Monday, 30 November 2009

Mass Effect 2: Character reveal "Samara"



The original Mass Effect proved that not every new installment in a three-part trilogy needs to conclude with an unsatisfying cliffhanger ending. With Commander Shepard and his crew having taken care of Saren and the Geth, players were able to wrap up that first chapter in a way that left them feeling as though their actions had already left a lasting mark on the galaxy. But at the same time, the galaxy in Mass Effect was a big one, and it was still easy to walk away from the game with the sense that you had only begun to scratch the surface of the world (or worlds) around you. Mass Effect 2, due out in January, will do its part to flesh out the universe and denizens that made the original story so compelling.

Our previous looks at Mass Effect 2 have included a run through the "seedy den of scum and villainy" known as Omega, as well as an introduction to the improved combat system. In our latest hands-on with Mass Effect 2, we were introduced to a new character that appears ready to add some depth to one of the galaxy's most important races. If you look back to the original game and conjure up an image of the Asari race--those mysterious blue-skinned humanoids--it's likely you'll either think of them as pure-hearted scientists (your squadmate Lisari) or biotic-wielding villains (Matriarch Benezia). In Mass Effect 2, one of the new party members is an Asari named Samara. She's essentially a lawless vigilante who operates under a strict code outside of government rule--what the game calls a justicar--and she's someone whose motivations are far more mysterious than others of her ilk.

The demo we played focused on Commander Shepard's quest to recruit Samara into his squad. As someone with a reputation for ruthless efficiency when it comes to bringing down the scum of the universe, her skills are just what Shepard needs for the task force he's assembling. Things began with Shepard arriving on the Asari homeworld of Illium, a dark planet whose sleek-but-cold look made it clear that the race inhabiting this world was among the most technologically advanced in the galaxy. Shepard began by chatting up a merchant named Pitne For, who was one of the chubby little Volus aliens that you might remember from the original game.

When asked where to find Samara, Pitne For played dumb, so Shepard quickly left this fellow in the dust and sought the assistance of a nearby Asari police detective. She referred Shepard to a nearby crime scene where Samara might be found--what with her penchant for vigilante justice and all. Shepard rolls up on the scene and finds Samara violently interrogating a member of a notorious mercenary group whose clan had just whisked off the would-be criminal on one of its ships. Things go sour and Samara winds up killing the merc, only to be apprehended by the local police.

Being the gifted conversationalist that he is, Shepard steps in to offer some assistance to the mysterious Asari he's looking to recruit. Just as in Mass Effect, conversations and dialogue play a huge role in the sequel. Facial animations during these moments seem a good deal more lifelike, while the camera angles appear to be more dynamic. The other thing we noticed here--as with the rest of the conversations in this demo--was that the lighting seemed a lot gloomier, which gave the game's conversations a much darker feel. (There's also an interesting new dialogue mechanic we'll get to in a moment.)



After offering Samara some assistance in handling her newly handcuffed situation, she told us to find out more info on the mercenary force and the aforementioned ship it used to steal away the person she was trying to find. We could have set off on our own right then, but we asked for some leads. Samara told us about a short little merchant with access to the mercenary base--a fellow named Pitne For.

Needless to say, we approached old Pitne quite angrily after finding out that he'd lied about knowing Samara. We began a heated conversation with Pitne, and after a few attempts at getting him to help us out, we were shown a quick icon on the screen during one of Pitne's evasive responses. These represent the new conversation interruption mechanic in Mass Effect 2. BioWare wants players to feel more invested in these conversations, to go beyond choosing the subject of discussion. With this interruption system, you can cut someone off midspeech and change the entire mood of the conversation. In our case, we abruptly pulled a gun on Pitne that shocked the poor little merchant into giving us a key card to the merc base. Had we missed this interruption cue (a sort of quick-time event button prompt), the conversation would have become drawn out, with Pitne weaving around our questions just as he had done before. But because Shepard was angry and unwilling to put up with all of that, the game offered us the ability to get right to the point. And we'll admit, doing that made us feel pretty damn tough.

From here, our demo shifted from dialogue-heavy plot exposition to a more action-oriented focus. These mercenaries weren't terribly happy to see us infiltrating their base, so we had to deal with them the violent way. One of the biggest changes to combat in Mass Effect 2 is the introduction of heavy-grade weapons, such as the grenade launcher--a gun with which we immediately fell in love. Using this thing to blast through groups of enemy vanguards was quite thrilling, but with its limited amount of ammo, we still had to be smart about when we used it.

