Creation takes time. Time is limited.

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Posted by WtF Dragon On March - 5 - 2012

The Mass Effect 3 Launch Trailer

So, of course, today is the day before the official launch of Mass Effect 3. Those of you who preinstalled the game should find it unlocked for play…er…well, at some point today, probably quite close to midnight. Or it may be already enabled; I haven’t tried it out yet, myself. The email from Origin just said it would be playable on “the 5th”, which is today. Still, in the interests of completeness, here’s the usual round-up of BioWare-related news…which, yes, is rather Mass Effect-heavy. But you knew that was going to happen.

Mass Effect 3 exceeded its pre-order sales targets.

Is anyone surprised? I’m not.

Are Mass Effect and Dragon Age in the same universe?

One hopes not, and one hopes that Greg Zeschuk and Ray Muzyka were just joking about with Kotaku:

Me: I’ve seen armor from one BioWare game appear in the other. Do any of these games take place in the same universe? Are Dragon Age and Mass Effect in the same universe? Would that break a rule?

Ray Muzyka: I did wear my Dragon Age blood dragon armor for a good period of Mass Effect 2.

Greg Zeschuk: I don’t…Is Mass Effect the past or the future?

Muzyka: Maybe [Mass Effect hero Commander] Shepard enjoys the look. He just enjoys the aesthetic. He has a TV in his cabin. So he gets to play great games and decorates his armor with…

Me: So you’re telling me Dragon Age is a video game series within the Mass Effect universe. I like that idea. Shepard is playing Dragon Age.

Zeschuk: In the future, it’s the greatest franchise ever.

That said, it would be fun if Thedas (or, rather, the world on which Thedas is situated) were a planet that one could land on in Mass Effect 3. I’d love nothing more than to introduce some darkspawn to my M-96.

Of course, by the logic employed above (which seems to have something to do with cross-over armour styles between games), there should also be a planet Amalur in Mass Effect 3.

PC Gamer previews Mass Effect 3.
So does IGN, calling it a “Review in Progress”.

IGN praises the way the game wraps up plot threads from both of its predecessors, and also notes that vehicle control seems to be entirely gone from the game. No Mako, no hover-tank…no vehicle of any kind during normal gameplay. I know a couple people were wondering about that, so to those folks…there is your answer.

PC Gamer, on the other hand, highlights an area of concern:

Enter stage left Mass Effect’s controversial Galaxy at War system, a sort of social metagame hub where your success in ME3′s horde-based co-op multiplayer (and the Facebook games and apps) serves as a multiplier to your proficiency against the Reapers on the approach to the endgame. You’re presented with the forces you’ve amassed, including characters such as Samara and contingents of Asari Commandos and Mindbenders, and encouraged to shuttle them between Reaper troublespots. It’s a needless addition, but a forgivable one if it turns out to be fun. Shepard’s adventures tend to consume body and soul, so being able to aid the war effort while on the bus has a certain allure.

I will probably pick up the Infiltrator iPhone game, just because. I’m less sold on the accompanying Datapad app.

Mass Effect 3′s lead writer talks about character interactions.

Mac Walters offers up some commentary on the means by which characters in the game can interact, and the different conversation types that can crop up. It certainly sounds like the companion interactions have been expanded upon from what I thought was the very excellent direction they were taken in by Mass Effect 2. If so…well, I look forward to chatting with folks on the decks of the Normandy.

AusGamers interviews Robyn Théberge.

Ms. Théberge is an associate producer at BioWare. I can’t embed the video, but AusGamers helpfully provided a transcript. There’s not really anything worth highlighting in an excerpt; the discussion ranges over topics like Galaxy at War, DLC, and character imports (if you’re importing from Mass Effect 2, you keep your experience and possibly a bunch of equipment).

But have a read, Dragons and Dragonettes; you may see something I’ve missed.

Meanwhile, in Star Wars: The Old Republic…economy changes!

Georg Zoeller, the game’s lead combat designer, shares a few details about what’s in store for the in-game economy:

Massively Multiplayer Online games are built around living, breathing worlds that are always evolving, and Star Wars: The Old Republic is no different. In our upcoming Game Update 1.2, we’ll be introducing a wide assortment of new features and content, while also introducing a number of improvements and changes to the in-game economy.

