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The Mass Effect Andromeda Twitter Thread


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#21676
ElitePinecone

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I have no idea how the "maps" will be structured. Would it be like DAI with regions and sub levels? I'd guess so, because I suppose we have different planets to visit. I don't think we'll have whole planets to explore - you'd need to generate them somehow. Then again - I see lots games developing procedural generation tieing in with handcrafted parts.


One of the unsourced rumours floating around about MEA was that the team designed a way to generate a huge variety of different planet surfaces in Frostbite and then manually went in and populated everything with custom content and map features.

The numbers I saw were at least 100, and possibly "hundreds" of planets. That's all just hearsay though, so we shouldn't take it as any indication of what will be in the game.

(Though I think the leaked marketing survey does talk about hundreds of solar systems, now that I think about it.)

#21677
Heimdall

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One of the unsourced rumours floating around about MEA was that the team designed a way to generate a huge variety of different planet surfaces in Frostbite and then manually went in and populated everything with custom content and map features.

The numbers I saw were at least 100, and possibly "hundreds" of planets. That's all just hearsay though, so we shouldn't take it as any indication of what will be in the game.

(Though I think the leaked marketing survey does talk about hundreds of solar systems, now that I think about it.)

Color me skeptical.

 

That's a lot of maps and I can't imagine they could spread themselves so thin as to actually fill that many environments with interesting content.



#21678
BassStyles

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@Sartoz

"Hopping like a hare" is already included but in the form of a jet pack it seems. :-P

#21679
Hrungr

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Muppet Camel Express @mel_f_lem

Woo spaceships http://www.themarysue.com/spaceship-size-comparison/ 

 


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#21680
Jos Hendriks

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                                                                                                 <<<<<<<<<<()>>>>>>>>>>

 

I believe FB3  will generate the 'rough" terrain and then the artists swoop in to carve out the map area and make the scenery much, much better.

 

And please pray that hopping like a Hare stays with DA:I.

 

Note: I wonder if level design, maps and combat elements are collaborate efforts and place on a "story board" before final approval.

 

Level design process is informed by the engine we develop things on, but not dictated. I would recommend you don't assume Frostbite's terrain tools dictate how we design our levels. I'm not designing my missions differently from the way I did on ME2 and 3, which is to say that it is very much a collaborative effort between writing, art, and design to build on things.


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#21681
xXRengaiaXx

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I just want to know how you guys captured the emotion in the series? It goes from "Yay I'm a hero" to "Man we have a huge problem" to "Omg we are so doomed. Screw having a soldier title Im nothing compared to these guys. Screw it lets get drunk one final time before we die" to "LETS GO KICK SOME REAPER A**! AHHHH!" lol

 

It was done far beyond story telling in a video game but it wasn't just the writing either. It was, as I said before: Music, SFX, level design, combat etc. It all set the tone perfectly.



#21682
Jos Hendriks

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I just want to know how you guys captured the emotion in the series? It goes from "Yay I'm a hero" to "Man we have a huge problem" to "Omg we are so doomed. Screw having a soldier title Im nothing compared to these guys. Screw it lets get drunk one final time before we die" to "LETS GO KICK SOME REAPER A**! AHHHH!" lol

 

Our writers are dark sorcerers from another time and place, who have mastered the arcane arts of extracting emotions out of stone.

 

EDIT:

It was done far beyond story telling in a video game but it wasn't just the writing either. It was, as I said before: Music, SFX, level design, combat etc. It all set the tone perfectly.

It is a collaborative process. Writers figure out the narrative arcs for the game, and the missions, which are basically chapters to tell those stories, are broken down and figured out by a writer, a level designer, an artist, and a cinematic designer, to ensure we hit the narrative and emotional beats we want to hit for that part in the narrative. This has been our process in one form or another for Mass Effect 2 and 3 as well.


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#21683
Hrungr

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Our writers are dark sorcerers from another time and place, who have mastered the arcane arts of extracting emotions out of stone.

 

If it's any consolation to the fanbase, just as the writers horde our tears in the Black Vaults, the editors have a longstanding tradition of distilling theirs from throwing their word babies onto the pyre... ;)

 

Writers_Tears.jpg


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#21684
xXRengaiaXx

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It's not just the writing Jos, it is all of the work you guys contributed to the project that added that sense of happiness, depression, inevitable doom etc. that set the emotion. 

I, myself, always had this thing when I'm writing a story or thinking of other departments to build within a project, I always wanted to know what can bring out so many emotions within the player and use their emotions against them. 

