![]() Turner explains that creating worlds like this means designing everything from the ground up in order to specifically reinforce the themes each location is supposed to convey. Related: Please Don’t Play The Mass Effect Remasters As A Soldier “For Omega, we were working on the ‘Mos Eisley’ fantasy, a shifty dive club where all the bad people go to celebrate being bad, run by an immensely old and powerful pirate queen.” ![]() “We did things there like a drinking contest, rat-shooting, and some very light political posturing, all to add a little more depth to the krogan,” Turner says. For example, Turner explains that Tuchanka obviously needed to reflect the krogan and their background, but also had to be relatable to whoever was playing. “Mass Effect locations, at least the ones I worked on, weren't so much about being alien as fulfilling the sci-fi fantasy for the players,” Mass Effect 2 and 3 writer Jay Turner tells me.
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