As we work to create a more player-driven economy, you can expect significant improvements to Crew Skills, and an extension of Crew Skill gameplay, such as item creation and research, into the Elder-Game content. You’ll also see new items brought into the game, including new schematics, Legacy items, a new tier of Player vs Player and Player vs Environment weapons and armor, and the ability to extract base-mods from purple items, as well as many other changes and improvements.

Weekly patch 1.1.5 (which is now on the Public Test Server) implements a number of changes in preparation of the upcoming Game Update, including the much requested removal of light side / dark side requirements on color crystals.

As it is expected when large scale changes are made to an economic system, enterprising players often find interesting opportunities to benefit from their knowledge about the changes beforehand (for example by studying test server patch notes).

Player-driven anything is almost always a welcome thing in an online game, no?

Dragon Age 2 patch 1.04!

Well, if you’re on a Mac, that is. I think other systems already received the patch. This one includes lots of companion-related fixes, and a few DLC-related corrections as well.

Does Mass Effect challenge sci-fi’s greatest achievements?

IGN asserts that it does:

[The game's] stringent scientific outlook, which gives the Mass Effect universe its Hard SF backbone, was there from the very beginning. A lot of research was done during the development of the original Mass Effect. “The entire writing team was constantly reading and researching and reviewing anything we could,” remembers Walters. “Everyone was thoroughly immersing themselves in science at the time, and where these things could really go.” After all, they had an entire universe to create.

It’s even got to the point where a procedure has evolved at Bioware to deal with those niggling situations when the science is at odds with story. “Say we want to introduce something new – be it a new type of ship or a new ability – and it doesn’t quite fit into the IP: we have someone who is our IP science guy. We’ll often pass off the idea to him and say, ‘How would you explain this in ‘our science’?’ He goes away and comes back usually a day later, scratching his head, with a few ideas, and we make sure it’s in there.”

While this exacting scientific aspect appeals to some, from personal experience Walters knows that the series also connects with those who have no interested in the special relativity whatsoever. “I have friends and what they love about it is the characters that they meet. They might be blue and have tendrils, some of them might be reptiles – and that’s definitely in keeping with the Sci-Fi genre – but what’s more interesting to them is the characters and what they’re experiencing. For them Sci-Fi is context, a background; they’re really in it for the characters and their relationships.

“Essentially, Mass Effect is a Hard Sci-Fi experience at the boundaries, and what’s in between is more of a lite Sci-Fi experience for people who want it to be that as well. And that’s the kind of fun of the Mass Effect Universe – it can be what you want it to be.”

If you actually poke around the in-game codex, there is indeed an immense amount of lore and “in-game” science to be found in its…er…pages. The writers at BioWare, from day one, worked very hard to establish a huge amount of backstory for the game, the better to make it seem like they were dropping you into a universe that had been around for a while. And for the most part, they succeeded at doing so, I think.

Did Mass Effect challenge YOUR definition of what makes an RPG?

Because it certainly challenged Rowan Kaiser’s:

The first thing I noticed when I started playing Mass Effect was its aesthetic. It’s not the graphics, though, at least not in the traditional sense. It’s the lens. It’s all grainy and spotty. A quick trip to the options menu reveals something interesting: it’s intentional. There is a checkbox called “Film Grain,” and it begins the game turned on.

One of the last things I noticed when played the Mass Effect games was that it broke my definition of “role-playing game.” This is a definition that has worked for me for well over a decade. I can, using it, effectively separate controversial games from one another. Mass Effect was the first challenge my RPG definition (see below) has had to face.

The biggest thing most people seem to have noticed when playing Mass Effect 1 or 2 is the moral decision-making process. This mechanic, so common to role-playing games since Fallout and early BioWare and Obsidian games, was suddenly injected into a much different style of game, a cover-based science fiction shooter. It helps that Mass Effect is arguably the best example of the form: the Renegade/Paragon division flows naturally from the game’s setting, and the writers and voice actors are both in fine form throughout both games.