Other changes to combat include the ability to swap out ammunition types from the midfight radial menu, a more responsive cover system, and added effectiveness to headshots. We were quite pleased with these changes, but there was one that struck us as a bit odd: the way you deal with an overheated gun. No longer does your gun overheat from being fired for too long without a rest. Instead, it will overheat after a set number of rounds are fired, at which point you need to pop in a cooling rod (which works on all nonheavy gun types) to lower the gun's temperature. It's a neat idea, but functionally speaking, it seemed just the same as the standard ammo-reloading system seen in most shooters out there. While there's nothing wrong with that on its own, it's a weird technological downgrade to go from infinite ammo in Mass Effect to what's essentially limited ammo in the sequel.

Small issues aside, we were very pleased with the improvements made to the combat system. The radial menu ammo switching made it worlds easier to adjust to different enemy types on the fly, while the improved hit detection made picking off enemies from afar quite thrilling. A number of these improvements coalesced at the end when we got to take on a boss using a combination of the grenade launcher and the more responsive cover system. That boss? A very angry gunship firing rockets at us. We're not sure how we did it, but we must have got lucky because our quick flurry of grenades managed to land right in the cockpit to take that thing down pretty quickly. All told, it was a pretty startling and fun boss.

In a lot of ways, Mass Effect 2 looks like the game everyone wanted from the original. Its glaring bugs appear to have been taken care of, with texture pop-in mostly out of the picture and an inventory system that's said to have been greatly improved (here's hoping for a "mark as junk" feature like in Dragon Age). But more than that, it's a game that's going to offer a deeper look at the galactic conflicts and lingering tensions that made the original so interesting. A much darker game, Mass Effect 2 looks like it will carve out its own unique place in the series so far. We'll see how it all comes together when the game is released on January 29.

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Thursday, 26 November 2009

Mass Effect 2 Roundtable interview with Casey Hudson




The entire 3 pages interview is too long to post here, but it is by far the most detailed insight into what the final game will be like that we have had yet.

notable things include: upgrading your ship and armour, complete armour customisation, multi-levelled normandy, research projects and mini-games for resources that tie into the research and armour, how the UNCs will work (N7 missions!).

the only downer i can see is that they've added an unnecessary "reload" mechanic into shooting, meaning you have to find "thermal clips" in levels to cool your guns - seems like the only step back from the first game, really. i suppose if they passively cool as well - a la mass effect 1 it won't be too bad.

... and Subject Zero still sounds like the worst character, sorry Casey.

Mass Effect 2: the Adept



US, November 25, 2009 - Electonic Arts and BioWare have shown quite a lot of Mass Effect 2 recently, but there has been one major thing we haven't had a look at: the biotic users. The Adept class, focused primarily on the biotic, non-weapon combat has been mysteriously missing from the videos and previews we've had thus far. Today, that changes. Here you'll get your first look at the Adept class in action, as well as some new details courtesy of a brief question and answer session with the lead combat designer, Christina Norman.

IGN: What was the single most important aspect of the Adept's combat that you felt needed improvement for this sequel?

Christina Norman: In ME1 we had long power cooldowns, which meant there would be periods in combat where you couldn't use your powers for a long time. For low level adepts in particular, you'd use your 1 power, and then have no powers available for a very long time.

For Mass Effect 2 we wanted the adept to be able to use his powers consistently in battle. We added a shared power cooldown system that let us dramatically lower the time between power use. As a result, even at level 1 in Mass Effect you'll be able to use powers throughout every battle. This really helps fulfill the fantasy of the adept as a biotic warrior, capable of dominating the battle primarily with his biotic powers.

A runner up for most important improvement would be our improved power mappings. Pausing to use powers is a great strategic tool, and we totally support this in Mass Effect 2. Using powers in real time is a much more visceral experience though, and I'm happy to say that in Mass Effect 2 you can play through entire missions without needing to pause once.

IGN: Some of the biotic skills from Mass Effect caused unfortunate side effects, such as enemies or players getting stuck in the environment. How have the physics of Mass Effect's combat been improved for the sequel?

Christina Norman: Mass Effect 1 was an incredibly ambitious project and we didn't get everything exactly the way we wanted it. The great thing about Mass Effect 2 is we've now had the time we needed to really work on polish and overall quality. As a result playing Mass Effect 2 will feel like a really polished experience.



IGN: Have any biotic skills been removed from the game? Have any been added?

Christina Norman: The feel of biotic powers has changed so dramatically that in a way every power has been removed and totally redone. You can precisely arc powers around corners or over cover to hit hidden enemies. The angle at which you strike enemies with powers matters now. You can knock enemies into pits, or pull them towards you to take them down with gunfire, or pull them into the air for massive falling damage. We've really improved your ability to precisely direct your powers to take down enemies.