For example:
Give a player a character and allow that player to go through the entire story with that character, then force that character to die. A love interest, companion etc. Much like how you guys done with the series to either make the player angry or very sad. 

And you guys done that. When you kill a character that a player loves, you must also add some music behind that death to make the player feel angry. If the music has an up beat melody and rhythm the player may feel angry. Make it sound sad and the player will become sad. Taking control of how a player feel is very important to me and that is what I think made this series so great.

The SFX of the reapers are so terrifying. It's like this, "So what it is a huge machine out there, big woof, we fought plenty of those before in other games." But add that powerful heart throbbing SFX to those machines and it is like..."OMG They are so powerful!" 

Same with level design. "Big woof I walked within this corridor before, so what? But wait...I walked this same corridor earlier in the game and it is destroyed." things like that is what I love about you guys. 

Hey man...all I can say is PLEASE keep that same passion about this series and many other projects you guys will build with future games. A lot of western players are turned off by RPGs but the games that you guys make sucks them in and there has to be a reason for that right? 


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#21685
Jos Hendriks

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It's not just the writing Jos, it is all of the work you guys contributed to the project that added that sense of happiness, depression, inevitable doom etc. that set the emotion. 

I, myself, always had this thing when I'm writing a story or thinking of other departments to build within a project, I always wanted to know what can bring out so many emotions within the player and use their emotions against them. 

For example:
Give a player a character and allow that player to go through the entire story with that character, then force that character to die. A love interest, companion etc. Much like how you guys done with the series to either make the player angry or very sad. 

And you guys done that. When you kill a character that a player loves, you must also add some music behind that death to make the player feel angry. If the music has an up beat melody and rhythm the player may feel angry. Make it sound sad and the player will become sad. Taking control of how a player feel is very important to me and that is what I think made this series so great.

The SFX of the reapers are so terrifying. It's like this, "So what it is a huge machine out there, big woof, we fought plenty of those before in other games." But add that powerful heart throbbing SFX to those machines and it is like..."OMG They are so powerful!" 

Same with level design. "Big woof I walked within this corridor before, so what? But wait...I walked this same corridor earlier in the game and it is destroyed." things like that is what I love about you guys. 

Hey man...all I can say is PLEASE keep that same passion about this series and many other projects you guys will build with future games. A lot of western players are turned off by RPGs but the games that you guys make sucks them in and there has to be a reason for that right? 

 

See my edited previous answer. :)



#21686
xXRengaiaXx

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Yeah I didn't realize that until now lol. Sorry about that. 

You guys are awesome and I think it is wonderful that you guys actually get on forums and discuss topics with fans of the series. 

Edit:
Sorry about this edit, if any of you guys read that already I just have more to say is all lol. I'll try not to be a pain. Really the only companies I still have hope in this day and age of the video game industry are you guys, Bioware and Bethesda. The majority of all others let me down really bad. You guys are unique in every way. The way you guys share your visions (And I'm a writer so obviously the biggest department I love the most is the writing department, though I'm not taking away other work that contributed ofcourse it is just my individual practice is writing ok.) Um, despite having the same formula that you guys have done in other games such as: KOTOR, Jade Empire, ofcourse Mass Effect, Dragon Age etc. Though it is the same formula it is still refreshing because you guys know how to draw people in and trap them within this amazing game that you guys have released. I love the dialogue tree and I have to admit I tried to do my own dialogue options with the potential dialogue trees that comes with choosing an option and it is not easy. Therefore, I highly appreciate the amount of hard work your writers put in. 

I am also a musician. I do a lot of orchestral but none of my stuff has come close to what your music team has done. I did do my own version of the theme to "Leaving Earth" though I might've been a chord off or so, I love the music behind the series. If you guys both employee or member would like to listen to my version feel free to do so here is the link:
https://app.box.com/...arjufl84ikwfxom
 

I'm not sure who the original composer is but I give him huge credit, of course. 

I'm not a level designer but huge props to those who are in that department as well. 

Keep up the amazing work guys. I really look forward to Andromeda. And as I said before, I can't wait to unveil the mystery behind the Remnant. Despite all that was shown, the Remnant has me feeling like a mad scientist right now lol.
 



#21687
Rahmiel

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I've been thinking a lot about growing up in canada and canadian art/storytelling.  A big theme seems to be loneliness and exploration.  It's what has grabbed my attention for an indie game called "the long dark" (I believe that's its name anyway).

