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Mass Effect 2 gameplay tweaks detailed

December 2, 2009 by Alex Seedhouse  
Filed under Previews

In a recent Q&A session regarding upcoming Sci-fi RPG Mass Effect 2, Project Director for the title Casey Hudson has revealed some fresh information regarding the improvements the team has made since the previous game.

Hudson basically explains that the team have made a whole host of widespread improvements across various areas of the title, emphasisng that minor tweaks here and there result in a much improved overall experience within Mass Effect 2 compared to its predecessor. Whilst the original title is acclaimed for its depth of experience, many felt that their overall enjoyment was marred by the occasionally stuttered framerate that not only detracted from the gameplay but at times resulted in some cheap deaths. “It starts with even fairly subtle things like framerate,” states Hudson. “In Mass Effect 1 we didn’t always have a high framerate, but that’s one thing we’ve been able to do as part of doing a sequel, is now we’ve got the ability to have a lot of discipline around memory and performance budget. Generally the framerate is much faster, much smoother, and that contributes a lot to the feel of combat.”

In terms of combat, the team has adjusted the feel when aiming each of the titles unique weapons. Hudson explains “Most people now, even though weapons all still have their different behaviours and stats and rates of fire, a lot of people in Mass Effect 2 end up choosing their weapons based on how they feel.” Whilst many will adopt their favourite game style, compared to the first game weapons will now act entirely differently rather than being simple upgrades of each other. “For example, in the pistol category we have new subcategories like a hand cannon, which would be like a magnum or a desert eagle style big high calibre single shot,” continues Hudson, “or you can also have a submachine gun, like an Uzi, with a high rate of fire but less accuracy. When you feel these weapons in your hand, they feel fantastic but in completely different ways.”

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A further criticism of the previous title was the disappointing automatic cover system that never really did itself justice in responding in the way that players intended within their game styles. Within Mass Effect 2, this has received a complete overhaul with Hudson explaining that “In Mass Effect 1, again in terms of incorporating feedback, we noticed when we watch people play it they would play it like the way you might play Halo, where you strafe around, you tuck yourself behind cover and then move back out, and then they would move to a level sliding against objects – in Mass Effect 1 we had automatic cover, it would pull you into the cover automatically. You would see people accidentally getting stuck in cover.” In terms of how it has been improved, he continues to describe that the team “made cover more of an active system where you hit A to engage it. Now you can slide in and out of cover without engaging cover, and it’s smooth, but you also just tap A to put yourself into cover behind the object. That’s helped a lot too, plus the entire animation system is different for the way you move in combat and everything, so it’s just smoother.”

The weapon overheat system has also been modified, with the team noticing that in Mass Effect players would overheat their weapon and then be stuck with what to do for a few seconds. Therefore, within the second title they aimed to making everyhing seem more fluid by reducing the charge time on powers too with Hudson saying “So now you can fire powers much more frequently and have a lot more fun on the battlefield. In terms of the overheat and ammo, our goal then became to be able to add that tension and resource consideration to combat, again as part of getting to the best gameplay we could, while retaining the idea that the Mass Effect universe established.”

The Sniper Rifles have also been refined, allowing for much smoother and accurate use. Another addition is the inclusion of part-based damage which is when if “you hit a mech with a high-powered sniper rifle, and you hit him in the knee, it’ll blow his leg off just below the knee. Then you see it falls down and crawls towards you, all kinds of great stuff like that.” You won’t be able to just continually shoot at your enemies until you get that lucky shot, as this time around there isn’t unlimited ammo. Hudson continues “As long as there’s a concept of needing to provide a little consideration for the rounds you’re firing, then you end up thinking, well, okay, I’ve got my sniper rifle, I have X number of shots left, I’m going to make this one count, and then you get a headshot, it’s that much more rewarding and it helps the combat work a lot better.”

Certainly sounds like some massive but important enhancements, roll on January!

Source: Videogamer.com


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