[CENTER]August 18, 2009 - Anybody lucky enough to make their way to the Gamescom convention in Cologne, Germany will be amongst the first to get their hands on a playable demo of Mass Effect 2. For those of us, including yours truly, who can't make the trek, we've gone to Executive Producer Casey Hudson for an update on how the game is coming along, what Gamescom attendees can expect, and much more. There's even a little talk about Project Natal in here. Enjoy the newtrailer and then get the latest details here.
IGN: What's the significance of what we're seeing in this latest video?
Casey Hudson: In Mass Effect 2 we're introducing some pretty incredible new locations that will become major parts of the Mass Effect universe. A great example is Omega, an enormous mining station that has become a major crime center in the galaxy. It really is the opposite of the Citadel. Whereas the Citadel represents the height of civilization, on Omega you'll find the dregs of the galaxy. It's dark and dangerous, but with all the crime and heavy industry, a lot of money runs through Omega as well. In the video you'll see that while Omega is a gritty new environment, it has some spectacular and awe-inspiring locations.
The video also gives a first look at one of the new squad members that you can recruit. His name is Grunt, and he's a huge Krogan who makes an excellent bodyguard on a place like Omega. We show some scenes of Grunt in action, which make it pretty clear why he's a lot of fun to have in your team on a combat mission.
IGN: What can fans expect to learn about Mass Effect 2 at Gamescom this year?
Casey Hudson: It's going to be the first time fans can get their hands on the game and try out the new controls and combat for themselves. Players will be able to try out the new heavy weapon system, the real-time power use and the new squad command features. I suspect people will want to replay the demo mission a few times, because the new focus on physics chaos in combat really makes you want to master the new versions of biotic powers and weapons like the Missile Launcher. In the demo you can experiment with launching these powers and weapons in different ways to control how and where you throw enemies around, which gets particularly fun as you cross the bridge between two skyscrapers in the middle of a firefight. Once you realize the angle that Biotic Pull hits an enemy determines what direction they're pulled in, you immediately start having fun with throwing enemies exactly where you want them to go.
IGN: How far along in production is the game? Is it still on track for an early 2010 release?
Casey Hudson: We're at the end stages of production, completing all the content in the game and putting the final polish on new features. There's still a lot of work to do, but we're in great shape to release in early 2010.
IGN: If you had to pick three decisions from the first Mass Effect that most affect the story in the sequel, what would they be?
Casey Hudson: For those who haven't played Mass Effect, I should mention that (a) there are some spoilers ahead, and (b) you really should play Mass Effect. I'd say the top 3 decisions are probably the choice of who lives and dies in the nuclear explosion on Virmire, who you had a romance with (if any), and whether you allowed the Galactic Council to die during the final battle. These things naturally cause some of the longer-lasting effects on your story as Commander Shepard. Another interesting aspect is that the sum of your decisions – your renegade / paragon status – also has an immediate and profound effect that we can't explain without giving away some of the story.
IGN: Since the humans saved the day in Mass Effect, is there a newfound respect for our species across the galaxy?
Casey Hudson: It actually depends on your choices. The galaxy has changed because of what happened in the first game, but how it changed really is dependent on some of the key choices you made.
IGN: Will there be any Achievements in Mass Effect 2 that you can only earn if you made specific decisions in the first game?
Casey Hudson: No. You can accomplish the game's full achievements from within the game itself.
IGN: Will any upcoming Mass Effect 1 downloadable add-ons bridge the gap between the two stories?
Casey Hudson: No. Our upcoming PRC for the original Mass Effect will be a standalone story, and after that we'll be focusing strictly on Mass Effect 2 content. The novel Mass Effect: Ascension introduces some of the key people and places in Mass Effect 2, and there will be a Dark Horse comic that leads directly into the beginning of Mass Effect 2's storyline.
IGN: What changes, if any, are being made to the Mako? Will it get a performance upgrade?
Casey Hudson: We've created a new vehicle for Mass Effect 2 which is a major improvement over the Mako and is an absolute blast to play – especially when combined with our improved level design for uncharted world levels. Improving the vehicle has been a major goal, so we've been very cautious about getting it perfect before we reveal it. But, we'll be able to reveal it soon and I think players are going to really enjoy the way the new vehicle moves and fights.
IGN: Several hardcore RPG fans I've spoken to are worried that the streamlining of item management and skills will water down character customization too much for their liking. What would you say to them?
Casey Hudson: Not to worry - we're not really streamlining or simplifying. What we actually did was we rebuilt the entire inventory system so that it could do more, while being easier to use. The previous system tried to handle all the equipping, customizing, and managing of your entire squad's armor, weapons, and gear in a single screen. The main difference in ME2 is we've separated these functions into different activities, so that each one can offer deeper customization while being more fun and easy to use. An example is the armor personalization system which goes far beyond what players could do in the first game (and that's an understatement), but because it's on its own screen you can manage the deeper level of options more easily.
IGN: Do you think the motion controls and voice recognition offered with Natal will ever be incorporated successfully in games like Mass Effect?
Casey Hudson: There are some fun possibilities for Natal functionality in existing games, but to really make use of it you'd want to design a game from the ground up with Natal in mind. It will take a while to evaluate the technology and find robust ways to apply it, but we are looking at it to see what kinds of meaningful additions it might be able to make to the Mass Effect experience.
IGN: GC 2009: Mass Effect 2 Interview [CENTER]Trailer
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