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Information Mass Effect 3: Citadel Announced

dnf

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The good thing about ME2 was the suicide mission concept. I thought Bio did a decent job of incorporating various decisions with regards to team-building into the final mission as one big pay-off. Problem was, it mostly amounted to companions either dying or not.
Too bad the suicide mission is so piss easy its more hard to actually fail the mission
 

RK47

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it's actually kinda challenging cause they introduced new challenge mechanics like limited time (wish there's more of those) or limited area to traverse (nano swarms will destroy you if you step out of the biotic shield globe).
 

dnf

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Its so challanging i didn't even notice these dangers aside from seeing them as cinematic set pieces.
 

RK47

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well it did change how you approach things, especially at higher difficulties.
 

dnf

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What evdk said. Also please explain how the approach and challange changed based on higher difficulties aside from the enemies having more bulletsponge abilities and deadlier weapons against you
 

RK47

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I'm sure you don't really care if you think it didn't matter. :roll:
 

dnf

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Well you said they introduced limited time but its implicit so how should i know how it works(its about saving your crew?)? And the limited area with the bees its just pure bullshit with little to no challange. No different from a COD like setpiece.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Well you said they introduced limited time but its implicit so how should i know how it works(its about saving your crew?)? And the limited area with the bees its just pure bullshit with little to no challange. No different from a COD like setpiece.
You have to get to the first door quickly, while opening some valves along the way or Tali (or whoever) dies in the ventilation shaft.
 

dnf

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big deal, its not like the game became difficult because some dumb npc dies. Just following the straight path completing simple objectives will never be challanging unless the person playing is retarded or gimp himself intentionally.
 

evdk

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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
edge.jpg
 

Lancehead

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The goodness of the suicide mission concept isn't really relevant to the difficulty. If you don't have the loyalty of companions, they'll likely die, nothing to do with gameplay difficulty. I'd have liked more variation there, but the concept is nice and has potential.
 

evdk

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The goodness of the suicide mission concept isn't really relevant to the difficulty. If you don't have the loyalty of companions, they'll likely die, nothing to do with gameplay difficulty. I'd have liked more variation there, but the concept is nice and has potential.
The thing is that there is no reason not to have said loyalty - the missions are additional conent that you have to be stupid not to play, because without them the game is short as hell.
 

RK47

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A concept which they disappointingly never repeated again in Mass Effect 3.
It's baffling. A mission where you had critical squadmates risking their lives for war assets - you can outplay the game and score both or had to settle for one would've been more engaging.
 

dnf

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so, you let the npc die in the vent?
Yup. the mech one died. but how does it matter if the base game is so easy?

suisidemissionfinal8.jpg


You just need to complete the quests without rushing for the enemies. But im talking more in regards to the difficulty of the combat, wich is no different from the many side quests the game has to offer
 

RK47

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if the npc dies in the vent. it's game over actually.
 

dnf

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My mistake. in my game, Legion dies trying to shut a door and getting a rocket in the face.
 

Lancehead

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The goodness of the suicide mission concept isn't really relevant to the difficulty. If you don't have the loyalty of companions, they'll likely die, nothing to do with gameplay difficulty. I'd have liked more variation there, but the concept is nice and has potential.
The thing is that there is no reason not to have said loyalty - the missions are additional conent that you have to be stupid not to play, because without them the game is short as hell.
There's that but there were couple of conflicts that needed resolving with potential to lose loyalty of companions. But Bio copped out with paragon/renegade options which let to keep both loyalties.
 

Volourn

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"Yep. It was an excellent IDEA, but poorly executed."

Bullshit. It was executed fine. Coudl it be improved upon? Absolutely.

BEST. GAME. ENDING. SEQUENCE. EVAR.
 

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