 

Thinking back about why I love the first mass effect so much, I wonder if this is why.  Growing up in such an awe inspiring wilderness and knowing that, if you're unprepared it'll kill you.  I think that's the feeling I get from landing on a planet in the first game.  That.. wilderness, empty, barren feeling.  Yet there's excitement in exploring, finding out what's here.  I love coming across those abandoned settlements or mining encampments, finding those dead "wildcat" miners, getting locked in the mine by those pirates, or coming across those biotic extremists, to geth incursions.

 

I wonder if that's what really gets me.  Not just exploration, but that feeling of solitude and finding yourself out there.  I'm really hoping ME:A can capture that feeling again.  And I'm really curious if growing up in canada and being influenced by the outdoors, as well as canadian art/storytelling has contributed to that.


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#21688
xXRengaiaXx

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I can definitely relate to the feeling you had, though I'm not from Canada lol. I'm on the east coast of the U.S. but that first mission was really intriguing. When I played the first game, I was already excited when I first saw the teaser trailer. Then when Shepard was introduced, you know, walking through the Normandy and the way the cinematography team positioned the cameras, it really felt like a sci-fi adventure right off the gate. I knew right from the beginning I was in it for the long haul. And remember when Anderson and Nihilus was there (I think thats how you spell his name) and your see a video feed of the soldiers on Eden Prime getting manhandled by Sovereign (Not sure if thats a spoiler...) I was like "Wow...so we are heading there lol...to Eden Prime." It drew me in right away. And thats when I met the love of my life...Ashley lol.

They also used that same formula to the introduction in the first game, when you watch the video feed of the reapers in the introduction in ME3. Of course there you were on trial and there when I saw the video feed I was like..."Omg...the reapers are here *already?*" They waste no time at all. No time to prepare, no time for anything. These guys are coming to get us like...right NOW. There is no military strategy, any type of tactical nature, no remorse, no empathy, no emotion coming from the reapers...not anything. It's survival now. This isn't about ranks or becoming a general or a Lt. These guys are way beyond our understanding and they are coming to our home planet...IMMEDIATELY. While we are all fighting among ourselves as a species these guys could care less, they are coming to kill/harvest us. No one truly believed Shepard about them and they were taken by surprise when they finally came and the power that they shown when they arrived on earth it is...very depressing. 

The thing that really got me about the series is...Shepard united ALL of the races who were against each other and in went at them with EVERYTHING they had during the final battle in ME3. They had this mentality of..."Hey if we are going to die, we are going to die trying." You know they didn't go out like the other past generations had did. The fact that none of these races believed that the reapers were real and then finally hey...they are in this epic battle with something they thought was false, you know. These guys are terrified, everyone was terrified but at the same time...we are angry and we are not going to stand by and watch this happen. Something needs to be done with or without the help of the Citadel Council.

It is just amazing storytelling. Hands down. Like no one can argue this. I believe Bioware set the bar for video game storytelling. If a game's story doesn't meet that bar, in my opinion, its not a well thought out story. It can be good, of course but...Bioware just took to a whole new universe as for as telling a story goes. 

I also believe that I thought it was amazing to keep the reapers out of the picture for most of the series to keep that anonymous, are they real or fake type of feeling about them. Of course WE knew they were real, but a lot of the characters in the game did not know they were real. To me that is the kicker. You know I'm trying to convince you that they are real...please listen to me. But yet again we are shot down because no one wants to believe in something that seemed far fetched because they never seen or heard any of that happening before so why would they believe that every 50,000 years some huge anonymous machines will come and destroy us? Seems like something out of a comic book right? But little did they know.

And little did the reapers know, in this particular cycle they would meet their match. Shepard. Harbinger nor the leviathans understood why Shepard in particular is special which made me, the player, feel special. That is why I don't mind Shepard having an appearance in Andromeda if that were to happen of course. 

It makes me wonder though...exactly...*why* is Shepard special compared to all of the other species and generations that came before him. This one, particular human, out matched the *reapers* Could it be that he possessed something that a lot of humans and other races lost? Was it strength? courage? charisma? dexterity? what made Shepard particularly special? Other than the beacon on Eden Prime. One must ask, if Shepard did not find the beacon...would he be just like every other naive human being who will eventually be slaughtered by the reapers? The fact that he, out of EVERYONE in the galaxy, it was HE who found the beacon. Therefore, one must also ask...if the reapers underestimate organics themselves.



#21689
goishen

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They also used that same formula to the introduction in the first game, when you watch the video feed of the reapers in the introduction in ME3. Of course there you were on trial and there when I saw the video feed I was like..."Omg...the reapers are here *already?*" They waste no time at all. No time to prepare, no time for anything. These guys are coming to get us like...right NOW. There is no military strategy, any type of tactical nature, no remorse, no empathy, no emotion coming from the reapers...not anything. It's survival now. This isn't about ranks or becoming a general or a Lt. These guys are way beyond our understanding and they are coming to our home planet...IMMEDIATELY. While we are all fighting among ourselves as a species these guys could care less, they are coming to kill/harvest us. No one truly believed Shepard about them and they were taken by surprise when they finally came and the power that they shown when they arrived on earth it is...very depressing.

