Pues yo melafo, cada vez mas parece que se acerca a la fórmula de DA: Inquisition.
Del cooperativo no os alarmeis, seguramente sera un modo aparte como el de ME3 e Inquisition con clases y cofrecitos para que los de siempre se dejen la pasta.
Pues yo melafo, cada vez mas parece que se acerca a la fórmula de DA: Inquisition.
Del cooperativo no os alarmeis, seguramente sera un modo aparte como el de ME3 e Inquisition con clases y cofrecitos para que los de siempre se dejen la pasta.
A mí el trailer me ha gustado, pero sigo pensando que con el 2 lo bordaron y no van a repetir eso ni en pintura.
Muchos parece que han olvidado el destrozo que hicieron narrativamente hablando con el 3 y su final.
#34 Para nada, el 3 es una pasada de desenlace hasta que llegas al final y se nota que cerraron con un final imprevisto que cambiaron a pocos meses del desarrollo, tal y como comentó Hudson en su día.
EA quería explotar esto, BioWare tenía otra idea.
#35 more like la trama es un desastre desde que se sacan la deus ex machina del culo aka a los 5 minutos de empezar
Igualmente a esta saga se le ha criticado el final también de una manera absurda. Es como Lost o cualquier proyecto de masas donde vas generando unas expectativas dirigidas a un desenlace donde la gente espera que le cuenten el sentido de la vida, y obviamente no ocurre.
#35 Bueno bueno, tampoco nos pasemos.
Que tengas la mitad de personajes (el único medio interesante nuevo es EDI): el latino random mazado, el proteano lo metieron como dlc encima.
El juego no es flojo y está lleno de momentazos pero todas las decisiones importantes que tomaste en el 1 y en el 2 se ven tiradas por tierra en este ya que solo influyen en un cambio en el diálogo y pista.
Sin contar la batalla final. Te pasas todo el juego reclutando a distintas fuerzas de la galaxia para que luego ni las mencionen ni salgan en cinemáticas ni nada. De final boss al carismático MARAUDER SHIELDS y ya del final ni hablamos que encima le metieron un epilogo parcheado más adelante del rage que hubo (teorías del adoctrinamiento aparte).
3 no es un mal juego pero tiraron totalmente lo bueno de 2 (relaciones con los casi 10 personajes, el lore, las decisiones, esa misión suicida, etc para convertirlo en un producto de masas. Y todo para nada porque ningún jugador nuevo iba a comprarse el 3 sin haber jugado a los anteriores.
No quiero abrir el eterno debate pero las expectativas están demasiado altas después del vacío que nos dejó a todos con su final. Miedo me da que se repitan esas cosas con Andromeda.
#39 La gente esperaba un final mínimo como el de 2, no que les desvelaran los secretos del universo.
la gente es super cruel con el tres cuando lo unico "malo" son
que luego "arreglaron".
La premisa de este no está mal enviar una nave generacional fuera de la galaxia.
D I O S
I
O
S
La tengo en la mano, impresionante el tráiler y ya con #36 he llorado, no joke.
Me voy a gastar lo que haga falta para jugar a esto a 4K full graphics.
VOLTA/VEGA COME AT ME.
#44 redios porque lo he visto me he comido un spoiler de cojones a lo firefly xD. No mireis ni un puto video.
