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Mass Effect Evolution Spoilers (sadly, everything you thought you knew was wrong)


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#401
Vengeful Nature

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Mr.Kusy wrote...

AdmiralCheez wrote...
It seems like since Drew got bored and left, Mac used that as an excuse to make everything the way he wanted it.


I think this would be too much to assume for any of us. We don't know if any of this is true, it's more likely that Drew decided to work on a bigger, better funded and more dynamic project TOR is or that he was simply moved there by whoever was in place to take such decision since BioWare has a corporation structure. Also, saying that Mac Walters want to ruin everything already estabilished is reading too much into it - I'm perfectly fine with saying that this comic is bad storywise, I'm not going to judge Mac in any other way than as a writer.


I agree. He may have a point, though. I'm not even judging it. There are plenty of people who think think their interpretation of a game universe is the best. There's probably a thing about it on TVTropes. It's just that, as Lead Writer, Mac is making his interpretation the dominant one.

#402
didymos1120

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Orkboy wrote...

mrsph wrote...

People blame Walters because he is the biggest target to use as a scapegoat.


With something like like the comic, people blame Walters because HE WROTE THE **** THING.

When it comes to the game, people blame Walters because even if he doesn't write it, everything has to be approved by him, if something gets included and it's a pile of crap, then it's his fault as he let it through.


And then Casey Hudson approves his approvals, so....

#403
Kusy

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darknoon5 wrote...
I agree though. The books were better at keeping to the lore, but they still weren't exactly great.


Ok, let's put it this way - I finished all 3 of the Mass Effect books, there were places where I was like "hmm... this doesn't seem right" or "meh, this sound a bit random" and where I backchecked the wiki. I never went "What the shit is this?!" while reading any of them. All the comics gave me that with Evolution crossing the line.

#404
darknoon5

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Mr.Kusy wrote...

darknoon5 wrote...
I agree though. The books were better at keeping to the lore, but they still weren't exactly great.


Ok, let's put it this way - I finished all 3 of the Mass Effect books, there were places where I was like "hmm... this doesn't seem right" or "meh, this sound a bit random" and where I backchecked the wiki. I never went "What the shit is this?!" while reading any of them. All the comics gave me that with Evolution crossing the line.

Well, I went WTF when:

a) Councilor Udina appeared
B) Kahlee had memory loss, and despite all that time on the migrant fleet to due with the reapers, completely forgot who they were

Only two points, but still important.

Also biotics in the books are completely unbelievable after playing the games. Only two or three acts before they need to lie down? Tell that to my Shepard that spawns dozens of Singularitys per mission. Global cooldown in ME2 was more lore accurate then ME1's system, but still hardly consistent with the books.

I agree the comics suck, but the books aren't shining examples of consistency.

Modifié par darknoon5, 20 février 2011 - 08:15 .


#405
JamieCOTC

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didymos1120 wrote...

JamieCOTC wrote...
 I just know he's not a very good comics writer.
 


Well, with the exceptions of Incursion and Inquisition, he doesn't write the actual scripts for the comics. John Jackson Miller does.  Who exactly is to blame for Genesis (because "credit" is really the wrong word to use for that thing)  is unclear.  There's a statement from Jesse Houston saying "Mac also wrote the comic (he wrote the other ones as well)"  The question is, did Mac write Genesis in the way he wrote Incursion/Inquistion? I.e actually wrote the story and script; or did he write it in the way he did Redemption/Evolution?  I.e., gave DH a story which they then scripted themselves.

But anyway, if you hate the stories of Redemption and Evolution, fair enough: they were Walters' work.  But as far as the actual words and pictures that end up in the final products? Those seem to be largely in Dark Horse's hands, and it's not clear how much editorial control Bioware has.  I mean, they obviously have some, but just as obviously, it must have limits.  I doubt, for instance, Bioware could say "No, you can't print that as it is.  We don't care if it's supposed to be on the shelves next week." 


Thanks for the clarification. 

#406
didymos1120

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mrsph wrote...

*snip image*

Original batarian


Even that doesn't quite match the description of them in Revelation.  Not to mention, the Volus don't wear exo-suits in that novel.

#407
Guest_mrsph_*

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The first novel was probably written before final designs were finalized.



Which is pretty sloppy anyway.

#408
JKoopman

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darknoon5 wrote...

Mr.Kusy wrote...

