![]() We let each writer add their own influences and nuances to it, so the characters could have their own individuality and come to life. I don’t necessarily think every character appeals to everyone, but there’s a character there for everyone. I think there was a degree to which we were thankfully successful at creating characters who. But the whole goal of that was to kind of remove some of the barriers between the game and your interaction with the characters, to really make it feel like it was a seamless experience with a cinematic quality to it. Everything from the fact that we patented the conversation wheel - you see something like it everywhere now, right? It’s very commonplace. Mac Walters: We really tried to push the bounds of what I would call interactive, cinematic storytelling. Polygon: As you look back at the trilogy, years after its original release, how do you feel about the reaction to the squadmates - especially the interpersonal relationships with characters and the romance scenarios? I feel like you can see the fingerprints of that in a lot of games today, from Triple A releases to mobile games. He has some thoughts on Mass Effect 1’s legacy, the clamor to fuck Garrus Vakarian, and the most unnecessary potential death in the series. He also served as the director for the Legendary Edition, which required him to sit down and replay the games for a fresh once-over. Mac Walters was a writer and director on all three games - as well as follow-up title Mass Effect: Andromeda. ![]() ![]() The series hits different in 2021, but parts of it - like the romances and the squadmates - still shine. Mass Effect : Legendary Edition is a way to re-experience the original RPG trilogy, and it’ll be the first time some people see the games. ![]()
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