With that said many favorites from Mass Effect 1 will return like throw, warp, lift (now called pull), and singularity. There will be new biotic powers as well like shockwave.

IGN: Are there any weapon or armor restrictions for Adepts? Is it still possible to accidentally put skill points into skills that the Adepts can't use?

Christina Norman: Putting points into armor or weapon skills was never really that fun for an adept, so we got rid of that for Mass Effect 2. As an adept, you are all about biotics, so every point you spend will improve your biotic powers without exception.

We've removed armor and weapon skills completely. You'll be able to use any armor you acquire without restriction. We've increased the variety of weapons available to the adept, now you'll be able to use submachineguns, heavy pistols, and all heavy weapons, and you'll be incredibly accurate with all of these weapons without spending points.

IGN: Will biotic skills take on new abilities as they level, or will they simply become stronger and more effective?

Christina Norman: When you max out any power you'll get to evolve it into one of two ultra-powerful versions. For example, when you evolve singularity you can choose to increase the area of effect, or duration of the singularity.

Whenever you evolve a power it will always be more than a stat change, it will be a gameplay change. We wanted evolved powers to feel different, and powerful, in comparison to unevolved versions.

IGN: I have a soldier class character from Mass Effect, but now that I've seen this Adept video I'd like to switch classes. Is that possible at the start of Mass Effect 2?

Christina Norman: The feel of the classes in Mass Effect 2 is so improved from Mass Effect 1 that we didn't think it was fair to ask players to stick with the same class. While I'm sure you'd enjoy playing a soldier in ME2, I can totally understand you wanting to try out an adept, so yes you will have the option to change your class when you import. We have a story explanation for why your abilities may have changed as well, but I can't reveal that!

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Mass Effect 2: Tali character profile and Adept combat video




Sunday, 22 November 2009

Bioware Gives Mass Effect 2 Boxart a Makeover

And not one for the better:



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Meanwhile we should be in for some kind of update next week, according to Chris Priestly and his Twittering.

Monday, 16 November 2009

Mass Effect 2: 3 new gameplay videos

Gametrailers (GTTV) did a mass effect 2 special last friday, so lots of new footage has surfaced, including new character reveals (Mordin, a Salarian scientist/doctor and the head of Cerberus, the Illusive man) and gameplay footage of the Vanguard class, complete with some very fancy Biotic powers; GT have now uploaded all 3 to their site (warning: the in-built flash player they now use is very choppy so download in quicktime format for best playback results).






Thursday, 12 November 2009

Mass Effect 2: Gamespot Updated Hands-On



At EA's Winter Showcase in London, BioWare CEO Ray Muzyka gave us another look at the team's upcoming sci-fi role-playing game. First off, we were treated to a brand new trailer that shows off some of the new enemies, including the insectlike Collectors. We then got the chance to play an updated demo of the game that featured an old friend, new weapons, and some satisfying and intense combat. We also got a chance to talk to the game's producer to try to glean some more information.

Our demo started off in an outside area on Omega, which is a mining colony that makes its debut in Mass Effect 2. Omega contrasts the clean look of Citadel, and the sky is filled with pollution, which gives the atmosphere a dark, reddish haze. The installation looks similar to Blade Runner and features fires burning from what looked like refineries, as well as brightly coloured neon billboards. Fans of the series will be pleased to know that Mass Effect 2 is looking great, and we're told the development team's aim is to have the game running at a constant 35 frames per second. In addition to the stunning new Omega colony, Shepard is looking impressive. We're not sure what's with the electronic pattern on the side of his face, but we know BioWare will reveal all when the time is right.

Shepard wasn't the only character we saw in the demo; there were plenty of unsavoury-looking aliens walking around that really added to the general sense of unease on Omega. We're told that you won't be able to interact directly with all of them, but simply seeing them go about their shady business is enough to add some tension to the air.

After a brief look around outside, we entered a nearby nightclub called Afterlife. This venue was also full of suspicious citizens wheeling and dealing within the club's cavernous passageways. Afterlife features a futuristic visual design accented by soft lighting that gives it an interesting vibe. Fires burn in long columns and pole-dancing girls gyrate to an electronic beat. After looking around for a bit, we made our way to the bar and asked the bartender for a drink. Unfortunately, instead of rustling up a soothing beverage, he gave us a nasty cocktail that made Commander Shepard collapse and pass out.

