I think you're giving Darth Maul way too much credit. He wasn't a character, he was a vehicle for a dual bladed lightsaber.
I think you think he died in Episode One.
I think that people put too much stock into the retconning of a kid's cartoon. It may be canon now, but it wasn't until very, very late that they retconned him being back alive in the cartoon. It also doesn't really change the fact that on the big screen that most people will only see, he was a wasted pointless character that didn't have any depth beyond lightsaber conveyor.
It's like the Halo books. Halo's plot to this day is absolute garbage. Doesn't matter if the books exist if the main platform for them does a piss poor job of conveying anything.
So I'm doing some work on my game's dialog and banter system and I'm trying to get a handle on how some modern games handle it. Specifically, I have a lot of long dialog and banter that can happen while on the move, but also events and things I want NPCs to comment about.
My play through Mass Effect Andromeda has made me realize how important it is to have a system where long dialogs can be interrupted temporarily, then resumed, is a big deal. So, I'm looking for good examples of games that handle this well.
I think Saints Row and GTA5 did this recently, maybe The Witcher 3 too? Anyone else remember good examples? I've been writing a system design doc of how I might setup such a thing and more examples always helps.
I'm wondering what they'll call it, whether they'll go with XBtwo or XboxOnePointFive, or try to position it as a fully backwards compatible new-ish console to divorce themselves from the XB1's stigma since launch.
Because studio drama happens, causing things that don't cause crashes to get set aside.
Stuff like Addison having way too much makeup, for example, which was also corrected on top of her eyes in this patch. It's become pretty clear that the Bioware team that worked on this has lost a lot of its top talent and leadership, but there's still a lot of the magic that remains. Some of the stuff that's occurring is stuff you'd see get missed by newer teams coming out of AA into AAA development.
After this patch installed I started getting conversations between teammates that I hadn't heard talk to each other for giant stretches of gameplay time. I also got several emails that I should have received 40 hours of game time ago.
I suspect the reactions as they have been have helped some people take back a bit of control they might not have had in this studio climate.
edit: I also noticed that the level up rate is drastically increased from before. At my current level it took a lot to gain a level, but playing after the patch I started gaining levels about every 2 side missions.
Guerrilla Games went and hired a very experienced writer, and put him in charge of story in a way writers haven't been in a while in this industry, then got decent voice actors and directed them well, and it shows.
I can understand the negativity while also seeing it's blown way, way out of proportion. This is due to ME3's controversy, the high status of the series overall for the level of work seen, and a lot of issues from the switch to Frostbyte and the return to some open world aspects. It's a wider story, which is fine, but I think people wanted the driving story of ME2 and 3.
I can say that most of the animation and face "issues" aren't present in the core story missions and sequences. But, there's a lot of extra stuff that clearly hasn't gotten love. A lot of the side characters and quests, or even non-primary but still story important characters clearly haven't gotten any love.
I suspect this is due to a lot of the tools they had used to improve the base level of animation through ME 1-3 weren't available to the same level for MEA now that they switched to frostbyte, and due to the higher realism of MEA compared to DAI, those tools didn't quite cut it. It shows, but it's also not as bad as the internet wants you to believe via the polarization factory. Meanwhile, I think it's still missing the forest for the trees, or maybe staring at a mossy rock instead of seeing the giant forest around you.
Meanwhile, gamergate types have latched into this latest thing to stalk and harass an ex bioware staffer.
Well, there's always the contrarian route to getting more clicks. But, people like different things and can have their own opinions. RPS usually doesn't go for that so they get the benefit of the doubt. The points raised read more personal preference, or sadly contrarian, than a scathing critique of the game.
Everything I've seen of this ME harkens a bit closer to ME1 in terms of story and structure, which is a good thing. It may not be as a relentless drive forward as ME2 and 3 were, but that's okay.
The writing isn't amazing, but ME writing in the day to day stuff was never that good, save for the specific missions that are only seen well into the game. Go ahead and try to tell me anything in ME1, 2, and 3's writing were any good in the first what, 2 hours of the game that most people are playing? A lot of Mass Effect or any RPG is in the breadth of the world you're diving into, rather than individual moments. We won't get a Mordin level mission until well into the game.
