Mass Effect: Legendary Edition First Impressions: Less Than a Remake, but Much More Than a Basic Remaster

3 years 2 months ago
When work was first getting underway on Mass Effect: Legendary Edition, the new remastered collection due in May, BioWare had a conversation with Epic, creators of the Unreal Engine that Mass Effect 1-3 were built on. The team wanted to know if it would be feasible to use Unreal Engine 4 for the remasters, in effect rebuilding Mass Effect on modern technology. The possibilities were tantalizing — Unreal Engine 4 is a substantial step up from its predecessor — but ultimately BioWare opted to stick with the Unreal Engine 3 that underpinned the trilogy from its debut in 2007. “[I]t very quickly became clear that level of jump would really change fundamentally what the series was; how it felt, how it played,” Director Mac Walters told IGN. “A really crisp example of that would be if you look at the Kismit scripting language, it’s a visual scripting language from [Unreal Engine 3], there’s no real copy-paste for that to go into Unreal Engine 4, meaning that every moment, every scene… everything would have had to essentially be redone from scratch. We knew at that point that we’d really sort of start to take away the essence and spirit of what the trilogy was.” [ignvideo url="https://www.ign.com/videos/2021/02/02/mass-effect-legendary-edition-official-trailer"] BioWare’s decision not to use Unreal Engine 4 is emblematic of its approach to Mass Effect: Legendary Edition, which aims to modernize the trilogy for PlayStation 4, Xbox One, and PC without completely rebuilding it. It’s a collection that definitely makes some measurable improvements to the original games, but fights to keep its ambitions restrained and practical. If there’s one word to associate with Mass Effect: Legendary Edition, it would probably be “pragmatic” — a response, perhaps, to BioWare’s recent history of having some of its wilder ambitions backfire spectacularly. [poilib element="quoteBox" parameters="excerpt=Some%20substantial%20changes%20are%20coming%20to%20the%20trilogy%2C%20particularly%20the%20original%20game."] Still, while Mass Effect: Legendary Edition isn’t quite the giant leap that fans might have hoped for — that will likely have to wait until the announced-but-still-untitled Mass Effect 4 is ready for release — it’s also much more than your typical remaster. Some substantial changes are coming to the trilogy, particularly the original game, and they are changes that are in many instances long overdue.

Remaster vs. Remake

“The one thing you realize when you start to really dig into this is that there's so many quite complex interconnected systems,” Lead Environmental Artist Kevin Meek tells IGN. Meek is further explaining BioWare’s decision to stick with Unreal Engine 3 rather than move to the more modern and powerful Unreal Engine 4. [widget path="global/article/imagegallery" parameters="albumSlug=mass-effect-legendary-edition-comparison-screenshots&captions=true"] If BioWare had opted to go with Unreal Engine 4, he says, the team would have had to completely remake elements like the conversation trees, a process that Meek describes as “death by a thousand cuts.” Suffice it to say that recent experiences on that front have not been good for BioWare. A little less than two years ago — not long before work began on Mass Effect: Legendary Edition — BioWare released Anthem, a case study in a project’s ambitions running wild. [poilib element="quoteBox" parameters="excerpt=Project%20director%20Mac%20Walters%20likens%20it%20to%20restoring%20a%20beautiful%2C%20beloved%20car%20that%E2%80%99s%20been%20buried%20in%20concrete."] Adding to BioWare’s determination to keep the project’s ambitions firmly under control was the Mass Effect trilogy being somewhat unique from a technological standpoint, particularly the original game. Meek talks about how the original Mass Effect’s big finale, in which Shepard fights across the exterior of the Citadel, would be a “significant undertaking” in Unreal Engine 4 or Frostbite. Much of the battle takes place in zero gravity, with Biotics being capable of flinging enemies into space as the whole level rotates at 90 degrees. “I think especially with Mass Effect 1, there's just this feeling that I think people were a little bit naive about it. It was the first time going into a new engine. A lot of the guys making these levels were relatively fresh out of school,” Meek says. “Sometimes the stuff they were able to pull off was because they kind of didn't know any better, and just kind of went headstrong into something crazy. So taking the houseplans and completely rebuilding it again somewhere else, I think you end up losing a lot of that soul, that naivete that they might have had that made it so successful and gave it that atmosphere, that feeling.” [widget path="global/article/imagegallery" parameters="albumSlug=mass-effect-legendary-edition-screenshots&captions=true"] With a total remake out of the question, BioWare instead turned to enhancing what was already there. An A.I. up-res program was used to enhance the texture resolution by as much as 16 times, whereupon BioWare went through and touched up virtually every enemy, gun, and piece of armor across the first two games, and much of the third. The team also unified the customization options across all three games, including the updated version of female Shepard introduced in Mass Effect 3, while adding new skin and hair options. By BioWare standards, it’s come together rather quickly, with Walters crediting former General Manager and Mass Effect 1 Project Director Casey Hudson — who returned for a second stint with BioWare before departing again late last year — with helping to push it over the finish line. But the challenges of updating it have proven interesting, to say the least. Walters likens it to restoring a beautiful, beloved car that’s been buried in concrete, with the team constantly uncovering proprietary tools written specifically for one version of another. And with all three games being unified in one release, BioWare had to be careful about making wholesale changes to elements like animation, calling it a “house of cards that could affect every character across the game.”

