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Mass Effect Andromeda [No céu tem updates?]

Tigerfang

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will there be cities or hubs like omega , ilium, tuchanka, the citade etc. in ME:A?

 

Aruguren

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Eu comprei minha passagem desde que o Mac assumiu e o Hudson levou um pé no anus ahuehuehuehue :rox
Você... você acha que eu devo embarcar também...? Ninguém ficou tão puto quanto tu no fiasco das speculations, se você superou talvez eu também deva.
 

Lord_Revan

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Você... você acha que eu devo embarcar também...? Ninguém ficou tão puto quanto tu no fiasco das speculations, se você superou talvez eu também deva.

Qual o pior cenário que poderia acontecer? Perder 200 pila em lixo e ficar puto por 4 anos sem tocar em um jogo da EA/Bioware :klolz
.
Vamo que vamo.
 


Ultima Weapon

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Que pena botar 600 anos de diferença, compromete o fan service. Ao menos apareça Liara, ou não já que não carregará o save e sentiria falta dela comentar sobre o relacionamento romântico com minha Shepard.
Grunt também podia aparecer mas sua presença estaria totalmente comprometida às escolhas de Mass Effect 3 (aquele jogo que ouvi falar que as escolhas não importam).

Estilosa essa raça nova, parece um misto entre Prothean e Collector.
 

Aruguren

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Qual o pior cenário que poderia acontecer? Perder 200 pila em lixo e ficar puto por 4 anos sem tocar em um jogo da EA/Bioware :klolz
.
Vamo que vamo.

Fine.

Dessa vez vou jogar de menina, ja que o menino tem mó cara de fresco teen milenials e deve ter um dublador equivalente e sempre me arrependi de nao conseguir enxergar Jennifer Hale como verdadeira Shepard pq minha primeira jogada foi com Sheploo e acabou gravando ele como Shepard pra sempre.
 

Sokomo Kudemasho

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Fine.

Dessa vez vou jogar de menina, ja que o menino tem mó cara de fresco teen milenials e deve ter um dublador equivalente e sempre me arrependi de nao conseguir enxergar Jennifer Hale como verdadeira Shepard pq minha primeira jogada foi com Sheploo e acabou gravando ele como Shepard pra sempre.

O Alec não é nada malakoi.

large.img.jpg
 

Sokomo Kudemasho

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É com esse que vamos jogar? Não é com o guri de armadura branca?

Se jogará com os três, mas em algum momento o Alec deixa de ser Pathfinder.
Não se sabe como segue o enredo, mas se não morrer ou for pro lado inimigo, segue o arco, bem como o/a filho/a que você não escolheu como Pathfinder.
 

Maximu's

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Espero realmente que eles façam um Flashback de algum momento dos ME anteriores. Imagine poder visitar o lugar em que a primeira nave caiu!? Seria dahora...

Sentirei falta de Garrus, Wrex e Grunt. Meu preferido é Garrus, ele foi meu companheiro nato em todos os ME's. Sobre Grunt, até hoje não me conformo dele ter virado chefe do grupo e abandonado a equipe no segundo jogo, curtia muito ele. Com isso, substitui e coloquei o Wrex.


Enviado do meu iPhone usando Tapatalk
 

gamermaniacow

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Uma coisa que gostaria que mudassem é como a relação humana é feita, principalmente a relação amorosa.

Que fosse algo mais convincente, não como uma tarefa igual nos anteriores
"HUE DUR COMI A MIRANDA SOU FODA"

Ta, mas e dai? Que seja algo mais profundo, algo mais ligado a relação em si e não um trofeu pra ser resgatado quando quiser, seguindo uma ordem especifica.

Mas provavelmente vai continuar dessa maneira
 

Tigerfang

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Detalhes sobre a Tempest
tempestfeature610.jpg


When you’re exploring the far reaches of space, it helps to have a home away from home. In the Mass Effect series, your ship serves a variety of purposes. It can be a military base, where you plot your next tactical move; it can be a clubhouse, where you hang out with companions and get to know them better; and it can be a command center, where you make decisions about your character’s progression.

In the Mass Effect trilogy, players had the Normandy, which became almost as iconic as Commander Shepard. In Mass Effect Andromeda, you have the Tempest, a ship that functions like the Normandy in some ways, but also stands out with its own distinguishing features and innovations. Since players will spend a lot of time aboard this vessel exploring its corridors and interacting with its crew, we’re taking a closer look at what you can expect from the Tempest and how it helps in your mission to find a new home in Andromeda.

tempestfeature6102.jpg


Areas of Interest
During our trip to BioWare’s Montreal studio, we got a limited virtual tour of the Tempest. The team wasn’t ready to show off every corner of the ship, but we saw some of the major areas, like the bridge, the galley, the garage, and the Pathfinder’s quarters. You can seamlessly travel between these locations, with no loading screens or painfully slow elevators to hold you back.

