BioWare: Mass Effect 3 Combat Perfected

Frotality

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so theyve actually admitted to trying to compete with shooters? good to know.

or actually, quite bad to know. if i want GoW ill play GoW; bioware CANNOT compete with popular shooters because they have never made one and have no experience; the very best they can hope to muster is to be marginally worse than GoW, so why the bloody hell would they actively try that? you have your own thing, your own hybridized gameplay, and in pursuit of MORE popularity (was ME2 a niche purchase? you dont have enough fans?) bioware will make a game that fails as both an RPG and a shooter.

please, just stop letting EA talk you into these stupid interviews. im going to have to start making bobby kotick comparisons soon.
 

fierydemise

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NOTE: Spoilers to ME1 and 2 in this post

Reading these threads always makes me wonder, what exactly did everyone see in the ME2 plot? Whenever you come into a Bioware thread one of the first comments made is about the awesome story-telling, has the massive railroading retcon of Cerberus been so quickly forgotten?

ME1 had a very good story with a few small pacing problems but overall, well put together. Saren was an good villain with interesting motivations and the Reapers while a bit less compelling work if only because they are basically unfathomable. The big reveal about the Reapers on Virmire was solid and the character motivations worked pretty well.

ME2 in marked contrast began the game with a pretty major retcon that was barely explained at all and then railroaded right through about one third of the playerbase's origin choice. Cerberus killed my squad, they are ostensibly the primary villains (of course never mentioned in the first game) in what is one of my character's defining experiences and sitting here in front of their leader I can't so much as ask for an explanation. I've heard from some people that there is a dialog line somewhere in the tree, if there is I didn't find it on my first play through and that really isn't a good answer, my character origin is one of the few things I can customize it shouldn't be so easily tossed aside.

Then we get the actual main story with the Collectors and what not which has the primary effect of killing some of what made the Reapers work as villains. The Reapers are so interesting because they are fundamentally unknowable, a race of machines who despise organics in every way and so lack a way for us to relate to them.

Now I'm not damning all of ME2, the stuff that wasn't the main plot was good, Mordin, Legion and Tali's loyalty missions were all very strong and the characters were pretty good in general, with the notable exceptions of Miranda and Jacob. The problem is that the ME2 plot is entirely disconnected from the ME1 plot, most of the major plot points appear out of nowhere without any reference being made to them in the first game or where their are references we get massive contradictions.

For all the complaints about the combat and loss of RPG elements in ME2 I don't get why Bioware gets so much credit for the main story which really wasn't that good.
 

SenorNemo

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I know what I'm about to say is going to get buried under tens of thousands of new posts, and that it's probably already been said somewhere in the six pages that I confidently skipped with the certainty that I knew word for word their content, but I'll say it anyway.

Mass Effect is, by almost any but the most specific definitions, a role-playing game. Role playing means "you play a character on a mission as you interact with NPCs and travel about the game's setting," not "your computer has a set of d20s that it rolls every time you open a door." ME2 is obviously not like a traditional RPG: it is not D&D in space the same way KotOR was.

It's also, by almost any definition, a shooter. You can't deny that its core combat mechanics are those of a 3rd person shooter, albeit one where how I play it varies wildly based on what powers I've chosen; how I've shaped my character. Customization isn't as rich as it is in most traditional RPGs, but that doesn't make it not an RPG, because that's not what the RPG is about. Furthermore, even taking into account the shallower customization options, my vanguard played far differently than my infiltrator, which played far differently from my other infiltrator; my character is definitely my character, and thats something no traditional 3rd person shooter can claim.

That said, I'm very much welcoming of the promised increased customization, and I think if they're trying to make the interface at least as intuitive and the mechanics as smooth as Halo or *shock* CoD, then that's a good thing, just so long as they keep their promises for richer customization and stick to what makes Mass Effect - and all RPGs - so great: the characters, and the mechanic of exploring the story through interaction with the world at large.