Although different at the surface level, all three of these aspects of Mass Effect point toward that same genre tension BioWare’s new options indicate. So just what kind of game is Mass Effect? I do not mean this in a philosophical, artsy-fartsy sense. I mean it in a straightforward, and traditional one: what genre is this game? And if you were really looking forward to the artsy-fartsy stuff, also this question: what does Mass Effect say about genre, and what does genre say about the game industry?

Do read the whole thing, Dragons and Dragonettes.

Oh, that player feedback…

You know, Gamasutra picked the perfect picture of Casey Hudson to accompany this article…he looks positively trashed. Which I suppose any franchise’s executive producer would look like, if he spent too much time giving too much weight to the opinions of fans who mistakenly assume they are not unlike co-owners of their favourite game.

“Anytime you introduce something new it’s controversial. Because fans will say, ‘Well, we never asked for that’, you know, ‘We want you to keep doing exactly the other things that we’ve liked before.’”

The problem, he says, is that if you don’t innovate, you’ll also be accused of “doing the same thing all the time.”

And sometimes fans seem to contradict themselves, he says.

“A great example was the new characters that we added for Mass Effect 2. When we started publicly introducing these new characters that would join your team in that game, it was tremendously controversial because people didn’t want these new characters that they didn’t know; they wanted us to recreate the experience of Mass Effect 1 with those characters.”

“Now we’re having a similar challenge with Mass Effect 3, where characters that we’re introducing are seen as controversial because people only want their Mass Effect 2 characters, characters which, previously, were kind of met with resentment because we were adding them in the first place.”

While it’s arguably not a good idea to piss off your entire fanbase, it’s also not a good idea to invest too much energy in serving their every whim and demand. Doing either will only yield diminishing (if not outright negative) returns. Just ask Origin Systems!

Reputations in Mass Effect 3.

Contra what the name might imply, this isn’t really about how your companions view you, and instead concerns how the Paragon/Renegade system that has characterized Mass Effect games thus far has been revamped for the third installment.

“In Mass Effect 2, if you wanted to get the hardest Charm options, you had to play an almost completely Paragon character,” Patrik Weekes explains. “We intended many of those Charms to be fun Easter eggs, but many players felt like they had to play pure Paragon to avoid being penalized by the loss of a dialog option. In Mass Effect 3, your Reputation score determines both Charm and Intimidate options, and that score is determined by adding your Paragon and Renegade scores together.”

That should let us choose to act as a Paragon one moment, and go Renegade the next, making decisions based on the situation rather than a need to grind for maximum morality points. Many important acts in Mass Effect 3 will increase Shepard’s overall reputation score without changing the Paragon/Renegade balance. In these cases “the bar on your screen will grow, but the Paragon/Renegade ratio will remain unchanged.”

Mass Effect 3 will have one overall reputation measurement instead of two separate bars. New conversation options will unlock as your actions push the bar past four progression points on the bar. “If you see that you’re a bit short of hitting a new line, and someone has just said something like, “Let’s head down to [that person's homeworld] and finish this once and for all,” it may be worth your time to go do a couple of side-quests first,” says Meekes.

I’m actually not sure I like this development. I mean, it’s a less restrictive way of giving players access to dialogue options that are reputation-dependent, but I actually quite liked how Mass Effect 2 didn’t allow you to access e.g. certain Paragon conversation options if you had played a mostly (or entirely) Renegade game to that point.

Why? Consistency. If I’ve been playing through the game as a Shepard who has been curt and flippant with everyone he meets, who has demonstrated no concern for sparing the lives of civilians in heated combat situations, and who has willingly defenstrated a disarmed Eclipse trooper…is my Shepard really going to be the sort who suddenly shifts gears and tells a prison guard that it’s beneath him to oversee the possibly frivolous beating of an imprisoned mass murderer? Or would my Shepard be…er…rather more forceful and blunt in resolving the matter?

On the other hand, this revision to the system sounds like it might let me play Shepard as kind of bipolar, which could be amusing.

Of course, BioWare will be at PAX East.

So if you have tickets to the annual gaming conference in Boston, which this year will be held on the Easter weekend (April 6th to 8th), you’ll be able to find them there. Though again, that really shouldn’t come as surprising news.

GameInformer previews Mass Effect 3 with Casey Hudson.

