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Am saying you had a team that worked on a series for years, listening to and incorporating feedback, and they made three volumes PLUS dlc. Here you don't... yet?
And then they had 3 games to have a basis on how it is done and they ... didn't?
Anyway, regarding what the OP pointed out, yeah, it's annoying. Sounds are rather faulty in that game. I remember in new Tchuchanka, with Drack on my team, we would talk to Krogans, the goddamn câmera would come to our shoulder, fixe there, and sometimes Drack would speak, but the view was simply stuck there, Drack sounding as if coming from a radio, but he's just behind me. Some camera manipulation should help a little. The rest is unsalvagable. Just grab the nearest person and thrown youselves into the darkness and see who comes out on the other side. ^_^
@PandaTar wrote:
Am saying you had a team that worked on a series for years, listening to and incorporating feedback, and they made three volumes PLUS dlc. Here you don't... yet?
And then they had 3 games to have a basis on how it is done and they ... didn't?
Anyway, regarding what the OP pointed out, yeah, it's annoying. Sounds are rather faulty in that game. I remember in new Tchuchanka, with Drack on my team, we would talk to Krogans, the goddamn câmera would come to our shoulder, fixe there, and sometimes Drack would speak, but the view was simply stuck there, Drack sounding as if coming from a radio, but he's just behind me. Some camera manipulation should help a little. The rest is unsalvagable. Just grab the nearest person and thrown youselves into the darkness and see who comes out on the other side. ^_^
LOL yes... I had that too, not only in New Tuchanka but in other places as well.
They could've had the script trigger a play-back: Pre-record then only play the video and dialogue all together equalized volumes, camera animation.... 🙂
I don't know...but yes, there you go ... nice example you mentioned "Some camera manipulation should help a little" ...that looks pre-recorded already. Team members are already in a pre-established position and Camera also has animation, so the scene is already setup.
Now... i'm not sure "how" they are doing/scripting all these scenes/dialogues, but in ME:A looks like most of the scenes/dialogues happen in the actual game-play time since you just "stop" and talk. Sometimes even talk to the wall/crate if the dialogue is triggered lol The only thing that changes is the camera moving over the shoulder, except for some of the cut-scenes which i don't think they are video files either but they have a better setup. I'm sure it would take an enormous time to do that for all side mission dialogues, but at least volume levels could be adjusted.
- 9 years ago
@draqonin wrote:
@PandaTar wrote:
Am saying you had a team that worked on a series for years, listening to and incorporating feedback, and they made three volumes PLUS dlc. Here you don't... yet?
And then they had 3 games to have a basis on how it is done and they ... didn't?
Anyway, regarding what the OP pointed out, yeah, it's annoying. Sounds are rather faulty in that game. I remember in new Tchuchanka, with Drack on my team, we would talk to Krogans, the goddamn câmera would come to our shoulder, fixe there, and sometimes Drack would speak, but the view was simply stuck there, Drack sounding as if coming from a radio, but he's just behind me. Some camera manipulation should help a little. The rest is unsalvagable. Just grab the nearest person and thrown youselves into the darkness and see who comes out on the other side. ^_^
LOL yes... I had that too, not only in New Tuchanka but in other places as well.
They could've had the script trigger a play-back: Pre-record then only play the video and dialogue all together equalized volumes, camera animation.... 🙂
I don't know...but yes, there you go ... nice example you mentioned "Some camera manipulation should help a little" ...that looks pre-recorded already. Team members are already in a pre-established position and Camera also has animation, so the scene is already setup.
Now... i'm not sure "how" they are doing/scripting all these scenes/dialogues, but in ME:A looks like most of the scenes/dialogues happen in the actual game-play time since you just "stop" and talk. Sometimes even talk to the wall/crate if the dialogue is triggered lol The only thing that changes is the camera moving over the shoulder, except for some of the cut-scenes which i don't think they are video files either but they have a better setup. I'm sure it would take an enormous time to do that for all side mission dialogues, but at least volume levels could be adjusted.
Don't blame PandaTar for my musings... and Vega with his pullup challenge was some of the last bits they produced/wrote. I loved the original series, but fond memories hide flaws, not make them disappear.
Dialogue wasn't as much of an issue in the original series, and there was more emphasis on the music... because there wasn't so much banter and dialogue that you had to figure out ways not to walk all over it. You needed the music to fill the silence. Cutscenes were done in a completely different way. Here they went with a way that allowed much more quantity wise than fewer fully rendered quality wise. You may, or may not, like the changes. I really like that there are *so* many more of them - and think they will continue to work on how to make them better.
- 9 years ago
@jpcerutti1 wrote:
@draqonin wrote:
@PandaTar wrote:
Am saying you had a team that worked on a series for years, listening to and incorporating feedback, and they made three volumes PLUS dlc. Here you don't... yet?
And then they had 3 games to have a basis on how it is done and they ... didn't?
Anyway, regarding what the OP pointed out, yeah, it's annoying. Sounds are rather faulty in that game. I remember in new Tchuchanka, with Drack on my team, we would talk to Krogans, the goddamn câmera would come to our shoulder, fixe there, and sometimes Drack would speak, but the view was simply stuck there, Drack sounding as if coming from a radio, but he's just behind me. Some camera manipulation should help a little. The rest is unsalvagable. Just grab the nearest person and thrown youselves into the darkness and see who comes out on the other side. ^_^
LOL yes... I had that too, not only in New Tuchanka but in other places as well.
They could've had the script trigger a play-back: Pre-record then only play the video and dialogue all together equalized volumes, camera animation.... 🙂
I don't know...but yes, there you go ... nice example you mentioned "Some camera manipulation should help a little" ...that looks pre-recorded already. Team members are already in a pre-established position and Camera also has animation, so the scene is already setup.
Now... i'm not sure "how" they are doing/scripting all these scenes/dialogues, but in ME:A looks like most of the scenes/dialogues happen in the actual game-play time since you just "stop" and talk. Sometimes even talk to the wall/crate if the dialogue is triggered lol The only thing that changes is the camera moving over the shoulder, except for some of the cut-scenes which i don't think they are video files either but they have a better setup. I'm sure it would take an enormous time to do that for all side mission dialogues, but at least volume levels could be adjusted.
Don't blame PandaTar for my musings... and Vega with his pullup challenge was some of the last bits they produced/wrote. I loved the original series, but fond memories hide flaws, not make them disappear.
Dialogue wasn't as much of an issue in the original series, and there was more emphasis on the music... because there wasn't so much banter and dialogue that you had to figure out ways not to walk all over it. You needed the music to fill the silence. Cutscenes were done in a completely different way. Here they went with a way that allowed much more quantity wise than fewer fully rendered quality wise. You may, or may not, like the changes. I really like that there are *so* many more of them - and think they will continue to work on how to make them better.
lol i didn't blame ... i totally agree with Panda.
And yes, i like there's more dialogue as well, but they are kind of flat... almost like listening to news channel 🙂 oh well...
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