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Re: Mass Effect: Andromeda

From the reviews, it sounds like a game developed in many separate modules, by people of varying qualification levels. good: combat, leveldesign, textures, vehicle driving, soundeffects average: voice acting, questdesign, crew interactions, alien animation, music, crafting bad-to-terrible: human ani...

Re: Mass Effect: Andromeda

Hm, apart from the visual topic, some excepts from the gamespot.com review regarding the writing and voice acting: The vast majority of Andromeda's characters are just dull, and conversations rarely delve deeper than arduous "get to know you" small talk. No one yells or cries or expresses any measur...

Re: Mass Effect: Andromeda

tl;dr: there's a reason main characters look good in games, and a large part of it is story-based. Mass Effect's writers used to understand that... but I suppose they have new ones now that don't quite know what they're doing. My guess is that its not actually a fault of the artists to have chosen ...

Re: Nebula Zen

Important about presenting the content economically (given by what is available) is to get some metric of how many system the average player will be visiting regularily. A game that is set up location-wise, where player visit only a handful of system (large systems as in X-Rebirth) should present va...

Re: Nebula Zen

I would see it more of how to "emphasize" a system. Throwing all effects in randomly at once will make it also feel random. For example: systems get generated with the emphasis on 1,2 or 3 "eye candy" environments, and the rest being tuned down, using default parameters or not being generated. Then ...

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