Mass Effect
Moderator: Thanas
Oh I hear you: I'm not hugely sure why I did it myself, as it exposed many of the game's flaws (outside the bland missions, like item scaling, easy combat, boring exploration etc). But I didn't hit 50 and I did like 99% of everything, so maybe 50 is the actual xp total limit on your first playthrough.
The planet exploration was so boring compared to shit like SC2 and Starflight. I mean, being able to upgrade your ATV and have interesting dangerous terrain with possibly-dangerous lifeforms and weather has been de rigeur for twenty years! Here we get a planet with lava, a single animal that appears on many planets, and you get told where shit is when you land. LAME.
The planet exploration was so boring compared to shit like SC2 and Starflight. I mean, being able to upgrade your ATV and have interesting dangerous terrain with possibly-dangerous lifeforms and weather has been de rigeur for twenty years! Here we get a planet with lava, a single animal that appears on many planets, and you get told where shit is when you land. LAME.
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I think everyone can agree that the filler planets were pretty much crap, yeah. I suppose that's the price we pay for the fancy-schmancy graphics, fully voiced dialogue, lip synching, and all the rest of it: a fuckton less worthwhile content. Admittedly, the vioceovers were much less irritating than the normal fare so I actually listened to quite a bit of it this time out, but I'd rather have more NPCs to fill out the world and some side-quests that were worth doing. It's just sad when your filler planets in a brand new hugh-budget game are even more dull than the ones in Frontier.
But the planets don't NEED any lip synching or cutscenes! They could have been DANGEROUS and not 'I am invincible to almost everything'. And the exploring could have been FUN, not 'the car bounces all over the place making crossing rough terrain tiresome and we know where everything is already'. Like you say, there were worse than filler in a decade-old game. I mean, not even variable gravity? No weather effects that do anything, not even the meteor shower one?
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From what I saw on the Bioware forums they pretty much didn't have the resources to do anything better with the side planets. Saw one designer post saying they were basically just applying some of the principles they saw in MMORPGs to get more content in without compromising what they needed for the main questline, which was pretty fucking short anyway. I'd take a reduction in glitz for more content any day, myself.
I'm not sure there was a point though: most of the planets are five-minute jobs. Frankly, if they didn't have time they shouldn't have said 'zomg explore universe' and instead made it like KotoR where you can't go many places. The main plot areas were fine (even the main ATV sections).
Indeed, the 'quests' on the side-planets don't even do anything. 400xp and 20000 bucks for finishing a 66-pickup scavenger hunt? Get fucked.
It's a shame that modern games can't do it the 'proper' way, though: people would complain if you could land on planets with nothing do to. You know, so you'd have to follow shit yourself and know what you're doing? Scandalous.
Actually, the Racnai plotline didn't show up in the journal until a certain way along, which made me realise how much auto-journals take away from adventure games. Working shit out by yourself is out of style.
Indeed, the 'quests' on the side-planets don't even do anything. 400xp and 20000 bucks for finishing a 66-pickup scavenger hunt? Get fucked.
It's a shame that modern games can't do it the 'proper' way, though: people would complain if you could land on planets with nothing do to. You know, so you'd have to follow shit yourself and know what you're doing? Scandalous.
Actually, the Racnai plotline didn't show up in the journal until a certain way along, which made me realise how much auto-journals take away from adventure games. Working shit out by yourself is out of style.
I'll defend the theory of the Auto-Journal, in that it basically replaces the need for me to write down my notes and such and allows me to focus on playing the game rather than trying to collate my clues. It's the same thing as an auto-map replacing the old graphing paper maps we made. I know I did, for Bards Tale games, and I'm sure most of you did too. It was interesting but it was certainly a bit more annoying than it has to be.
However, even with autojournals we see much less adventure than before. In Starflight, for example, even with the entire game known to me on a subsequent playthrough there was much more adventuring to do just in the course of finishing a game regardless of if or if not I knew what I was doing next.
Making the next step confusing or unknown is a piece of shitty game design--it's fake difficulty--but the idea of making 'the next step' be a puzzle of some sort is fine by me. In Oblivion, for example, everything was autojournaled. But there was one of the main quests where you had to actually figure the next step on your own by figuring out a book code that gave you a street address name that would let you figure the next step.
That was smartly done.
