Elsewhere in the interview, Character and Environment Director Kevin Meek alludes to another low camera shot where a male Shepherd is sat with his legs open. The developers were unable to change the animation itself, but they could alter the position of the camera to change how the shot is framed. “If you were wearing a skirt, it would be a bit unflattering,” Meek explains. “So we can’t necessarily change that animation, but you can raise that camera up slightly to reduce the problem.’
The developers stopped short of changing entire character models, noting that the camera shots that they did change were “a decision that was made as part of many creative decisions and just showing it at the best possible fidelity that we could going forward”.
“I do think a lot of things have evolved since [the original games] but I don’t know if I would say we were ultra-concerned about it or anything like that,” says Walters. Back in 2010, Mass Effect 2 Project Director Casey Hudson told Kotaku that one particular gratuitous shot of Miranda’s behind was “an interesting choice” and pointed out how it wasn’t easily missed “when you see it there that long…” Hudson continued.
Legendary Edition, which bundles together the original Mass Effect trilogy, is a remastered take on the classic action-RPGs and aims to offer almost everything the originals did. However, Mass Effect 3’s multiplayer hasn’t made it in, and one piece of Mass Effect 1 DLC has been lost to a corrupted source code issue.
For more on the Mass Effect: Legendary Edition, check out our article which features a number of comparison screenshots, showing updates to the player character’s model, as well as other companions from the franchise. The game is set to launch on May 14 later this year, for Xbox One, PlayStation 4 and PC. After a preview, we’ve said Mass Effect: Legendary Edition feels like less than a remake, but much more than a remaster.
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
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