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Thread: Mass Effect 2

  1. #721 SP
    Senior Member Nariggar's Avatar
    Cite pagini are topic-ul asta? 36 cumva? Cred ca mai mult de jumate sint offtopic... Hai sa vorbim despre acest joc deosebit, si stiti de ce? Pentru ca merita. Baietii astia de la Bioware au investit mult in el e pacat de joc, si de noi...

    Pentru Rasko, si numai pentru el , da arma noua este heavy gun si trage cu lasere multiiii .

    PS: Mo te-ai molipsit de la copilas? , ar trebui premiat pentru cel mai tare offtopic.

  2. #722 SP
    Senior Member Krusht's Avatar
    Kasumi's Stolen Memory is the name of the first DLC for Mass Effect 2 to be released outside of the Cerberus Network, reports Joystiq, saying this will be released on April 6 for Windows and Xbox 360. Word is BioWare is in the midst of an "internal discussion" to determine a price for this. They offer a brief description: "After downloading the DLC, players can get in touch with Kasumi on the Citadel, either in the middle of an ongoing Mass Effect 2 game or after the completion of the main story (lesson learned from Mass Effect 1 DLC!). Once recruited, Shepard aids Kasumi on a secretive mission of recovery, which requires a suave disguise and a run-in with an influential and predictably corrupt art collector. The content, which also provides the "Locust" SMG, a flash-bang grenade loyalty power and a new Achievement, should take about an hour and a half to complete."

  3. #723 SP
    Member tudort's Avatar
    Incredibil ... Bravo Bioware ... !

  4. #724 SP
    Member crazyquark's Avatar
    In fine un post mai relevant in acest topic .

  5. #725 SP
    Member Sanjuro's Avatar
    Trebuia sa mearga pe acelasi sistem, respectiv continut disponibil exclusiv prin CN, adica numai first time buyers sa aiba acces la acest DLC sau cei care au achizitionat codul prin marketplace. Ar fi impulsionat si mai mult vanzarile jocului nou.

  6. #726 SP
    Member tudort's Avatar
    tin sa te contrazic . consider ca un continut distribuit gratuit pentru toata lumea e un stimulent in plus pentru cei care inca nu au cumaprat jocul si va aduce mai multe vanzari pe termen lung !

  7. #727 SP
    Member Sanjuro's Avatar
    Quote Originally Posted by tudort View Post
    tin sa te contrazic . consider ca un continut distribuit gratuit pentru toata lumea e un stimulent in plus pentru cei care inca nu au cumaprat jocul si va aduce mai multe vanzari pe termen lung !
    Pai nu ma contrazici pentru ca faci referire la DLC gratuit, ceea ce nu se aplica pentru "Kasumi's Stolen Memory", care va costa cateva sute de MS Points. Asta trebuie sa primeze: vanzarea jocului nou, nu incurajarea schimburilor si a comertului second-hand. Ar fi mult mai bine pentru Mass Effect 2 daca pe jucatorii second-third-etc. ii forteaza sa plateasca de doua ori pentru accesul la DLC-ul cu Kasumi.

  8. #728 SP
    Member tudort's Avatar
    Da vad acum unde am gresit . Nu realizasem ca vor pune cost pe ultimul dlc...credeam ca toate vor fi gratuite asa intelesesem...bine ca mi-ai zis .

  9. #729 SP
    Member Sanjuro's Avatar

    Mass Effect 2's shooter shift examined

    Who was there: As the 2010 Game Developers Conference entered the home stretch, BioWare lead gameplay designer Christina Norman reflected on the changes made to the company's latest sci-fi franchise in "Where Did My Inventory Go? Refining Gameplay in Mass Effect 2."

    What she talked about: Norman began by noting that the original Mass Effect had a far more traditional role-playing game feel. In particular, the game's power wheel (where players select their abilities) allowed for access to up to 20 abilities, each of which was on a separate cool-down timer. She also pointed out that the game would pause as players stopped to select their ability or survey the battlefield.

    With Mass Effect 2, she said that BioWare wanted a lot more real-time gameplay, with an emphasis on weapons and cover. The power wheel would remain, she said, but the team wanted to change it so that it was far less intrusive and a lot easier to navigate. The team also sought to capture more satisfying combat, which would involve making the game feel more like a shooter and not rely on the underlying RPG roll-dice-to-hit mechanic.

    Mass Effect's often unwieldy inventory system was also targeted as a place for improvement. Norman noted that in the original, it could be cumbersome to swap your squad members' weapons with one another and that the sheer number of largely undifferentiated weapons often felt like junk to be sold.
    In Mass Effect 2, she said, the team wanted players to feel an affinity for their weapon of choice.

    Game balance was also an area that needed improvement, she said. The original Mass Effect gave players too much opportunity to trivialize the game with overpowered combos. As such, she said that improper game balance really diminished its overall quality.

    So how did BioWare go about addressing these problems in Mass Effect 2? Norman said that the team originally took a design document approach and planned out all the features that would help them reach their design goals. However, she said that none of these features actually made it into the game, and that they found the process of prototyping far more valuable.

    As the engineers were preoccupied with other work, Norman and her team did their initial prototyping using the original Mass Effect's engine, making changes only to specific values like weapon damage or accuracy. And though the work ended up being mostly throwaway, she said that the experiments helped them get a better handle on the limitations of their current setup.