It’s a quite beastly-long article, actually, running to three pages. But it does contain a few interesting snippets, including this one…which hearkens back to Origin’s way of making games:

The [Martian] ruins provide a great example of the new focus on more varied level design in Mass Effect 3. Shepard can climb up small barriers and ladders, jump across gaps, and generally explore the environment more thoroughly, and these tools allow BioWare to mix up the gameplay in interesting ways.

“Once we added all those tools to the toolbox, we challenged the designers to figure out ways to make the missions and the story unpredictable,” Hudson says. “In Mass Effect 2, often you would see where you’re going down at the end of the hallway and know, ‘That’s settled, that’s where I’m going.’ In Mass Effect 3, we constantly try to change your perception of what you need to do.”

Origin had this habit as well, that of building the game’s engine and functionality up as much as they felt they could before turning around and asking what sort of interesting story they might be able to tell with the well-oiled machine they had just put the finishing touches on. BioWare likely haven’t done so to the same scale, but it’s still nice to see hints of that same spirit where one can find them.

And hey…more variety in level design is always a good thing.

Twenty-one things you “must know” about the Mass Effect universe.

GamesRader publishes a list that, I guess, serves as a basic primer to the world of Mass Effect. It’s kind of a groaner of a list, though, including some very…er…basic facts like: “[the Council] really are twits, the lot of them.”

Yeah.

What’s been your favourite part of Mass Effect thus far?

Rock, Paper, Shotgun are asking questions again.

Personally, if I had to pick a favourite portion of the series to date, I’d probably pick Ilos, the ruined Prothean world visited near the end of Mass Effect, and then for several reasons.

From a level design perspective, it’s one of the larger areas in the game, and is layed out rather differently from anywhere else that you journey to in your quest to defeat Saren and figure out what the hell these Reaper things are anyway. At the same time, the design style used on Ilos takes cues from previous areas (especially Feros) where Prothean lore and architecture were strong background elements. Ilos, though, goes one step further, showing a Prothean world in a much more complete, intact state…if rather overgrown by vegetation. And you get glimpses of Prothean culture as you progress through the area, especially the odd Cthulu-like statues that I guess must have been depictions of the Prothean gods or…well, something.

And from a narrative perspective, Ilos exists as the bridge between the emotional high-point of the game (the escape from Virmire and, potentially, the culmination of the romantic subplot — if you were pursuing it) and the final, Citadel-spanning action sequence. But rather than just simply ferrying you from point A to point B in a very perfunctory way, it pulls back the curtain on some of the game’s bigger mysteries. It’s on Ilos that you learn that the Citadel is a trap, and how the Reapers strike at the civilizations of the galaxy. It’s on Ilos that you learn about the last of the Prothean people and how they attempted to save themselves…and then, when that failed, how they made one last-ditch effort to save the next races of the galaxy by breaking the connection between the Reapers and the Citadel. It’s on Ilos that you’re treated to the sorrowing image of thousands upon thousands of once-inhabited cryogenic pods, the last hope for the survival of the Protehan race…all of which are now tombs, sequentially deactivated to preserve the “best and brightest” Protheans to the last, until there were not enough Protheans left to keep the species going.

Oh, and as far as RPS’ follow-up question: my favourite character is Garrus. Garrus is awesome. I’d play as Garrus if I could.

The Old Republic Community Q&A…Part the Fourth!

Another question-and-answer session between fans and developers. Some of the rewards that will be introduced to supplement the Legacy system in the game are discussed, as are maintenance issues…among other things, of course.

VentureBeat chats with Casey Hudson.

Here’s one notable excerpt:

GB: Were there any things you view as having…”fixed,” so to speak, when you moved from Mass Effect 2 to Mass Effect 3? Improvements that really make a big difference?

CH: Yeah. The overall gameplay has really come full circle. Commander Shepard is now really fluid in how you move around, get over cover, you can grab enemies, it’s very physical and visceral. Jumping and falling, you just have so many things you can do. But in addition to the action side, we also took a lot of feedback about how Mass Effect 2. It was a very valid point, that there was progression, but not a lot of intelligent decision-making about how you were progressing. And so we’ve added a lot of depth and decision-making into every step of progression, whether it’s your powers, deciding which kind of flavor you want at every stage. Every piece of your armor has stats on it, so that you can decide how you look, obviously, but each piece is also helping you optimize your gameplay towards a certain style. The same thing with your weapon. Now you literally see your weapon on a bench, you’re plugging in and out different mods that really help you play the way you want to play. You might choose entirely different things on one playthrough versus another because you’re actually making intelligent choices about how you combine all of these things.

