They had these backstories, problems and traumas. Livingston: Honestly, they were just very interesting people and the dialog was so good. Is that why you altered your behavior in "Mass Effect"? They didn't have a choice because they were so isolated. : In real-life space missions and in space analogs, when people come back from those experiences, they usually tell us that they had to rely on their crewmates. All I want to do is get back to the ship and talk to my friends." I'm shooting, shooting, shooting at enemies. When I went on missions, I was like, "Whatever. ![]() I quickly just abandoned the whole, "I'm a jerk" thing because I cared so much about these people. It's a rare thing, I think, where a game will change the way you play it. You have responses to what people are saying.įor me, when I play a role-playing game, I often play a self-interested character, like what's in it for me and why do I care about this? But in "Mass Effect," I very quickly realized this isn't going to work. It's a role-playing game, so you have input into these conversations. I struggle to think of games where the characters are so well-realized and the dialogue is so well-written. Livingston: It was absolutely the characters that you meet in the game and the relationships you formed with them. : What made "Mass Effect" unique from other franchises, at the time that it was released? You want to compare your own experiences with other people's as they're experiencing them. ![]() You want to be playing it at the same time as your friends, your colleagues and the community because you don't want things spoiled. It was one of those games that comes along where there's so much discussion that you don't want to be playing three months later. I got quickly hooked into the story and characters, so as the second and third ones came out, I played them immediately. : What was your first encounter with the games?Ĭhristopher Livingston: The first one, I think I played as it was released. A screenshot from "Mass Effect: Legendary Edition" (Image credit: Bioware)
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