Tags: BioWare; Mass Effect 2
<p>OXM had <a href="http://www.oxm.co.uk/article.php?id=19778" target="_blank">a chat with Bioware's Casey Hudson</a> concerning the Mass Effect series.</p>
<blockquote>
<p><span class="text_article_body"><strong>So should we be expecting something even more mature for Mass Effect 3?</strong><br /> [Laughs] Well, we're not talking too much about Mass Effect 3 right now, but the second story in a trilogy is where you traditionally end up in a fairly dark place. The third story is where you try and bring some fun and lightness back into it. One thing we tried to do with Mass Effect 2 was as well as bringing in the more mature stuff, we also tried to bring in a lot more humour so that we can go to these places without making it an overbearing experience. I think we have a lot more fun this time through characters like Joker and EDI. Mass Effect 3 is going to be the epic conclusion... so, a lot more darkness but also a lot more humour. </span></p>
</blockquote>
<p>He also reveals the truth about the issue with those pesky consequences to choices you've made in ME1. You know, persistent C&C. Emails and stuff.</p>
<blockquote>
<p><span class="text_article_body"><strong>There's a scene at the very beginning where your Commander Shepherd is interviewed by Miranda and Jacob that's clearly there to determine what happened in everyone's Mass Effect 1 game, but it feels like it got cut short. What happened?</strong><br /> Well, in Mass Effect we track literally hundreds of decisions, and most of them wouldn't make for a very interesting conversation, especially for a new player. A new player wouldn't know Conrad Verner or Gianna Parasini [two incidental characters that feature in both games], so it wouldn't make sense for a new player to be answering questions on events they've never experienced before. <br /><br /> A little known thing about Mass Effect 2 is that while everyone knows about the save game connectivity and how well that works, I think that overshadows the fact that we really designed Mass Effect 2 to be a good entry point for new players. So that's why we don't give all these choices about what's happened before. </span></p>
</blockquote>
<p>See? It's all about giving new players a good entry point.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/98111-mass-effect-series-interview.html">Gamebanshee</a></p>
<p>OXM had <a href="http://www.oxm.co.uk/article.php?id=19778" target="_blank">a chat with Bioware's Casey Hudson</a> concerning the Mass Effect series.</p>
<blockquote>
<p><span class="text_article_body"><strong>So should we be expecting something even more mature for Mass Effect 3?</strong><br /> [Laughs] Well, we're not talking too much about Mass Effect 3 right now, but the second story in a trilogy is where you traditionally end up in a fairly dark place. The third story is where you try and bring some fun and lightness back into it. One thing we tried to do with Mass Effect 2 was as well as bringing in the more mature stuff, we also tried to bring in a lot more humour so that we can go to these places without making it an overbearing experience. I think we have a lot more fun this time through characters like Joker and EDI. Mass Effect 3 is going to be the epic conclusion... so, a lot more darkness but also a lot more humour. </span></p>
</blockquote>
<p>He also reveals the truth about the issue with those pesky consequences to choices you've made in ME1. You know, persistent C&C. Emails and stuff.</p>
<blockquote>
<p><span class="text_article_body"><strong>There's a scene at the very beginning where your Commander Shepherd is interviewed by Miranda and Jacob that's clearly there to determine what happened in everyone's Mass Effect 1 game, but it feels like it got cut short. What happened?</strong><br /> Well, in Mass Effect we track literally hundreds of decisions, and most of them wouldn't make for a very interesting conversation, especially for a new player. A new player wouldn't know Conrad Verner or Gianna Parasini [two incidental characters that feature in both games], so it wouldn't make sense for a new player to be answering questions on events they've never experienced before. <br /><br /> A little known thing about Mass Effect 2 is that while everyone knows about the save game connectivity and how well that works, I think that overshadows the fact that we really designed Mass Effect 2 to be a good entry point for new players. So that's why we don't give all these choices about what's happened before. </span></p>
</blockquote>
<p>See? It's all about giving new players a good entry point.</p>
<p> </p>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/98111-mass-effect-series-interview.html">Gamebanshee</a></p>