“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. We knew at that point that we’d really sort of start to take away the essence and spirit of what the trilogy was.” “A really crisp example of that would be if you look at the Kismit scripting language, it’s a visual scripting language from, 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. “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. 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. 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. 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.
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