Ok, Drew's books were writen as they were writen (the second one was decent tho). But what he wrote in the books was building on the already estabilished lore. Right now every expanded universe release to Mass Effect series is building over whatever was before.

Nobody in this thread is saying that Mass Effect 1 had incredible story - the story was good for a video game. Just as Mass Effect 2 story was really enjoyable and nice for a video game. It doesn't change the fact that they were suposed to be parts of one story. If one part contradicts another it doesn't work out too well for both those parts.

The thing is, the book does actually contradict some of what is established in ME1, and bring down the sky contradicts the apperance of Batarians.

I agree though. The books were better at keeping to the lore, but they still weren't exactly great.


Can you refresh my memory on exactly which parts of Drew's novels contradicted the established lore of Mass Effect 1? The only inconsistency that I can recall is where Udina is stated to be a Councilor; which doesn't really contradict "lore" so much as it's just inconsistent with a non-canonical Shepard's story.

And on the subject of the story for the entire trilogy being written in advance, while I don't doubt that the major plot points were written from Day One, the details in between that bring it all together and make it believable are written on the fly and are open to each author's interperetation. For example, Shepard working with Cerberus to stop the Collectors may likely have been pre-written, but the how and why of Shepard's alliance likely wasn't locked down until development began on ME2, which is why we get Sole Surivior Shepards who seemingly forget that Akuze happened and just bow to The Illusive Man's judgement with barely a moment's pause. The same goes for Shepard meeting his/her former love interest during a Collector colony attack, which became the Horizon mission where Kaidan/Ashley appear out of nowhere from behind a crate, then are suddenly struck blind, deaf and dumb and choose to disbelieve Shepard's warning about the Collector threat despite sharing in the frustration 2 years earlier when no one would believe Shepard about the Reaper threat.

We already know for a fact that the "Baby Reaper" wasn't something that was locked down until well into development, and nearly up until release Legion was supposed to play a far more important role in ME2's story. That those things change, and that Mac Walters has stated to use the ME Wiki as a writing aid (which didn't even exist until after ME1 was released), is proof positive that much of the story wasn't written entirely in advance.

Modifié par JKoopman, 20 février 2011 - 08:35 .


#409
Dusty Boy T

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Redemption was something I could read and relatively enjoy. Evolution, so far, has been quite the opposite. I had to stop for a second last night and wonder how the hell TIM and... whatever the hell her name is... knew all this crap about Illium, the Terminus systems, and alien flying cars after virtually just coming off the First Contact War. I'm seriously contemplating whether I should waste my time and money reading another issue of this crap. =|

#410
CroGamer002

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mrsph wrote...

Image IPB

Original batarian



lol

Reminds me on one of the badly made creatures in Spore.

Modifié par Mesina2, 20 février 2011 - 08:27 .


#411
Kusy

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Councilor Udina being who he is might have pissed you of but that is neighter an example of bad writing nor previous lore contradiction. If Udina was not made a council member for the purpose of this novel, Anderson would be one and as that, it would be compleatly idiotic to make him fly around the galaxy fighting cerberus in person. Also it is hard for the books to follow gameplay mechanics if we are talking about the biotics. It is against the game but makes perfect sense from the book storytelling point of view.



But I agree the books are not an example of high literature. I enjoyed their story tho.

#412
darknoon5

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Mr.Kusy wrote...

Councilor Udina being who he is might have pissed you of but that is neighter an example of bad writing nor previous lore contradiction. If Udina was not made a council member for the purpose of this novel, Anderson would be one and as that, it would be compleatly idiotic to make him fly around the galaxy fighting cerberus in person. Also it is hard for the books to follow gameplay mechanics if we are talking about the biotics. It is against the game but makes perfect sense from the book storytelling point of view.

But I agree the books are not an example of high literature. I enjoyed their story tho.

Still, Udina being councilor is only mentioned once. They could've just called him "Udina" then leave it open, even if it would be ridiculous for Anderson to fly around fighting extremists as councilor.

#413
CroGamer002

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darknoon5 wrote...

Mr.Kusy wrote...

Councilor Udina being who he is might have pissed you of but that is neighter an example of bad writing nor previous lore contradiction. If Udina was not made a council member for the purpose of this novel, Anderson would be one and as that, it would be compleatly idiotic to make him fly around the galaxy fighting cerberus in person. Also it is hard for the books to follow gameplay mechanics if we are talking about the biotics. It is against the game but makes perfect sense from the book storytelling point of view.

