You’ve seen it in every Mass Effect and Dragon Age and finally BioWare explains the reason for the most famous animation of its characters

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You’ve seen it in every Mass Effect and Dragon Age and finally BioWare explains the reason for the most famous animation of its characters

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There are many RPG deliveries that he has given us BioWare over the years, since both the sagas Mass Effect like Dragon Age they have numerous installments. It doesn’t matter if we travel through space or explore fantasy realms, the developer’s universes share resources and mechanics, as well as animations.

In fact, the most famous of all is known as the “BioWare Tour”which consists of the fact that during conversations with other characters, they end the conversations with a movement to one side to get out of the shot. A way of ending the dialogue that is so characteristic that even there are compilations of the same.

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Regarding the origin of said animation, Violet McVinnie, who was a BioWare developer, has spoken, and who has published a message in X, collected by GamesRadar+clarifying the topic.


BioWare Mass Effect Dragon Age
BioWare Mass Effect Dragon Age

Click on the image to go to the tweet

Former BioWare developer here. I’m responsible for some of the “BioWare twists.” This animation is part of a set called “Posebreakers”, designed to move characters around the area if a scene feels too static. We combined them with the famous “Exit Left/Right” between cuts.

Obviously, it is all about a resource reuse by the study that makes complete sense. There is no logic in constantly creating new or specific animations for NPCs, which is why the “BioWare twist” was created directly as a simple solution to many situations. “Many animations are reused in many BioWare franchises. Thane and Kai Leng’s fight scene in Mass Effect 3 has many combat animations from Jade Empire linked together”, explains in another message McVinney.

The exclusive Xbox video game in 2005 even served so that the third installment of the galactic series benefited from the work of yesteryear. Why touch what is not broken? Well, with that vision in mind, many works have been built in one of the largest role-playing factories in the world.

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