
- #MASS EFFECT REDEMPTION LIARA SERIES#
- #MASS EFFECT REDEMPTION LIARA FREE#
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More importantly however, it sets up the DLC for Mass Effect 2, “Lair of the Shadow Broker,” by establishing Liara’s relationship to Feron and her motivation to take on the Shadow Broker. First and foremost it answers how Cerberus got their hands on Shepard in the first place, which is a welcome explanation.
#MASS EFFECT REDEMPTION LIARA SERIES#
Overall this comic series is really fun, and it explains a fair deal about the story. The search brings her to Omega where she has to join forces with Cerberus to keep Shepard’s remains out of the hands of the Shadow Broker and the Collectors. The story follows Liara tracking down Shepard’s body in an attempt to recover it.

Mass Effect: Redemption is a four issue miniseries detailing events between the destruction of the SR1 Normandy and Shepard’s revival. I include this information because the displayed art is only the art, and not an image of the actual cover.
#MASS EFFECT REDEMPTION LIARA MAC#
The story is written by Mac Walters and John Jackson Miller. And, as I mentioned before, I had the chance to design the outfits of the main characters, some ships, some props, but always trying to follow the "Mass Effect" look, of course.The above art is the cover of Mass Effect: Redemption by Omar Francia.
#MASS EFFECT REDEMPTION LIARA FREE#
I felt free to gesticulate faces and use plenty of body language on the characters, as well as use many camera angles for the storytelling. You will see some fat batarians or large salarians, as well as mercenaries of all sizes and faces, which was really fun to draw! Also, I wanted to imagine these books as more than a video game adaptation and really give them their own personality as a comic series. OF: Hopefully you may find my stamp when you see some variations of the standard morphologies and shapes of the characters. So even though "Mass Effect" has an established look, you still feel like you were able to put your stamp on the universe through this series? Some of the characters in the comic will be part of the new game, so I had to stick exactly to the designs done for "Mass Effect 2."

All my designs were approved by BioWare as well. Also, I've been happy to have the chance to design some stuff, like Liara's armor. Above all, the look for this series is based on screen captures, renders and designs used in the first game, all provided by BioWare. The look of the comic is a little dark and dirty because of the events happening on Omega - a rusty, decadent place. OF: Not all the locations in the comic will be seen in "Mass Effect 2," so we had to invent some streets and alleys for the book. Omar Francia's take on Liara from issue #1 How closely did you work with BioWare in creating the look for this series? It's a very complementary universe, but it also has thousands of its own elements I can use to create new characters. And you find influences of alien technology among humans as well. Also, the human and aliens are more unified: you may see an alien with a humanoid figure wearing human armor or using human weapons, for example. The logic behind designing technology is different the engines of the ships, the armors, and the weapons are all unique. When it comes to backgrounds, vehicles, and props, "Mass Effect" differs stylistically, using more curved shapes. I'm also trying to detach from a too-realistic style and get closer to a more dynamic and expressive look with the figures. It's a cleaner look, less shadowed, with more line drawing. Omar Francia: It's not too different, but you'll see that I prefer to finish in ink instead of pencil.

Omar, how does "Mass Effect: Redemption" compare stylistically to the work you've done on "Star Wars Legacy?" When you play the game, you're playing as Shepard, and that's who you see the world through, but now this is a chance to see it through the eyes of other characters in the "Mass Effect" universe. This was a chance for us to see the "Mass Effect" universe in a different light artistically, and also through the eyes of different characters. MW: Not from a story perspective, but when you're making a game, you're telling a story a certain way. Were there certain places or events that you were able to explore through the comic that you couldn't in the "Mass Effect" games?