Or maybe Mass Effect is neither shooter or RPG. Maybe it's the world's first post-modern AAA video game series. Whatever, it's still awesome, and I still can't wait for it.

But seriously, y'all are starting to sound like fracking social.bioware. You don't want to become social.bioware.
 

Ghengis John

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GLo Jones said:
I guess seeing is believing, because 'multi-tiered levels joined by ladders' sounds pretty damn frustrating and tedious to me.
If they milk that feature like "wooooOOOoooo look at our ladders!" then yes, certainly. It also boggles the mind how I'll be able to tell my npc's to go up a ladder... If they simply use it to allow more variety in battlefields though then it's not a bad thing.
 

bue519

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Zhukov said:
I remember reading that in those magazine scans that hit the net awhile back. Sounds good to me.

The RPG-crowd are gonna hate it though. "It's justed a dumbed down shooter now! Ruined forever! Waaah!

Heh.
To be fair, if you replay MassEffect 1, it was the shooting that really held it back. While ME2, the story was kind of weak. But, if there's a good balance both crowds might like it.
 

ParadigmQuake

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Honestly, I felt that while the gameplay in ME2 was improved considerably, the writing (ya know, the reason I play Bioware games) took a massive dip in quality. I couldn't care less about the removal of RPG-style mechanics, but the obvious plotholes, stupid plot twists, shoehorning characters unnaturally into situations for unclear reasons... The whole plot was kinda lame, in my opinion. And that did bother me.

So no, I'm not all that excited about yet another decent shooter with a weak plot. I know I'm in the minority, but I loved the first game, was disappointed by the second, and don't much care about the third.
 

McMullen

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Vaer said:
Kind of sad what Bioware is slowly becoming since it became part of EA, not that it wasn't to be expected but it's still depressing, from deep and involving story and characters to mindless action and cliche and shallow story and characters, from the leading RPG developer to crappy action and shooter games, did all the people that work on previous games just die ? cause after DA2 and now hearing this it seems like Bioware itself isn't far off from following them... hell even my hopes for SW TOR are slowly being killed :(
I don't understand where this viewpoint comes from. When I played ME1 I though it was the best game ever. I'm currently playing through it again to get a character ready for ME2, and now it's just a test of patience and tolerance. ME2's gameplay and story are both vastly improved as far as I can tell. The characters are more interesting, the environments and world more fleshed out and refined (Omega feels like the shithole it's supposed to be, Illium feels like a nice place to visit... at least at first glance), and we don't keep revisiting the same 3 prefab structures on 50 different planets. I think they should have done away with the probe mechanic and replaced it with the quick survey from orbit from the first game, along with bigger caches of minerals in mission areas.

It seems to me that people just assume all non-shooter aspects of ME2 suffer simply because the RPG mechanics were made less of a focus. I don't agree at all. I would have liked more than just 4 levels per power, but there just isn't anything in ME2 that I would say was better in ME1. Even the probe gameplay, while boring, is far less time-consuming than the mako.
 

AMMO Kid

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I hated the dumbed down version of the biotic powers and galactic freedom in ME2. ME1 was my favorite game ever, and even though the second one was fantastic, I hope that they get back to the original level of story telling with the third game
 

Therumancer

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Nov 28, 2007
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Slycne said:
Therumancer said:
Lack of inventory and loot, was a big blow against the game.
Stop removing my choices!

What's more they stated that they ultimatly want to dumb down the game further by removing a big part of the game balance, by pretty much letting every character use any weapon, and simply having class determine how many slots they have.
Stop giving me choices! Wait what?

I see nothing wrong with opening up the weapon selection. For starters, it never made logical sense to me. Applying current conventions forward, modern militaries do not train their non-combatants with pistols and shotguns, they train with the assault rifle like everyone else. It's only the specialists that get into more role specific weapons. Heck, being an expert pistol marksmen is in many ways harder than with a rifle. At least in fantasy there was a better argument for "well the wizard just doesn't have time or probably the physique to train with something like a guisarme". I never found or saw a very good suspension of disbelief for why say an Sentinal only had skill enough to be specialized in Pistol, a ruling they were perfectly willing to break with the NPC characters. Garrus was essentially an Infiltrator who swapped Pistol for Assault Rifle.

