Quaichia wrote...
https://twitter.com/...408988493266944
@GambleMike
What's the one thing that defines Mass Effect for you? Shepard? Asari?
Lens Flare? We're interested! (remember, we're making a new one?)
For me, there are a few things;
1) Mass Effect 1 defined the look and especially the 'sound' of the ME series. I noticed that the FX audio became more like a contemporary FPS game, which conventional weapons sounds, which I didn't particularly like. Notice how the sound of the weapons is so 'different' and unique in ME1, compared to ME2 and 3. Also, while recognizing the music across the whole franchise is always good, I found that the most memorable music is from ME1, because track seemed so different. I recently bought all the ME soundtracks, and noticed that after playing the ME2 music several times, only the 'illusive man' tune was memorable. The ME1 soundtrack has so many more pieces of music that stick in my head.
2) One of the most memorable scenes in the franchise, that defined what the player was going to expect from the ME world, was the scene in ME1 near the start of the game on the citadel, where Shepard, Ashley and Kaiden were standing on a balcony, and looking into the citadel, and having a conversation. The conversation there was great, against the backdrop of the sound of flying cars going by. It really set the scene for me, and what the ME world was about.
3) The depth of the NPC's in the game, and your crew, and the interactions between them and the player.
There is one improvement that could also be brought into the next ME game, which is inspired from one of the characters in Dragon Age II. In general, all NPC's tend to have their lives controlled by the player, such that they only do things when the player wishes them to interact or do something. However, I noticed that with 'Isabela' in DE2, that her character was designed such that she would do things without being directed by the player. Another example, is when the player went to see Fenris, and at the start, you see Isabela ending a conversation with him, then she walks past the player and 'winks'. This made the player think "what is going on? What have I missed". These simple things that made her a more realistic and 'human' character, and showed she had a life outside of what the player specifies. I think this is a way of taking the next set of ME characters, to the next level of believability.
Modifié par T.Attwood, 09 avril 2013 - 01:10 .