The demo then jumped to a later section of this area where we got a chance to met up with Garrus Vakarian, the Turian Citadel guard from the original Mass Effect. Shepard also had two companions in tow: Grunt the Krogan and fellow human Jacob Taylor. Apparently, Garrus thought Shepard was dead, following the events in Mass Effect. After a brief chat, he told us that he needed our help to get through eclipse troopers, which are a new enemy in Mass Effect 2. This gave us a chance to try out Mass Effect 2's new control scheme, which BioWare has changed in an effort to improve the combat. During the cutscene, Shepard was given a sniper rifle by Garrus and used it to zoom in to get a better look at the troopers. This triggered a quick-time event, and we were prompted to tap the left trigger. Doing so resulted in an instant headshot, which abruptly brought us back into the level and brought attention to our party.

Mass Effect 2's new cover system works well and is similar to Gears of War and Ghost Recon. We made use of the added protection to pop out and take a few quick shots at the troopers, which also highlighted the game's new damage system. You can target arms, legs, and heads with more accuracy than before, and firing a bullet straight into an enemy's skull results in a satisfying instant kill. From our experience, we're pleased to report that the rifle looks like a great way to dish out some powerful damage from afar. We also tried out the shotgun, which, as expected, was extremely effective at short range. The area that we advanced through had a mixture of confined and open areas, which meant switching among the sniper rifle, shotgun, and assault rifle was the best solution. Thankfully, the weapon selection reticle meant we could do this quickly with a minimum of fuss. After clearing the room of troopers, we came face to face with our first boss: the YMIR mech. This powerful foe gave us a chance to try out the new grenade launcher, and after a few direct hits, the mech was reduced to a few fried circuit boards.

The short demo we experienced left us satisfied yet wanting more at the same time. The game looks like it's shaping up nicely, with improved visuals, tighter controls, and interesting new weapons, enemies, and locations. Mass Effect 2 is shipping out in late January on the Xbox 360 and PC, but until then, be sure to check out all of our previous coverage.

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Saturday, 7 November 2009

Mass Effect 2: squadmates can use combat drones



Mass Effect 2's New Helpers: While BioWare's Dragon Age people had no word for me about that game, their Mass Effect 2 people were able to clear something up. Omitted from my preview of the game this morning was a mention of the game's partner drones. I left them out of the write-up because I wasn't sure about a couple of details. Turns out, my notes were correct: The new game allows members of the player's party to use combat drones. These floating drones, which looked like balls of light in the build I saw, will seek and engage enemies. Some drones will seek biotic-based enemies. Others may attack tech-based enemies. I had seen one in action a few weeks ago during my most recent demo of the game. But, as of the writing of the preview this morning I didn't have all the details confirmed. So now you know of one new tactic available in the game.

Friday, 6 November 2009

Mass Effect 2: Legion

Apart from having a frekishly cool sounding voice this frenemy(?) looks amazing with his holed-body and Shepard's Heavy N7 armour from Mass Effect 1:



 

 

Mass Effect 2: hands-on Omega Station



You will never find a more wretched hive of scum and villainy than Mass Effect 2's newly revealed world, Omega. (Well, apart from the Mos Eisley spaceport, that is.) This is where our latest grubby-mitts-on-the-gamepad outing with BioWare's upcoming RPG shooter role-playing shooter took place -- or, rather, inside its favorite hangout for galactic riffraff, the Inferno nightclub.

It turns out there was a purpose in showcasing this location beyond the throbbing music and exotic alien dancers -- it happens to be the same sort of locale that one of the original Mass Effect's earliest combat encounters played out in, and we got this point before our tour guide even had to make it: The environments in Mass Effect 2 are leaps and bounds better the first game's. In fact, this place seemed alive. Oh yeah -- and there just so happened to be a firefight waiting for us as we ventured further into this seedy sin palace.



Our first interaction with a local didn't go so well. Commander Shepard approached the bar and nonchalantly gestured for a drink. The bartender seem all-too-happy to comply, handing over a tumbler of -- what turned out to be -- some vile, poisonous liquid we could only identify as such after Shepard had clutched his throat with both hands and bitten the proverbial dust. Yeah, this was a bad place.

Flanked by two new squad mates, Grunt (a Krogan) and Jacob Taylor, a human who made his first appearance in the iPhone game Mass Effect Galaxy, we poked around the complex and eventually hit a cinematic of a highly proficient sniper taking out some fellow no-goodkins. Turns out, though, that this mysterious helmeted marksman was none other than one of the first Mass Effect's central characters, Garrus.

