TVG sits down with BioWare Edmonton’s Studio Manager, Aaryn Flynn to discuss Mass Effect 3’s multiplayer.
After sitting down to sample Mass Effect 3’s multiplayer for the first time, it was hard to get a solid grasp on how it all fits together with the single-player.
On the one hand it plays like an uncustomized take on the Gears of War
Horde-style mode; on the other, we didn’t get enough hands-on experience with the build to see how it will effect the so-called ‘Galactic Readiness’ factor
that’ll be so critical in the final battle with the Reavers.
To find out more, we spoke with the Studio General Manager at BioWare Edmonton, Aaryn Flynn to talk about everything from multiplayer to the future of the Mass Effect series after this next instalment.
The six playable races – humans, Asari, Drell, Krogans, Turians, and Salarian – what do they each bring to the multiplayer table?
They each get a unique ability. Then you take that and combine that with your class-based stuff. There’s a nice combination of options for players; they’re very customisable – you can change skin tones, armour and stuff like that – so you get lots and lots of customisation, which was one of our goals for multiplayer.
Certain highly scripted sequences – especially a boat chase in sequence five of Assassination Creed – are little more than interactive movies where you hold down ‘play’ (in this case up and right trigger) eliminating tension precisely when it’s most required. Nevertheless, the open world play is still as enjoyable as ever, and hopefully the expanded recruitment gameplay and bomb-crafting will provide enough variation to keep things fresh.
fans of the series who are eager for more of the same are likely to be
extremely satisfied with Assassin’s Creed: Revelations, and there’s always the
small matter of its expanded multiplayer left to consider for those seeking