The main issue with things like this, though, is that autojournals replace actual explorability. Where they should decide if the game is an explorer or not first up, they decide they want it to be, but then make this huge story on rails that basically crunches all the exploration out. It would have been pretty easy to give me a universe with 500 different planets to explore, Starflight did, each with their own topographies, mineral contents, weather patterns and bioforms, with the occasional ruin or interesting wreck. And that game fit on two damn 5.5inch floppies.
Your average planet, like Mars, is not very exciting. It doesn't require many man-hours to make an interesting place to drive around or walk around, especially if you consider just how little you care about any individual square foot of it. But instead of giving you a huge area to play with, they decided to make a more linear story. That's really fine, but they shouldn't pretend to have it bpth ways, and it irks me that they're complaining about how they couldn't flesh out the side-planets when they didn't even have a plan for them anyway.
Building a 'point' into it is relatively simple, and I won't even bother listing off all the various things to do besides fetch quests and scav hunts, since that's not even the point. They just didn't think it through, is all. People keep buying these games in part because they want that exploratory experience, and devs keep moaning about how they could never get to it.
Honestly... why not do that up front? I bet people would buy it just as much--probably more--if it was nothing but well done non-scav exploration of a galaxy of planets. It's like they don't know how to follow the money, and instead would rather label a game as an exploration game to get us to buy it, but also spend all the millions of manhours doing the harder thing (voiceacting, ho) that we didn't want anyway. It's pretty insane. Just do the dumb thing and give us what we want.
However, even with autojournals we see much less adventure than before. In Starflight, for example, even with the entire game known to me on a subsequent playthrough there was much more adventuring to do just in the course of finishing a game regardless of if or if not I knew what I was doing next.
Making the next step confusing or unknown is a piece of shitty game design--it's fake difficulty--but the idea of making 'the next step' be a puzzle of some sort is fine by me. In Oblivion, for example, everything was autojournaled. But there was one of the main quests where you had to actually figure the next step on your own by figuring out a book code that gave you a street address name that would let you figure the next step.
That was smartly done.
The main issue with things like this, though, is that autojournals replace actual explorability. Where they should decide if the game is an explorer or not first up, they decide they want it to be, but then make this huge story on rails that basically crunches all the exploration out. It would have been pretty easy to give me a universe with 500 different planets to explore, Starflight did, each with their own topographies, mineral contents, weather patterns and bioforms, with the occasional ruin or interesting wreck. And that game fit on two damn 5.5inch floppies.
Your average planet, like Mars, is not very exciting. It doesn't require many man-hours to make an interesting place to drive around or walk around, especially if you consider just how little you care about any individual square foot of it. But instead of giving you a huge area to play with, they decided to make a more linear story. That's really fine, but they shouldn't pretend to have it bpth ways, and it irks me that they're complaining about how they couldn't flesh out the side-planets when they didn't even have a plan for them anyway.
Building a 'point' into it is relatively simple, and I won't even bother listing off all the various things to do besides fetch quests and scav hunts, since that's not even the point. They just didn't think it through, is all. People keep buying these games in part because they want that exploratory experience, and devs keep moaning about how they could never get to it.
Honestly... why not do that up front? I bet people would buy it just as much--probably more--if it was nothing but well done non-scav exploration of a galaxy of planets. It's like they don't know how to follow the money, and instead would rather label a game as an exploration game to get us to buy it, but also spend all the millions of manhours doing the harder thing (voiceacting, ho) that we didn't want anyway. It's pretty insane. Just do the dumb thing and give us what we want.
Maybe I'm jumping the gun on auto-journals... perhaps it's the implementation. The kind that track your info (to save you writing it down) are frankly near-essential. What I don't like is the 'lazy player' kind, that every time you do something instantly updates with text telling you exactly what to do next.
This also makes mission scripting easier/lazier for level designers. Older games often had ambiguous language or objectives not well explained, so you could return to turn it in and whoops it's not done for unlimited frustration. However, having big words 'IT IS DONE RETURN TO QUESTGIVER LOL' or 'NOW GET THE 12 STONES AND PLACE THEM IN THE HOLES' appear onscreen takes the 'adventure' part out of the game and makes quests a simple by-the-numbers thing, which I guess is my real problem with it.
Starflight had no tracking, which was insane for such a hard notetaking game, but it was 1986. Even by 1991 with Rings of Power all info and notes accumulated sat in your inventory for later review, but this still left the puzzles and quests up to the player to resolve.