 

 

I understand where you're coming, I really do.  But this is one of ME3's problems.  Think back to ME1 and 2.  You didn't know about the reapers until well into the game.  You didn't even know about Harbinger until well into the game. 

 

They brought it out fast and heavy.  When, honestly, they shouldn't have. 


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#21690
Sartoz

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Level design process is informed by the engine we develop things on, but not dictated. I would recommend you don't assume Frostbite's terrain tools dictate how we design our levels. I'm not designing my missions differently from the way I did on ME2 and 3, which is to say that it is very much a collaborative effort between writing, art, and design to build on things.

                                                                                                    <<<<<<<<<<()>>>>>>>>>>

 

Thank you for the unexpected clarification.

I was basing my view on past Bio comments about how FB3 can generate awesome terrain graphics. 

 



#21691
PCThug

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You know it's been one of those days-weeks-months when the LDs start singing about their bugs - and then start laughing maniacally #LDPit


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#21692
Lady Sif

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Ugh. .. tomorrow will be a loooong early day in #space


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#21693
Jos Hendriks

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<<<<<<<<<<()>>>>>>>>>>

Thank you for the unexpected clarification.
I was basing my view on past Bio comments about how FB3 can generate awesome terrain graphics.


You're welcome. I cannot talk about much, but I don't mind to when I can. :)
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#21694
xXRengaiaXx

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I understand where you're coming, I really do.  But this is one of ME3's problems.  Think back to ME1 and 2.  You didn't know about the reapers until well into the game.  You didn't even know about Harbinger until well into the game. 

 

They brought it out fast and heavy.  When, honestly, they shouldn't have. 

Actually the progression was well timed. Think of it as a storyboard artist. You guys are planning a trilogy and you guys have already created the main topic for the game. The first game will introduce you to this topic, the second game will shed more light about the topic and new antagonists/characters, and the third game will throw everything you have learned so far in your face. 

The fast and heavy approach in ME3, in my opinion, just goes to show how quickly the reapers act and how powerful they are. As I said, they waste no time at all and I think the writing team captured that perfectly. While we are here on earth walking, talking, eating, and having a trial just like it was any other ordinary day...the reapers are coming in MASSES to annihilate us. There is no stop or pause or having a slow story progression, to the reapers the time is NOW and they could care less if we were ready or not. Another thing I noticed about ME3 is that the game went from light to dark. The color schemes the dev team used for the first half of the game were pretty bright despite the destruction the reapers caused and it ended in a dark and evil color scheme. 

Also, in the beginning of ME3 we see the power of the reapers, yes, but by the end of the game we then see the *gruesome* nature of the reapers when we touch down on earth to fight the reapers on the ground. At that point I knew they were huge scary machines but when I got toward the end...I didn't know they were the freaking horror movie creepy type of monsters until I fought them all in one large force. 

I mean I get what you are saying but while I played through the entire game, I kept getting this feeling on the back of my neck because I knew there were reapers EVERYWHERE now and the galaxy is in total war and chaos. Then again...I tend to have a very different perspective when I play games. Like I look for the things that a lot people don't seem to notice and like to skip over. The tiny bits and pieces I love to focus my attention on in games makes me appreciate what that game is a lot more. Which is kinda why I didn't mind the ME3 ending because I felt as if there was nothing wrong with it to be honest. It had me guessing and speculating like a mad scientist and it drove me nuts to find answers which I felt was a very satisfying feeling because I felt as if I was indoctrinated, me the player. I didn't think Bioware should've did another ending DLC to be honest but I guess everyone can't be pleased I suppose.


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#21695
goishen

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Actually the progression was well timed. Think of it as a storyboard artist. You guys are planning a trilogy and you guys have already created the main topic for the game. The first game will introduce you to this topic, the second game will shed more light about the topic and new antagonists/characters, and the third game will throw everything you have learned so far in your face. 

The fast and heavy approach in ME3, in my opinion, just goes to show how quickly the reapers act and how powerful they are. As I said, they waste no time at all and I think the writing team captured that perfectly. While we are here on earth walking, talking, eating, and having a trial just like it was any other ordinary day...the reapers are coming in MASSES to annihilate us. There is no stop or pause or having a slow story progression, to the reapers the time is NOW and they could care less if we were ready or not. Another thing I noticed about ME3 is that the game went from light to dark. The color schemes the dev team used for the first half of the game were pretty bright despite the destruction the reapers caused and it ended in a dark and evil color scheme. 

