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Mass Effect Developer Says Sprinting Didn't Move You Faster In The Citadel
md5
392388e6d4f2f1596ee206e155a932be
link
https://www.gamespot.com/articles/mass-effect-developer-says-sprinting-didnt-move-you-faster-in-the-citadel/1100-6524167/?ftag=CAD-01-10abi2f
image
https://www.gamespot.com/a/uploads/screen_medium/1596/15969599/4317302-masseffect.png
description
Video games should be upfront and honest with the player, but sometimes they have to mislead you a little bit. Case in point: according to a recent social media post from designer John Ebenger, if you tried to sprint in the Citadel in Mass Effect 1, you weren't actually moving any faster: the camera field of view (FOV) simply changed to give you a sense of speed rather than the real thing.
Ebenger served as a designer at BioWare on both Dragon Age and Mass Effect, and now currently works as a cinematic director at Firewalk Studios, which is working on the recently-revealed hero shooter Concord. Ebenger says Shepherd's turtle-like gait was due to technical limitations: the game simply couldn't stream in assets fast enough on the older consoles. Given how the original Mass Effect famously used elevators to hide its load times, this makes sense. The more you know.
PC Gamer went so far as to test this claim for themselves, and they concluded that there is indeed no speed difference between running and walking in the Citadel. According to Twitter/X user @dyingnome, an anonymous Dragon Age: Inquisition developer once told her that the mounts didn't actually move faster when they sprinted, instead using some "wind lines" to give the illusion of speed. Who knows where else BioWare used dastardly tricks like this to mislead players. All for the good of the game, of course.
In other BioWare news, the studio recently showed off 20 minutes of gameplay of the next Dragon Age game, The Veilguard.
content_html
Video games should be upfront and honest with the player, but sometimes they have to mislead you a little bit. Case in point: according to a recent social media post from designer John Ebenger, if you tried to sprint in the Citadel in Mass Effect 1, you weren't actually moving any faster: the camera field of view (FOV) simply changed to give you a sense of speed rather than the real thing.
Ebenger served as a designer at BioWare on both Dragon Age and Mass Effect, and now currently works as a cinematic director at Firewalk Studios, which is working on the recently-revealed hero shooter Concord. Ebenger says Shepherd's turtle-like gait was due to technical limitations: the game simply couldn't stream in assets fast enough on the older consoles. Given how the original Mass Effect famously used elevators to hide its load times, this makes sense. The more you know.
PC Gamer went so far as to test this claim for themselves, and they concluded that there is indeed no speed difference between running and walking in the Citadel. According to Twitter/X user @dyingnome, an anonymous Dragon Age: Inquisition developer once told her that the mounts didn't actually move faster when they sprinted, instead using some "wind lines" to give the illusion of speed. Who knows where else BioWare used dastardly tricks like this to mislead players. All for the good of the game, of course.
In other BioWare news, the studio recently showed off 20 minutes of gameplay of the next Dragon Age game, The Veilguard.
content_text
Video games should be upfront and honest with the player, but sometimes they have to mislead you a little bit. Case in point: according to a recent social media post from designer John Ebenger, if you tried to sprint in the Citadel in Mass Effect 1, you weren't actually moving any faster: the camera field of view (FOV) simply changed to give you a sense of speed rather than the real thing.Ebenger served as a designer at BioWare on both Dragon Age and Mass Effect, and now currently works as a cinematic director at Firewalk Studios, which is working on the recently-revealed hero shooter Concord. Ebenger says Shepherd's turtle-like gait was due to technical limitations: the game simply couldn't stream in assets fast enough on the older consoles. Given how the original Mass Effect famously used elevators to hide its load times, this makes sense. The more you know.PC Gamer went so far as to test this claim for themselves, and they concluded that there is indeed no speed difference between running and walking in the Citadel. According to Twitter/X user @dyingnome, an anonymous Dragon Age: Inquisition developer once told her that the mounts didn't actually move faster when they sprinted, instead using some "wind lines" to give the illusion of speed. Who knows where else BioWare used dastardly tricks like this to mislead players. All for the good of the game, of course.In other BioWare news, the studio recently showed off 20 minutes of gameplay of the next Dragon Age game, The Veilguard.