The bridge will be a more regular destination than it was aboard the Normandy. You still can drop by to talk to the pilot (a salarian), but handling navigation is your most common task there. Instead of going to a galaxy map in the middle of the ship, you stand on the bridge and stare out at the stars in front of you as you select your destinations.

After passing through an elliptical corridor (similar to one seen on the Normandy), you are in the galley. This area has more of an atrium-like feel, with windows offering a nice view and stairs leading up to a seating area on a second level. One of the most conspicuous objects in the galley is a holographic interface that allows Ryder to modify skill-point distribution, which is how you change your abilities between missions.

Farther back is the garage, which is where the Nomad (your Mako-like vehicle) is parked. Any visual customizations that you’ve made to the vehicle, like its paint job, are visible as you look down on it from the upper part of this tiered area.

The Pathfinder’s quarters is Ryder’s personal space. BioWare tells us that players will have some control over the décor here, and the room gets more of a moved-in feeling as the game goes on. You might see various mementos in this room, like reflections of your progress in the critical path, or simple souvenirs like a rock.

tempestfeature6103.jpg


The Look
The Tempest isn’t just a smaller version of the Normandy. It’s a sleeker ship built for scouting, and its overall design reflects that purpose. The differences might not be so apparent when you see the ship flying through space, but the distinction shines through once the Tempest has landed.

“The whole look I wanted for the Tempest is that extremely cantilevered balance to the ship,” says art director Joel MacMillan. “So you have this very long, thin fuselage, but then the landing gear would be situated at the back. I love the image of that being parked on a cliff face – it’s almost like it’s on a perch, and you see the nose extending off the cliff face.”

Unlike the Normandy, the Tempest isn’t necessarily a one-of-a-kind ship. It is the scout ship for the human ark Hyperion, which means that the arks for the other races theoretically have similar ships. However, that shouldn’t make you feel like your ship is any less cool. “The idea is that there are other ships out there,” says creative director Mac Walters. “We don’t tend to see the other ships. We wanted to make the Tempest feel unique and special to the player.”

tempestfeature6101.jpg


Being There
Letting players move throughout the Tempest with no loading screens helps immerse players in Mass Effect Andromeda, and that goal manifests in other ways aboard the ship. For instance, what you see out the windows will reflect your location in space and change as you fly to different celestial objects.

In the Mass Effect trilogy, you were met with a static backdrop in the few places you could look out into space from the Normandy. That isn’t necessarily a bad solution, but it doesn’t do much to make players feel like they are part of the world. That’s why the team pushed to make your surroundings aboard the ship more convincing. “When you look out the window of the Tempest, you should see space out there,” Walters says. “If you’re parked in front of a planet, you actually see that planet everywhere you go on the Tempest.”

If you decide to go explore the planet sitting outside your window, the team also wants that to happen with minimal interruptions. Selecting your destination, flying there, landing on the planet, and then rolling out onto the surface in the Nomad is going to be as continuous a process as possible. “With memory limitations, with loading limitations, there was a real problem; if you wanted to go from one place to another, you had to unload everything, you had to reload everything – it was a long time,” says technical director Harold Chaput. “It really broke the flow of the game. Now, it’s so much smoother to be on the ship, land on a planet, jump around, go inside a building. It’s all very seamless, so breaking down the barriers frees up the player to explore and do activities. It makes it easier to make a rich and full environment.”

One piece of immersion you won’t have? Flying the Tempest yourself. “Part of what made it hard is, we had debates about whether you should be able to manually fly the Tempest all the way around,” Walters says. “Ultimately, we had to say ‘Not in this game.’ If you try to do too many things, everything starts to suffer. But we had working prototypes of that, and it was compelling, but it wasn’t compelling enough.”

tempestfeature6104.jpg


Your Crew
As much fun as it is to roam around a spaceship, the characters of the Mass Effect series have always been a bigger draw. Like previous games, your party gathers aboard your ship, and they find their own areas of the Tempest where you can seek them out. However, they won’t always be standing still in one spot. They stick to a general vicinity, but they might be doing different things in that space. This extends beyond your fleshed-out companions to regular NPCs, too. One goal for Mass Effect Andromeda is to make the Tempestfeel more active than the Normandy, with fewer stock crew members standing around inert.

