![]() ![]() ![]() We didn’t want to just try and bring everyone back together one more time. But, to build on Matt’s answer, we didn’t want to make Lethal Weapon 4. It’s still going to have the tactical squad combat. It’s all brought ahead a decade, but very much in the spirit of Mass Effect.Īaryn Flynn: At its heart this game is still a third-person cover shooter. You will see the species that you’re familiar with, you will see the art of Mass Effect, you will hear the music and the sounds of Mass Effect. That said, we know what our fans love and we take that very seriously. We want to put the team in a place where they feel that they can do the same with Andromeda. There was no Mass Effect, and we were asking ourselves what could it be, and what amazing things could we do with this franchise. Mass Effect was successful originally because we weren’t spending any time looking back. ![]() There’s also opportunity, and one of the things we’ve been really focusing on is trying to be forward thinking. Mac Walters: I think there’s some risk there. Glixel spoke to creative director Mac Walter and BioWare general manager Aaryn Flynn about the risks involved in sending a multimillion dollar franchise on a transgalactic journey, their studio’s influence on EA and the nature of Andromeda‘s protagonist.ĭo you feel like you’re taking a risk by leaving behind such an established and well-loved setting? ![]()
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