Eurogamer retrospective of an old classic
Eurogamer retrospective of an old classic
Editorial - posted by Monolith on Tue 15 December 2009, 11:20:43
Tags: BioWare; Mass EffectEurogamer have suddenly realized that there were games before Dragon Age and justifiably honored...Mass Effect.
A game with a lot of information to impart better be good at it, and Mass Effect is, for the most part, thanks to a good conversation system where you use the analogue stick to point to possible responses. You don't always get six options, but there are six possible positions for the options to appear in, and each is a particular flavour of reply; charming and intimidating comments, for example, are always top-left and bottom-left respectively when they're available.
Because you already know the tone of the option you're pointing at, BioWare can also be economical with what you're actually clicking on, so each option is represented by a few words. While you may click on "Let's go", Shepard may say "We should get this f***ing show on the road mof***ers." This was an awesome move, because unlike many of its RPG predecessors you don't feel like you've already answered by the time you hit the button; you direct exchanges rather than waiting for your character to mouth the sentiment you've just expressed with the A button. (Incidentally, in order to avoid even the slightest story spoiler, I have invented dialogue for the above examples. Mof***ers.)I wonder if you need DosBox to get that thing running nowadays.
Spotted at: The usual
A game with a lot of information to impart better be good at it, and Mass Effect is, for the most part, thanks to a good conversation system where you use the analogue stick to point to possible responses. You don't always get six options, but there are six possible positions for the options to appear in, and each is a particular flavour of reply; charming and intimidating comments, for example, are always top-left and bottom-left respectively when they're available.
Because you already know the tone of the option you're pointing at, BioWare can also be economical with what you're actually clicking on, so each option is represented by a few words. While you may click on "Let's go", Shepard may say "We should get this f***ing show on the road mof***ers." This was an awesome move, because unlike many of its RPG predecessors you don't feel like you've already answered by the time you hit the button; you direct exchanges rather than waiting for your character to mouth the sentiment you've just expressed with the A button. (Incidentally, in order to avoid even the slightest story spoiler, I have invented dialogue for the above examples. Mof***ers.)
Spotted at: The usual
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