But I agree the books are not an example of high literature. I enjoyed their story tho.

Still, Udina being councilor is only mentioned once. They could've just called him "Udina" then leave it open, even if it would be ridiculous for Anderson to fly around fighting extremists as councilor.


Like he fighting as an Admiral makes sense.

#414
didymos1120

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Dusty Boy T wrote...

Redemption was something I could read and relatively enjoy. Evolution, so far, has been quite the opposite. I had to stop for a second last night and wonder how the hell TIM and... whatever the hell her name is... knew all this crap about Illium, the Terminus systems, and alien flying cars after virtually just coming off the First Contact War. I'm seriously contemplating whether I should waste my time and money reading another issue of this crap. =|


TIM knowing things seems to be because he's gotten infected with Reaper tech, but yeah: how Eva knows this stuff has no real explanation.  The only way it makes sense is if this trip is happening a little while after the cease-fire, and humanity's gotten roughly up to speed on who's who and what's what in the galaxy,  but it comes off like they're off to Ilium about five minutes after the prisoner exchange, at which point she shouldn't even know what an asari is, much less the other stuff.  It really seems like a bunch of intervening scenes just got dropped completely.

#415
darknoon5

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didymos1120 wrote...

Dusty Boy T wrote...

Redemption was something I could read and relatively enjoy. Evolution, so far, has been quite the opposite. I had to stop for a second last night and wonder how the hell TIM and... whatever the hell her name is... knew all this crap about Illium, the Terminus systems, and alien flying cars after virtually just coming off the First Contact War. I'm seriously contemplating whether I should waste my time and money reading another issue of this crap. =|


TIM knowing things seems to be because he's gotten infected with Reaper tech, but yeah: how Eva knows this stuff has no real explanation.  The only way it makes sense is if this trip is happening a little while after the cease-fire, and humanity's gotten roughly up to speed on who's who and what's what in the galaxy,  but it comes off like they're off to Ilium about five minutes after the prisoner exchange, at which point she shouldn't even know what an asari is, much less the other stuff.  It really seems like a bunch of intervening scenes just got dropped completely.

Jack had only just come round, but Eva had already been conscious for a while (least that's the impression I get). She could have watched some vid on the races or something in the time before Jack Tim woke up.

#416
Zulu_DFA

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Orkboy wrote...

mrsph wrote...

People blame Walters because he is the biggest target to use as a scapegoat.


With something like like the comic, people blame Walters because HE WROTE THE **** THING.

When it comes to the game, people blame Walters because even if he doesn't write it, everything has to be approved by him, if something gets included and it's a pile of crap, then it's his fault as he let it through.


Casey Hudson commands Mac Walters to write a story for a comic. Mac Walters writes the story. Then it goes it J.J. Miller, who tears 2/3 out of it. Then it promptly gets cut into bits, each of which gets penciled by the artists, who take their inspiration from the material BioWare provided them, without possiblity to obtain any details beyond the commentary that initially came with it.

With the game it's even worse. Thermal clips? PLOTHOLE! Cerberus logo all over the place? PLOTHOLE! Kasumi goes Spiderman? PLOTHOLE! Ashley appears on Horizon? PLOTHOLE!!!

Granted, all those are plot holes, but they are not Mac's faults! They are Christina Norman's, Matt Rhodes', Preston Vatamanyuk's and Casey Hudson's faults.

Mac Walters has his own faults, of course, but why should he even care if the franchise is dumbed down in general by the business policy approved by executives?

Modifié par Zulu_DFA, 20 février 2011 - 09:26 .


#417
Mr. MannlyMan

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mrsph wrote...

Image IPB

Original batarian


Yeah. Cool design, really; if they wanted to, they could have added a ridge over the "forehead" to make it look more menacing, plus some wrinkles underneath its outer eyes...
I remember when BDtS came out for ME1, I started my own thread questioning why the devs had changed the design and whether the fans preferred the original over the new. Personally, I prefer the more 'alien' look over the one that was eventually used; it made the batarians look more arrogant and cunning, while the new design makes them all look like ignorant, wretched merc types.

#418
didymos1120

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Mr. MannlyMan wrote...
I remember when BDtS came out for ME1, I started my own thread questioning why the devs had changed the design and whether the fans preferred the original over the new.


