Tags: BioWare; Mass Effect 3
<p><a href="http://www.computerandvideogames.com/310171/interviews/mass-effect-3-bioware-on-art-sound-and-sharing-with-dice/" target="_blank">Part II</a> of the Mass Effect 3 interview over at CVG is up. It contains nothing of interest, but once you've posted part I you kinda want to wrap it up.</p>
<blockquote>
<p><strong>What sort of interaction is there between the gameplay guys and your team?</strong><br /><br /> <strong>DA</strong>: It's a lot of back and forth. We let the designers know exactly what's important to us on the art side - maybe the way the sun hits inside a room or something that we just don't want to lose - and design will work with us exactly how to keep that. <br /><br /> We have a lot more integrated cover, so you don't walk into a room and immediately know there's going to be a combat there. It's about making these spaces feel natural and not forced. It shouldn't ever feel forced, by gameplay or art - it really should be this perfect marriage.<br /><br /> <strong>NL</strong>: Yeah, you don't want to walk through a room and go, "okay nothing's going to happen here. There's no cover for me here," and then you walk around the next corner and you just see a sea of these chest-high things - you basically see the fight ahead.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103765-mass-effect-3-interview-part-two.html">Gamebanshee</a></p>
<p><a href="http://www.computerandvideogames.com/310171/interviews/mass-effect-3-bioware-on-art-sound-and-sharing-with-dice/" target="_blank">Part II</a> of the Mass Effect 3 interview over at CVG is up. It contains nothing of interest, but once you've posted part I you kinda want to wrap it up.</p>
<blockquote>
<p><strong>What sort of interaction is there between the gameplay guys and your team?</strong><br /><br /> <strong>DA</strong>: It's a lot of back and forth. We let the designers know exactly what's important to us on the art side - maybe the way the sun hits inside a room or something that we just don't want to lose - and design will work with us exactly how to keep that. <br /><br /> We have a lot more integrated cover, so you don't walk into a room and immediately know there's going to be a combat there. It's about making these spaces feel natural and not forced. It shouldn't ever feel forced, by gameplay or art - it really should be this perfect marriage.<br /><br /> <strong>NL</strong>: Yeah, you don't want to walk through a room and go, "okay nothing's going to happen here. There's no cover for me here," and then you walk around the next corner and you just see a sea of these chest-high things - you basically see the fight ahead.</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103765-mass-effect-3-interview-part-two.html">Gamebanshee</a></p>