If there was one criticism of Mass Effect 2 that I agreed with fully and without reservation, it was the subtraction of various roleplaying-type elements as compared to the first game. Though Mass Effect was, perhaps rightly, criticized for not having a particularly great inventory system, I for one missed having to compare armours, weapons, and mods for both on a regular basis. I missed reasoning through the implications of picking one ammunition mod over another, missed debating with myself whether the extra damage absorption of one armour set was worth the reduced resistance to biotics.

This doesn’t sound like a complete restoration of…well…all that. But it’s something, and it sounds like a welcome thing.

The future of gaming.

The Doctors BioWare and various other studio heads and developers chat about that very topic in this three-minute video from G4:

Sigh...yeah, G4.

The new features of Mass Effect 3!

Mac Walters, Preston Watamaniuk, and Casey Hudson discuss their goals for the game…and how the Reapers combine victims from different species into terrifying new creatures:

Still more G4. Yeah, I know.

George Lucas II: Greg Zeschuk

Lone Star Gamer managed to catch up with BioWare’s Greg Zeschuk in Austin recently, and posted a short video of the interview online:

I guess he kinda looks like a Jedi.

categories: Site News
Posted by WtF Dragon On February - 27 - 2012
infiltrator-me

Mass Effect - Infiltrator

Mass Effect 3 went gold earlier this month.

Which is my rather more exciting way of saying I’ve forgotten to post a BioWare summary article for a week or two now, and so have a hell of a lot of relevant articles clogging my inbox.

Mass Effect 3 demo impressions!
More demo impressions!
Even more demo impressions, with some commentary on the actual game.
Still yet more demo impressions!
Here, have another serving. No, seriously.

I’ve already made my own thoughts known where the demo for Mass Effect 3 is concerned. But if you’re looking for what actual gaming press websites had to say about it, RPGWatch and GameBanshee have aggregated a few lists of notable commentary.

Also, be sure to catch GameBanshee’s in-house Mass Effect 3 preview, and Digital Foundry’s analysis of the demo’s performance on consoles.

Star Wars: The Old Republic Q&A sessions spills Legacy System details.

The basic gist of the Legacy System in The Old Republic is that you can create what is essentially a family of characters whom the game will label and treat as related. If you create alternate characters (“alts”) on the same server once your Legacy has been established, they’ll automatically be treated as Legacy characters.

When you first gain access to the Legacy System (which happens once you complete the first chapter of the single-player campaign for any one character), a second experience bar appears on the game’s interface, which tracks your “Legacy Experience” points; you gain Legacy XP at a reduced rate compared to base XP. But (and here’s the kicker) all your alt characters, even freshly-created ones, all feed into a common Legacy XP pool.

To this point, there have been no rewards granted for gaining Legacy levels, but that is evidently set to change in future SWTOR updates.

And hey…in addition to Legacy rewards, the upcoming 1.2 patch for SWTOR will add companion dances and endgame crafting. Both of which I am sure I will use. To death. Yeah.

The Old Republic is spreading.

Four more countries — Australia, New Zealand, Hong Kong and Singapore — will get access to BioWare’s hit MMORPG this week.

Meet Mass Effect writer Sylvia Feketekuty.

Or at least check out a brief interview with her on the BioWare blog.

The hardware tie-ins begin.

Razer naturally had something Mass Effect 3-related to announce:

Award-winning developer BioWare, a label of Electronic Arts Inc. along with Razer, the world leader in high performance gaming hardware, reveal today peripherals and gear created for the highly anticipated Action RPG Mass Effect 3. Fans of the Mass Effect series can arm themselves for the all-out galactic war with the Razer Mass Effect 3 Edition peripheral line which includes a Razer Imperator gaming mouse, Razer Vespula dual-sided gaming mouse mat, Razer BlackWidow Ultimate gaming keyboard, Razer Onza Tournament Edition Xbox 360 controller, and Razer Chimaera Xbox 360 gaming headset. The cutting-edge peripherals will give fans of the series a competitive advantage in the epic battle to save the galaxy from the ancient alien race known only as the Reapers.

