It’s something you just don’t get in other forms of media. I invest my time, my money, heck often some serious emotion and in return I expect to get a story and experience that is reflective of that input. Videogames – especially RPGs – are about input and feedback. Mass Effect has writers and creators who have given us their world to play in (for a fee) and whilst we control the character and have influence on variables within the timeline we do not control the overall direction. In the end, the ‘Take back Mass Effect’ campaign was irrelevant because it was never really ours in the first place…or was it? The thoughts and reactions of gamers are not unjustified. There are not infinite end scenarios and the creators themselves may wish to focus on particular themes or send a certain message using major plot events, just like in a book or film. Our experiences are all pre-programmed and our control over the world is not limitless. Videogames are as much expressions of the creators thoughts and wishes as books or films – a story being told. If we are to see videogames as a serious medium of storytelling and a piece of art, we have to accept that they belong to their creators who choose the final destination, if we’re lucky we just choose the route there. I think we’re all familiar with the uproar, petitions, Extended Cut DLC and tri-colour decisions but I’d like to think a little but about what the Mass Effect controversy means for videogame creators and bring some reason to the chaos- if not for everyone, then just for myself. And then it would vary depending on the boss fight what we would try to do, a lot of times it's around just making sure the player has enough cover and then tuning things accordingly.Disclaimer: These are my thoughts and opinions from my experiences only – I’m not saying they’re right or that you should agree with me, I’m just sharing my reactions. I believe in that one specifically you had to backtrack quite a ways if you lost that fight, and now if you lose it first time, you just start over with the fight you don't have to go through all the scenes. "And also, just on the frustration side of it, adding in discrete autosaves at certain points as well. Not so much that the fight isn't still a hard fight - it should be a hard fight - but just so that you couldn't be knocked completely on your back right away. "A lot of people were very frustrated due to a number of things: there's the lack of cover in that fight so you're constantly getting flanked her ability to almost immobilize you almost right off the bat," he said. ![]() As an example, Walters pointed to the fight against Asari Matriarch Benezia in Mass Effect 1. Walters also confirmed to IGN that Mass Effect: Legendary Edition would not only include content added to the original games later via DLC, but would also include a few small, brand new tweaks to gameplay - specifically to certain boss fights that were unnecessarily frustrating for players. The subsequent Expanded Cut was released to add more context to those endings: " It does not fundamentally change the endings," read a 2012 press release, "but rather it expands on the meaning of the original endings, and reveals greater detail on the impact of player decisions." So to me that is part of the canon." Mass Effect 3's endings were famously controversial upon release, with director Casey Hudson defending the game at the time. "And ultimately.you finish a game and there are things you wish you had been able to do or things you want to add on, and to me that Extended Cut was that opportunity to add a little bit more love and a little bit more context around the ending. ![]() ![]() "For the people who had an extended cut, that became the experience for them, and so that will be the experience for everyone who is playing the Legendary Edition as well," he said. Speaking to IGN, project director Mac Walters said the decision stemmed from a desire to include as much of the DLC content as possible within the collection as if players had downloaded that content from the outset.
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