Uhhh something you wanna tell me Drack?
Uhhh something you wanna tell me Drack?
That sucks dude. I'm prolly going to do her Loyalty deal tomorrow and now I'm afraid it'll get bugged.
Damn I'm still wondering if Vetra has anything tied to her quest wise because I'm on mission four (haven't went to the planet yet) and she's just been saying the same shit for the past 3 missions.
I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
That moment when you finally get new banters on a planet, yet SAM decides that it's time remind you for the 600th time, that weather is bad.
Uhhh something you wanna tell me Drack?
Uhhh something you wanna tell me Drack?
Honestly, it's one of the stupidest things that I've seen in the game thus far. Like, didn't anyone during the development thought that this will get incredibly repetitive and annoying after the few first warnings? I mean, seriously.My wife just started the game and she loves getting every last detail out of these games and its driving her mad that shes missing possibly unique conversations cause SAM keeps interrupting.
Honestly, it's one of the stupidest things that I've seen in the game thus far. Like, didn't anyone during the development thought that this will get incredibly repetitive and annoying after the few first warnings? I mean, seriously.
I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
Yeah, same here. I've had some eye rolling moments and some really funny glitches, but overall the game is really fun.Its another thing that kinda leaves you scratching your head. Now that the Crowbcat video is out theres a whole new topic of essentially shitting on the game for every misstep. I have had a few things happen but overall very much still enjoying the game as a whole package.
+1*I liked exploration in ME1*
Its another thing that kinda leaves you scratching your head. Now that the Crowbcat video is out theres a whole new topic of essentially shitting on the game for every misstep. I have had a few things happen but overall very much still enjoying the game as a whole package.
The issues don't trip me up in the moment so much as they make me annoyed at what could have been.
I 100% agree, its just crazy to see the actual enjoyment from people who havent even played the game take turns shitting all over it. Its very juvenile, my expectations were not met by a long shot but the game is nowhere near a total piece of shit or waste of time.
That moment when you finally get new banters on a planet, yet SAM decides that it's time remind you for the 600th time, that weather is bad.
I 100% agree, its just crazy to see the actual enjoyment from people who havent even played the game take turns shitting all over it. Its very juvenile, my expectations were not met by a long shot but the game is nowhere near a total piece of shit or waste of time.
I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
I think it's a game that shouldn't be rewarded, even if it has moments of brilliance. This isn't how AAA games should hit the market. EA shouldn't be shoving games out the door like this. This game, if it had another 6-12 months, could be on par with the other games in the series. There's clearly a polished core there. You know you're getting a scene that has had some developmental attention because the camera locks in and the dialogue is usually good. But there isn't nearly enough of that. For as fun as some of the moments are, there are a ton of badly written moments.
There's only so much money to go around at publishers nowadays. These big franchises need to be good and need to land, given the budgets. I probably won't get another Deus Ex game for a long time, and I don't want that to happen to Mass Effect. I'm not going to hold it against people that they skipped the game. It's pretty understandable at this point. EA needs to do things right and give this game some serious post launch support. They fucked up here like they did with BF4.
It can be fun but also worthy of scorn at the same time.
I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
I am so glad I'm holding off playing this until later this year,
You're loss, games beyond amazing, period.
Prior to ME:A I played ME1 almost to completion (god damn checkpoint save at the end set me an hour back the day before ME:A released, so I'm letting it rest until I want to go back!) and I really get your post here. You sum up a lot off the feelings I had for ME1.I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
I quite like the open planets, so far.
That being said I have a deep disdain for when people contest the notion of empty planetoids and negative space is the wrong direction for this franchise. As I noted in an earlier post, while I feel Andromeda does open environments fairly well, I don't feel it evokes an atmosphere of Mass Effect 1, though occasionally hits the ballpark.
Much of this is due to the emphasis of filling these open planetoids with stuff to do. Irrespective of the subjective quality of this content, or how much I'm enjoying them as is, it does deteriorate the sense of scale and wonder of discovery in the context of the setting.
I don't mind people having a preference that leans against negative space, seeing it as pointless and devoid of engaging game systems, but I'm so at odds with the vocal deterrence away from this kind of game design that it drives me batty. I'm fascinated by the ways in which designers can evoke emotion and immerse players into their worlds, convey themes and concepts, through interactivity. And I feel that with negative space, even if it's empty and "pointless", it can work wonders towards conveying the intended feeling.
There's a moment in the very original Mass Effect where you scan a planet, an anomaly is detected, you land in your Mako on this empty, aimless, dull green terrain. Illuminated with a bright blue sky you drive around in the absolute nothing to find your "anomaly", which is nothing more than a half buried Prothean pyramid to be activated for a whimsical paragraph of text.
It feels poignant. So much emptiness, loneliness, and nothingness, yet this tiny discovery of unique, hand tailored individuality no matter how small and simple to be found. Yes, you drive across stretches of "boring" terrain, with nothing to do and no real distinct visual stimuli. But I love that. That's a planetoid. It's huge and oppressive in its nothingness, its existence so romantically oblivious to your presence, stretches of dirt and dust and sky perhaps unseen by any sentient eye for millennia. And here you find this little fragment of something unnatural, something that is a sign of intelligence beyond your own, alone in this cosmos. It really feels like an uncharted world, and the sense of scale is magnificently conveyed because of the nothingness.
I wish Mass Effect would teeter back towards this kind of design. Yes, these hand tailored interactive moments are absolutely essential and part of the series strength. But here's the thing; if I have an objective to find and explore a crashed star ship, its interior neatly hand crafted and unique, make me work through the nothingness with my own agency to find it in the first place. Have me scan a random planet in a random system and my computer bleep with an anomaly detected. No specifics, unable to pinpoint the precise location, only that something unusual and odd and worth investigation is hereamidst stretches of snow or sand or primordial grass or whatever else. Have me land on this barren terrain, mountainous and stretched, the local radar picking up where the thing is but still not what it is or context. Let me roll over a snowy mountain to finally see in the middle of a vista a giant crashed starship half buried in the snow. And let me manually drive all the way up to it, through the nothingness, to breach the door and explore the hand crafted interior within.
This is what I want from Mass Effect, even if I know I'll never get it.
A quick question just how many exiles got booted of the Nexus?
I mean I do seem to have slaughtered hundreds by now without a hint of remorse from Sarah or anyone else for that matter, well Peebee moans about violence every now and again.
You would have thought killing any native Milky Way race would be a bit of a big deal... you know being stuck in Andromeda and all.
A quick question just how many exiles got booted of the Nexus?
I mean I do seem to have slaughtered hundreds by now without a hint of remorse from Sarah or anyone else for that matter, well Peebee moans about violence every now and again.
You would have thought killing any native Milky Way race would be a bit of a big deal... you know being stuck in Andromeda and all.
After 60 hours: i am done with the story line.
Epilogue:
Hello Quarian Ark. I knew it.