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BioWare's Zeschuk: Mass Effect 2 A 'Much, Much Better Game' Thanks To Feedback
by Staff [PC, Console/PC]
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September 28, 2009
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BioWare's Greg Zeschuk says the teams are always learning -- "We always make our games in a way where we're sure there's always something to learn from," he tells Gamasutra.
But with Mass Effect 2, Zeschuk says a "gigantic culmination of learnings" from Mass Effect -- much of it based on fan feedback -- will help create a sequel that's stronger than its predecessor.
"Mass Effect was a great game, but Mass Effect 2 is a much, much better game," says Zeschuk in today's Gamasutra feature interview. "All the things we heard the fans say, all the things we felt when we released -- all these things, we improved."
Although fans haven't normally associated BioWare with sequels, Zeschuk calls venturing into sequel territory "exciting." To those that thought the studio didn't like doing sequels, he states: "Well, actually, we like to do sequels, but we've never been in the business position to do them, because they're not our property or the publisher changes -- all these factors."
"It has always been very complicated, but now it's great. Mass Effect 2 is a sequel," he continues -- and it's not the only property BioWare hopes to continue in the long term.
"If everything goes well with Dragon Age, and we're pretty confident, it should continue to live on. We certainly have a lot of DLC planned for it," he adds. "It's fun having this platform and these tools. Our people can really explore creativity. I think that's right where we're getting to with both those games."
You can now read the full, in-depth Zeschuk interview, catching up on Mass Effect, Dragon Age, The Old Republic and much more (no registration required, please feel free to link to this feature from other websites).
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If they improved upon the shortcomings of the first game, it should be a wonderful game. I HOPE!
I mean, aside from the LOOOOOOONG elevator scenes (that Mirror Edge has too... what was that with the elevators?), the game had serious balancing issues, I played as engineer, and felt that first, my character was useless, I ended the game with a huge array of useless equipment because noone on the team could wield/wear it, also my character powers were not much exciting, and to me the game was easy but a annoying part that I saw a ambush cut-scene then instantly died to a one hit KO enemy... I saw that cut-scene like 50 times before figuring where to hide from that enemy (in fact I still don't know what enemy was...)
So, if they fixed all that... I would love the game ^^
Playing as a solider felt useless. It made me miss my powers.
Have to agree with this sentiment, the game was fun, and the gameplay had a fun tactical shooter esque edge to it. Dialog was often interesting (which is a nice change of pace), plus hey character customisation on an xbox game, don't see that overly often. But while there was a large number of worlds to visit, most of them had nothing that would ever make you want to spend any time on them. Unless ur a raving fan of the Mako, or a completionist looking for more stuff, the worlds were often bland. Bland worlds aren't such a bad thing, but there were an awful lot of em, and visiting them was boring.
I mean obviously it'd be better if every planet you could visit had something of interest to do aside from drive around a largely featureless landscape looking for a crashed satellite or something. An abandoned mining station with a sidequest inside, a crashed ship that you could enter and so on, that sort of thing would have been neat.
Anyway, looking forward to the sequel. Bioware is usually a pretty safe bet.
Well... Like I said, the game still felt easy (in fact I rarely used powers because I could pretty much kill anything with the pistol...), but the engineer powers only feel overpowered, but against machines... While the other choice was overpowered, against non-machines... And the soldier is... Boring (well, you have lots of big weapons to kill stuff that is possible to kill with a pistol), but the soldier I think that felt "less useless" than the other classes, because you don't got a inventory full of junk when using soldier (only 90% full of junk instead).
Btw: The best fight still was the final boss fight (that I killed... with the pistol... without much powers...)
I was really happy with the changes the made in the "Bringing down the sky" addition, where as the enemy would run back inside if I returned to my tank and only came out if I exited it. I also liked the turrets that would shield themselves after firing. I hope that this sort of thing is implemented all around in ME2.
One area that actually bothered me in ME, was the achievements, as some were rewards that only made this already easy game easier -- that's the last thing I wanted.
The baron planets were a let down, because I was hoping for a level of exploration on the level of StarFlight 1/2, or Star Control 2, which from my recollection seemed like much bigger games. Which brings me to another point, I was really hoping for ship battles, but that was no where to be found.
I just hope that in ME2 I'll be able to upgrade the Mako and main ship in a RPG fashion. I'd also like less weapons to choose from, items of a greater rarity, but worth the extra work it takes to locate them.
Anyways, minor gripes aside, I really enjoyed this game on the PC. It's one of my favorites in recent years and was a great buy at $19.
This is the second game of Bioware's I was interested in (Dragon Age was first) that I'm just losing steam with. All they can reveal is how they slutted up their franchises and made them into corny 'mature' wanna-be titles instead... Did EA do this to you or are you really losing sight of great and accessible game design and environments?
On the one hand, it struck me as an odd waste of a feature -- why implement explorable worlds if they weren't going to be used for varied (and thus surprising, and therefore interesting) exploration content? Having only a "gotta-catch-'em-all" collectibles game on non-story worlds felt uninspired.
On the other hand, expanding this part of ME into significant gameplay could have shifted the focus of the game too much away from the main storyline. Their simplicity could have been a conscious design decision.
(As to the visual look of the worlds themselves, I would suggest that they often are different from each other. Some have slightly flatter terrain, and the skies of most of them are very different, including the occasional enormous moon or sun overhead. The planets also, if you notice, accurately render atmosphere -- a living world has an atmosphere that refracts light, while the sky of a dead world or moon with no atmosphere is black and reveals stars. It's a small thing, but someone at BioWare was paying attention to the details and I respect that.)
The other thing that surprised me negatively about ME was the reuse of non-story location layouts. There was a ship layout, a warehouse layout, a habitation layout, and a cave layout... and every instance of each layout type was exactly the same. Some of the interior objects were in different places, but the architecture was identical -- why/how would every cave on any world be identical? This felt absolutely bizarre, and knocked me out of the otherwise very high level of immersion in the gameworld.
I suspect that both of these items -- worlds and layouts -- are among the things that BioWare have addressed in ME2. Assuming they release this game for the PC at the same time that they release it for consoles, I look forward to seeing what BioWare thought needed improving from the original ME.