Felon said:Thanks again, Takyris. My main concern has to do with the FPS portion of the game. I've always been puzzled at how popular FPS's are on a console that doesn't have a mouse accessory--thumbpads are lousy for work that requires both speed and accuracy IMO.
I guess it's what you're raised on. I know people who have no trouble with things like Halo (or even Rainbow Six) on the Xbox. I am, frankly, pretty bad either way, so when I wasted a metric ton of ammo on a splicer in BioShock on the 360, I didn't think, "Man, I wish I was using a mouse," as much as I thought, "Ah, Patrick, you still can't aim."
Now, I think you've already addressed this somewhat in a previous post, but how much time do you think players will spend just wasting ammo hitting nothing? IBioshock had a lot of great gameplay features, but the FPS element soured me on it. I could not understand why they'd have highly-mobile enemies bobbing and weaving to evade shots that aren't easy to make in the first place. I know in ME that there are bad guys that scales walls and hop around a lot. Is there any auto-aiming that assists a player? Or is the need for accuracy minimized by things like explosives, homing weapons, spraying with automatic fire, and using the various tech and biotic powers?
This is where I'm on shaky ground, because that stuff was being iterated on well after I left. My understanding (and take this is rumor, not gospel) is that there are a few important things that would address your issue. First, you can pause at will in order to adjust your aim (not just pausing to go to the bathroom, but pausing in a tactical mode that lets you adjust your aim and tell your followers what powers to fire off)... so while guys will be running around all crazy-style, you can still pause to get a lock on 'em.
Second, I believe that there is some form of aim-assist. When I was there, it was weird, in that it only kicked in when you were locked on someone and only lasted until you moved the trigger yourself (like cruise control only lasting until you hit the brake). This ended up giving people who wanted targeting assistance good help, but only if they were patient enough to lock on and then let go of the thumbstick. It took a little getting used to, and I'm pretty sure that it doesn't work that way now (although once it was explained to me, it worked just fine, and the issue would likely have been solvable with a decent tutorial GUI). Whatever there is now, it's at least that or better -- so if you lock onto somebody, it's easy to keep shooting at them.
Third, there's no ammo for you to worry about. (There are other balance features that keep you from wandering through the entire level with the trigger held down, but you'll never run out of ammo.) I know that's not the core of your issue, but I thought it was worth mentioning.
I'm much more interested in exploration and problem-solving than killing stuff, so I hope the action part is nice and streamlined.
I won't lie: there's a whole bunch of combat. But if you want to put points into Persuade, you'll be able to avoid some nasty fights (often with better results than going in with guns blazin' would have gotten you).