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Mass Effect is a true next-gen game - rather than force you to read through tons of text, we want to put you in the moment. Now this may look like a cutscene, but this entire sequence is real-time gameplay.
...and the level of character interaction.
It looks fine. Christ, who cares :|
The game doesn't seem gritty enough to me, and the box art reflects that. When I watched the video and heard the theme music for this game, I got really excited. It reminded me of the roar of the strider-like creatures in War of the Worlds movie just before the techno beat kicks in.
http://www.youtube.com/watch?v=hLOJ-hE527Q
I'm also disappointed in the voices of the 3 main characters.
The female character tends to shout every line of dialogue with too much enthusiasm. I know Elizabeth Daily is capable of doing so much better.
The voice of that "Gariss" fellow or whatever his name is (the one with the skull face) is too generic for my liking. It looks like they just hired random guy to supply the voice and then added the computer voice effect over top of it. How can a character who looks so cool have a voice that bland? Why?
The main character at least doesn't appear to be following the hero stereotype with large muscles, battle scars or a deep voice.
Maybe I'm looking too far into this. The game does have a great concept.
More text means more information can be provided. Less text means less information, less knowledge about the world and in the end less immerssion.
Hey, we're not animating a low-level grunt, but a captain for god's sake, a guy with enough brains to speak coherent sentences, not burp out one-liners.
It's a universe-spanning game, and it would be nice to have some possibility to interact with characters beyond one-liners or shooting them.
Don't try to argue with him on this. Too little text = dumbed-down. Too much text = runs the risk of ruining the culture that the game has cultivated (start a discussion about Oblivion with him and see what I mean ).There are other ways do get information across other than text.
Ugh, you have no idea what you're talking about...More text means more information can be provided. Less text means less information, less knowledge about the world and in the end less immerssion.
Hey, we're not animating a low-level grunt, but a captain for god's sake, a guy with enough brains to speak coherent sentences, not burp out one-liners.
It's a universe-spanning game, and it would be nice to have some possibility to interact with characters beyond one-liners or shooting them.
The game doesn't seem gritty enough to me, and the box art reflects that. When I watched the video and heard the theme music for this game, I got really excited. It reminded me of the roar of the strider-like creatures in War of the Worlds movie just before the techno beat kicks in.
http://www.youtube.com/watch?v=hLOJ-hE527Q
I'm also disappointed in the voices of the 3 main characters.
The female character tends to shout every line of dialogue with too much enthusiasm. I know Elizabeth Daily is capable of doing so much better.
The voice of that "Gariss" fellow or whatever his name is (the one with the skull face) is too generic for my liking. It looks like they just hired random guy to supply the voice and then added the computer voice effect over top of it. How can a character who looks so cool have a voice that bland? Why?
The main character at least doesn't appear to be following the hero stereotype with large muscles, battle scars or a deep voice.
Maybe I'm looking too far into this. The game does have a great concept.
Don't try to argue with him on this. Too little text = dumbed-down. Too much text = runs the risk of ruining the culture that the game has cultivated (start a discussion about Oblivion with him and see what I mean ).
This is one of MS's crown jewels of exculsivity--they won't let B-grade schlock out of the gate for this one....
There are other ways do get information across other than text. The text available conveys where you want the conversation to go--generally. It's not dumbing it down, it's removing (for some) a tedious activity. It by no means, in concept, that it will negatively effect convos with NPCs. It could, I suppose, but that doesn't mean it will.
Casey Hudson: Well it's an interesting balance and I think it's a different balance than anyone has ever done before in a role-playing game. I think typically role-playing games in the past have been more about creating a completely empty vessel that you then fill up with whatever choices that you make. And that can be really cool but it also kind of leaves out a little bit of the texture of what it's like to be someone specific or to have a specific spirit to an adventure.