reminder this is one of the lead designer in bioware
I guess they also put this guy in charge of the facial animations.
His brow actually moves so I doubt it.
reminder this is one of the lead designer in bioware
I guess they also put this guy in charge of the facial animations.
the writing is also cringeworthy as fuck
just look. that stoner dude from siege of dragonspear seems tame compared to this most awkward conversation in recorded history of video gaming
kill. me. now.
even watching that clip made me almost puke in my mind. at least the bright side is i have the urge to boot up a new playtrough of age of decadence to flush the taste out and experience actual good writing.
even watching that clip made me almost puke in my mind. at least the bright side is i have the urge to boot up a new playtrough of age of decadence to flush the taste out and experience actual good writing.
the writing is also cringeworthy as fuck
just look. that stoner dude from siege of dragonspear seems tame compared to this most awkward conversation in recorded history of video gaming
kill. me. now.
even watching that clip made me almost puke in my mind. at least the bright side is i have the urge to boot up a new playtrough of age of decadence to flush the taste out and experience actual good writing.
The animations are so bad that it feels like the scene would be better if it was just text with a voiceover.
I never seen so much insecurity on a single picture.
She's gonna feel right at home at Bioware. If her t-shirt text is an indication she's going to be an awesome writter. Some deep space thin shaming?I never seen so much insecurity on a single picture.
share a laugh day
happy sunday guys!
God damn, what a shit review. Its like a Polygon wannabe but with half the paycheck.Reviews are rolling in...
/popcorn
https://arstechnica.com/gaming/2017...andromeda-is-dragon-age-inquisition-in-space/
If I had any interest left, it's been eradicated.
Well, to be 100% fair, she does actually have a semi-decent CV, problem is, she only ever worked on toons.Well, to be fair,
1) an animator doesn't have to be a 2d artist, and actually rarely is
2) facial animations in ME are procedural or mocap or a mix or whatever
So...
LOL, I didn't even know it was a woman, and I'm sure most people didn't know either. We just made fun of however is responsible for this garbage animation.Here is article from Kotaku titled "Scumbags Harass Woman For Working On Mass Effect: Andromeda's Animations"
Don't blame the beard for his insanity. It's the shit comes out his mouth and well his desire to kill/hunt whites aka. "the new project".He complains about how in the West, "brown people are marginalised" because of 9/11.so... its gonna be rpg in which you kill white people?
Dude, maybe lose the "I'm sexually repressed and angry beard" and people won't think you're a psycho. That thing on your face ain't helping.
Worse still, your agency in these conversations is limited. Sure, you can periodically select from up to four dialogue options, but these frequently boil down to "be optimistic" or "be realistic." On paper, this system improves over the rigid renegade/paragon dichotomy of the original series, but in practice, the various options felt only superficially different. And regardless of what I picked, my inputs only rarely impacted the outcome. Even when I tried to be rude, characters generally found a way to shrug it off. And after beating the campaign, I can only recall one major decision that had serious repercussions, and even that felt contrived. It also paled in comparison to the memorably gut-wrenching choices forced on me in the original games.
GameSpot 6/10
If there's any genuine mystique to the idea of travelling 2.5 million lightyears to colonise another galaxy, BioWare's fourth Mass Effect smacks it over the head with a prospector's shovel and boots it out the airlock during the first few hours of play. You're left with a zesty but unsurprising third-person shooter, struggling through a soup of mundane chores - a game of mesmerising, gargantuan landscapes sabotaged by uneven writing and (at the time of review) an astonishing quantity of bugs. Perhaps above all, there's a shortage of drama or real consequence to Andromeda, apparently brought on by the shift to an open world template, that is sadly new to Mass Effect - a series celebrated not merely for its freedom of choice, but for making those choices matter.
...
Unfortunately, many of the key dilemmas recycle well-trodden conceits from the original trilogy and RPGs at large - yes, the salarians and krogans are still at each other's throats over the genophage, and yes, you'll be asked to decide the fate of a possibly innocent convict. Other decisions are revealed to be of small import in hindsight, which reflects both the relative weakness of the writing and a broader structural shift - away from the flexible yet impactful narratives of previous games and towards the spineless, anything-goes tepidity of an open world.
...
The lion's share of Andromeda's missions are busywork - go to a waypoint, scan 10 Remnant collapsible shelving units with your ugly wrist-mounted display, scoop up five mineral deposits for some lazy boffin back on the Nexus, blow up three raider outposts, and so forth. The game's partiality for such insipid fare is made all the worse by some needless toing-and-froing - this is a universe with FTL communications and cranial AI implants, but you can't check your email, pick a weapon prototype to research or take a vidcall without heading home to the Tempest. More aggravating still is the act of travelling between planets and solar systems, a janky, unskippable 20 second cinematic which feels like some animator's pet project that nobody had the heart to erase.
...
A wider problem with Andromeda's writing is BioWare's failure to convincingly replace the old Paragon/Renegade system, which awarded points for Nice and Nasty dialogue choices or actions. As a way of thinking about ethics Paragon/Renegade is obviously very clunky, but as a dramatic device it creates strong pivotal moments in dialogue while underlining the effects of your decisions over time. Andromeda's equivalent, a four-way split between rational, emotional, casual and professional options, is relatively non-committal. It's basically the choice between bored Ryder, soppy Ryder, flip Ryder and parent Ryder, neither of whom are really worth getting to know.