The Making of Mass Effect 2
The Making of Mass Effect 2
Editorial - posted by VentilatorOfDoom on Wed 12 May 2010, 21:16:00
Tags: BioWare; Mass Effect 2Have you ever wondered how Bioware built a better space opera? Probably not. Gamesradar ponders the issue though.
“The mining?” asks BioWare dev Christina Norman, “everyone hates the mining.”
Christina, don't know why? I suggest you mine 100 planets first - thoroughly - to get in touch with the issue.
The changes started with the combat system. Norman’s team turned the RPG systems off completely and spent 81 calendar days tuning how combat would work in Mass Effect 2 using the original Mass Effect as a foundation. In the first outing, careful aiming was largely irrelevant – if your crosshair was over a character the game would do some RPG math and work out if you had scored a hit or not. For the sequel, combat was overhauled with some specific goals in mind – it had to be playable in real time without any need to pause, cover had to matter, and weapons had to be useful from the moment you picked them up without ever needing to level up.
This is the new and modern RPG combat, mark my words.
Spotted at: GB
“The mining?” asks BioWare dev Christina Norman, “everyone hates the mining.”
The changes started with the combat system. Norman’s team turned the RPG systems off completely and spent 81 calendar days tuning how combat would work in Mass Effect 2 using the original Mass Effect as a foundation. In the first outing, careful aiming was largely irrelevant – if your crosshair was over a character the game would do some RPG math and work out if you had scored a hit or not. For the sequel, combat was overhauled with some specific goals in mind – it had to be playable in real time without any need to pause, cover had to matter, and weapons had to be useful from the moment you picked them up without ever needing to level up.
Spotted at: GB