“There are some limitations to what they can do; they won’t be running around the whole ship as you are,” says space lead Jessica Hara Campbell. “But they’ll be doing things and interacting with the ship, because it’s a small crew and everybody has a job. So they need to be looking like they’re active. They may be doing things that draw you toward them, or they may be calibrating.”

The Tempest fills many roles in Mass Effect Andromeda. It gives players a home base to return to, it functions as a hub for social interactions, and it acts as your gateway to the rest of the galaxy. Hitting the right balance is a challenge, but BioWare is looking closely at what previous Mass Effect games did correctly on those fronts. “Mass Effect 1 did a good job of using the Normandy for those pinch points in the critical path, and Mass Effect 3 did a good job making it feel alive with the way the characters moved around the ship,” Walters says. “The Tempest is a combination of those two things. Much more of those ‘Hey, we’re a team, let’s figure this out and have a chat’ after a mission, but also lots of interactions.”

The Normandy is near and dear to the hearts of many Mass Effect fans. From what we’ve seen, the Tempest offers everything Shepard’s ship did, plus some new innovations to make the ride even smoother.
 

Tigerfang

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Romances S2...

meabreakdown610.jpg


Moving Forward From The Trilogy

BioWare is trying to evolve what it has previously done with romances; the team has learned from the original Mass Effect trilogy, and is taking those ideas in more interesting and believable directions. "We've built on it [from the trilogy]," Walters says. "We had a strong foundation for how [romance] was working. For me, typically in the trilogy it was a bit formulaic. You'd talk to them and then get to that one point in the game where there was no going and back and romance was going to happen. That's not real life. There should be some people who just want to hop in the sack immediately. There should people who are interested in a long-term relationship. There are people who aren't interested in romance at all."

This means more mature situations and dialogue, as Walters notes the first Mass Effect spent a great deal explaining the lore of the world and the different races through the characters than focusing on their individual personalities. "I think we've moved beyond just doing info dumps on characters," Walters says. "It comes back to the circumstances. That is what we should be talking about. What are those people actually thinking right now? I think that's the mature aspect of it. Let's not ignore everything that's going on just so we can have a moment to say, 'I love you.'"

garrus610bottles1118.jpg


Andromeda's Varying Relationship Types

The team wants romances to feel legitimate, not like an artificial game mechanic. Different characters want different things from their romances, whether it's physical or emotional, and Walters states that some romances can happen early in the game, while some characters may take longer to let their guard down. He also confirms that BioWare got rid of what he refers to as "the hard line," where you're trying to fit in romances before you reach a certain point and it cuts off the opportunity for a romance to occur.

Walters says the team wanted to make romances more varied than previous entries. "Just because someone has a romance doesn't mean they have a longer relationship arc with you," Walters says. The team even re-envisioned what a romance looks like. As Walters says, "Think of the relationship moment with Garrus in Mass Effect 3 where you [shoot bottles off the Citadel]. Does it always have to be, 'Get someone into the bed?' or can it be, 'Let's go have a bros' moment or a friends' moment.' I think once [our writers] started to think in those terms, it expanded what those scenes could be like. But if you want to get down to the sex scene stuff, we got aliens, alien environments...we keep coming up with unique places to have some interspecies relationships.'"

Walters says the writing team has worked hard to make sure characters are unique and fun to get to know. "The [characters] that aren't romanceable should have just as interesting and in-depth an arc as the ones who do," he says. "That's one thing we did to make it feel more natural. We have to check ourselves because we know the fans want romances, so the obvious thing is to make [everyone] romanceable, but that's not real. We're trying to find the balance between 'yes, it's a game,' but we want to make these characters as believable as possible and the situations as believable as possible."

This also extends to characters' sexualities. BioWare has been praised for its diversity and inclusion of various sexual orientations in its games, but it has also been criticized for shoehorning them in, particularly in regards to bisexual party members. While characters have various sexual orientations in Andromeda, Walters said the team made sure that it makes sense for the individuals, and doesn't just come out of left field. He feels Andromeda does this much better than past games. "It has to be a part of who they are," Walters says. "It can't just be, 'We need to have three male and three female [options].' We do look at the balance and make sure there's good inclusivity, but I'd much rather say if we need to do that then we have to rethink that character."

In Andromeda, BioWare wants the relationships between the characters you see the most to be the strongest, but it also wants to offer more casual interactions. Not every moment needs to be intense and heavy; sometimes you'll just go on a casual date. "We tried to deepen the relationships that you could have with your crew on the Tempest, and some of the relationships are more minor and minute and aren't even on your ship at all," Walters says. "There are people that you can find in the world and go on a date or something like that."