#48 Teniendo en cuenta los 3 anteriores, dudo que cambie en exceso. Además no sé los demás, pero yo no jugaba POR EL GAMEPLAY... but ok
para el que le interese en one acaban de poner los 3 primeros y los dlc retrocompatibles tambien estan con EA access
#41 Precisamente el final no es malo, es subpar, pero no malo
Lo "malo" es todo el juego en sí con 'merica y que manda a la mierda el desarrollo de tu personaje mediante elecciones de dialogo
-Around 2185, at the height of galactic progress, unaware of the impending Reaper invasion, several species band together for the "Andromeda Initiative"
-4 Arks, each carrying a different race, are built, housing thousands of individuals to chart a course to Andromeda
-The Heleus Cluster is noted as having a significant amount of "Golden Worlds", or planets ripe for life
-Each ark is led by a "Pathfinder"
-The Pathfinder, recon teams and others onboard are in cryosleep, unaware of what transpires in the Milky Way after they depart
-You play as either Scott or Sara Ryder, the children of Alec Ryder (pathfinder of the human ark)
-Alec Ryder is voiced by Clancy Brown
-Events at the start of the game occur that pass this role down to you, you are untested and unproven, unlike Commander Shepard of the previous trilogy
-This doesn't mean Mass Effect is Ryder's story from now on, they want the game to feel like a complete story (while teasing other stories that could happen)
-More customization options than previous games
-You can customize your father and your sibling, though not as extensively
-Global cooldowns are now replaced by individual timers
-Powers are instead hotkeyed for quick use, no longer pausing to bring up a wheel and aim
-Dynamic cover system (ala TLOU)
-Still a cover based shooter with a goal to get the player moving around the battlefield more
-Jetpack allows for more movement variety; you can quick dash instead of rolling
-Jetpack has a hover function that allows you to hit enemies seeking cover or survey your surroundings
-Less emphasis on linear, clearly telegraphed environments that tell you a combat encounter is coming (though linear areas are still in the game)
-Game Informer's hands on was positive, feel the game has a clearer identity in combat than previous games
-You still queue up attacks, combos, order your squad, etc
-All key elements are still intact but the studio wanted to encourage more experimentation and wider variety of abilities
-Class system is gone; instead you have full access to abilities from all classes, you can mix and match skills from tech, soldier or biotics
-Goal is to allow players to try different approaches to combat without being locked in at the start
-However, you can still specialize once you invest enough points into a category of skills, you unlock a profile that can get you bonuses for your particular play style
-This is where class names like "Vanguard" (invest in combat and biotics) and "Adept" (invest in biotics) resurface
-Invest in multiple categories and you unlock the "Explorer" profile
-There is a narrative reason that allows you to reconfigure your points throughout the game so that you can try out multiple gameplay approaches without making multiple characters
-You can customize your helmet, chest, shoulders, arms and legs, more extensive than previous trilogy
-Many familiar weapons return, as well as new melee options like swords and hammers
-The 'Kett' are the main enemy
-The team wanted players to experience the first time encountering a new alien species vs already having it established in prior games
-Rather than painting them as mortal enemies, BioWare wanted to make them feel foreboding but not ugly as they want you to also empathize with them
-Instead of having "linear slices" of planets that you land on, you explore these planets from the surface to their underbelly
-Critical paths, optional planets, major hubs, loyalty missions return
-Your land vehicle is designated the "Nomad", and the team got special guidance from NFS developers on its handling.
-The Nomad isn't sluggish and cumbersome like the Mako, it's very fast, still boosts and maneuvers much better
-The Nomad doesn't have weapons, you can customize things like its speed and appearance
-BioWare did not want to repeat having things like mineral nodes and multiple identical outposts scattered across planets
-Points of interest include combat encounters, puzzles, narrative beats etc on planets
-One planet, called 'Elaaden', is flagged as a possible habitat zone, however the surface is hazardous (no water, extremely hot); you can be pointed in this direction in multiple ways, for example, a Krogan can request the Pathfinder to find a missing colony ship or you can just choose to land on the planet yourself and see what you find
-On planets, one of your priorities is to scout for drop zones for your crew that drop "forward stations" that establishes a foothold for you
-These stations allow for changing up your loadout, fast travel point, etc
-Planets can have multiple dangers like acid pools, burning wreckage, weather etc that can all kill you
-Most planets have at least one major enemy base
-Planets can have areas, encounters and "super bosses" that are too tough for you to handle at first, encouraging players to come back later
-Since Andromeda is a new galaxy, Ryder can actively scan and discover things in the environments; that gets sent back for analysis and unlocks new technologies for the player
-Scanning and discovering these things also allows you to obtain blueprints to craft weapons and armor for yourself
-You can create a wide array of items, not just ammo types and weapon mods, items that haven't been seen before in the Milky Way (thanks to new alien tech)
-Some plot threads and missions lead you across multiple planets
-Peebee: Asari squadmate shown in previous footage. Went off on her own after arriving on the Nexus and described as having a "bubbly personality". She's smart and not concerned with social norms and "niceties".