Rebuilding the Original Mass Effect

The somewhat ramshackle nature of the original trilogy’s development is most evident in the original Mass Effect, which was first released on Xbox 360 all the way back in 2007. The original game was replete with bugs and framerate issues, and the human characters had glassy eyes that made them look like aliens. It was kind of miserable to play from a technical perspective even when it first came out, which was a big reason why the more polished sequel was so well received when it arrived a few years later. [ignvideo url="https://www.ign.com/videos/2012/02/15/mass-effect-in-5-minutes"] If there was any one element that Mass Effect: Legendary Edition needed to get right, it was updating the original game, and it was to that task that BioWare devoted a large portion of its limited resources. Everything from the character models to stages like Eden Prime, which has gone from something akin to Star Trek’s Planet Hell to more of a verdant forest planet, has received updates. That includes the gameplay, which has been the subject of so much controversy over the years. [poilib element="quoteBox" parameters="excerpt=Pretty%20much%20everyone%20agrees%20that%20the%20first%20Mass%20Effect%20needs%20to%20be%20updated%2C%20but%20doing%20so%20in%20a%20way%20that%20doesn%E2%80%99t%20alienate%20one%20side%20or%20another%20is%20easier%20said%20than%20done."] It’s been a trickier task than most would imagine. The first Mass Effect still has its share of fervent supporters who feel that the sequels dispensed with too many of the RPG elements, such as stats-based gunplay, that defined the original. Pretty much everyone agrees that the first Mass Effect needs to be updated, but doing so in a way that doesn’t alienate one side or another is easier said than done. “With Mass Effect 1 gameplay we had people who said we should throw it out and bring in [Mass Effect: Andromeda] gameplay somehow, to people who said it was their favorite and we shouldn't touch it at all,” Meek says. “What we've done is through a series of small changes is remove all that friction, where cameras will be tracking nicely behind you and interpolating your movement, or entering into cover a little bit easier. Being able to command your squadmates using your different keys where it needed to be. None of these move you too far away from the soul and what it was before, but it all starts to combine together to a point where going back to the original game to capture footage feels clunky, and hard to move around... it doesn't feel nice in comparison. I think if we had thrown out the system, we would have definitely lost a lot of people on the ‘Mass Effect 1 is my favorite game’ side.” [ignvideo url="https://www.ign.com/videos/2020/12/11/mass-effect-new-installment-announcement-trailer"] The changes are indeed numerous. Improvements include an auto-aim system, more consistent auto save points, and refinements to some of the more frustrating boss encounters, like the fight with Benezia. The infamous elevator rides, which could take more than a minute in the original game, now take fewer than 15 seconds and can be skipped to boot. The once clumsy inventory system is now more in line with that of the PC version, and according to Walters features additional improvements that are designed to smooth away the rough edges without “tearing the whole thing down.” The gunplay, another point of contention in the original game, has similarly seen major changes.
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Kat Bailey

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