After some "nice to see yous," Garrus filled us in on the situation: Mercenaries were there to take us out (of the world of living and not for a drink, unfortunately). So that Shepard might get a better look at his new enemies, Garuss handed him his scoped rifle. when he peered through the scope, a flashing "!" icon with a L-trigger graphic popped up in the lower left-hand corner of the screen. We pulled the trigger and Shepard fired off a shot, decapitating the merc droid he was just looking at.

As it was explained to us, many of the game's cinematic sequences will feature these action moments -- some, like this one, will give players an advantage in an impending battle, others might make Shepard more intimidating in a negotiation -- and they'll be coded to let you know whether they'll count towards making the game's star a galactic Boy Scout or an interstellar jerkwad.



The battle was officially underway at this point, with the action feeling every bit as solid as it did when we played the game at E3 '09. We were able to use the d-pad to quickly direct our squad to cover, and the shoulder bumpers to pause the action and display an abilities menu (left bumper) and weapon menu (right bumper). There weren't much in the way of abilities for this demo, but all of the weapons were unlocked. Mass Effect 2 features three times the number of weapons as the first game, meaning we got to wield a grenade launcher when the mercs' battle droid big heavily armed robot arrived on scene.

First, though, we equipped some special ammo to more quickly take down its shield using Shepard's battle rifle. After that, we were just a couple of grenades away from one less giant walking tank on our case. (Which is always nice.)



So -- Mass Effect 2 is unquestionably making big leaps in areas other than its combat, which we'd previously gotten a taste of. We're impressed all around. There were some rough areas to be worked out in the demo build (Shepard's eyes were ker-eepy in the cinematics!) but there are still nearly three full months before it's done and we embark on what promises to be a much more engrossing -- definitely gunfight-filled -- adventure with the Normandy's crew.

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Mass Effect 2: 9 minutes of straight-up gameplay - Omega



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Thursday, 5 November 2009

Mass Effect 2: Enemies!



Mass Effect 2 is just a few short months from being complete and in your hands, but the gritty details are still far and few between. This week, BioWare has filled in a few holes by giving us a look at a couple of new areas and releasing a new trailer, which you can find below, that puts a new threat in the spotlight. There is a very real reason why humans across the galaxy are mysteriously disappearing: An insect-like alien race known as the Collectors is systematically harvesting humans and it looks like they're working for the Reapers.

Watch the trailer to get your first look at these critters and then stick around for our exclusive question and answer session with Mass Effect 2's Project Director, Casey Hudson. We talk about the new threat to humanity, plans for downloadable content and answer the ultimate question: Wrex vs. Grunt.

IGN: Do the new aliens only harvest humans or is any alien race fair game?

Casey Hudson: The belief at the beginning of the game is that the Collectors, they are only going after humans and we believe they are working with the Reapers. They seem to have Reaper-based technology. That's why it's more of an intimate threat in Mass Effect 2. Whereas they previously were thought to be targeting all organic life, now they seem to have narrowed it down to humans for some reason. That's part of the mystery you're trying to figure out: Why humans?



IGN: Is there more of a level of infamy now for Shepard now that he has already made himself a star? Is that recognized in the game world around him?

Casey Hudson: It is. I actually think that's a pretty interesting part of Mass Effect 2 -- you are now known to the average person. You can go into a store and say to the shopkeeper, "Hey, what do you think about giving a discount to the Specter who fought for the Citadel?" And he'll say, "Wow, you're Commander Shepard! Yeah, OK!" All the way up to the bigger figures in the world know who you are and even the enemies.

That's part of the mystery. They do seem to be interested in humans, but in particular as a result of what you did in the first game, you are kind of peculiar to them. One character in particular you saw [in the trailer], Legion, he knows who you are and he's got your N7 armor over his shoulder. Things that you did in the first game definitely make you known in the galaxy and that's a different experience for sure versus the first game.

IGN: So is Legion just mimicking you or does that play into the whole story of people thinking that Commander Shepard is dead?

Casey Hudson: It does factor in a lot into the story about you and Legion and further development of the Geth and what they want. That's a lot of the interesting development of the story. You know, you take a character or species like the Geth in the first game and they were kind of general fodder as an army for Saren. But now you see that they come in different factions and some of them have different religious beliefs almost. And then you learn a little bit more about Legion, he kind of personifies this conflict that is going on.

IGN: I know there are a lot of people that are upset with certain aspects of their character from Mass Effect 1, maybe how their character looks or they don't want to play as a Renegade anymore. Are you locked into those choices?