Whether you can romance multiple people comes down to the character; some will be okay with you dating others, while certain personalities will feel betrayed. "There are at least a couple that don't seem to care," Walters says. While BioWare isn't sharing specific numbers of romanceable characters, Walters did tease the amount of options in the game. "By my count, if you include squad, crew, and light romances, we have more romances than we've ever had before," he says. "And like I said, the relationships are more in depth than we've had before."

Romance Is Here To Stay

BioWare knows how popular the romances are, but that's not why the studio includes them. These relationships provide something that no other element could. "Our games are often about characters, about drama, and romance just seems to fit in that realm," Walters says. "Even aside from what Mass Effect has become, I think it just makes sense. You put people in these stressful situations. There should be tension. There should be love. There should be all of those ranges of emotions with the characters."
 

Mr Bones

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Tá foda!! Este será o jogo que não irei esperar sair no EA Access para pega-lo. Vou ter que morrer com 170-180 temer...hehehehe...
Já confirmaram o mês de lançamento? vi que é spring... Seria que mês?
Lindo de mais isso aí!!
 

OUTKAST

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Tá foda!! Este será o jogo que não irei esperar sair no EA Access para pega-lo. Vou ter que morrer com 170-180 temer...hehehehe...
Já confirmaram o mês de lançamento? vi que é spring... Seria que mês?
Lindo de mais isso aí!!

É pra sair em Março!

Esse vou pegar no lançamento também! Muito top!!
 

DarkShade

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Novo Gameplay:


O jogo parece bom, mas achei a personagem mostrada um tanto quanto genérica, na parte que está discutindo com outra NPC, ela apresenta uma modelagem e textura pior, não sei se foi criada ou é de fato a principal.

E eles conseguiram algo que achava ser impossível, aumentar ainda mais a ação do jogo.
 

Mestre Padawan

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O jogo parece bom, mas achei a personagem mostrada um tanto quanto genérica, na parte que está discutindo com outra NPC, ela apresenta uma modelagem e textura pior, não sei se foi criada ou é de fato a principal.
Tbm achei isso!! E quando ela toma a arma do fulano lá, achei broxante :/ . Atuação ZERO

To achando tudo muito genérico, sei lá....gosto muito de MassEffect, espero que melhorem muito, mas até agora o hype ta -1
 

DarkShade

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Tbm achei isso!! E quando ela toma a arma do fulano lá, achei broxante :/ . Atuação ZERO

To achando tudo muito genérico, sei lá....gosto muito de MassEffect, espero que melhorem muito, mas até agora o hype ta -1
Exatamente, essa parte que me referi, a NPC tem textura, modelagem melhor, alem da própria animação, o que é um tanto quanto dispare dos outros Mass Effects que sempre tiveram nesse aspecto um certo destaque.
 

Dhi-Sama®

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O jogo parece bom, mas achei a personagem mostrada um tanto quanto genérica, na parte que está discutindo com outra NPC, ela apresenta uma modelagem e textura pior, não sei se foi criada ou é de fato a principal.

E eles conseguiram algo que achava ser impossível, aumentar ainda mais a ação do jogo.
Fiquei com essa impressão da personagem também. E olha que o carinha com quem ela conversa está bem melhor modelado.
 

TuriistaH .BR

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Espero que melhorem as animações do protagonista... estão bem ruins.

Curti as mudanças sutis nos dialógos, tá bem mais dinâmico, fluído e cinematográfico, Witcher 3 foi a melhor coisa que aconteceu.

É jogo bioware gente, tu faz seu próprio personagem.
 

DarkShade

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Espero que melhorem as animações do protagonista... estão bem ruins.

Curti as mudanças sutis nos dialógos, tá bem mais dinâmico, fluído e cinematográfico, Witcher 3 foi a melhor coisa que aconteceu.

É jogo bioware gente, tu faz seu próprio personagem.
O que não muda muita coisa fazer o personagem se esse peca em animação, expressões, texturas e modelagens, o genérico irá continuar do mesmo jeito, destoando e muito dos outros NPCs, como ocorreu nesse vídeo.
 

Dhi-Sama®

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O que não muda muita coisa fazer o personagem se esse peca em animação, expressões, texturas e modelagens, o genérico irá continuar do mesmo jeito, destoando e muito dos outros NPCs, como ocorreu nesse vídeo.
Deveriam diminuir as personalizações do personagem, em prol de ter menos combinações possíveis, e então caprichar mais na modelagem de cada uma.
 
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