As a guess: because the long-necked design had animation issues.  Not to mention trying to design armor that'd work with it and wasn't egregiously glitchy. 

#419
Mir5

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AllenShepard wrote...

Humanity at the time of Shanxi, had no knowledge of Turian physiology. For all we knew, they could go into cocoons and come out as dragons. While Walters makes mistakes, I can't understand crucifying him for things like this.


You don't call maturing "evolution". Two completely different things.

And before someone claims that they were "fully evolved" because of the huskification, do know that there really is no "pinnacle of evolution". It has as vague meaning as the word "perfect". Perfect for what? Perfect for living in caves and tossing humans around?

My goal is not getting someone's head on a pedestal, but to get people realize how Mass Effect's been treating  the theory of evolution of life itself, a well known and proven scientific theory. Would people be okay if the writers decided that the earth was a disk floating in space?
And of course, there's also my need to express my will to keep the game good. Logic holes are never healthy for a story, would they be in lore consistency, scientific accuracy, or psychological probability.

Modifié par Mir5, 20 février 2011 - 09:40 .


#420
Zulu_DFA

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didymos1120 wrote...

Mr. MannlyMan wrote...

I remember when BDtS came out for ME1, I started my own thread questioning why the devs had changed the design and whether the fans preferred the original over the new.

As a guess: because the long-necked design had animation issues.  Not to mention trying to design armor that'd work with it and wasn't egregiously glitchy. 

We can always pretend the original picture was of a batarian female... Until BioWare listens to the fans again, and we get another pair of space boobs.

#421
mahony427

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Sadly... I agree with this thread. I'm affraid that it is a comics for an easily entertained audience. The comics contains some serious plot holes (What I hate the most are plot holes). It feels dumbed down. I wanted TIM to be some kind of an inteligent, capable, ruthless man with a vision that is working behind the corporate/political scenes or something like that, not some trial-version of Shepard. Maybe the last two issues will redeem this comics.

#422
Tasker

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didymos1120 wrote...

Orkboy wrote...

mrsph wrote...

People blame Walters because he is the biggest target to use as a scapegoat.


With something like like the comic, people blame Walters because HE WROTE THE **** THING.

When it comes to the game, people blame Walters because even if he doesn't write it, everything has to be approved by him, if something gets included and it's a pile of crap, then it's his fault as he let it through.


And then Casey Hudson approves his approvals, so....



Sure Casey has the overall final say, but i'm betting that he only has time to oversee things in a general sense.

It's called trusting those you delegate to. I doubt there's enough time in the development cycle for Casey to check everything as thoroughly as needed and he leaves the final touches and exact details to those that are supposed to know what they're doing.

Why should Casey go through and check every point of the story for consistancy and continuity, when he employs someone to do it for him.

Zulu_DFA wrote...

Orkboy wrote...

mrsph wrote...

People blame Walters because he is the biggest target to use as a scapegoat.


With something like like the comic, people blame Walters because HE WROTE THE **** THING.

When it comes to the game, people blame Walters because even if he doesn't write it, everything has to be approved by him, if something gets included and it's a pile of crap, then it's his fault as he let it through.


Casey Hudson commands Mac Walters to write a story for a comic. Mac Walters writes the story. Then it goes it J.J. Miller, who tears 2/3 out of it. Then it promptly gets cut into bits, each of which gets penciled by the artists, who take their inspiration from the material BioWare provided them, without possiblity to obtain any details beyond the commentary that initially came with it.

With the game it's even worse. Thermal clips? PLOTHOLE! Cerberus logo all over the place? PLOTHOLE! Kasumi goes Spiderman? PLOTHOLE! Ashley appears on Horizon? PLOTHOLE!!!

Granted, all those are plot holes, but they are not Mac's faults! They are Christina Norman's, Matt Rhodes', Preston Vatamanyuk's and Casey Hudson's faults.

Mac Walters has his own faults, of course, but why should he even care if the franchise is dumbed down in general by the business policy approved by executives?



Don't get me started on how the game was butchered into generic simplicity. Image IPB

Butchering of the game systems is unrelated to butchering  the story.

Mac could have easily prevented 99% of the mistakes and retcons of ME2 by just playing the first bloody game, or at least reading the script.  When you have to rely on Wiki for your facts and then still get them wrong, you deserve every bit of hate you recieve.

Modifié par Orkboy, 20 février 2011 - 09:52 .


