As a long-time Mass Effect enthusiast with countless hours spent navigating through galaxies and battling alien races, I can’t help but share my thoughts on the vehicles that have graced these games. The Mako, that infamous beast from the original trilogy, has been a source of both frustration and amusement for many players. Its notorious handling and the endless mockery it received in-game and beyond made it a beloved part of the Mass Effect universe.
In video games, the Mako from Mass Effect is infamous for its challenging handling. Characters within the Mass Effect series and gamers alike have joked about it for years due to this difficulty. Although Mass Effect 2 introduced an alternative vehicle, the M-44 Hammerhead, as a potential fix, it didn’t completely solve the issue. In contrast, Mass Effect 3 decided to forego the concept of a player-controlled vehicle altogether.
In Mass Effect: Andromeda, the Nomad vehicle was appreciated by fans due to its smooth handling, user-friendly controls, and customizable features. However, it highlighted an underlying issue with the game’s expansive, open environments. Instead of creating massive, open worlds in Mass Effect 4, perhaps it would be better to eliminate the need for a vehicle altogether. Players could then traverse shorter distances on foot, fostering a more immersive and interactive experience. This approach would allow players to engage with the game world more deeply, addressing the issue of emptiness that the Nomad exposed in Mass Effect: Andromeda. This change would also make the Mako unnecessary.
The Problem with BioWare’s Open Worlds in Dragon Age and Mass Effect
In line with the approach taken by Mass Effect 3, Mass Effect 4 might choose to forgo attempts to salvage the Mako. While Mass Effect: Andromeda’s Nomad was significantly improved, especially post-upgrade, its inclusion suggested a game set in a vast open world. However, BioWare has demonstrated on multiple occasions that it excels at crafting immersive games with smaller, more meticulously designed environments rather than expansive, sprawling ones.
As a gamer, I can’t help but feel a bit let down when diving into the vast open worlds of games like Dragon Age: Inquisition and Mass Effect: Andromeda from BioWare. While these titles are known for their compelling narratives, the side quests scattered throughout these environments often felt more like MMO-style fetch missions rather than the immersive, character-driven stories that made BioWare famous.
Bringing Back Discovery in Mass Effect 4
A significant motivation behind designing a space exploration game akin to Mass Effect was to evoke the sense of awe in uncovering alien landscapes and fresh planets. However, when the first Mass Effect was developed in 2007, the technology necessary to fulfill that ambition didn’t yet exist. Today, however, we have the means to do so. Although one might argue that it could involve creating open-world environments and necessitating a vehicle such as the Mako for traversal, focusing instead on smaller, explorable areas that can be navigated on foot would eliminate the need for such a vehicle altogether.
In Dragon Age: Veilguard, unlike an open-world game, you traverse smaller, fully-explorable areas on foot. It showcases breathtaking landscapes that deviate from the ordinary, such as Arlathan Forest, day and night, and under various lighting conditions. Unlike Mass Effect 2 and 3, where corridors are confined to active missions, these environments become accessible as the story unfolds. However, with Mass Effect 4 yet to be released, there’s a possibility that it might restrict exploration based on leveling progression.
In other words, by eliminating the Mako or similar vehicles from Mass Effect 4, the game’s environments could become more interactive, detailed, and intriguing. Instead of racing through expanses of empty terrain en route to the next destination, the world would play a significant role in the narrative, enhancing the experience of exploration and immersion. This change would also alleviate the challenge of making the Mako enjoyable, rather than just another tedious task.
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2024-12-10 01:23