You're absolutely right that they could have avoided all those complaints (which are pretty common, even on spineless review sites) by making it more KotoR-y instead of giving you 50-odd boring planets to 'explore' by driving to point one, then point two to do nothing but fill four totally irrelevant scav hunts that give you nothing when finished. Really, the driving parts would be less objectionable if they'd just made the car less lightweight and bouncy.
This also makes mission scripting easier/lazier for level designers. Older games often had ambiguous language or objectives not well explained, so you could return to turn it in and whoops it's not done for unlimited frustration. However, having big words 'IT IS DONE RETURN TO QUESTGIVER LOL' or 'NOW GET THE 12 STONES AND PLACE THEM IN THE HOLES' appear onscreen takes the 'adventure' part out of the game and makes quests a simple by-the-numbers thing, which I guess is my real problem with it.
Starflight had no tracking, which was insane for such a hard notetaking game, but it was 1986. Even by 1991 with Rings of Power all info and notes accumulated sat in your inventory for later review, but this still left the puzzles and quests up to the player to resolve.
You're absolutely right that they could have avoided all those complaints (which are pretty common, even on spineless review sites) by making it more KotoR-y instead of giving you 50-odd boring planets to 'explore' by driving to point one, then point two to do nothing but fill four totally irrelevant scav hunts that give you nothing when finished. Really, the driving parts would be less objectionable if they'd just made the car less lightweight and bouncy.
- CycloneRider052
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I just finished my first playthrough tonight, and most of my gripes are the same ones I'm seeing here. Overall I thoroughly enjoyed the game, and though the main story was a bit short, I thought it played out very well and felt like a good sci-fi movie, if a little less than epic at times. I enjoyed the combat for the most part, even though sometimes it was fairly cheap getting one-shotted. (Played through on veteran with no targetting assist)
My lady; to whom the ultimate gaming experience is either Viva Pinata or the Sims, is actually enjoying her playthrough, which was quite surprising and refreshing considering she avoids anything that requires the use of both analog sticks like it were the plague.
Here's hoping the DLC and ME2 have more content to go along with the gosh wow.
My lady; to whom the ultimate gaming experience is either Viva Pinata or the Sims, is actually enjoying her playthrough, which was quite surprising and refreshing considering she avoids anything that requires the use of both analog sticks like it were the plague.
Here's hoping the DLC and ME2 have more content to go along with the gosh wow.
I don't understand it. So much is broken with this game, the combat slides between sort of fun and terrible, and the bonus planets are featureless wastelands. And yet, I am still playing it like its my new bag of crack.
Seriously, what drug did Bioware coat the disc with?
Seriously, what drug did Bioware coat the disc with?
I can never love you because I'm just thirty squirrels in a mansuit."
"Ah, good ol' Popeye. Punching ghosts until they explode."[/b]-Internet Webguy
"It was cut because an Army Ordnance panel determined that a weapon that kills an enemy soldier 10 times before he hits the ground was a waste of resources, so they scaled it back to only kill him 3 times."-Anon, on the cancellation of the Army's multi-kill vehicle.
"Ah, good ol' Popeye. Punching ghosts until they explode."[/b]-Internet Webguy
"It was cut because an Army Ordnance panel determined that a weapon that kills an enemy soldier 10 times before he hits the ground was a waste of resources, so they scaled it back to only kill him 3 times."-Anon, on the cancellation of the Army's multi-kill vehicle.
I know what you mean. I might say 'I prefer Witcher' a lot, but I played ME all the way through pretty solidly whereas at 20h and about 25% of the way through Witcher I've kinda stalled. Maybe 20h is my adventure game limit.
Cyclone, it amuses me that the 'sniper' types are usually totally useless, but sometimes they'll one-shot you like that. Half the time I don't even care if my shields go down (spamming tech skills = win anyway) but sometimes you see some red blurs and you're dead straight away. Once I got 'hardcore' mode, though, it gets much harder and more satisfying.
About the DLC, is there any yet? My options screen *still* says I should go download some, and yet there's still only trailers there.
PS does anyone else think it's funny the ME intro has exactly the sort of thing the game needed but doesn't have? Big choices made under time pressure to prioritise. There's none of that in the game: I took forever to get to Noveria but the Matriarch was still 'just leaving'.