#423
Rivercurse

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**********Edit - ok the formatting went completely screwy when I posted the below and its too much work to go fix it, but the text is still all there*************

I haven't read the thread since about page 9 so apologies if anything similar has been posted but I assume it's still mostly Mac-hate in here?

I just found a (relatively old) interview with him about his opinion of the comics and TIM etc, just to give a bit of insight into what he might have been thinking.  Starts off pretty general but then gets into stuff about the comic specifically.

Part 1

HG: Is the comics series something for people who don’t know Mass Effect?

MW: For the people who haven’t played Mass Effect or read the comics
or novels, I think if you like a good story, you’re gonna like Mass
Effect. It’s a fantastic story. The characters are interesting and fun
and it’s a fantastic shooter/adventure RPG. If you haven’t played the
game, you might think, “It’s an RPG. That scares me a little.” We’ve
gone to a lot of lengths to make the game accessible. You can go deep
into it if you want, but you’re not forced to. You can pick it up, play
as a soldier, run in, fight, kill some guys and along the way you get a
fantastic story and get to explore this amazing universe.

HG: But the game is such a big game. How do you go about organizing
your life and your mind to do these kinds of varied and branching
stories?

MW: And it gets more complicated in the sequel because it gets more
complicated than in the first game. So it really is a lot of planning,
more work and documents than I’d like to admit to. But I work with a
team of from four to six writers. So it means a lot of meetings, not
just hey, write a great story, but write a great story and keep this in
mind. It’s like, here is the main story. But if you want to do your Jack
Acquisition plot, that’s great. But keep it in a certain context. All
the stories can branch, but they need to come to a common end point. And
you always have to look at this: what consequence does this story have
on the main game? You ask, Is it too big of a consequence? Does it
happen too early in the game? Don’t have the consequence happen right
away. Instead, build up to it so you can deal with it fully in separate
cut scenes.

HG: When you start a game, you have tons of ideas for story. Can you
detail some things that were cut, but you wanted to stay in?

MW: There were whole plots of mine that were cut for Mass Effect 1. I
originally came up with the whole Cerberus plot line, which has a
bigger role in Mass Effect 2. You join the Illusive Man and his group.
There was a whole global plot, a plot that spanned many worlds involving
Cerberus in Mass Effect 1 that we ended up cutting. A few hints of that
plot remained, and that’s what we built on for ME2. The plot was
completely gone and the characters were gone. We built so much around
the Illusive Man for ME2.


Part 2

HG: You’re writing up to 30,000 lines of script per game. How do you manage that?

MW: It’s up to me as the lead writer. Because it’s interactive media,
I like to say, I can write a couple of lines of dialog fairly quickly.
But there’s a whole bunch of characters downstream from me who have to
do something with those lines. They have to give it voice, stage actors
and build the models for it. So that’s the kind of accountability that
we as writers have. And if you write too much, it’s going to get cut. Or
you’re just going to anger a lot of people. You try to figure out what scope a mission should have and sit down
with the lead designer and producer to find out how many missions we
want in a game. We ask, are they 20 minute missions, 40 minute missions?
Then, my writing guys provide the right content. But they’re very free
within that realm of that sort of box we want to put in there. So I’ll
say, here’s the story and please fill in the blanks.

HG: Can you take me through the whole writing process?

MW: We have a sort of narrative review process where most levels will
start out just as a pitch, like a one-line raiser, maybe a short
summary of who’s involved and what’s going on. Then it goes on to a
player experience document, which is only about half a page. But it
says, this is what happens in my mission. After that’s approved, we meet
with cinematic designers to see what they could help us with. That’s
when it becomes a really collaborative process when we say, step by step
in a very detailed way, this is what happens in this mission. Once that’s all done, then they actually start writing the dialog. So
it can be two to eight weeks before you actually start writing. I often
tell my writers, the thing that makes our writing as good as it is is
not that any of you are Hemingways, it’s that we iterate, iterate,
iterate. We’re willing to let our babies go if we need to.

HG: And that good writing trickles down to even the more minor characters. Which of these do fans like?

MW: Emily Wong, Conrad Verner. They loved the fact that he would
follow you around in a kind of humorous way. A lot of times it’s the
hard to find characters who have something fun or unique for you. That’s
one of the beauties of doing a trilogy. We can actually react to what
fans like and do something else with them.

HG: Gus Mastrapa said that if you’re not playing the female commander
in ME2, you’re not getting the full experience. What do you think of
that?

