The Mass Effect trilogy remains one of the most incredible stories in gaming. The journey as Commander Shepard began with the first game, and from there, gamers were enthralled (but not indoctrinated) by the tale of uniting a galaxy at any cost. Ahead of the release of Mass Effect Legendary Edition, we sat down with character and environment director Kevin Meek from BioWare to talk a little more about the pioneering first game and how working on this remaster brought back the best kind of nostalgia.
The first Mass Effect game had very different pacing than 2 or 3, and a large part of that was due to it being a new IP. As such, world-building took priority, and BioWare was still getting a feel for what this experience would ultimately become. Despite being the oldest game in the trilogy, there is no denying that Mass Effect 1 was revolutionary in many ways, and without the care and love that went into it, we never would have seen the following two entries.
When talking to Meek about his role in bringing the Legendary Edition to life, he talked about his own attitude when approaching projects like this and how that period of reflection reminded him what a gem the first game truly was.
When talking about his approach to games and how sometimes it's hard to go back to an adventure already completed due to the nature of his job, Meek opened up about how being an inherently creative person has its downsides. "I usually don't want to see a game again once I've finished it," he told us, "because as a creative person I tend to only see the flaws, right? When I pick a game up, I can only see the things like the bugs we didn't fix as opposed to all of the great things. This is my job."
While the job requires a more critical eye than many are used to, that didn't stop him from relishing how truly magical the first game was in terms of innovation. "This is my job, to go through and play with the remaster and really see it for what it is, and there are so many times that it's like...I just can't believe we had people floating in the air and you could shoot them in Mass Effect. Like, who else was doing that?!"
The first Mass Effect launched back in 2007, and Meek reflected on how "archaic" the technology used for this game was when looking back compared to now. "When I think back to how frankly archaic our tools were to be able to bring some of those really meaningful and remarkable scenes together in Mass Effect 1, I just can't believe we were able to do it with what we had."
Click here to watch embedded mediaIt's one thing to go back and see some of the smaller changes in the remaster, like brightening up an area or providing just a little more detail, but it was something entirely different to see the new opportunities that have arisen thanks to more modernized technology. When talking about those seemingly small changes, such as lighting, Meek continued, saying "I look at how much better it looks now that we've lit [these areas], it's like we finally reached what we had envisioned it to be originally. So having those opportunities has been really fulfilling because, a lot of the time, you don't get a chance to go back and fix those bugs and work on those things."
Following the release of the first game, it was clear that the future of Mass Effect had a lot of potential. With that potential came a wider scope for the story, which of course required more people to help bring that vision to life. "The interesting thing about this remaster is that we started as a very maintained, tight-knit group on this," Meek said. "As games have gotten bigger and more complex, they have more demanding team sizes and get bigger and bigger. This felt, for the first time in over five years, like what it felt like working on the original trilogy. I knew everybody who's on the team, we're all working together to solve the same problems. A lot of us are probably wearing multiple hats, a lot of us have all of these different things that we get to contribute to and, to me, it also kind of just harkened back to that sort of same feeling that we had back in the day of everyone just being a problem-solver. We're just trying to make something great, you know, kind of scrappy."
While the team that worked on the remaster is roughly about the same size as the original team that worked on the first game, there was that same bonding that happened when making something special. COVID-19 also had an impact on the closeness this team felt, a closeness that Meek mentioned he couldn't imagine weathering a global pandemic without.
We'll be able to recapture that magic felt when playing the first game when the Mass Effect Legendary Edition arrives on May 14. You can check out our other exclusive coverage, including interviews and video, right here with our hub.
When Final Fantasy XVI was first announced towards the end of 2020, I was almost positive that the game was a next-gen-enhanced continuation of Final Fantasy XIV’s MMO formula. The visuals were reminiscent of A Realm Reborn’s fantastical art direction and Creative Business Unit III’s involvement spoke for itself. However, the rest of the launch trailer disproved my original assumptions; Final Fantasy XVI is likely going to be a solo, narrative-focused experience similar to fan-favorite, classic Final Fantasy games. Producer Naoki Yoshida practically confirmed this in a recent radio show talk. In fact, the latest installment in the JRPG franchise, according to Yoshida, will come with an easy mode.
Yoshida was originally talking about the future of the popular Final Fantasy MMO; a project that he's been involved with since its original release back in 2013. As questions started to focus primarily on the next chapter in the illustrious franchise, Yoshida couldn’t help but offer a few words about what the dev team is working on: “We really want players to enjoy the story, so we’re preparing a mode for players who want to focus on story,” Yoshida stated. “Since we have quite the substantial support actions, we’re of course preparing something easy to operate and smooth to play. Don’t worry too much...players who aren’t good at action games."
Apparently, Final Fantasy XVI is slated to be extremely action-oriented; I can't help but think of a cross between FFXV and FFVII Remake's combat systems, which represent Square Enix’s recent successful forays into real-time mechanics. This also makes me wonder if the upcoming JRPG is going to be difficult.
As a long-time Final Fantasy fan, I’m looking forward to seeing how Final Fantasy XVI builds upon the successes of its predecessors as well as the ways in which it’ll distinguish itself for a next-gen audience. Will you be diving into FFXVI’s easy mode, or do you plan on braving the wild cactuars and malboro’s on a much higher difficulty?
[Source: Gematsu via Destructoid]