Anyone else kind of glad to see Guerrilla Games get the opportunity they deserve?
I mean, as bad/conflicted as the Killzone games were, you always saw the skill the studio had behind it. Now it seems like they finally have an opportunity to shine. They have all the tech expertise from their time saddled with the Killzone IP, and a decent writer they hired from other successful games/studios, and now freedom to use that.
55GB is a good thing to me, it means they can finally do more.
Something to remember was that the original mass effect lacked the in-game memory to have players lower their weapon while talking to people, let alone have unique looking environments. They made it work with ME2 and 3. For Andromeda, this isn't just a new trilogy, it's a new hardware spec to run it on at base level.
Yeah, I've read/seen some interviews on the co-op changes. That info been spread around various dev posts too.
Basically, co-op is somewhat the same in structure, as you play operatives working for the Andromeda Initiative/Nexus doing missions. The maps will be a bit larger, but the style is familiar with interconnected areas that can be used in a similar way.
Much like ME3 combat in general, they wanted to make MEA's co-op mode less about hunkering down in static cover. So they've come up with a mix of enemies that will alternate between driving/forcing you out of cover, and normal enemies where cover is effective against them. Also, from the start they plan to have more interesting operatives like some of the later DLC operatives they released like the various Geth version, including something like the Prime/Juggernaut from ME3.
Well, DoW2 did play very differently in MP from its single player, so I'll give it a shot. Relic did ultimately disappoint me greatly with CoH2, but I'm willing to give the new team inside Relic a chance now that they've got a stable publisher behind them.
Yeah, I'm tired of the traditional base building, and while I understand why some want it, the way it's being readded is a waste of potential.
Base building is a vestigial, but pretty, organ for RTS games. It serves some gameplay functionality in that players pick and choose buildings to gain units abilities, and others can scout and potentially destroy them. But most developers use it as hoops through which players are forced to play sim city before actually fighting, and fighting on the tabletop is what 40K and many miniature games are about.
Bases too are misleading, as you really can take the same functionality and re-implement it as something that supports fighting in the field. As it stands, by the time the enemy is in your base enough to destroy a building to try and deny you something, you've lost.
The Persona games have always been hit and miss for me, typically more miss. I always struggle with the "manage the life of a Japanese high school student" aspect, and the combat always feels waaaaaay too grindy. I beat 3 (very flawed, but fun enough to finish), and didn't enjoy 4 at all. As a result, I've completely ignored any of the hype for Persona 5.
However, that looks really damn cool. It's definitely back on my radar now. Comes out in April, correct?
I don't think there's any Persona player, even the most diehard fan, that actually thinks the old grindy Person 3/4 dungeons are that good in terms of gameplay. Tolerable, to mildly fun is the best I've heard it described. But that was probably a product of the budget and hardware limits of the time. It looks like they're trying to make the dungeons a little more interesting this time around, but I'm still wary of the grind even from those videos as they just show the highlighted scripted events early on.
But, the style and music's all there. Unfortunately so is the iffy bits like uncomfortably sexualized high schoolers.
Having used a PS Pro, the difference is actually pretty striking in some games. Equivalent to about a $200-$300 graphical upgrade on the PC. It's not just the graphics though, but that weird low FPS, or latency you get used to with console games pushing the hardware spec goes away, so if handled well a game tends to be way smoother even if there isn't as much of a graphical bump.
I suspect something that resembles Tomb Raider/Uncharted in the marvel cinematic universe. That's the main thing Crystal Dynamics is geared up to do, and you don't put a studio you've built up for AAA games like that on a Ultimate Alliance clone.
Meanwhile, Deus Ex, while great, are exponentially more expensive to create due all the choice and open areas..
For those that thought they wouldn't go dark with this and that the reshoots meant they were making it too light hearted, guess again. Because as soon as the action started, it got dark, then darker, and even darker, until that final glimmer of hope within that vast inky darkness. Pretty sure none of those characters are coming back.
