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Mass Effect - More information about ME2 surfaces. FAQ in OP. Ashley still a woman.
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So it's like a Renegade in-convo QTE? Nice.
However, I hope they aren't going to do actual QTEs for this game. I played Jericho, and that was my first gaming experience with QTEs AND I NEVER WANT TO GO DOWN THAT FUCKING PATH AGAIN
New thing about ME2 is prompts during conversations. Can be renegade or paragon. The prompt immediatly exits the conventional conversation, and flips into action.
In the demo, the renegade prompt appeared, and when the demo-er took it, Shepard stopped listening, and started pushing the guy out the window.
edit:beated
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Neural Shock sucks. It was a 5 second stun + knockdown on a SINGLE enemy at *max* level. Every biotic had a better disable than that. Infiltrators and Soldiers don't need a disable because they're impervious to death. Which only leaves Engineers.
My engineer playthrough on insanity, I spent more time using my biotic allies (Wrex and asari chick) to disable guys than my own powers when it came to Krogans.
Because as much as I love dialogue shortcuts, seeing that blue or red text pop up in the conversation window was basically just an automatic "Push this to do something better than the normal conversation". I can't remember a single negative consequence for doing so, and they always inevitably resulted in a quicker/better resolution to the problem at hand.
That's an issue? I always thought of that as the results of your investment in those skills. I mean, you become better with a shotgun if you invest in shotguns. Your biotics hit higher level creatures with investment.
Unless this isn't your first playthrough, you're not going to get both the intimidate and charm options, just the one that you've been taking the path for. It's not like you even have to choose those options if you don't want to. It's just saying "hey, you're paragon enough and you've got enough skillpoints invested as a charmer to be able to talk this guy into giving you a better deal".
that's kinda the point, though
having those options open to you is your reward, so to speak, for spending points in renegade/paragon
it's kinda like saying that high level shotguns is just a plain better option to take over assault rifles skill that you have no training in- of course it is, you put points into it.
edit: subdeii, quit embracing eternity with me, you'll steal all my thoughts
Youre not supposed to get negative feedback in speech for stuff you've invested hard earned XP in. Being able to fail Speech checks in Fallout 3 despite having it maxed pissed me off to the max. It does expand the dialogue anyway, it gives you an option that wouldnt exist if you hadn't put points into that particular skill.
Dragon Age has Persuades that can fail, as I recall, and it also has Persuades that take the conversation in a new direction, rather than just wham, you've solved the situation, as ours are. They had a much larger VO budget than we did, however, and no player VO, so they had the resources to do that.
Our philosophy is to make using them a reward. Their philosophy is often to make using them unlock a new way to play a level. Neither philosophy is wrong. Just a matter of what they're there for.
................................-- Perhaps we can pool our resources, try to convince more people.
............................../
A coincidence ---- O
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................................-- The last person that tried to copy me got sent home. In a bag.
So tempted to report for awesome.
do it.:winky:
Steam Name: Dr.Oblivious
If you can't live for the now, at least live for the future.
:^:
Do not engage the Watermelons.
I'm going to have to be that guy and point out that it should be the other way around.
http://e3.gamespot.com/video/6211391/
Do not engage the Watermelons.
You made your choice to mash buttons through the dialogue 8-)
I completely agree. Hopefully it's something we'll get implemented before ship.
I could almost see it as making conversations go faster in ME1 for people who reeeeeeeally wanted to just X their way to the next combat, because, you know, having to X until a choice, then move the thumbstick over and make a choice, took marginally longer. But in ME2, we've gotten (I think) better about controlling the flow of information. The plots are just as complex, but you learn the info at a better pace, so you don't need huge enormous critpath conversations. (You can still have them, but they can be optional, there for the folks who want to explore, while Mister "X to the next combat" just zips by without bothering to learn about the vorcha/geth/deathbots of Organimort 7/drell.)
Well, you should have X keep doing that, but then also have a different button just cut to the choices, but not select a choice. That way everyone is happy. It's not like you need all the buttons freed up during the conversations.
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
So taky, how awesome is this Organimort 7 going to be?
that way, it takes longer for mashers to get through the dialogue
(edit) takyris you realize now that if I don't see an Organimort 7 deathbot in ME2 there will be words, right
Cover. Always stay behind cover.
Also slav-, I mean team mates. Send them into the fray, if they die, so what, they wake back up to die again. While they are getting riddled with bullets you move forward for cover and shoot off skills and gunshots.
What if you're replaying the game or loading from a save and don't want to hear the same person talk about the same stuff for the fifth time?
I've found a lot of branches of dialogue I'd never heard before, sometimes due to my dickheaded answers and sometimes for reasons I'm not quite certain of. One difference is that I'm playing in the order of Therum -> Feros -> Noveria -> Virmire this time where previously I've done Therum -> Noveria -> Feros -> Virmire and Noveria -> Feros -> Virmire -> Therum. I knew about the funny things Liara says in that scenario, but I was surprised at the number of dialogue differences I noticed by simply switching around Noveria and Feros. The amount of dialogue written and recorded for this game must have been pretty overwhelming, in terms of maintaining continuity.
By the time I got to Matriarch Benezia we were fairly well leveled up, as a team. Liara was maxed out with both throw and lift and nearly maxed on singularity. I have to say watching her put a massive lift on her own mom was pretty funny. The ceilings in the room where you fight are pretty tall.
Also, the debate over what to do with the Rachni Queen was really awesome with Liara and Wrex in my party. They held completely opposite opinions and really snapped at each other. It's one of the few times I can think of where members of your party spoke directly to each other rather than to you. Which is something I hope there is more of in ME2, because it immediately made things feel more immersive.
I noticed. Bah, would've taken me longer with adding all the "......." to just the right length anyway.
Steam / Origin & Wii U: Heatwave111 / FC: 4227-1965-3206 / Battle.net: Heatwave#11356
I was just busting his balls, I agree that default anythign is dumb in a game about choice
In the combat demos, the power wheel comes up and you can see the names of Shepard's companions. The girl is Miranda, and the black dude is Jacob (who I believe is/will be the hero of the iPhone Mass Effect game).
Nice touch: After Shep shoves that dude out the window, Miranda seems to be smirking. Of course, she seems to doing that when they step off the elevator, too.
It is hard to notice, though, given the rudeness of her ladies.
The Division, Warframe (XB1)
GT: Tanith 6227
I know Wrex and Garrus talk to each other in that situation too. Considering what the Turians did to the Krogan and the Krogan did to the Rachni, it's very appropriate.