MW: I think the key with all of what we do is that there’s
preference. Some of the romance lines are only available if you play as
fem Shepard or male Shepard. I encourage people to try them both and see
what they like.

HG: I’m sure other media inspires you. What have you read or watched that you might riff on in the next Mass Effect?

MW: By and large, I encourage that – to think about things that the
writers are already familiar with. A lot of times it’s things that are
happening or things that they’re interested in. A lot of times with
speculative fiction, with just a little twist, those kinds of things
will fit. Almost any news story you’d see on the Internet today, can
with a twist fit in our universe extremely well.

HG: What’s really hard to do?

MW: One of the hardest things to do is humor. We always want to
inject humor, but sometimes it can take away from the larger thing
you’re trying to do with these big epic themes. I also encourage people
to bring their own individual experiences in, their own voice. That’s
how we get such varied characters.


Part 3

HG: When you look at Mass Effect as a comic in particular, do you always look at what readers want today in comics generally?

MW: The comics kind of serve two purposes. If you’re a fan of the
game already, it’s a way to explore the universe in a way you couldn’t
in the game. Mass Effect Evolution actually takes us back in time almost
30 years. We’re probably not going to have a playable version of the
game that’s 30 years in the past. On the other hand, you get people who
haven’t experienced Mass Effect at all. That’s where the Dark Horse
expertise becomes so key.

HG: How so?

MW: I’ll say, here’s the story I want to tell. And they’ll say,
you’re pushing too much into a territory than an outside person wouldn’t
understand. In the first comic, for instance, I was a little too
referential in telling our story as far as what was going on. We changed
the start of it so that it opened up in a way that shows an awesome
blue alien kissing ass. You immediately wonder, who is she? What’s she doing? That doesn’t
necessarily demand that I know anything about the Mass Effect Universe.
Yet I think it makes people want to find out more about who this
character is and maybe pick up the game. So we center these comics on
interesting characters

.HG: And what does Dark Horse tell you about art? Where your eye goes
in a video game is so different than where your eye goes in a comic.

MW: Fortunately, I’m working with a very talented scripter, John
Jackson Miller. Especially for the first one, it’s me going, Here’s a
high level story of about 20 pages for four comics. It was up to him to
say, no, break that down, scene by scene, panel by panel in all of that.
I was pretty much the newbie. You try to keep it to a single action per
panel. And try to keep it to one idea per page. It was so different from
what I was used to in telling the story. I love it. But one of things
that transfers well is that Mass Effect is a cinematic game. So when I
think of a conversation, I’m not just thinking about the information
revealed. I’m also thinking about what happens visually in the scene,
about what’s happening in graphical and visual terms.

HG: In a sense it’s just as much conceptual work as the game because
you have to keep thinking about what moves the story forward and what
moves the eye forward.

MW: I’m a pretty harsh editor and I worked with a great editor at
Dark Horse, Dave Marshall. You don’t want to do too much, just the
essential thing to move it along. The action has to keep moving.


And Part 4

HG: What is the overarching role of the Illusive Man in the comics?

MW: He will do anything for the sake of humanity in the game, even
the horrible things sometimes, if that’s what’s necessary. But he’s a
very gray character. What is his moral stance? Can you trust him? But as
the name suggests, we didn’t give you a lot of hints about who he is.
The comic was a chance for us to go back in time and discover how he got
to be the head of this massive organization, Cerberus and what
established his pro-human world view. So we find out about the key
points in his life that made him what he is in the game. We have this
character who is cerebral, clearly very powerful, but what was he like
as a young man? Did he get out? Was he rough and tumble with a gun?

HG: In essence, he’s you and he’s me. This guy really in a sense is
EveryMan because we all have what he has in us. But he’s also like the
Smoking Man from The X-Files, and the Virtuous Man as well. Or are
people just riffing on what they think you’ve been inspired by?

MW: I’m sure it’s a bit of both. We’re all riffing on something and
our ideas are based on our experiences and what we’ve seen. But we
wanted him to be very unique and iconic, even down to the stage we
always witness him on. What is that sort of sleek, black room he sits in
with his chair while he has his drink and has a cigarette? Casey (Hudson) even had some people in real life to riff on, the
people at a party someone instantly gravitates to because they have a
strong presence. Plus, we’re fleshing out his back story. But because of
his nature, he’s never going to be the kind of character that we’re
going to learn too much about in the game. He’s not the kind of guy that will hang out with you and have windy
conversations about his past. So the comic gives us a snapshot of what
happened back in time. But not too much. When the comics starts, he’s
already in his thirties. So what did he do before that? What was his
childhood like? We want to leave that open to people’s imaginations or
for further story telling in the future.