Casey Hudson: The choices you made in terms of the story are all locked in. But as a result of the way the game opens, you do have an opportunity to adjust the way you look from the first game. Overall, the systems have all been improved so much that things don't necessarily map over one-to-one, in terms of your levels and actual abilities and Paragon and Renegade and things like that.

What we do instead is we look at what you developed in the first game, and we want to make sure that there is something that mirrors that when you bring in your character. So if you have a level 40, 50, or 60 character you get different kinds of starting bonuses, so you feel like you start off with a character with more experience depending on how experienced you were in the first one. You can immediately start with a kind of a skill advantage.

Similarly with Paragon and Renegade, depending upon how strong you were biased in the first game, you start off with an advantage along that axis. But let's say you were fully Renegade in the first game and you wanted try a different play through with that particular character and you want to try Paragon. So you start off with a Renegade bias, but that doesn't actually stop you from swinging it to the other end of the spectrum.

IGN: Have there been any changes to the Paragon and Renegade system in addition to the interactive cutscenes?

Casey Hudson: I guess there is a little bit. Probably the main difference is that in the first game you could spend points into Charm and Intimidate. They basically did the same thing but they were different skills. And you could make a mistake by trying to have both of them and then you end up splitting your ability to persuade people across two powers, when really you should pick one…In Mass Effect 2 you have a Persuasion ability -- the more points you put into it the better your ability to persuade people. But then the bias as to whether it ends up being really strong Paragon or Renegade is determined by your Paragon/Renegade status.

In terms of the choices you have, you can start really building up your bias towards one or the other (Paragon or Renegade) based on the way you play. Then the fact that we have interrupts [during cutscenes] which are pretty strong hits on Paragon or Renegade status. That's one example of how it has been extended. The other is that we're always in the pursuit of agonizing choices. Not good or evil for the sake of saying, "This is my good play through or this is my evil play through." But rather, every instance you come across you really have to think about the sacrifice that is being made on one side or the other.



IGN: So who would win in a fight, Grunt or Wrex?

Casey Hudson: That's an interesting one. The fun part of Grunt is that he is a really young character -- a very young character. He's almost child-like with all of the exuberance and craziness that comes with someone who's young and just trying to figure out how to be in this world. And then Wrex was kind of the opposite. He's kind of the older, veteran kind of guy.

Who would win in a fight? Well, I guess one answer would be that for a lot of people Wrex won't even be there. But, I think they're equivalent characters.

One interesting thing actually is we've shown our characters in little promo videos just so people know what is coming up. We try to show the kind of archetype that they are. We don't show their back story and what you learn about them and why they become interesting. And so people see the brief video and think, "Oh, that's all there is to that character. That doesn't seem enough compared to my 20 hour play through with Wrex." But the funny thing is that the characters that are most criticized in that way have been Grunt and Subject Zero.

Subject Zero and Grunt are the ones that people have thought are very two-dimensional. But, they're actually the favorite characters so far, them and a character that is going to be discussed pretty soon. And it's because you learn something like Grunt is this young, kind of crazy almost child-like huge tank guy. But then when you learn what's behind them, then there's so much more of interest. Subject Zero is this tough girl which seems cliché, but when she opens up a little bit of vulnerability it just pulls on your heartstrings and you just go, "Oh she seems so much more real than I expected her to be." And then it totally changes everything because you start to think that you know people like that, you know how she feels. And now you're interacting with these characters as real people.

That's the difference. I think people are really attached to characters like Wrex from the first game because of those things. But once you start unlocking those things about these new characters, they all have their own back story and actually that's one of the biggest part of Mass Effect 2 in terms of characters. Since loyalty figures into the story so much, the fact that you have to learn about them and then do something to earn their loyalty -- it's in those missions that you get to learn about who they really are and you get to bond with these characters even more than those in the first game.



IGN: I know there has been a lot of talk about how the downloadable content plan will be more fully realized this time around. What exactly prevented that from happening in Mass Effect and how is that being fixed for the sequel?

Casey Hudson: Well, it was a couple of things and really they do make a functional difference that was a limitation before but isn't really now. The main one is that in trying to build Mass Effect 1, just the core experience and all of the things we wanted, is incredibly ambitious. It really pushed us to the limit just to deliver the game. We knew we wanted it to be extendable through downloadable content. We put as much opportunity for it as we could given all of the other things we wanted to do. But in the end, the limitation was that we were only able to do the large, mission-style pack. We couldn't do the whole range of things from tiny little free downloads all of the way up to a huge expansion pack. The technology just didn't support that.