-Liam: Arrived with the Pathfinder, former police officer and described as having a "light attitude", bringing levity to situations
-Important to harken back to the Normandy as it was a fan favorite
-There are no loading screens as you move through the ship
-Galaxy map returns but rather than piloting a mini ship on a map, it is more immersive, you select a planet, the game gives you sense of traveling towards that planet, and when you back out, you're immediately at your destination
-You don't pilot the ship manually, but it feels seamless as you go from planet to planet and see them from your bridge getting closer in the window
-They wanted a seamless experience from picking a planet to walking down to your cargo hold, hopping into the Nomad and landing on a planet. There is a landing sequence and you get off the ship. No more loading screens and instantly popping up on the surface of a planet.
-There are more relationships in the game than any other Bioware game (as they noted fans make a big emphasis on romance in the games)
-The squadmate with the least amount of lines in Andromeda has more lines than the squadmate with the most amount of lines in ME3
-Due to complications in the awakening process, your sibling won't join you in combat but you can interact with them and build a relationship
-Many of these dealings are optional, and discovering more about the Ryder family is a plot thread
-BioWare is confident the details of this story are what differentiates it from a traditional "hero's journey"
-Loyalty missions return but they are not critical to the ending of the game; you can complete them after you complete the main story path for example
-Emphasis that relationships don't just culminate in a sex scene, but rather characters can just want to get in the sack, while others are interested in long term relationships and others still aren't interested at all. Bioware wanted to capture more "shooting bottles with Garrus" moments in the game, of which there are plenty
-More evolved and refined form of ME3
-Card based economy where you earn XP and credits
-There are microtransactions but no real world money is required, you can unlock normally
-You still set the map, enemy, as before but you can also activate modifiers that can give you decreased health (for greater reward) or more damage (less reward)
-Bioware also plans to release custom crafted missions with unique modifiers that players can't change themselves
-These custom missions give you a 3rd currency, "mission funds" which allow you directly purchase items and weapons vs the mercy of random card packs; however these items are only available for a limited time in the store and can change often
-In MP, you play as the "Apex Force", a militia strike team from the Nexus
-Different enemies require you to use different tactics (some are shield heavy, some use heavy biotics etc)
-Playing MP will have advantages for the single player but it absolutely does not affect the ending of the game
-New "Prestige" mechanic added: With several types of characters, you earn regular XP and prestige XP. The prestige XP goes into every character of that 'type', for example 'tanky' characters. Earning enough prestige can grant you added health for all tank characters, etc.
-No more Paragon/Renegade system
-They want more nuance and subtlety and giving the player more opportunity to express themselves
-You can agree or disagree with someone without being punished or cornered into a paragon or renegade choice
-Dialogue option tones: heart, head, professional and casual.
-These don't affect you or sway a meter one way or another, rather they allow you freedom without worrying about unintended consequences
-"Narrative actions" (previously "interrupts) return but rather than giving a "red"=bad or "blue"=good choice, it can say "shoot", leaving more ambiguity to your choice
-Decisions aren't necessarily obvious "right" or "wrong", there are pros and cons to each and you'll just have to play the game the way you want
-Mass Effect: Andromeda leaves the door open for more games (obviously)
-New game+ mode allows you to change your gender if you choose
-BioWare is coy about multiple endings; "it's a suprise", "it's different than the trilogy"
La trilogía original fue una pedazo de saga. Con este título tenían la oportunidad de rescatar los acontecimientos que ocurrieron después del final del 3 y dar algunas explicaciones, pero la van a cagar a base de bien, es que está claro.
Buen trailer vende humo.
Edit: #55 vaya ni sabía que ni siquiera ocurría después de los sucesos del 3. O sea que nos van a colar una side quest.
#36 Lo único que me mola de Frostbite es la calidad de las texturas del terreno y los escenarios, por el resto, está a la par de los demás motores. xD
#54 Buena pasta me gaste en el Live para viciar al Multi. Daba igual las veces que te partiesen el culo en Platino ,los cabreos entre la peña eran épicos, que volvías a intentarlo cual drogadicto.