Cyclone, it amuses me that the 'sniper' types are usually totally useless, but sometimes they'll one-shot you like that. Half the time I don't even care if my shields go down (spamming tech skills = win anyway) but sometimes you see some red blurs and you're dead straight away. Once I got 'hardcore' mode, though, it gets much harder and more satisfying.
About the DLC, is there any yet? My options screen *still* says I should go download some, and yet there's still only trailers there.
PS does anyone else think it's funny the ME intro has exactly the sort of thing the game needed but doesn't have? Big choices made under time pressure to prioritise. There's none of that in the game: I took forever to get to Noveria but the Matriarch was still 'just leaving'.
Yeah, I think something like the original Fallout was good. A primary quest that was timed, followed by one that wasn't so you could explore more.
Take that timed concept and update it, so that you are like on the trail of some alien baddie who is actually going from world to world carrying out their plan. You collect clues to their next location and try to get there in time. Then the game opens up to a more leisurely pace after that and you can go explore all the things you saw in passing during the first primary mission.
But that's getting into being an Armchair Gamedesigner.
Take that timed concept and update it, so that you are like on the trail of some alien baddie who is actually going from world to world carrying out their plan. You collect clues to their next location and try to get there in time. Then the game opens up to a more leisurely pace after that and you can go explore all the things you saw in passing during the first primary mission.
But that's getting into being an Armchair Gamedesigner.
I can never love you because I'm just thirty squirrels in a mansuit."
"Ah, good ol' Popeye. Punching ghosts until they explode."[/b]-Internet Webguy
"It was cut because an Army Ordnance panel determined that a weapon that kills an enemy soldier 10 times before he hits the ground was a waste of resources, so they scaled it back to only kill him 3 times."-Anon, on the cancellation of the Army's multi-kill vehicle.
"Ah, good ol' Popeye. Punching ghosts until they explode."[/b]-Internet Webguy
"It was cut because an Army Ordnance panel determined that a weapon that kills an enemy soldier 10 times before he hits the ground was a waste of resources, so they scaled it back to only kill him 3 times."-Anon, on the cancellation of the Army's multi-kill vehicle.
- CycloneRider052
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No DLC yet. I'm not expecting anything for at least another month or so.Stark wrote:I know what you mean. I might say 'I prefer Witcher' a lot, but I played ME all the way through pretty solidly whereas at 20h and about 25% of the way through Witcher I've kinda stalled. Maybe 20h is my adventure game limit.
Cyclone, it amuses me that the 'sniper' types are usually totally useless, but sometimes they'll one-shot you like that. Half the time I don't even care if my shields go down (spamming tech skills = win anyway) but sometimes you see some red blurs and you're dead straight away. Once I got 'hardcore' mode, though, it gets much harder and more satisfying.
About the DLC, is there any yet? My options screen *still* says I should go download some, and yet there's still only trailers there.
PS does anyone else think it's funny the ME intro has exactly the sort of thing the game needed but doesn't have? Big choices made under time pressure to prioritise. There's none of that in the game: I took forever to get to Noveria but the Matriarch was still 'just leaving'.
I agree whole-heartedly about the lack of rush feeling to the game, it seems to be a Bioware trend though that you're always in a race against time, whether it's to get your soul back from Irenicus; stop Malak, or keep Saren from finding the Conduit, you can still do shit tons of side quests to pimp yourself out and you still arrive 'just in time'. It really seems silly in ME though, since the game plays out like freaking 24 in space.
I'm kind of irked that I need to start a brand new character on hardcore since when I do the new game + it starts on veteran and to get the hardcore achievement you you're not allowed to adjust the difficulty at all. Speaking of the achievements, I like how when you unlock the skill achievements, you can give those talents to new characters in the new game + mode. It's not as unbalancing as I originally thought because before I finished the game, I was under the impression that you automatically recieved ALL the talents, rather than just being able to pick one.
Actually, you can go to options off the main menu, set to hardcore, then load your old char into a new game. You'll get your highlevel character AND it'll start as Hardcore so you can get the achievement without having to use level1 bullshit guns.
I also thought you got all of them, but I guess you'd never have enough points to level them anyway. I'm more miffed that some skills don't get 'leveled into' like armour skills and first aid. You can get Medicine, though.