That's what we've changed for Mass Effect 2. All of the different things that we want to extend are actually extendable. So we can do little things, medium size things, a mission, an armor, a gun, all of the way up to a big expansion. I guess the other thing is that we've actually set aside people to work on these things. That was another challenge we had. You know we've been trying to develop two huge games here at once, so there just weren't the people to work on these things. But in the time between Mass Effect 1 and 2 we've actually built up a team that is going to be able to provide ongoing content. So we'll have the people to do it.

I guess the last thing is just a lot of what we've done with Mass Effect 2 is to develop the technology that makes everything happen. So the pipeline we have for building content is just a lot easier. And then when you combine that with the fact that it supports different sizes of things and we have people to work on it, those are some really big differences for why we'll be able to support it much better this time.

IGN: I've heard a few references to this being the "Empire Strikes Back" edition of Mass Effect. Does that mean 20 years from now you're going to make three prequels that just ruin it for everybody?

Casey Hudson: Well, I think when people say it is like Empire Strikes Back, there's only two things they're comparing. It's science fiction and it's the second in a trilogy. You could argue the fact that it being kind of the darker middle story is part of it. But actually, Star Wars was based pretty heavily on hero's journey and that's more the connection to Mass Effect 2. The high level structure, the trilogy does kind of follow the hero's journey. The first one is about taking a naïve universe or world and exposing what it is that you have to fight. The second one is about you fighting it. And then the third one is where you get to the darkest part and the real crux of what the conflict is and you're victorious. In terms of that structure, that's why Star Wars ended up going that way. Another way to put it is the first act, you get the guy up the tree. The second act, you throw stones at him. And then the third one is where you get him down. In this one, it's all about throwing stones at Commander Shepard.

IGN: Why a late January release?

Casey Hudson: That was the initial date we chose mainly based on the fact that we were targeting about a two year project, which would put us at about where we were last time for a end of the year/beginning of the year holiday timeline. It seemed right in terms of where different games were lining up and the time we wanted to take. It just seemed like the best opportunity to make sure the game was as good as it could be and also the best opportunity to be successful.

IGN: A lot of PS3 owners are still hopeful that someday they'll get to play Mass Effect without buying a 360. Is that ever going to happen or is it still just Xbox 360 and PC?

Casey Hudson: Yeah, it's just 360 and PC.

video: here. Source.

Mass Effect 2 Collectors' Edition Announced



For an extra $10-$20 you can have an art book, a tin case, and a piece of in-game armour that'll quickly be superseded by something far more useful:

Available on January 26 in North America (Jan 29 in EU) alongside the standard edition, the Collectors’ Edition of Mass Effect 2 comes in a premium, tin case and includes the full version of the game, a 48-page hardcover “Art of Mass Effect 2” book, Issue 1 of the Mass Effect Redemption comic book, and a bonus DVD with behind-the-scenes and making-of videos. In addition, the Mass Effect 2 Collectors’ Edition will include unique in-game weapons and armor that can only be obtained by purchasing this version. With its larger-than-life hero Commander Shepard, intense shooter action, nuanced characters and a rich storyline, Mass Effect 2 is one of the most anticipated titles of 2010.

“We’re really excited to roll out this Collectors’ Edition featuring so many unique items, including special Collectors’ Edition armor and weapons and content that will surprise Mass Effect fans,” said Dr. Ray Muzyka, co-founder, BioWare and Group General Manager of the RPG/MMO Group of EA. “The limited edition comic book and bonus DVD will really enhance and expand the overall Mass Effect 2 experience.”

The Mass Effect 2 Collectors’ Edition will retail at an MSRP of $69.99 on Xbox 360 and $59.99 on PC.



Source.

Mass Effect 2: The Return of Garrus



Mass Effect 2 was introduced to the world with a tease that Commander Shepard might not have survived the time between the first game and its sequel. We soon learned that not to be true, and development studio BioWare has since rolled out a steady stream of character reveals that introduced us to a few of Shepard's new friends that would be joining him on this supposed suicide mission. One question lingered: What happened to the old crew? Not to worry. They're all coming back in some form -- assuming you managed to keep them alive in Mass Effect -- to round out a complete cast of 10 total supporting characters. Recently, I got the chance to see this for myself in a new demo that showed off the triumphant return of the turian we know as Garrus.

The demo opened with the crew disembarking on Omega. This region was described as a kind of antithesis to the Citadel, and it's easy to see why. Flames dancing across the walls and garish techno music rocking the halls are your first introduction to this lawless colony built out of an asteroid. Anybody looking for a good time on the edge of moral boundaries -- or beyond them -- would do well to start their search here. Shepard needs information, naturally, so the first destination is a bar called Afterlife.