From a gameplay stand point, I don't see why letting people play characters in less defined roles is a bad thing. Why should a Vanguard need to be pigeon holed into a close combat class, why does the Infiltrator practically necessitate being a sniper? I'd love to play an Infiltrator that uses cloak to close with enemies and then open up point blank with shotgun. As long as the "combat" classes are provided skills and buffs that maintain their advantage with firearms, I'm perfectly happy with that.

The entire point is to create signifigantly differant experiences and roles for specific types of characters. Your absolutly correct that any kind of true "class based" system is unrealistic by nature. There is no reason why a warrior couldn't learn to pick locks, or a mage couldn't learn to be an expert martial artist, there are plenty of examples throughout sword and sorcery fiction that violate the "rules" of D&D and games like it that were inspired by them.

Part of the whole idea of having a system with classes is to make one differant and fill a specific role, encouraging differant solutions to problems and adaption on the part of the player within what they can do. Compared to say having a "perfect" character that can pretty much do *anything*. Like say for example having a fighter or thief or mage in a fantasy RPG where someone like Fritz Leiber's Gray Mouser was one of the deadliest fighters in the world, THE pre-eminent thief of the world, and had also been apprenticed to a wizard so had learned some usage of magic.

The issue in the case of a game like Mass Effect is that it's being done to simplify and streamline the experience so people don't have to adapt to a specific playstyle, rather than to add any kind of actual depth to the game.

The give and take between "give me more choices" and "stop giving me choices" isn't contridictory as it entirely depends on the kinds of choices being given.

In some cases a truely free form character system DOES work for RPGs, however it typically involves a certain amount of give and take. It could be called progression if they were to say give you so many points with which to build Shepard and you could pick what skills you wanted him to have, but ultimatly couldn't wind up making a character who could do, or would be good at, everything. In such a case allowing you to say make a character with an assault rifle which is arguably the most powerful weapon class, it shouldn't leave much room to learn much in the way of special abillities.

Simply deciding "well, any character can now use any weapon, it's just about how many they can carry at once" is contrary to the whole idea of having character classes.

As far as the military goes, we're assuming of course that the military is run the same way that things are run in real life. For example I got the impression that Biotics were trained in special schools as opposed to sent to boot camp. There also seemed to be a degree of mistrust there, so it's likely that it had something to do with why their training and issue might have been fairly limited. When it comes to why a character would only use pistols and shotguns, I tend to look at things like the game "Traveller" where I seem to remember they had a set up very similar to that for actual marines. Simply put Marines being defined as troops who were trained specifically to board ships and space stations, and little else, and were their own corps since that was a service in paticular demand. They were trained with pistols, shotguns, and cutlasses, for close combat in hallways and tight enviroments, and also because the weapons they were using were developed to minimize the chance of wrecking sensitive equipment should a firefight take place in say engineering or the ship's bridge. I might be remembering the wrong RPG system where they set it up that way, but the "Army" which was based around land engagements employed differant weapons like assault rifles, missle launchers, and similar things. The "Navy" being a dedicated support team and learning to use little more than sidearms because they were pretty much dedicated to piloting, matinence, and tech, and would rely entirely on the marine compliment for defense. Is this "realistic" by the current order of battle, where we cross train all of our forces nowadays? No, but it's still a functional order of battle.

I'm not saying that this was what Mass Effect's writers were thinking originally in setting up the character classes, as they seem to have things organized differantyly (even going by name), however, specialized weapon training and limitations can be defended as much as they can be argued against.

The overall point here is that you seem to like the direction "Mass Effect" is going in, and that's fine. I personally do not. But then again as I've pointed out I'm an RPG player. I want my stats, my character classes, and my sweet, sweet loot. "Mass Effect" was supposed to be the successor to "Knights Of The Old Republic" as a space fantasy RPG series. It was even hyped this way to begin with. I don't think it's unreasonable to be miffed about it from that perspective.