I also thought you got all of them, but I guess you'd never have enough points to level them anyway. I'm more miffed that some skills don't get 'leveled into' like armour skills and first aid. You can get Medicine, though.
- SylasGaunt
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IIRC that doesn't actually kick on until after you leave Eden Prime so you can still adjust it.CycloneRider052 wrote: I'm kind of irked that I need to start a brand new character on hardcore since when I do the new game + it starts on veteran and to get the hardcore achievement you you're not allowed to adjust the difficulty at all. Speaking of the achievements, I like how when you unlock the skill achievements, you can give those talents to new characters in the new game + mode. It's not as unbalancing as I originally thought because before I finished the game, I was under the impression that you automatically recieved ALL the talents, rather than just being able to pick one.
And Stark I'm pretty sure that level 50+ doesn't unlock until after your first playthrough, though I'd have to check the guide to be sure.
Also, up Garrus' Turian agent and sniper rifle skills, give him a good sniper rifle and watch him start killing shit real good.
Anyone have any good mod combos they'd like to share? Right now I've got my sniper rifle loaded up with High-Explosive rounds a damage booster, and a stability booster.. sure I only get one shot before it overheats but it's deeply satisfying to take one shot and watch it kill a geth trooper and his two friends standing next to him.
Also in regards to something stated earlier, the Mako is not in fact invincible to falling damage. I've managed to ding mine up several times taking too high a jump, though I've never taken more than a single wheel damaged.
Oh I know the level is LIMITED to 50, but I'm thinking that regardless you couldn't get past 50 in one playthrough anyway (unless I missed more than 40,000xp somewhere).
I can't be assed using the inventory system any more than I have to (I didn't configure the NPC's stuff at all, until lategame) so I go the vanilla route, with appropriate ammo, coolers and rail extension on snipers, the super-scope and rail extension on pistol, and a stability boost and rail extension on the rifle. I get really annoyed about having to wait a tiny bit between sniper shots or overheating, so I went nuts on keeping heat use down. Eventually (with good Infiltrator skill to help) you can fire the sniper as fast as he works the action for 4+ shots, which is enough to win almost any gunbattle in the game single-handed. Krogans are pretty much the only shit that don't die with one hit anyway (or maybe juggernaughts, but the regular Geth battlesuit guys go down in one). Against lots of Krogans I switch to that radiation bullet shit.
Regarding the Mako, does that silhouette actually mean anything? I've fucked up my car really, really bad (since I use the ventral boosters a lot and enjoy rolling it down mountains) but it doesn't slow it down or anything. If you run out of shields you get that fire business going on and you appear to be slower, but from falling you get nowhere. It'd be neat if you could take specific damage, but I think I lost Mako shields maybe once in the whole game, so...
And then at the end it's wiped out instantly on the Citadel. Clearly the warranty ran out.
I can't be assed using the inventory system any more than I have to (I didn't configure the NPC's stuff at all, until lategame) so I go the vanilla route, with appropriate ammo, coolers and rail extension on snipers, the super-scope and rail extension on pistol, and a stability boost and rail extension on the rifle. I get really annoyed about having to wait a tiny bit between sniper shots or overheating, so I went nuts on keeping heat use down. Eventually (with good Infiltrator skill to help) you can fire the sniper as fast as he works the action for 4+ shots, which is enough to win almost any gunbattle in the game single-handed. Krogans are pretty much the only shit that don't die with one hit anyway (or maybe juggernaughts, but the regular Geth battlesuit guys go down in one). Against lots of Krogans I switch to that radiation bullet shit.
Regarding the Mako, does that silhouette actually mean anything? I've fucked up my car really, really bad (since I use the ventral boosters a lot and enjoy rolling it down mountains) but it doesn't slow it down or anything. If you run out of shields you get that fire business going on and you appear to be slower, but from falling you get nowhere. It'd be neat if you could take specific damage, but I think I lost Mako shields maybe once in the whole game, so...
And then at the end it's wiped out instantly on the Citadel. Clearly the warranty ran out.
- SylasGaunt
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Obviously it's the hull damage indicator... but what does it DO? I've had it totally filled and been fine, and you can break the front right wheel in a second and no amount of diving off mountains will break another one... and there's no performance difference. I'm prepared to call 'unfinished coding' on that: they probably pulled the falling damage out of the game. Given the bouncy nature of the Mako, it'd make the game very frustrating.
