combat was irredeemable trash, to find myself enjoying it was pretty surreal, I even ended up doing a lot of the combat-heavy side quests purely for the fun of it. Having every ability on a hotkey definitely felt like it was the intended way to play it, to the point where I'm shocked I even beat it in the first place, the way it plays on a controller feels terrible and stifles improvisation.
 
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