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Mac walters and
Mac walters and











And there was no place to add cover because the pathways were too skinny. "I think that was a very obvious example in Mass Effect 1 where they didn't quite know whether or not they wanted to make a cover shooter where the keyword was 'cover.' So in the Benezia fight, if you remember all of the pathways that circle around it, there was no cover. No cover at all. "There is one thing about Benezia," says Meek. Between the movable components and the non-interactive environment, it was easy to feel overwhelmed when getting this boss down to her final damage phase. What made this fight even more intimidating in the original version is the fact that the cover during this conflict didn't act like cover at all. She's Liara's mother, and she's a powerhouse, making this fight against Saren's ally intimidating. In Mass Effect 1, players battle it out through hordes of Asari commandos as they square off against a character named Benezia. When talking about some of the more strategic and directly impactful adjustments, both Walters and Meek talked about one battle in particular: Benezia.

MAC WALTERS AND MAC

We recently sat down with game director Mac Walters and environment and character director Kevin Meek to learn about all of the ways the upcoming remaster aims to perfect the original. More specifically, the approach to boss fights. A solid example of how the trilogy becomes just a little bit stronger outside of the Mako changes, visuals, and character adjustments is how Commander Shepard can approach battle. While many of the tweaks are seemingly small, there are many ways that those small alterations make up a more unified picture across all three titles. The Mass Effect Legendary Edition is a remaster that keeps the heart of the trilogy's story intact while simultaneously making improvements to the game on a basic mechanical level, graphically, and with the in-world sounds.











Mac walters and