    Getting into the brass tacks of design, Norman said that it became paramount to build great shooter gameplay. To do so, she said that they completely turned off the game's RPG system so that they could focus on crafting the shooter elements, a move Norman called the most important of the project.

    Norman also said that the team spent time analyzing what their competitors were doing well, mostly because BioWare's focus has never been on this genre. This involved standardizing the game's control scheme so that players wouldn't have to relearn the gamepad layout. One other way was to hammer out the flaws in the original's cover mechanic.

    Weapons also received attention, as the team focused on addressing issues from the original, including the lack of headshots and aim assist, as well as the fact that enemies didn't react when shot. She said they also wanted to build better weapons that felt different from each other, noting that the final game had 19 weapons with 108 tuning variables.

    Once this process was complete--after a span of about three months--the team then began to incorporate RPG elements back into the game. Norman was quick to point out that though the RPG gameplay had been "off," development on it had remained ongoing.

    Norman then shifted her talk to the concept of building for intensity. She said that class design was particularly important in Mass Effect 2, as the team really wanted to create highly differentiated play types, even if it meant cutting some of the possible choices. Returning to the concept of the power wheel, she said that the constant pausing and selecting of powers took away from intensity, which is why in Mass Effect 2, players were given the ability to map three of their own abilities and two of their squad mates' to the controller for use in real-time.

    Adding in a global cool-down timer for all abilities also helped ramp up intensity, she said, as it allowed players to use more powers, more frequently. She also said that it was important to add regenerating health, as it got players away from playing erratically and relying on health kits. Enemy consistency was also important, she said, because players should be able to look at a combatant and know exactly what kind of issues they are facing. This would eliminate the immersion-breaking act of having players look at, say, the enemy's name bar to figure out its strengths and weaknesses.

    Due to time constraints, Norman quickly breezed through the remainder of her talk, spending a few minutes on the game's RPG system. She said that it was important not to dumb down the RPG elements, but to still make them easier to use. As an example of this, she compared the original game's leveling system to Mass Effect 2's. The former, she said, offered too many choices that weren't particularly representative of how they would impact the game. In Mass Effect 2, the leveling options were pared down and made more descriptive.

    Norman also said that armor personalization was surprisingly popular in Mass Effect 2, a feature that wasn't available in the original.

    Quote: "Shooter combat must be fun without being propped up by RPG mechanics."--Christina Norman, on crafting the gunplay in Mass Effect 2.

    Takeaway: The gameplay difference between the original Mass Effect and its sequel is marked, and that wasn't accidental. Norman's team specifically set out to craft a sharper shooter experience that could stand up against the gunplay found in competitors' offerings, while maintaining BioWare's strong tradition of narrative-driven, RPG-heavy gameplay.
    Mass Effect 2's shooter shift examined - Xbox 360 News at GameSpot

  10. #730 SP
    Senior Member Dj Mo's Avatar
    Asta este bonus pentru noul DLC.
    Attached Images Attached Images asseffect2.jpg

  11. #731 SP
    Senior Member Enthroll's Avatar
    ce tari is pestisorii rozalii
    she's a faaaain lookin' gal.

  12. #732 SP
    Senior Member Dj Mo's Avatar

  13. #733 SP
    Senior Member SublimingSun's Avatar
    Mda, romance pack=Microsoft money for video game sex... Nerdy, imo.

  14. #734 SP
    Senior Member muggs's Avatar
    si mai e si cu plata inainte...real life emulated

  15. #735 SP
    Senior Member tray's Avatar
    BioWare: Welcome to BioWare
    ce este cu acest timer?

  16. #736 SP
    Member Sanjuro's Avatar
    Quote Originally Posted by tray View Post
    BioWare: Welcome to BioWare
    ce este cu acest timer?
    Firewalker.

  17. #737 SP
    Member St Mael's Avatar
    Nu e firewalker, dlc-ul a aparut deja si pe contor mai sunt cateva zile. Nu se potriveste nici cu Stolen Memory si Kasumi care o sa apara abia pe 6 aprilie. Plus ca acelas contor e si pe site-ul Dragon Age.

    BioWare | Dragon Age: Origins

    Deci aparent nu e ceva neaparat legat de Mass Effect ci mai degraba au Bioware de facut un anunt important. Recunosc ca sunt destul de curios.

  18. #738 SP
    Senior Member Nariggar's Avatar
    Cind apare un contor pe site-ul Bioware fanii urmaresc cu infrigurare stirile, poate, poate mai apare ceva .

  19. #739 SP
    Member Atrium's Avatar
    Azi l-am terminat si eu dupa 41 de ore de aventura. Ce pot spune, chiar nu-mi pot gasi cuvintele pentru a descrie acest joc. Pur si simplu magnific. Abia astept sa apara Mass Effect 3. Pana atunci o sa stau si o sa ma uit in gol spre TV.

    Ce naiba de joc as putea sa mai incep acum dupa acesta ?

    Asa da !

  20. #740 SP
    Senior Member Bobby's Avatar
    Sigur o sa scoata un Mass Effect: ODST si povestea o sa fie cu Sheppard in copilarie

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