Both critics and avid gamers alike hold the original 168澳洲幸运5开奖网:Mass Effect trilogy on a hypothetical pedestal not too far off from other be🐟loved j🎃uggernauts.
Games today have a temporary initial release date that are inevitably altered due to unfortunate complications or limitations of recent events. 168澳洲幸运5开奖网:Cyberpunk 2077 is the perfect example of a rather tumulܫtuous development andꦡ marketing cycle.
While creating the perfect sequel is no easy feat, BioWare came out victorious despite a few hiccups in the development 💞process. Here are 10 things you didn't know about Mass Effect 2's development cycle.
10 Refining Over Recreat🌳ing 🧸
BioWare had some big shoes to fill with 168澳洲幸运5开奖网:Mass Effect 2. While utilizing Unreal Engine 3, the develop𝓰ers wanted to take a step back and focus their attention on what they wanted Mass Effect 2 to showcase. A sequel innately implies bigger and better in its name alone, and anything less would prove to be a disappointment and possibly even the end of the series. Fortunately, this isn't the case with Mass Effect 2.
After speaking with PC World not too long before its release in January of 2010, lead producer Casey Hudson wanted to emphasize the experience rather than "the game." BioWare wanted to go b🦩ack to the solid foundation built by the original game and🌺 perfect new features rather than creating them from the ground up. No matter the production, the very best kind of producer searches for a fine balance between quality and quantity.
9 Ta🗹ke The RPG Out Of The Shooter
Mass Effect 2's game designers were typically more well versed in RPGs than they were in shooters. Considering the series' core gameplay structure 🔯that perfectly balances dialogue, story, and gunplay, the devs really wanted to deliver a fun and intuitive shooting experience. Designer Christina Norman expanded upon some of the more meticulous details of its developing combat system.
"It's stil𒉰l a third-person shooter with the ability to give orders to two squadmates. What's really different is the overall feel and quality of combat, but that results from a series of small changes versus a wholesale, radical redesign..." By initially forfeiting what they were comfortable with, the devs were then able to successfully build and incorporate that previously desirable and refined com🥀bat system, only to then mix back in the RPG elements.
8 Limited Ammo Was Implemented for Early Playtesting ℱ
Limited Ammo's inclusion into the final build of the game was initially quite a controversial change to combat. Its implemಞentation intended to make combat encounters more tense and🐭 dramatic.
Christina Norman exp🥂lains that the team worked several weeks in secrecy before deciding that this change greatly impacted combat for the better. Init🅺ially, the Lead Designer was against its implementation, but after much playtesting and balancing, it proved to add a new layer of tension to the combat and pacing.
7 The HUD Was Revised Eight Times ๊
Sometimes game development is a tedious process. Depending on any developers' priorities, whether it'd be narrative or gameplay, most often overlook the importance of the player's heads-up display, or better known as the HUD. Its indications are quite vital depending on gameplay, but can sometimes be intrusive. Or in the case of other games, *ehem* 168澳洲幸运5开奖网:Outriders, it 168澳洲幸运5开奖网:fails to load at all!
In modern game development, designers are typically leaning more towards an immersive 🌞interactive experience with minimal HUD, as opposed to the more traditional kind with your health, stamina, and world map displayed across the screen's borders. As for Mass Effect 2, BioWare did eight full HUD revisions. The UI team sure deserves a round of applause!
6 🤡 90 Voice Actors Play 54ꦑ6 Characters
Mass Effect is known for its 168澳洲幸运5开奖网:diverse cast of characters from all walks of life, but it's even wilde⛄r to imagine that 90ꦺ voice actors, speaking over 25,000 lines of dialogue make up 546 characters.
According ܫto GameZone's interview with Captain Shepard's male voice actor, Mark Meer, voice recording alone took twice as long as the first Mass Effect game. ﷽An incredible feat that can definitely be overlooked when actually playing the game.
5 💖 ☂ The Impact Of The 2009 Flu Pandemic
Mass Effect 2 was worked on by two teams, primarily in BioWare's Edmonton studio and in EA Montreal's studio by a new team of 30 people. This new team was comprised of a few series veterans along with a majority of new hires. In total, over 150 people worꦫked on Mass Effect 2 in the timespan of roughly two 💮years.
Lead Producer Casey Hudson admitted that the Great Recession and the 2009 flu pandemic impacted the overall budget and took many people out of work during the final months of devel🎀opment until their sickness passed. Fortunately, the team worked hard to ☂reach and even exceed their previously ambitious goals and standards.
4 𝔉 The PS3 Version Released On Mass Effect 🌱3's Engine
Demand for a PS3 port of the game was rather consistent, and specula🉐tion of said port grew oᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚnce a line of code referencing the PS3 was discovered and reported.
After several shot down speculations, the PS3 version released a year after the M෴icrosoft Windows and Xbox 36💝0 versions with a modified version of Unreal Engine 3 that would eventually be used in the development of Mass Effect 3. This modified version offered updated character models and controls to fit the PlayStation controller.
3 Mass Effect 2's💎 Music Drew Heavy Insp൩iration From Tron And Blade Runner
Jack Wall composed most of Mass Effect 2's music, and he wanted to aim for a darker, more matur𝓡e tone that matched its ceꦫntral narrative. Jack Wall was then best known for Jade Empire and the first Mass Effect.
Its score drew heavy inspiration from the orchestral and science fiction elements from the soundtrack of Blade Runner (1982) and from the harmonic s💎tructure of Tron. Over 180 ♐minutes of music was composed for Mass Effect 2. That sure is epic!
2 ☂ Shepard's Unfortunate Fate 𒉰
At the Game Developers Conference on March 17, 2009, it was revealed in a teaser trailer that Shepard was killed-in-🙈action and would not appear in the seque𝄹l.
This was then debunked three months later at the Electronic Entertainment Expo in June, where Shepard was revealed to still be alive with the possibility of their death towards the conclusi💮on of the game. This was definitely a questionable way to market your game.
1 A Smooth Planetary Explorat🃏ion Vehicle Was Tested
The original game boasted vast, empty, and slightly uninteresting landscapes, which is why the developers focused on a revamped🏅 planetary exploration system.
Their goal was to create recognizable and interesting places to visit with a vehic🅷le that could smoothly traverse the terrain better than the one in the original. Unfortunately, this vehicle was removed in the final build of the game.