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Orikon

@masseffect_peom1,766 subscribers

An outspoken Croatian who channels his love for game design by improving flawed masterpieces. Grab me a coffee: https://t.co/BZj7kIkkjp

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Here we go. Small changes, but it's another addition to PEOM's growing collection of polished and refined cutscenes. 1. New Arrival scene: a) Other vehicles now arrive with Anderson and Shepard - minimizing the ludonarrative dissonance from Vanilla. b) Harbinger shoots his beam (originally meant to be in the scene; possibly left out by accident!). c) Applied Depth of Field across the scene, slowed the crane shot, and better synced the music -- hopefully making everything more "cinematic". Oh yeah, and: 2. Conduit Run improvements a) For narrative consistency, additional Reapers land in the distance. b) Turians and Krogan/Salarians run down with you. NPC appearance is also randomized upon each respawn (no more clones!). c) For immersion + foreshadowing, whenever Harbinger almost hits Shepard, your shields take damage. Grime also appears on your armor. d) For immersion + visual consistency, vehicles that get destroyed no longer vanish whenever a cutscene starts (lazy programming, Bioware!). e) For visual consistency, your squadmates also have a "jumping down" animation at the beginning. f) Bug fixes to Gunship animations and mechanical polish; e.g. Shepard's reactions to certain explosions are now distance-based (sloppy programming, Bioware!). Oh yeah, and: 3. Changes to the APC Ride scene: a) New facial animations for Shepard + bug fixes and polish to animations for other characters. - A more abrupt ending, but that's a 100% subjective change, as I dislike the "perfect timing" trope in cinema. #MassEffect #bioware

Orikon

15,620 次观看 • 8 个月前

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Module 1 Demonstration: The Batarians (audio on for a some Journey) Using a single choice to deepen the game and its existing content: - Planet describes a small cadre of Batarian engineers working on mechs. - Originally, you only got a Salvage reward (10k Credits), but writers initially envisioned "Processing VI's" to be here, so two and two were put together. - A measily Salvage reward was turned into a dilemma. The Batarians are refusing to leave despite Reaper presence, and want you to forward their cutting-edge VI's to the Hegemony. They won't explain why. Sketchy situation. A few things can happen (spoilers): 1. Sell the VI's to the Council, heeding EDI's advice. Problem solved. Big reward. If you haven't recruited the Batarians yet, this might seem like a no-brainer. 2. Forward the VI's to the Hegemony, as requested. If you recruited the Batarians, their data is synced to Traynor and the Batarian Fleet gets +20 strength. If you didn't recruit them, however, the outcome is unknown to you. Let's say you then meet Balak later on. Recruit the Batarians, and discover that your earlier decision had a good impact. Nice. Alternatively, recruit the Batarians, but lose out on a +20 boost because you sold the VI's to the Council earlier. In the worst outcome, fail to recruit them, and lose out on everything: Their fleet, its strength boosts, and 20k Credits from the Council. The situation on Adek, and your perception of it, is recontextualized based on which order you play. If you recruited the Batarians first, and THEN found the planet, helping the Hegemony might seem more logical. Vice-versa, and from your POV, the Batarians might still be as untrustworthy as before. #MassEffect #bioware

Orikon

11,387 次观看 • 7 个月前

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