-Dragmire- said:
What was the Mako like before?
Well I suppose I could explain one thing that came up: the jump jets were originally much more powerful, but it caused problems where you could jump really high and by-pass some portions on the story-based worlds, which could lead to plot breaking or just skipping combat sections entirely, making it too easy. Hence why it was reduced in power.
Also, break-dancing Mako.
Out of curiosity, was production of the game fun? Or did stress diminish the fun factor of development.
As with any project, it has its ups and downs. Part of the difficulty would stem from working on the game at the same time as Epic was working on the UE3 engine, while in turn they were also working on Gears of War 1.
I was moved to DA:O so I wasn't involved with ME2, but obviously you can imagine there was less problems as people are now more aware of what the engine and console can and can't do, as well as better methods of creating and handling the asset data.
Ultimately, seeing it released and all the attention the series has gotten, still makes me proud and fortunate to have been a part of it, even when I'm not involved with the studio anymore.