I intend to play the game with a cheap little half-sized wireless mouse I picked up at a Wal*Mart in Wyoming, myself.

The original main writer for Mass Effect has retired from the games industry.

Fare thee well, Drew Karpyshyn:

I just got back from Vegas. Now, I don’t really need an excuse to go to Vegas, but this time I had a good reason. You see, I was celebrating a major life milestone. As of last week, I have officially retired from BioWare. (I’ll give all you gamers a second to let that sink in. Just to be clear, the parting was completely amicable, and 100% my decision.)

For the past twelve years I’ve had the privilege to work at one of the best companies in the video game industry, side by side with the most talented and incredible group of people I’ve ever had the good fortune to know. I’ve enjoyed my time at BioWare immensely, but it’s time for me to move on.

I’m leaving to focus more time and energy on my novels and other non-video game related projects. But even though I’ll no longer be working on games for BioWare, I’m not going to be severing all ties with them. Many of my closest friends still work at the company, and I’m also in the process of writing the next Star Wars: The Old Republic novel, though I can’t say too much about it yet.

Karpyshyn has worked on numerous BioWare titles, from Neverwinter Nights onward, and is by any measure a very talented writer who rightly deserves to enjoy success telling his own stories.

The most absurd marketing gimmick I’ve ever heard of was literally launched this week.

Here was Joystiq’s take on it when it was first announced:

EA really wants you to know that Mass Effect 3 exists. Like, so bad. The publisher’s fervor for raising awareness about ME3 is so great that it’s strapping six copies of the game to six high-altitude weather balloons spread across the globe, and launching them into the literal stratosphere, which is effectively space when spoken in the same sentence as “balloons” and “video games.”

Paris, London, Berlin, New York, San Francisco and Las Vegas will all play host to one of these advertising airships, which are set to launch next week. Eventually though, these puppies are coming back down.

Each copy of the game is equipped with a GPS tracking device, and crazy people will be able to monitor the games’ positions on the official Mass Effect website. Once they land, whoever scrambles to a crash site first will get to keep the copy and play the game a week early, assuming the damn thing is still somehow intact.

No word on whether they’re actually calling it the “Space Edition” of Mass Effect 3, but that’s a label I’ve seen used in a few places.

Anyhow, as I said, these were all lanuched this week, and in at least one case the result was rather hilarious. Leave it to a strong wind and a tall tree to mess everything up, eh?

Kind of interesting: With the release and success of The Old Republic, the Hero Engine has seen a huge spike in licensees.

Over 5,000 pieces of software powered by this actually quite surprisingly old engine are now in various stages of planning and/or development.

Did the Mass Effect series nuke the fridge with ME2?

Actually, in the Gameranx editorial that RPGWatch links to, the author uses the outdated phrase “jump the shark” instead. But the question posed (and answered in the affirmative) is the same.

What say you, Dragons and Dragonettes?

A massive interview with Casey Hudson.

Hudson, of course, is the executive producer for the Mass Effect series, and CVG scored a big chunk of his time to ask him questions about a whole slough of topics.

Meanwhile, the BioWare Blog has an interview with Billy Buskell and Corey Gaspur.

Buskell is the game’s associate producer, and Gaspur is the senior combat designer. As you can well imagine, the interview mostly focuses on topics like the addition of multiplayer, and changes to combat and class powers.

War PvP is hell…

Especially when it reaches a stalemate:

Ilum stands in PvP limbo. Camping hasn’t exactly vanished, it’s just shifted to immediately outside a faction’s base. Rather than an overwhelming bombardment of Force powers and missiles over the spawn point, there’s an almost-constant, uneasy standoff just on the border of the instant-kill line. It’s an improvement, certainly, but it’s still not fun. Ilum as it stands currently discourages aggression, because pushing the enemy into their base means you will get fewer kills. So instead of an all-out war, players tend to wait in specific locations, kill each other until one side has been pushed back a certain distance, then stop the advancement and let them regroup. It’s functionally not so different from Ilum’s original iteration.