Also, those stupid worm maw things can instantly fill your hull meter without damaging shields, and you're on fire and appear otherwise fine. The fires never go out, even when you've repaired the damn thing.
Also, those stupid worm maw things can instantly fill your hull meter without damaging shields, and you're on fire and appear otherwise fine. The fires never go out, even when you've repaired the damn thing.
- DPDarkPrimus
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... Yes, no shit. As I've explained already, I'm suggesting the total amount of experience in the game might be insufficient to get you above level 50 *anyway*. I did almost all the missions and you get fuck-all xp for kills, and I ended at level 47 or 48. Considering I did everything, even the most time-consuming sidequests, and aside from the last Cerberus mission and concluding the obvious 'lol fan frames you' mission, I didn't miss anything. That's likely a total of maybe 2,000xp, which wouldn't even have got me to the next level.
- DPDarkPrimus
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- SylasGaunt
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It fills up all the way and the thing dies. Thresher maws can't actually fill it all the way in one go, but they get damn close. Hell the only time I've gotten hit by one on my second playthrough the damn thing one shotted me.Stark wrote:Obviously it's the hull damage indicator... but what does it DO? I've had it totally filled and been fine, and you can break the front right wheel in a second and no amount of diving off mountains will break another one... and there's no performance difference. I'm prepared to call 'unfinished coding' on that: they probably pulled the falling damage out of the game. Given the bouncy nature of the Mako, it'd make the game very frustrating.
Also, those stupid worm maw things can instantly fill your hull meter without damaging shields, and you're on fire and appear otherwise fine. The fires never go out, even when you've repaired the damn thing.
No. Citadel is TOO BORING for me to go there, certainly not for some wannabe Spectre idiot. They want me to keep going back for each step? They can fuck off and die. Unless it's 40000xp (ps, it isn't) it doesn't matter anyway. It amuses me a great deal that some people return to the Citadel frequently. They must also like waiting rooms.DPDarkPrimus wrote:You should finish The Fan quest next time. It's not at all what you think it is.
Just remembering the THRILL of scavenger hunts and fedex quests makes me want to stab everyone involved. I'm never doing any of those stupid quests again: the *500 bucks* and *400xp* isn't worth the boredom. Ugh. The idea that those people thought they were rewarding you is so laughable. I bet it's level-scaled too.
Sylas, I wasn't paying attention one time (it's easy to fall asleep in the laughably easy Maw fights) and I got hit once. My health thing went fully red, my ATV was on fire, but my shields were up and it was still working. Then again, I've had one show up right under me for an instant kill.
- SylasGaunt
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I finished my first play through last night and started my second.
My biggest complaints are with the repetitive nature of the "mercenary/scavenger/scientific" bases, as well as the exact same freighter design.
They explain in game that they are modular and that is fine... but make them MODULAR. How hard would it have been to take x amount or rooms/modular components as the upper limit of a ship or outpost and then have each one have a different configuration, using either less rooms in the layout or doors that don't work.
The side missions are tolerable for some one like myself that has to explore EVERYTHING, but having every single map layout exactly the same took away some of the fun of not knowing where everything was.
Not having weather effects and different gravity also struck me as something that would have been easy to implement. Like Stark, the planet that is passing through the comets tail and in the middle of an obviously intense meteor shower struck me most. They are hitting everywhere EXCEPT where I happen to be.
Overall the game was lots of fun and looked great on my big ole TV.
Is there any downloadable content worth getting, or is it all just trailers and such?
My biggest complaints are with the repetitive nature of the "mercenary/scavenger/scientific" bases, as well as the exact same freighter design.
They explain in game that they are modular and that is fine... but make them MODULAR. How hard would it have been to take x amount or rooms/modular components as the upper limit of a ship or outpost and then have each one have a different configuration, using either less rooms in the layout or doors that don't work.
The side missions are tolerable for some one like myself that has to explore EVERYTHING, but having every single map layout exactly the same took away some of the fun of not knowing where everything was.
Not having weather effects and different gravity also struck me as something that would have been easy to implement. Like Stark, the planet that is passing through the comets tail and in the middle of an obviously intense meteor shower struck me most. They are hitting everywhere EXCEPT where I happen to be.
Overall the game was lots of fun and looked great on my big ole TV.
Is there any downloadable content worth getting, or is it all just trailers and such?
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- DPDarkPrimus
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