pub_date
11 June 2024, 5:43 pm
guid
1100-6524167
creator
Steven T. Wright
processed
TRUE
id: 59274
uid: FW6UX
insdate: 2024-06-11 17:20:02
title: Mass Effect Developer Says Sprinting Didn't Move You Faster In The Citadel
additional:
category: Game Spot
md5: 392388e6d4f2f1596ee206e155a932be
link: https://www.gamespot.com/articles/mass-effect-developer-says-sprinting-didnt-move-you-faster-in-the-citadel/1100-6524167/?ftag=CAD-01-10abi2f
image: https://www.gamespot.com/a/uploads/screen_medium/1596/15969599/4317302-masseffect.png
image_imgur:
description:
Video games should be upfront and honest with the player, but sometimes they have to mislead you a little bit. Case in point: according to a recent social media post from designer John Ebenger, if you tried to sprint in the Citadel in Mass Effect 1, you weren't actually moving any faster: the camera field of view (FOV) simply changed to give you a sense of speed rather than the real thing.
Ebenger served as a designer at BioWare on both Dragon Age and Mass Effect, and now currently works as a cinematic director at Firewalk Studios, which is working on the recently-revealed hero shooter Concord. Ebenger says Shepherd's turtle-like gait was due to technical limitations: the game simply couldn't stream in assets fast enough on the older consoles. Given how the original Mass Effect famously used elevators to hide its load times, this makes sense. The more you know.
PC Gamer went so far as to test this claim for themselves, and they concluded that there is indeed no speed difference between running and walking in the Citadel. According to Twitter/X user @dyingnome, an anonymous Dragon Age: Inquisition developer once told her that the mounts didn't actually move faster when they sprinted, instead using some "wind lines" to give the illusion of speed. Who knows where else BioWare used dastardly tricks like this to mislead players. All for the good of the game, of course.
In other BioWare news, the studio recently showed off 20 minutes of gameplay of the next Dragon Age game, The Veilguard.
content_html:
Video games should be upfront and honest with the player, but sometimes they have to mislead you a little bit. Case in point: according to a recent social media post from designer John Ebenger, if you tried to sprint in the Citadel in Mass Effect 1, you weren't actually moving any faster: the camera field of view (FOV) simply changed to give you a sense of speed rather than the real thing.
Ebenger served as a designer at BioWare on both Dragon Age and Mass Effect, and now currently works as a cinematic director at Firewalk Studios, which is working on the recently-revealed hero shooter Concord. Ebenger says Shepherd's turtle-like gait was due to technical limitations: the game simply couldn't stream in assets fast enough on the older consoles. Given how the original Mass Effect famously used elevators to hide its load times, this makes sense. The more you know.
PC Gamer went so far as to test this claim for themselves, and they concluded that there is indeed no speed difference between running and walking in the Citadel. According to Twitter/X user @dyingnome, an anonymous Dragon Age: Inquisition developer once told her that the mounts didn't actually move faster when they sprinted, instead using some "wind lines" to give the illusion of speed. Who knows where else BioWare used dastardly tricks like this to mislead players. All for the good of the game, of course.
In other BioWare news, the studio recently showed off 20 minutes of gameplay of the next Dragon Age game, The Veilguard.
content_text: Video games should be upfront and honest with the player, but sometimes they have to mislead you a little bit. Case in point: according to a recent social media post from designer John Ebenger, if you tried to sprint in the Citadel in Mass Effect 1, you weren't actually moving any faster: the camera field of view (FOV) simply changed to give you a sense of speed rather than the real thing.Ebenger served as a designer at BioWare on both Dragon Age and Mass Effect, and now currently works as a cinematic director at Firewalk Studios, which is working on the recently-revealed hero shooter Concord. Ebenger says Shepherd's turtle-like gait was due to technical limitations: the game simply couldn't stream in assets fast enough on the older consoles. Given how the original Mass Effect famously used elevators to hide its load times, this makes sense. The more you know.PC Gamer went so far as to test this claim for themselves, and they concluded that there is indeed no speed difference between running and walking in the Citadel. According to Twitter/X user @dyingnome, an anonymous Dragon Age: Inquisition developer once told her that the mounts didn't actually move faster when they sprinted, instead using some "wind lines" to give the illusion of speed. Who knows where else BioWare used dastardly tricks like this to mislead players. All for the good of the game, of course.In other BioWare news, the studio recently showed off 20 minutes of gameplay of the next Dragon Age game, The Veilguard.
pub_date: 11 June 2024, 5:43 pm
guid: 1100-6524167
creator: Steven T. Wright
related_games:
processed: TRUE