Ilum, by the way, is one of the planets in The Old Republic, and then one for fairly high-level players as I recall. And, evidently, PvP there isn’t so much fun as it is tedious and stalemated. Which is rather like war, I suppose…and which is why players don’t like it.

The Old Republic has evidently shipped two million copies.

Which certainly doesn’t set any records for total number of copies sold or total number of players in-game. It would, however, seem to cement the game’s record for rapid growth.

Mass Effect 3 will have paid at-launch DLC as well.

And if you thought Reckoning’s “Houses of Valor” at-launch DLC was shameless marketeering, consider the fact that at least the Houses of Valor (and the seven or so associated quests) were just a minor side element in that game’s plot (and then one which, after a cumulative day of play, I have yet to encounter).

What has been removed for the “From Ashes” DLC is just…I’m glad I pre-ordered the edition of the game I did, and so will have unfettered access to it. Had I not done so, there is a possibility I’d be furious. I think it will depend on what they do with the new squad member who is central to the DLC. If they turn out not to use him well, I might be more upset at having the DLC than I would have been not having it.

On the other hand, if he’s as critical as reason suggests he should be…

Speaking of Mass Effect 3 DLC…

RPS reports on the findings of Destructoid’s Chris Carter. Carter some numbers, adding up what it would cost to obtain all currently-announced DLC for the game. This includes things like hardware purchases for various hardware+DLC tie-in deals.

The number he arrived at: $870 USD

I will love to hear what everyone has to say about that number.

With Mass Effect 3 now just two weeks from launch, the previews have begun to roll in.
As have the early reviews.
Here’s another early review.
And don’t miss this one: one of BioWare’s Doctors offers his “hands on” impression of the game.

Such reviews as these will be moderately spoilery, although not egregiously so since they are from mainline gaming sites, who are likely subject to NDAs. What details have emerged, however, suggest that the main campaign of Mass Effect 3 will run about 20 hours, with another 20 or so hours of side missions which will add to your in-game ability to effectively combat the Reapers.

Which means I’ll be able to put down Reckoning‘s 200-300 hour-length story for a week to finish ME3, and then dive right back in before I forget anything about my charater’s progress.

I will admit to not “getting” the FemShep craze.

And my main character is a FemShep.

Oh, the perils of being a community manager.

BioWare community manager Jessica Merizan waded into the swamps of Reddit just recently, subjecting herself to the vissictitudes of an “Ask Me Anything” thread. Naturally, “From Ashes” was front and center:

What is your personal opinion on the day 1 DLC situation- do you believe it is acceptable?
If that isn’t really a question you can answer, then what do Bioware think about the reaction in the community to the announcement of the day 1 DLC?

I think there’s a lot of misinformation out there and I wish the guy who made the initial video about it would have had an open mind before jumping to conclusions based on a leak we weren’t ready to address. Since I’m a BioWare employee, I know people won’t automatically trust me, but I hope people will consider that it wasn’t cut content from the larger game. I was in Edmonton when we were finishing the game in November/December and I was in Edmonton again last month when they were working on the Day 1 DLC. It definitely was only possible to do because the main game was in certification (which means we had to wait for people to test it and make sure everything was good etc before we could get the greenlight to sell it). I also played the game WITHOUT the DLC in my first playthrough and honestly, it’s an awesome addition but I was more than happy with what I was given in the game. It’s bigger and more expansive than ever. Of course, I understand the concern but I hope we can all have an intelligent conversation about it and cover what the facts are in this situation.

Hope that helps a little bit. This is an awkward format to answer this question, but I know I could explain it if you were sitting next to me on a couch with some coffee/tea ;)

Numerous Mass Effect 3 interviews!

Hit up GameBanshee’s post for the complete list, and excerpts from each. BioWare has a lot of people out in the field talking about the game with a lot of different media outlets.

And in Dragon Age news…comic books!

The Silent Grove, the latest Dragon Age comic series published by Dark Horse, launched last week.

Is Mass Effect the most important sci-fi universe of our generation?