This drinking establishment is where you can find the asari in charge of the operation. Approaching her suddenly proves to be a bad idea as it causes her posse to draw arms and scan Shepard for weapons. The go-go dancers keep dancing, of course, while Shepard and a potty-mouthed boss figurine trade barbs. With no info coming easily, the demo follows Shepard downstairs for a drink. One sip and everything goes blank.

At this point Project Director Casey Hudson is quick to point out that the demo is skipping ahead in a non-sequential fashion. The spiked drink is an example of a non-directed part of the game. It's the beginnings of a sub-plot that isn't necessarily pointed out to players that don't do a bit of exploring, Hudson explained. Anybody curious enough to try a drink at the Afterlife bar will find themself whisked away into an unmarked side-quest on a hunt for the bastards that slipped you a Mickey. Other side-quests like this might be waiting for anybody that does a bit of poking around.



That side-quest wasn't part of our demo, unfortunately. Instead, the demo continued with the re-introduction of Garrus. "I thought you were dead," the oft-heard line in Mass Effect 2, is amongst the first things out of his mouth. The mangled, scarred, almost robotic jaw-line on Shepard tells part of that tale without any elaboration needed, though it seems word of Shepard's supposed death has reached nearly every corner of the galaxy. That jaw, we're told, has a few potential looks -- a system arising from a great trauma experienced at the outset of the story. BioWare won't get any more specific than that, and I'm not sure I want them to just yet. Sounds like we can expect Mass Effect 2 to open with a bang.

There isn't much time for catching up with Garrus. There is just enough, in fact, for a gratuitous camera pan to showcase his awesome armor. It's the same shiny blue as it was in Mass Effect, and he's still sporting the fancy Last Starfighter-inspired monocle, but the visual overhaul the armor has seen makes it look so much better. While you're oohing and aahing at his outfit, he informs Shepard that he is in the midst of a coordinated assault. It's time for Shepard to do his thing. The fight breaks out, first with little grunts but then escalating to a massive mechanical beast called YMIR Mech and a boss named Jaroth.



The battle played out and I quickly learned two things. The first is that though you get heavy weapons that can dish out massive amounts of damage, so do the enemies. Rockets can end up flying everywhere. Combine those with biotic attacks and good old-fashioned machine guns and you have quite the dangerous cocktail. It also looks fantastic. The visual effects have really been ramped up for the sequel. There's not just more on the screen -- it's flashier and faster. The game runs without a hitch and without any of that nasty texture pop-in that plagued the last game, even after a quick load into a new area.

The second thing I learned is that the battle system feels even more refined than it did when I last played Mass Effect 2 at E3 over the summer. Yes, there's an auto-regeneration system in place now, but that doesn't make it a cake walk. Ammunition levels must be maintained through picking up drops from downed enemies. Medi-gel is still needed, too, as you can't cast the Unity revive power without it. Moving in and out of cover, lining up head-shots, activating powers and commanding the squad mates all feels like second nature. There's a lot less fumbling around now. It's simply better.



That last line pretty much describes all of Mass Effect 2 for me so far. Now that the team has tackled the technical issues, it's just better all around. The only lingering question in my mind is how well BioWare is going to weave the choices you make in the first game into this sequel. There's the potential for a truly special and personal story...or a bit of a letdown. Either way, it's hard not to get excited about late January 2010 when we finally get to continue Shepard's story.

video links:

here & here

Tuesday, 3 November 2009

'Massive' plans for Mass Effect 2 DLC



If a recent Microsoft Expert Zone quiz for retailers has it right, Mass Effect 2 will be supported with downloadable characters, specific combat content, and full episodic content.

This morning a tipster dropped us word and images from the Expert Zone quiz for Mass Effect 2. Created so the retailer can sell the product with more information in tow, it teases what kind of optional content is coming to the follow-up sci-fi RPG.

It lists, specifically in the Xbox LIVE Features section, “planned episodic combat via DLC,” weapon and armor packs, new downloadable characters for the “campaign experience,” new downloadable worlds, as well as “full campaign expansions for download.”

It also mentions that the game will carry “periodic updates,” which features DLC, via Mass Effect 2’s unannounced in-game “Cerberus Network.”

So, in other words, BioWare is probably planning to support Mass Effect 2 in ways we wished the studio would have for the original. Sounds good, right?

Source.

Yeah, i think we all heard that somewhere before.... oh yes it was the same promises they  made for Mass Effect 1, what we actually got was one good UNC and a badly-designed combat simulator.