HG: So what can you tell me about Mass Effect Evolution?

MW: It’s a new series of four comics, the first of which will hit in
the first quarter of next year, and then, one issue a month for four
months.

HG: What can you tell us about the plot?

MW: We’re not saying too much at this point. But if you’re familiar
with the universe, you’ll see people and places that you’re familiar
with. But they’ll be in situations you won’t expect to see them in.

HG: What about the Illusive Man?

MW: We’ll see him in a more active role that we’ve ever seen him
before. We’ll tell a little history about the First Contact War. So
we’ll know a bit more about these guys, the Turians. We’ll know more
about humanity’s first step and then misstep into the Mass Effect
universe and ending up in war with one of the powerful species there.
Through a person that we know now is so knowledgeable and has a wealth
of information at his disposal, what was the universe looking like to
him as one of the first humans to explore it?But each of the mediums has its own flavor. I worked with the Dark
Horse people to make sure this wasn’t just a good Mass Effect story.
First and foremost, it was a really good comic book story.


Some pretty relevant stuff in there I thought.

Hope you found it relevant.

nygamecritics.wordpress.com/2010/12/27/the-mac-waltersmass-effect-interview-part-1/

Modifié par Rivercurse, 20 février 2011 - 10:06 .


#424
Zulu_DFA

Zulu_DFA
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Orkboy wrote...

Don't get me started on how the game was butchered into generic simplicity. Image IPB

Butchering of the game systems is unrelated to butchering  the story.

It is very related. You can't have a smart story in a dumb setting.

For that matter, I think that adapting a ME story to a comic is a very wrong move. But for what it is - a comic - Redemotion was quite decent, and so has been Evolution so far.


Orkboy wrote...

Mac could have easily prevented 99% of the mistakes and retcons of ME2 by just playing the first bloody game, or at least reading the script.  When you have to rely on Wiki for your facts and then still get them wrong, you deserve every bit of hate you recieve.

ME2 has only one retcon, aka thermal ammo. Mac Walters could not prevent it.

As for his Wiki studies, yes it's was a dumb thing to say that, but not totally surprizing with all this "BioWare listens to the fans" crap. But indeed, it does, and the franchise suffers because of it (friggin' talimancers!).

Modifié par Zulu_DFA, 20 février 2011 - 10:53 .


#425
didymos1120

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Orkboy wrote...
  When you have to rely on Wiki for your facts and then still get them wrong, you deserve every bit of hate you recieve.


They don't use the wiki as their primary source for all things ME. They have their own have their own internal docs for that:

CraveOnline: I want to switch gears to the Mass Effect games real quick. Now Mac, you wrote the games’ scripts as well. Do you and BioWare have a universe bible to adhere to?

Mac Walters: Oh yeah, we actually have what we call an “IP Bible.” We have several versions of it. We have an internal one and a third party version which we give out to people like Dark Horse to tell them, “Hey, read about our universe!” But yeah, we maintain it and update it over time.

But I have to be honest with you, I need to thank the fans. One of the best sources of information on Mass Effect is the Mass Effect Wiki. I often use it myself.

CraveOnline: Wow, the man who created the Mass Effect universe uses the fans to keep his facts straight.

Mac Walters: The thing is, I, along with the other writers, have come up with so much information that’s come and then been cut that it’s hard to remember what’s in the final game.

CraveOnline: And nerds like us would know.

Mac Walters: Well, yea, you guys are the ones playing the game so know what you actually saw, more so than I do sometimes.

Actually, I was just in a discussion, and I’m not sure if it’s announced yet, but we have an 8-pager coming out sometime and it features a specific character. But during this talk someone was like, “Wait, didn’t that guy get assassinated? Wasn’t it in a news commentary?”

I was like, “Oh, sh*t, wow.” But I wound up going to Wikipedia and finding out he’s still alive. So we’re all good [laughs].


Oh noes!  They don't remember whether every single line of dialogue was cut or not!  That's just terrible

Modifié par didymos1120, 20 février 2011 - 11:07 .