IO9 doesn’t so much pose the question (actually echoing Pop Bioethics), as beg it and answer strongly in the affirmative. And in some ways, I agree with them. Consider:

In nearly great popular science fiction universe, there is a flaw. Born of systemic bias, the flaw is one that fundamentally undermines the narrative that carves its way through the characters, species, technologies and worlds that populate any given sci-fi story. Our greatest stories set in space often reference the flaw with oblique references to a long forgotten species, cataclysmic events, or godlike entities. Something is wrong with the universe, but we cannot place it.

Consider the canon of epic science fiction universes. Like a black hole one can see the flaw by observing the light cast in those moments that confront it at its edges: the series finale of BSG, Q’s tests of Picard, the Butlerian Jihad, the Buggers, the Borg, the obliteration of Alderan by the Death Star. Yet ultimately each of these narratives turns away, unable or unwilling to withstand the abysmal gaze emanating from the depths of the universe. The flaw in every science fiction series is that they shy from the deep horror of the existence of intelligent life in infinite spacetime – save for two: the one that brought first brought it to our attention and the one that sees this horror as the framework for reality.

The flaw is a simple one: the assumption that life has meaning, that intelligent life has a purpose, and that humanity contributes anything to the universe. H.P. Lovecraft, a man “against the world, against life,” refused to assume the universe was good.

Underneath it all, there is the Cosmic Horror of Sovereign, The Collectors, Saren’s indoctrination, and the Keepers. Mass Effect has not one but two entire species — the Keepers and the Collectors — that exist as mindless drones at the beck-and-call of the Reapers. It is herein that the great flaw of the universe so often unaddressed by science fiction is elevated and exposed by the narrative of Mass Effect. The Reapers are biomechanical equivalents of the Elder Gods of H.P. Lovecraft. If the xenomorphs in Alien had a deity, it would be a Reaper. Inconceivable, immortal, uninvolved super-beings that are not divinities per se, but so far beyond our realm of existence as to drive insane those who encounter and worship them. The seat of being, the mind, becomes rent apart and irredeemably misshapen to bend to the whims of a malevolent ancient life form.

The resulting slaves, the Keepers and Collectors, act without thought, remorse, or concern. And they become all the more horrible once they are fully revealed. The Keepers are thought to be beneficent until it is revealed they serve not the inhabitants of the Citadel, or even the Citadel itself, but the purpose of ensuring the Citadel will serve the cyclical apocalypse. The Collectors are revealed to be the remnants of the Protheans – the foundation species that was thought to be the galactic civilization in the wake of which Citadel Space had formed. Instead, Mass Effect exposes the very basis of intelligent exchange in the universe, the Mass Relays, to be a Trojan Horse. Reality is a ruse. Progress a lockstep, well-treaded path to oblivion.

The Reapers and their cyclical destruction of civilization represent one of the most nihilistic interpretation of intelligence in the universe ever presented. Mass Effect answers Fermi’s famous question, “Where is everyone?” with a matter-of-fact, “They have been consumed.”

Now, at the same time as it tells a mostly Cosmicistic tale, Mass Effect does flip the script somewhat. The Protheans figured out, too late, how to avert the main trap that the Reapers had set, and despite the seemingly hopeless disparity in technology, there exists a threadbare reason to hope that this time around, the combined might of the various galactic races might just be enough to drive the Reapers back (albeit at staggeringly high cost).

And lowly humanity will be at the forefront of that fight; in fact, they are central thereto. We do not get the option, after all, to have a Turian Shepard.

Reinstated, the FemShep trailer.

I still just do not get the FemShep craze...but this is a cool trailer.

Take Earth Back, the CGI trailer for Mass Effect 3

This is gonna be one hell of a fight!

This trailer includes some footage from the E3 trailer for the game, and given the way its release was staged over the course of a couple of weeks — with bits of footage being added with each iteration — one suspects that in the end it was all prepared as one massive trailer and chopped up for later release.

And expect to see this trailer on TV a fair bit in the next couple of weeks!

Live actiony goodness.

Meet the Doctors!

IGN has an interview with The Doctors BioWare, Greg Zeschuk and Ray Muzyka. Nothing incredible, but there are a few interesting comments on the challenges of building games that offer meaningful choices to players.

Mass Effect 3 on PWNED!

In case you were curious about the “making of” that live action trailer up there:

Also featuring Jennifer Hale. Which, really, is reason enough to check it out.

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