I'll also be painfully blunt, I have no objection to Bioware producing a series of shooters and action games, as long as us RPG players still get our RPGs. If they wanted to make a third person shooter, they should have developed one as a seperate franchise, instead of trying to turn an RPG franchise that is supposed to be the spiritual successor to a line of RPGs, into "Gears Of Halo".

One of the reasons why there is such bad blood between "factions" of gamers is because the industry is increasingly unwilling to cater to people with differant interests, and instead wants to try and shoehorn everyone together, or create slapshod products that try and hit as many things as they can. Had Bioware continued to develop high quality RPGs, complete with stats, stat based combat, skill selections, inventory, and similar things within their properties, I don't think there would be any problem with them deciding to throw together a shooter or simplified customizable fantasy brawler. When they take an RPG series and make it so it isn't an RPG series anymore... yeah that annoys people.
 

Loop Stricken

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All I want...

All I want...

Is Mass Effect 2's combat with the original's RPG-ness. And more Tali. And Legion.
And armour.

Ooh, and can we paint the Normandy too? Can my fish not starve because I'm too busy saving the galaxy that someone else can't feed the blasted things for me?
 

antipunt

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I say: get the storyline right, "you win!". So many factors/twists-turns at this point that pulling it off will be very impressive. If you're going to make a kickass combat system, it's all well and good. But first things first.
 

Catalyst6

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GLo Jones said:
I guess seeing is believing, because 'multi-tiered levels joined by ladders' sounds pretty damn frustrating and tedious to me.
Hey, it's totally revolutionary! Most games have to resort to "stairs" or "ramps" to move a player upward; ME3 is going to give you the thrilling ability to swear at your hero as he moves his armored ass up a ladder at a foot per minute!

OT: We are talking about the same game, right, EA? The system that you think was so great, the one that downgraded all the weapons to require ammo, where you had to get upgrades by mining planets from space. Oh, and whose system of making faster guns better against shields, etc. worked just as long as you never ran out of ammo (which happened all the time, even with good aim).

That game?
 

CardinalPiggles

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Irridium said:
had to snip it sorry
i totally agree with everything you said, god damn EA getting in the way of another great development team.

"yh make a shooter, everyone loves that and it makes loads of money"

FUCK RIGHT OFF, ME1 was amazing because it was an RPG, because it had tactical strategy, ME2 sold well because it was mindless shooting pleasure for morons.
 

gyroscopeboy

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Irridium said:
Yeah, not exactly looking forward to it.

In ME2, you were just as accurate and your guns were just as strong at the end as they were at the beginning. You did not get more accurate, your guns didn't get stronger, they stayed the same from beginning to end. There was no sense of progression, no sense of getting stronger. Yeah you got a couple of new guns/powers to play around with, but they didn't really change up combat. Like, at all. You still stayed behind cover and shot dudes who poked their heads out(or casted your powers, depending on your class). The only two classes that were fun to play were Vanguard(who can charge everywhere) and the Infiltrator class(can turn invisible). And even then it was still pretty "meh".

In Mass Effect 1, you start out with ass guns, ass stats, ass armor, and pretty much just ass everything. But as you progress, you get better. Your weapons get better. Your skills get better. Your team gets better. You have an actual sense of progression. At the start I had to fire in bursts and couldn't cast much powers. By the end I could fire for 2 minutes without the gun overheating(not counting the "overload" power, which boosts accuracy/lowers heating up even more), my guns were super-accurate, I had such beefy armor I was like a tank. I went from "standard soldier" to "uber-badass". And it was great.

You also learn how the combat works. At the start you'll fumble around, but then you'll learn it. Learn when to use your powers, when take your shots, everything. You get better, Shepard gets better, you both get better at the same time and it just gives a sense of immersion that no other game has ever given me. Most people try to play Mass Effect 1 as a straight up shooter. Casting powers all at once, running in, ect. and I think thats why there was so much hate for it.

