Reasonable said:
That was their choice. They could have developed a new engine or a game specific engine if they chose - other developers do. They decided to use middleware and while I take that into account the fact remains that as a result of their decision technically the game isn't quite as solid. I am cutting them slack as, to be honest, if I then questioned the relatively small environments vs the ambition of the game vs what is possible I'd drop the score another few points. Given what ME is trying to be from a design standpoint I'm not sure the Unreal engine was the best choice from a level point of view, although I'm sure it helped them with the shooting design choices.
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How do you know what the design goals were if you don't have access to the design documents? In addition how do you know precisely what current generation consoles are capable of? Do you rate early generation games lower because they are less ambitious technically?
For example, Uncharted 2 is designed around the console and the gameplay reflects technical tradeoffs whereas Mass Effect 2 doesn't make as many trade-offs and the design on paper could have had more improvement had they spent more money/time fleshing out the world/gameplay. However it does appear they achieved about the same content, its just that Uncharted 2 is more concentrated whereas Mass Effect 2 has it more spread out.
The likely reason why Unreal Engine 3 was used for Mass Effect was because it enabled Bioware to create and prototype content faster than had they gone with a proprietary engine. Thats the major benefit to the engine, so had they used their own they may not have had the tools to create as much content for the game. A well done UE3 game tends to have a lot of content for the time spent by developers relative to a proprietary engine with a less developed tool chain.
Do you know what its like to live on the far side of Uranus?







