Mass Effect 3 wraps up a story that began back in 2007 and will either end with the Reaper threat crushed, or all life in the universe extinguished.
Last month Xbox World 360 ventured into the snowy Canadian wilderness, fighting bears, moose, and Mounties, for a look inside BioWare's studios.
Here for the first time are the unabridged interviews with the men and women in charge of production, sound, art, design, and combat. Show them some respect. It's bloody cold in Edmonton.
In part one we talk to Casey Hudson, executive producer of the Mass Effect franchise and Derek Watts, art director on Mass Effect 3....
Where does Mass Effect 3 kick off?
Casey Hudson: It's a few months after the ending of Mass Effect 2. The DLC 'Arrival' is basically the last piece of story that bridges the two games. Admiral Hackett sends you to investigate this mass relay where the Reapers are going to make their entry point into the galaxy because their original plan - the Citadel - is closed off.
You have to sacrifice thousands of people in order to slam that door shut on the Reapers. So Shepard's kind of stuck trying to explain all this stuff. But as you're doing that the Reapers actually arrive and take the Earth.
It's not an alien invasion story where you're fighting off the invasion; they are unstoppable, you narrowly escape, and your goal is to figure out how to rally the forces of the whole galaxy. That's what it's going to take in order to return and take back the Earth.
It's kind of like ME2 where you're building a team of twelve people, but here you're building an entire army from across the galaxy.
So how do you stop something unstoppably massive?
That's something we reveal over time. You see humans being harvested and processed to become fuel for the way Reapers reproduce. This is their reproductive cycle and we're just a part of it. We're nothing to them.
Will many of your friends help fight them?
Every main character is in there somewhere, kind of doing the thing that is right for that character. Zaeed for example is a very simple character and what he's up to is different to, say, Liara, who is very pivotal.
Do you think players would rather have their old squad
All feedback is valid. People wanted us to recreate the experience that we had with ME1 in ME2, and to them it meant that all those characters had to come back and do all the same kinds of things, but if we did that when you get together with someone a second time, that's very different.
So much of the experience from ME1 was discovery. So we'll do that again with ME3, but we're focusing on a smaller squad with deeper relationships and more interesting interplay.
What feedback really has changed Mass Effect 3?
People really want us to deepen the RPG aspect of the experience. We interpret that as being about the kind of intelligent decision making around how you progress. To us, the RPG experience isn't necessarily about stats and loot. It's about exploration and combat and making a good character-driven story and good progression.
We had progression in Mass Effect 2 in armour and weapon choices but that activity chain was too simple. That whole activity chain I think was a button we weren't really pushing in ME2 and specifically were trying to hit for ME3.
Will Shepard get to punch a reporter again?
Yes.
Will there be a treat for players who have imported a save across all three games?
Definitely.
You've been working on this for years now. How has the art team's work progressed over all that time?
Derek Watts: Art-wise the original Mass Effect's levels worked really well but for gameplay they weren't so good. We had a lot of raised platforms and areas you could get caught up in - stuff we should have fixed right from the beginning.
Because it was our first next-gen game we were actually thinking we were doing a really good job. It's just the challenge of trying to make that first next-gen game was huge. Everybody else had issues too. Getting used to the technology made it difficult for us. We wanted those wide open areas, those swooping curves, the grand vistas and stuff, but it was hard to do with that engine.
All the characters have been given a redesign for Mass Effect 3. Do you ever worry about fan reaction?
You know, they've been pretty receptive to the changes we've made. We haven't really had much negative feedback from them. We changed Tali - that was tough because people were very passionate about her. A lot of people want to have her face revealed and obviously people are going to be pissed off either way.
Like "I thought she was going to look beautiful!" or "I thought she was going to be the most hideous thing ever!" So we've had a lot of debate over Tali's face, but that's the one we kind of dread a lot. We're always "well, let's talk about something else for a while!" That's something we're going to have to decide.
Are there any artistic themes you have to maintain for continuity purposes but would redo if you could?
The one problem is trying to get that Mass Effect arc through everything. It's in the logo, it's on the armour, it's on the guns, it's everywhere. That was always the intention with Mass Effect - if there was one thing we would try to use on everything, it was that arc.
It's tough when you're trying to put the arc onto all these alien planets. We're trying to make some brutalist Krogan stuff that's all solid geometric shapes, and how do you run an arc through that?
It's hard making everything so clean as well, right?
Yeah, videogames look a lot better if you clutter up hallways. It usually looks more realistic. It's hard to do with clean, plastic, white hallways with the reflective floors you see in some of the movies. I can't even think of those clean movies - I don't think Hollywood does them any more!
The new star trek movie was quite clean. Tron Legacy, too. They're the only ones.
Yeah, and that's hard for us to do. You rely heavily on the lighting and the materials and can you get those reflective surfaces? Can you do it real time or is it all faked? Do you have to flip the level upside down and make part of it transparent? You have to end up faking it and making it as good as you can.
And at least it doesn't look like Blade Runner, like every other sci-fi future.
Yeah. I love that movie. I remember seeing it in the theatre because I'm that old, and it wasn't what we were expecting but we ended up loving it. Doing the (Blade Runner Designer) Syd Mead thing is hard with games. He usually does one area, he does his style - the arc, the 45s - but to try and repeat that through a whole level...?
The new Deus Ex does actually go that blade runner route and really takes it somewhere new
Yeah, I was looking at that. I actually think it has, like, a Japanese feel to it, like the way they do their tech.
Very Ghost in the Shell
Yeah, you know we actually referenced a lot from Final Fantasy: The Spirits Within. We used a lot of their GUIs and the way they did their ship - that was kind of like in some of the early designs for the Normandy.
Our attack helicopters are loosely based off that movie. There's some great stuff, especially their glowing GUI screens; we used those a lot. I keep a folder of that stuff and I still actually tell the guys "just go back and look at that. Change it like that!"
Keep an eye out for part two of our interview featuring lead sound designer Rob Blake as well as gameplay designers Christina Norman and Corey Gaspur.
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