I think I've more or less learned to deal with it (again another thing I remember from previous ME's is that you learn to adapt to the control issues) but the inclusion of rolling in general kind of seems odd. Someone above mention the Cerebus grenade spamming and to me the rolls seem to be only included as kid of the counter move to this because it kind of seems so un-precise to use elsewhere (any other time you use it you tend to end up completely away from your desired destination). The grenades are... interesting. I appreciate they decided to somewhat test the player who in previous versions could for the most part sit back and pick off enemies from behind cozy cover, but it does get to be over kill when you're being flanked by Cerebus guards with shields and having nades ran down on you from above.
I also read somewhere that the reason that Shepard can no longer holster his weapon is that Bioware didn't have enough room to include the animation. For whatever reason (I read it had something to do with how much memory (or whatever tech shit it is) the PS3 game can hold) Shepard could only have a finite amount of animations, the inclusion of two roll types and a new ladder climbing animation made it so they had to scrap the holstering function. This kind of bums me out because A). I'm obviously not a big fan of rolls to begin with and B). the holstering function really helped immerse the player. Besides when Shepard would holster it used to pull the camera back which really helped in exploration. I kind of get adding rolls over holstering (even though I'm not a fan) but the ladder thing seems stupid, it adds very little to the game.
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