Fimbulvetr
Member
Played the demo two times. Controls felt weird the first time, but pretty decent the second. Shooting feels less stiff than ME2. Dodgeroll feels bad man. I was hoping for less Gears and more Vanquish, but at least it finally exists. Melee is useful for shit that isnt the basic husk, since it can be combod now. They took the cinematic flair with the Heavy Melee a bit too far. Its not like the visual differences between heavy melee and standard melee were negligible to the point where they need to obscure my view of the battlefield.
Not much to say about the first part. It was a set-piece laden tutorial, so there really wasnt supposed to be much going on gameplay wise anyway. The only notable things were the clichéd dialogue(Im a soldier not a politician? the hell does that have to do with offering advice for fighting a threat?), and that blatantly obvious attempt at emotional manipulation with the kid.
Honestly, they should have picked another segment of the game for part 2 of the demo, to show off some of that enemy variety they had in the trailers. Outside of that one segment with engineers and the boss dude, every fight was generic Cerberus guy and generic Cerberus guy with greater damage threshold.
Making it so that cooldowns depend on weapon loadouts, but not letting the player actually customize them was also a missed opportunity.
Not much to say about the first part. It was a set-piece laden tutorial, so there really wasnt supposed to be much going on gameplay wise anyway. The only notable things were the clichéd dialogue(Im a soldier not a politician? the hell does that have to do with offering advice for fighting a threat?), and that blatantly obvious attempt at emotional manipulation with the kid.
Honestly, they should have picked another segment of the game for part 2 of the demo, to show off some of that enemy variety they had in the trailers. Outside of that one segment with engineers and the boss dude, every fight was generic Cerberus guy and generic Cerberus guy with greater damage threshold.
Making it so that cooldowns depend on weapon loadouts, but not letting the player actually customize them was also a missed opportunity.