
It was planned, right from the get go, the idea that you would meet and potentially become best friends or romantically involved in the first game, but then in the second game it would kind of wane. We knew there would be three trilogy relationships - we don’t have to call them romances - that would span, in some form, over all three games. Was that intentional from the start, to have a huge diversity of relationships for Shepard and the crew? What goes into planning that out and figuring who fits where? With others, you have more of a soulmate connection. Jacob straight up dumps you - I think he’s the only one who does. Something I find really interesting is the romances are all different. It’s very cool to see what other people have done with it, for sure. The importance of developing relationships between Shepard and the characters, tying all of that into the Suicide Mission was something we hoped would be meaningful, but I don’t think we could have imagined how meaningful it was, allowing people to explore those relationships as part of the journey towards a successful mission was kind of unique. We let each writer add their own influences and nuances to it, so the characters could have their own individuality and come to life. I don’t necessarily think every character appeals to everyone, but there’s a character there for everyone. I think there was a degree to which we were thankfully successful at creating characters who. But the whole goal of that was to kind of remove some of the barriers between the game and your interaction with the characters, to really make it feel like it was a seamless experience with a cinematic quality to it. Everything from the fact that we patented the conversation wheel - you see something like it everywhere now, right? It’s very commonplace. Mac Walters: We really tried to push the bounds of what I would call interactive, cinematic storytelling. Polygon: As you look back at the trilogy, years after its original release, how do you feel about the reaction to the squadmates - especially the interpersonal relationships with characters and the romance scenarios? I feel like you can see the fingerprints of that in a lot of games today, from Triple A releases to mobile games. He has some thoughts on Mass Effect 1’s legacy, the clamor to fuck Garrus Vakarian, and the most unnecessary potential death in the series. He also served as the director for the Legendary Edition, which required him to sit down and replay the games for a fresh once-over. Mac Walters was a writer and director on all three games - as well as follow-up title Mass Effect: Andromeda.
Mac walters andromeda series#
The series hits different in 2021, but parts of it - like the romances and the squadmates - still shine. Mass Effect : Legendary Edition is a way to re-experience the original RPG trilogy, and it’ll be the first time some people see the games.
