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Overview

http://lvlt.bioware.cdn.ea.com/bioware/u/f/eagames/bioware/bioware/_commonext/themes/masseffect/default/images/home_header_noflash_1000x467.jpg Zachary Younger. Overview. RPG/3 rd Person Shooter Cover system Ability menu Main plotline in addition to optional side quests

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Overview

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  1. http://lvlt.bioware.cdn.ea.com/bioware/u/f/eagames/bioware/bioware/_commonext/themes/masseffect/default/images/home_header_noflash_1000x467.jpghttp://lvlt.bioware.cdn.ea.com/bioware/u/f/eagames/bioware/bioware/_commonext/themes/masseffect/default/images/home_header_noflash_1000x467.jpg Zachary Younger

  2. Overview • RPG/3rd Person Shooter • Cover system • Ability menu • Main plotline in addition to optional side quests • “Free roam” in a sense • Not much after finishing a planet • Deeper player-NPC interaction • Innumerable dialogue opportunities • Optional relationship with crew member

  3. The Year 2007 • Release of both Call of Duty 4 and Final Fantasy XII • Shooter and RPG • Mass Effect a sort of blend of the two genres • Cover system, live action combat • Character development, abilities menu http://steosphere.files.wordpress.com/2012/05/cod4mp-image026.jpg http://upload.wikimedia.org/wikipedia/en/5/51/Final_Fantasy_XII_JAP_FF12.jpg

  4. Plot • One of the strongest elements of the game • Throughout the game, you make choices that impact the next game in the series • Main character: Commander Shepherd of the Normandy • Villains, in order of appearance: Geth, Saren, The Reapers • Reapers become main villain throughout the series • Your job – stop all three (no one believes you about the 3rd) • Pick up crew members along the way

  5. Gameplay https://www.youtube.com/watch?v=AiAfxMRuSxo#t=71

  6. Cover System • In a word: difficult • Buggy, as seen • Difficult to attach and dislodge • Makes the game very difficult to play if not used • Combat intended to be more tactical • Allows for smarter AI • Traditional shooter typically had weaker AI for enemies to compensate for player’s inability to hide

  7. Character and NPC Development • Aside from plot, one of the series’ strongest elements • Player has near-total control over whether they want Shepherd to be a rule-follower or a rule-breaker • Choices have an impact on exchanges with NPCs • Paragon and Renegade • NPC crewmates all have a different backstory that you can learn about throughout the game • Countless opportunities to ask them for additional info or for their opinion on something occurring in-game

  8. The Game Universe • Option to learn more about the game universe through the Codex • Everything from intergalactic politics to how the different parts of your ship work • Collection of “non-important” alien races • Can complete side missions to visit miscellaneous planets http://www7.pcmag.com/media/images/285800-mass-effect-3-datapad-codex.jpg

  9. Side Quests and the Mako • Easily the weakest part of the game • Boring, repetitive, frustrating, and unrewarding • Particularly so with miscellaneous planet quests • Most involve using the Mako • Controls are difficult • Easy to mess up http://www.play-mag.co.uk/wp-content/uploads/2011/04/mako01hl2.jpg

  10. The Whole Thing • Game received critical acclaim, despite aforementioned flaws • Most issues effectively dealt with in sequals • Large appeal of the game is feeling as though your choices as the player matter • Particularly drastic consequences for final decision of the game • Gameplay a cross between combat and telling a story

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