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Mass Effect 2 - Progress Report Part 2

Graphics Engine & Character Creation

"The graphics engine has been enhanced, overall. The character creation is similar because we need to make sure that, when we import your character from ME 1, will look the way you expect them to."

"The graphics engine has been enhanced, overall. The character creation is similar because we need to make sure that, when we import your character from ME 1, will look the way you expect them to. But we have improved a number of things. We've gone back and improved some of the hair and skin shadders, stuff like that; overall, the lighting system and the shadows... We have higher resolution, but also we've gone back and improved the lighting model as well, so the graphics engine itself is much improved," commented Casey, in relation to the graphics and the character creation system in ME 2.

Dealing With Technical & Design Challenges

After reading a lot of impressive stuff about Mass Effect 2 and seeing how much work went into this complex game, we wanted to find out how BioWare coped with all the technical challenges during such a massive endeavor. So, we asked them:

Transferring the saves from the original straight into ME 2 is a cool feature. From a technical standpoint, has this proven to be a difficult task for the development team?

"... It's a very complex process because it's one game's save file format looking at that of a different game and then bringing in all of those decisions."

Casey Hudson: "It has actually. Part of the trick is that we've moved from Microsoft to EA, as our publisher and there's a lot of security stuff regarding games from one publisher being able to read those from a different publisher. That's one of the technical hurdles that we've had, but beyond that just the fact that it's a very complex process because it's one game's save file format looking at that of a different game and then bringing in all of those decisions. If it was few decisions, we could have a conversation at the beginning and you tell the game what your decisions were. But it's actually so man more decisions. It's more than could ever wanna go through, 'cause literally your save game with all the different plot variables and everything that you've said. Therefore, we need to pull all that stuff in and make sure it works in ME 2."

"That's just the technical side," continued Casey. "The creative side of weaving all those decisions into the story is the other hard part. As you walk around the Citadel, for example, many of the details that give the environment flavor are different based on the way that you left the Citadel and the council in the end of the first game. It's all of those things that we had to tie in, and it's possibly the hardest thing we've had to do in this project...make sure that that's working and that people are going to be happy with how fully we've supported it."

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6 post(s)
Reader Comments
PanteraFan666 [mail] Dec 08 2009, 06:18 am EST
I have another question, I was wondering if I could cook a pancake in the toaster? HAHA first one here!
  Fatty: if all you need to do is heat it up, then yes
PanteraFan666: ohhhh kay.
Roland19: on the subject of pancakes, I'd listen to the fatty
QuickBrownFox: Yes. Be sure to pour the batter into the toaster while switc...
Alchi [mail] Dec 08 2009, 06:51 am EST
There are always two ways to make look like your actions influence the world.

- The cosmetical, the easy way, where everything is the same, except for few minor changes. For example instead of saying - Hi Bob., NPC says - Why you killed Bob. Then it continues talking the same thing it would if Bob would be alive.

- Create the story with actual sort of story forks, and then logically (thats important) connect them. Those story forks might intertwine, however the resulting story would not be the same. For example, when NPC says - Why you killed Bob? he then doesn't talk the same like he would if Bob were still alive. Lets say Bob was dear to him. So he doesn't like you. In fact everyone else don't like you, because you killed Bob. Bob was a nice guy - 'why did you killed Bob?'

In fact I haven't seen game that would use this kind of level of interactivity. Because, oh I don't know, it would require shitloads of voiceover and coding and directing etc.

I don't hope that ME2 will have this kind of story. I don't think that any game ever will have this kind of interactivity. Unless you would make an actual AI... And that's hard. And you would have to make multiple AI's with different behavior models.That's labour intensive.
  PanteraFan666: i agree 1000% and i didn't even read it.
Superastic [mail] Dec 08 2009, 12:25 pm EST
Finally they're implementing the "conversation interruptus" they showed in the trailers for ME1. Weee! Slackers!
Vader [STAFF] [mail] Dec 09 2009, 01:42 am EST
Let's be a bit more optimistic. Just a bit.
vikasreddyd [mail] Dec 09 2009, 05:42 am EST
I'm waiting for this one on PC. ME1 was good but they should've gone further into the concepts they had. I think for Bioware it was more like an experiment game, which is why they decided on a trilogy from the very start.

Now with 2, they can put so much cool shit in there, I wouldn't be surprised if what we know is the tip of the iceberg. They're just keeping their mouths shut (kinda like God of War III devs).

Look at all the sequels this year. Bioware is gonna bust an Assassin's Creed 2 except they're gonna do it better.
WereGerbel [mail] Dec 09 2009, 07:16 am EST
I liked the first one alot, which begs the question as to why Dragon Age wasn't as good. They used the same scheme for the KotOR games ; ie the hero is mute, the action is railed and not much interaction. Can't wait for Janauary!!
  Vader: Dragon Age is a different kind of experience. ME effect is m...
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