@arthurh3535 wrote:
@draqonin wrote:
@VladVonCastein wrote:
Think it's a matter of quality vs quantity. In previous games the world so to say was relatively small, they could even develop multiple story lines, paragon/renegade, animation for both, even made shep more distinct(scars and all) if he's renegade. This game is comparatively larger with the whole open world exploration theme, some gamers got what they wanted. As for myself, I prefer a more well developed story with options that I can sink my teeth in, rather than 100 hours of fetch quest and planet animations.
That's exactly what it is! I read your first post and wanted to reply ..but u already replied with the quote above. 🙂
Indeed, with paragon/renegade, and considering the scale of Andromeda compared to previous ME, that would require waaay more writing > dialogue > and ultimately animation.
I absolutely like the exploration and length of ME:A ...BUT it''s really missing the story immersion. Tension, emotion, drama, suspense, mood is really needed because the game is flat without those. I guess it's either one or the other... i wish we had both, but that would really take a long time to develop. Unless they have at least 500 people working on it ..hehe
I... can't believe you actually wrote that with a straight face. Did we actually play the same game? Or do you have rose tinted glasses from playing ME1? Because there is tons of tension, emotion, drama, suspense and mood in the game. If you didn't get that... you probably have your music turned down a bit and ignored everything about your squadmates.
Ive been thinking about this actually..
More than a few people have stated something similiar. Not feeling connections, not feeling anythung when Alec died and so on. I felt all of these things just like I did with the previous games but I look at it from how the characters would be feeling about the things the encounter. If I just looked at it from my POV I probably wouldn't feel much these days either because I am becoming desensitized to playing games with storytelling designed to evoke an emotional response. The writing is there but after experiencing stories this way so many times now they don't have the same impact they once did.
The more large story characters they kill, like Alec, the more we come to expect it. The more moralistic decisions we are faced with, the more we come to expect them. These things could do with dialing down to an extent so the next time it happens its more unexpected and once again has an impact on the player.
There is also something else missing.. Just as an example - in SWTOR KOTFE some choices along the way could lead to certain team mates leaving in the future. This made me fear every choice I made because it wasn't always apparent until later. You could always play another character later and make different choices to keep them the next time but it was the unknown when playing that has the impact. I didn’t feel that with MEA at all. No one was gunna leave no matter what choices I made. In KoTET however, choosing between two team who lived or died - wasn't as emotional as it could have been because I got to choose my fav to live and it was an immediate result, this person or that person.
There is no fear of loosing squadmates in MEA. They arent going to leave based on earlier choices. They aren't going to die because you made a wrong choice. You loose a connection to the choices you make when there is no fear involved, they simply become just a choice. Not a choice that has consequences that you care about.