Mass Effect PC Interview
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Shack: If you had to pick out one thing from the port that's been overlooked?
Albert Reed: The sort of out-of-game UI, the inventory screen, and how you mod your weapons, the codecs, journal. Because every single one of those screens was basically chucked and rewritten from scratch by the team here. I guess maybe it's a compliment that nobody's noticed, but it's an awful lot of work, to take all those UIs, because there are a lot. [laughs]
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Shack: So as an independent company, would you prefer to be still providing a service role in the future, or do you see the studio wholly creating its own games?
Albert Reed: It's actually a little bit of both. We really, really enjoy working with big intellectual properties that we don't own. Getting the opportunity to work on Mass Effect is pretty fantastic. At the end of the day, we want to be sure that we're giving games to consumers. So that's one of the things that was great about Mass Effect. BioWare entrusted us with this gem they had created, and we got to listen to BioWare's fans, and create a game for them, and for the people who want to play games on the PC. So for us it's definitely a focus on products, not services. But part of creating a product is in service to the consumer, and sometimes in service to the property holder.