Also, in the beginning of ME3 we see the power of the reapers, yes, but by the end of the game we then see the *gruesome* nature of the reapers when we touch down on earth to fight the reapers on the ground. At that point I knew they were huge scary machines but when I got toward the end...I didn't know they were the freaking horror movie creepy type of monsters until I fought them all in one large force. 
 

 

Ehhh, having Reapers start off the war at the very beginning of the game (because that's why Anderson was coming to see Shepard, and why Vega was sent to him/her, not the trial) seemed to me to be a good start, a great start.  It was just at the end when you were just like, "LET ME FIGHT THESE DAMN THINGS ALREADY!"  It seemed to peak waaaaaaaay too early.   Now, I realize I might be one of the stupid Americans, but that's the way it seemed to me. 

 

Also, I could very well point out that Sovereign said, "We will darken the skies of every world."  Now, I take that to mean at the same time.  Not to leave the Asari, Salarians, and the Krogan alone for a good month.  Of course, that can all be explained away with Shepard.  In other words, if the humans have Shepard, what else do they have that they haven't shown us?  And wouldn't it be beneficial to strike the humans first?

 

I didn't mind the endings.  In fact, I think that they were good, both pre-EC and post-EC. 



#21696
Hrungr

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Patrick Demkiw @Miracl3Work3r

Grunt says "Hi" #MassEffect #Beervent

 

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#21697
Altair_ShepardN7

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You're welcome. I cannot talk about much, but I don't mind to when I can. :)

Just wondering, how much fun do you guy/girls have developing the game? I know game development can be a b**** many times (or all the times), but you seem to really enjoy it. 



#21698
xXRengaiaXx

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Ehhh, having Reapers start off the war at the very beginning of the game (because that's why Anderson was coming to see Shepard, and why Vega was sent to him/her, not the trial) seemed to me to be a good start, a great start.  It was just at the end when you were just like, "LET ME FIGHT THESE DAMN THINGS ALREADY!"  It seemed to peak waaaaaaaay too early.   Now, I realize I might be one of the stupid Americans, but that's the way it seemed to me. 

 

Also, I could very well point out that Sovereign said, "We will darken the skies of every world."  Now, I take that to mean at the same time.  Not to leave the Asari, Salarians, and the Krogan alone for a good month.  Of course, that can all be explained away with Shepard.  In other words, if the humans have Shepard, what else do they have that they haven't shown us?  And wouldn't it be beneficial to strike the humans first?

 

I didn't mind the endings.  In fact, I think that they were good, both pre-EC and post-EC. 

 

 

Ehhh, having Reapers start off the war at the very beginning of the game (because that's why Anderson was coming to see Shepard, and why Vega was sent to him/her, not the trial) seemed to me to be a good start, a great start.  It was just at the end when you were just like, "LET ME FIGHT THESE DAMN THINGS ALREADY!"  It seemed to peak waaaaaaaay too early.   Now, I realize I might be one of the stupid Americans, but that's the way it seemed to me. 

 

Also, I could very well point out that Sovereign said, "We will darken the skies of every world."  Now, I take that to mean at the same time.  Not to leave the Asari, Salarians, and the Krogan alone for a good month.  Of course, that can all be explained away with Shepard.  In other words, if the humans have Shepard, what else do they have that they haven't shown us?  And wouldn't it be beneficial to strike the humans first?

 

I didn't mind the endings.  In fact, I think that they were good, both pre-EC and post-EC. 

 

 

Hmm...good points. I thought the reapers attacked everyone at the same time but communications were down and no one could contact other species. I don't want to plague this thread with ME3 talk though since ME3 has its own thread unless its fine with Jos.

 

Sorry for the double quote.



#21699
Phoenix_Also_Rises

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You're welcome. I cannot talk about much, but I don't mind to when I can. :)

 

And it is greatly appreciated. Speaking as someone who has very little knowledge about the game development process and everything it entails (but has a great interest in filling those gaps), I find the tidbits you folks share to provide a fascinating insight into what is involved in making something I honestly spend way too much fun on. Also, as an interesting added bonus, following this breadcrumb trail of information allowed me to have a conversation with my brother (who does computer-y things) about his work and almost understand what he is talking about half the time. So thanks for that too :D


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#21700
wolfsite

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Grunt doesn't like being stuck in the tank.


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