Mass Effect 1 is not a shooter. It is an RPG(although that in itself is debatable) with shooter elements. If you play it as a tactical RPG, pausing while playing, issuing orders, managing powers, ect. the game's combat gets great, fun, and interesting.

In ME2 you start out as "so-so badass" and just stay that way through the whole game. You don't get better, don't get more accurate, don't improve your guns(all the guns are basically side-grades instead of upgrades). There just isn't any sense of progression. Yeah you level up and get a bit more powers, but they all have the same cooldown for some stupid reason, so you'll cast one, then wait for everything to recharge, and then do it again. Its boring.

Again, ME1 is not a shooter. If you don't like that, then guess what? The game is not for you. This is not a bad thing, it just means this game is not for you.

ME2 is a shooter. I guess it would be an action adventure, since it has essentially no role-playing. Same with Mass Effect 1, only ME1 is just adventure with shooter elements. Again, ME2 being more shooter-like isn't bad per-say, its just boring as hell to me.

Also ME1 had infinite ammo. And no matter how you say it, I don't see how going from unlimited ammo to limited ammo is an upgrade. Especially if you like sniping, in which case you'll be running out of ammo very quickly and have to just go up the front lines and fight Gears of War style anyway. Or sit in an area where the ammo things constantly respawn, which completely undermines the new ammo mechanic.

And another thing, I seem to be one of the very few people who think naturally moving in/out of cover is better then pressing A to stick yourself to a wall. In ME1 if you want to take cover you go up to a wall, and Shepard automatically gets into cover. In ME2 you have to tell him to do it. I guess TIM didn't fully repair his brain if he doesn't have the sense to get into cover when getting shot.

And that is why I liked ME1's combat much more than ME2's. Hopefully ME3 brings back the sense of progression, but from what I hear I doubt it.
These are my thoughts exactly. The whole point of ME is this epic space opera (it always reminded me of Peter F Hamilton novels)...you NEED those RPG elements to get that immersion. Also, pressing A to stick to chest high walls is lame.
 

Spacecat-V

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LADDERS!? THATS YOUR GRAND MASTER PLAN FOR PERFECTING MASS EFFECT 3'S COMBAT? So adding ladders not balancing the shooter & rpg elements? I had a feeling EA buying you off was trouble from day one.
 

TheKruzdawg

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HankMan said:
Shoots and Ladders? Sounds like fun!
If the enemies get smarter, did they also make sure Wrex's fat ass won't run in front of me every time I try to snipe?
This happened to me, only it was Kaiden. EVERY. DAMN. TIME. It was a major factor in my decision to stop taking him with me on missions.

But I wish that ME2 had kept some of the levelling from ME1. I liked picking my powers and watching them get stronger and having more choices. It made each stat point I assigned mean that much more. I also liked the 1:1 ratio in the first game better than each level costing more points in ME2.

While I liked the overall combat of ME2 better (it just felt better for me a lot of the time) I wasn't a big fan of having to find ammo and there being like no ammo for shotguns or sniper rifles, which both have abysmally small clips.

Can't wait for a video though.
 

Spencer Petersen

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How about add a gameplay element that involves more than just fucking shooting people. Why include a class which is designed for stealth if you never include any stealth mechanics?
 

Tdc2182

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Optimystic said:
Tdc2182 said:
I missed the loot system in Mass Effect 1 with the guns and armor.
How on earth could you miss selling 50 units of "Polonium Rounds VI" one by one? And god help you if you didn't, because once the Scram Rail X you actually wanted finally dropped, your space napsack was full and you were forced to immediately omnigel it.

This kind of nostalgia just blows my mind.
Wasn't talking about the selling, and I very much liked the omnigel tool.

It was very engaging to get lots of different types of armor (One of my favorite things about RPGs is dress up... yeah).

What was it in Mass Effect 2? Two, maybe three different types of armor for each body part?

It was dull, and seeing how the combat was merely decent, the thin string that kept me there was the dialogue.