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Mac walters ea
Mac walters ea






mac walters ea

Very early on, BioWare decided that it wouldn't change story elements because of how complicated it is to do, since once "you've tugged on a thread, and all of a sudden something has completely unraveled somewhere else that doesn't make sense." In essence, BioWare was working to "let the story shine a little better than it did" and every decision the studio made for Legendary Edition fed back into that endeavor.

mac walters ea

Part of the challenge for Mass Effect Legendary Edition, Walters tells me, was resisting making major changes to the core experience – even if the team felt it could bring a fresh perspective to key moments and scenes. And I'm sure I know we set out to do that, but I don't know if we could have imagined that we would have been that successful, that players really could own it as well as they have." I can't think of another franchise where people are so possessive of the protagonist that way. "There's so many things ," Walters continues, "but I think one of the big ones is that you really get to embody the character of Shepard and chart your own course in a way that feels very unique to games, even today… We talk a lot about how players and fans refer to Shepard as my Shepard, right. And you can map your own personal experiences to it." So those things tend to stay very relevant. But you can map that to events today or 15 years ago, or, unfortunately, probably 15 years in the future from now. Obviously, it has very specific lore around it. "You look at some of the conflicts between the Geth and the Quarians and things like that. "I think a lot of the storytelling that we did is somewhat timeless," says Walters.








Mac walters ea