MW: Fortunately, I’m working with a very talented scripter, John Jackson Miller. HG: And what does Dark Horse tell you about art? Where your eye goes in a video game is so different than where your eye goes in a comic. So we center these comics on interesting characters. Yet I think it makes people want to find out more about who this character is and maybe pick up the game. You immediately wonder, who is she? What’s she doing? That doesn’t necessarily demand that I know anything about the Mass Effect Universe. We changed the start of it so that it opened up in a way that shows an awesome blue alien kissing ass. In the first comic, for instance, I was a little too referential in telling our story as far as what was going on. And they’ll say, you’re pushing too much into a territory than an outside person wouldn’t understand. MW: I’ll say, here’s the story I want to tell. That’s where the Dark Horse expertise becomes so key. On the other hand, you get people who haven’t experienced Mass Effect at all. We’re probably not going to have a playable version of the game that’s 30 years in the past. Mass Effect Evolution actually takes us back in time almost 30 years. If you’re a fan of the game already, it’s a way to explore the universe in a way you couldn’t in the game. MW: The comics kind of serve two purposes. HG: When you look at Mass Effect as a comic in particular, do you always look at what readers want today in comics generally? How does it distinguish itself from the videogame? And how is it like the videogame.
#Mac walters 101 questions mac#
In this portion of our week-long Q/A, Mac Walters waxes on about the Mass Effect comic.