Pretty much no one made it out of there except Leia. Although I did like seeing Vader go full Sith on those rebel soldiers. In the previous movies you really only saw him walk in after the Stormtroopers do stuff, or only saw Jedi fighting bad guys. In the finale of this, man does it show how bad things can get against a force wielder.
One thing I think is a missed opportunity was having the blind force sensitive guy (I forget his name) fade into the force leaving behind only his clothes. That would have been a nice nod to someone who obviously would have been a Jedi and would have been one with the force had he gotten more training.
As above, the music was off. The kind of stuff you'd hear in a Star Wars video game that was trying too hard not to use the direct themes.
Now, bring on Rogue Two, with an all Bothan cast. Surely it turns out better for them, right?
And holy crap, just when you thought that Bernard's story could get crazier, they pull this.
Oh and here's hoping Elsie survives, after all that hold looks like a sleeper hold. Same for Bernard, although they do show him conclusively shooting himself in the head, other hosts have been shot in such a way and brought back.
If you read their excuses, it all sounds like people who shouldn't run a studio and the only reason they have one is because people keep handing them money.
The single player campaign could have been completed long ago as a way to get team experienced at working together and learning how to use the engine. Make it a focused single player experience. It's like Blizzard releasing Overwatch first after they got bogged down making Titan and had to extract themselves. This delaying of the smaller experience is a terrible move.
SC heads tend to use the excuse of how they have this grand vision that they want to, and they'll only accept that. But you can't accomplish a grand vision without the experience of making a game, any game at all, as a unified studio. There are problems that you just can't throw money at an expect to be fixed, at least not even the kind of money that CIG has left.
Not sure why they used a male protagonist this time, let's hope the stick with the original plan to feature a female lead in advertising.
Looks like they're going with a heavy precursor civilization thing. It's kind of nice to be a whole group of strangers in a strange land. I hope they don't go back to anything Reaper related, or too similar a threat. But, sounds like it'll involve remnants and whatever left them returning... great...
Wouldn't be surprised if they reuse that dark energy plot they abandoned after ME2.
Although these days, no kill play throughs just mean a little more time taken instead of a significant achievement. All the tools available to you means that it's much easier to go completely nonlethal, in many ways its easier to do so.
No, there is no argument to a digital thing being consumed on use in a single player game. It's an anachronistic idea that comes from cell phone games, rather than reality. I think there's a lot of people coming from the cell phone market flush with success that they didn't earn thinking that the same tricks will work.
It's possible to sell DLC, a lot of it, even cheat DLC and not F over the customer.
I can confirm this, and they just put up a bunch of "Cheat" DLC that is also one use save locked. I guess I'll be using CheatEngine on future play throughs.
Considering this is the same publisher that tried multiple braindead marketing schemes for a game that basically sells itself, I shouldn't be surprised. You'd think they'd learn something from EA and Ubi's failures and successes with this sort of DLC.
Japanese corporations are getting a little too crazy on their fixation with the mobile market's stupidity.
The tech is good, but it's also nothing special these days. So it's all about how it's put together and the tools behind it, most of which is stuff behind the scenes.
Much like EA and Frostbyte, the main reason for reusing this engine so much is that it's their tech, so no engine licensing fees, and once you get all studios using the tech, any developments can be shared.
Oh man, the PC controls have a number of really big annoyances.
For example, loading a save requires you to hit spacebar to get past the loading screen. However, that same input is used to vault out of cover or dash to some other position, and that Spacebar input is accepted once in game, so the first thing you do after loading is jump out of whatever cover you were in.
Having done game QA work, there's no way this made it past QA and it's just a stupid thing. So be careful where you quicksave, don't position your self and view in a position where pressing spacebar would put you in a deadly situation.
I noticed they're using the Mechwarrior Online designs, at least for some of them.
I'm still hoping they let the tabletop version, which is strangely under a different license for artwork, start using the same designs because the 50 year old designs are kind of garbage even if some gained iconic status.