Then there are other things, going all the way down to individual characters that you’ll talk to. What you do in those missions to resolve those storylines will give you some really big assets, like the Quarian fleet, massive armies, and stuff like that. Some of those come through in the high-level story – large campaigns that involve entire civilizations. That’s part of what you’re doing as Commander Shepard is the war to obtain all these assets. You want to conquer territories so that you have lots of assets at your disposal. Since everyone is involved, you want the war to go well so that you have high morale and you have people that are going to fight. There is a progression mechanic to the story, however, which is that it is in a way almost a World War II story. You think you win the war by doing one thing, and then you realize it’s something else. ![]() As things progress in the high-level storyline, we’re constantly trying to do redirects. Some missions start to shed light on what you need to do. Part of what you’re trying to do is to explore the story and the galaxy and the experience so that you can understand what has to be done. No, it’s different, because it’s unclear to Shepard and the player what you have to do to win the war against the Reapers. Does Mass Effect 3 have an identifiable mission structure like that? The feeling that I started getting from the bit of the story that I got to play was that you’ll be recruiting the different races in this one and getting them to come help you, but does it play out in that identifiable way? You mentioned that mission structure of Mass Effect 2 – you’re collecting these crew members by going around and recruiting. Things change, and the characters react to that. You’ll be at point A, and you’ll look over at point B and think that’s where you have to go, but halfway there something changes – there’s a redirect, or people come in from a different direction, or you fall through to a lower level. In Mass Effect 3, we constantly try to change your perception of what you need to do. One of the things we wanted to address, for example, was in Mass Effect 2 often you would see where you’re going down at the end of the hallway and know, that’s settled, that’s where I’m going. Once we added all those tools to the toolbox, we challenged the designers to figure out ways to make the missions and the story unpredictable. Shepard reacts to all kinds of things in the environment that makes these little mini-cutscenes that you’re still in control of. You’re going to climb up ladders and fall down things and leap across gaps. Part of the idea of that was to give Shepard more things he can do to explore the environment. It’s about campaigns and twists and turns versus knowing where you’re going and getting ready for it in Mass Effect 2.īut then also, once you’re inside the actual gameplay, we wanted to be able to break up the idea of coming into an area and knowing that it’s an area made for combat or an area made for talking or whatever. In Mass Effect 3, it’s more of a narrative weaving through a war story. That applied a certain structure to the way Mass Effect 2 worked. It’s a cycle I enjoyed, but it was very much, "talk to somebody, go down a hallway, enter a room with some cover, fight some guys, and then repeat." In 3, it seems like you’re mixing things up a lot.Ĭasey Hudson: It starts with the high level of Mass Effect 2 being a kind of dirty dozen story, so it’s kind of a collection story. In Mass Effect 2, the missions get into this very recognizable cycle. The missions I played in Mass Effect 3 have a little more variety. Game Informer: What struck me immediately with the stuff I just played in Mass Effect 3 – I’ve actually been replaying Mass Effect 2 on insanity difficulty the last couple of weeks, so it’s very fresh in my mind what the gameplay and missions are like in that. We discussed the monumental task of finishing such a complex, interconnected series, new game mode options being introduced in Mass Effect 3, and what he sees in BioWare’s future. You can read an in-depth report on my experience with the game in the February 2012 issue of Game Informer, but while I was there I also had a chance to sit down with BioWare executive producer Casey Hudson. Last month, I journeyed north to Canada to take an early look at three lengthy missions from BioWare’s upcoming epic sci-fi RPG Mass Effect 3.
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