Tuesday, 23 March 2010

Interview: BioWare's Greg Zeschuk and Ray Muzyka


"Are you saying BioWare fast turnaround?" company co-founder Greg Zeschuk asks jokingly. The respected RPG developer has been known for taking its time with producing hits like Neverwinter Nights and Baldur's Gate, but has seemingly never been as prolific as it has been in recent months -- just over two years after being acquired by EA. How's this for fast turnaround? Dragon Age: Origins in November 2009, Mass Effect 2 in January, Dragon Age: Origins - Awakening in March and several DLC packs in-between (and more on the way).

We spoke with BioWare co-founders and super-doctors Greg Zeschuk and Ray Muzyka at the Game Developers Conference about their improved production pipeline, the practical challenges of creating DLC and, of course, how fast the turnaround could be on Mass Effect 3*.

*"It's not official!" - Greg Zeschuk

Joystiq: Mass Effect 2 garnered almost universal praise from reviews, but there's still a small audience that feels it was a step too far from what they consider to be an "RPG." What are the challenges in communicating to people that you're combining genres in a way that is attempting to satisfy both groups?

Greg Zeschuk: It's a tough one. I think the challenge is the only way to really experience it is to play it. It's funny because, both for Ray and myself, we sat down with Casey way early in the process and Casey said, "These are our goals, here's how we're going to evolve this game." We thought, oh, cool. And then, literally, fast forward a year or so and we start playing it and go, "Wow." We go up to Casey and say, "This is way more streamlined." And I wasn't sure about it for the first little bit, but then when you actually play it, you see most of the functionality is there, it's just done differently.

Ray Muzyka: Actually, all the RPG features that players would expect, I think, are there. They're manifested a little differently, they're a little more integrated, a little more accessible. You know, like you grab your weapons off the rack as you're heading to an away team mission, you're changing your armor up and your cabin's got collection mechanics for various things. Your codex is there with a lot of backstory and you can upgrade your ship -- your ship is almost a character in itself, with progression mechanics.

Greg: There are more features, like the whole research element and the ship upgrades. I think we took it from the realm of micromanagement in a sense, and made it more broadly usable. It's tough, and I think at the same time folks said, "Well, I really like changing all my guns ..."

Ray: But the mechanics of that are actually distributed in different parts of the game, so the way you access it is different. We're striving to match the needs of a wide audience and RPG fans and shooter fans. We try to enable the game to be enjoyable and accessible by all of them and have the richness and depth at the same time. It's definitely an art form.

Greg: And I think why I finally got into it in play testing -- it took me a few hours -- is it's in many ways superior. I can see why, for some people, there's a sense of loss in fiddly bits.

Ray: There was a debate. I remember I had some chats with the team -- Casey and the leads, Preston the lead designer -- and there was some back and forth and some debate, serious debate about what the right approach was. I think we settled in a good spot, though, and ended up putting some things back in that we thought would be important for the RPG community. We also tried to merge some more stuff out and make it, you know, manifest in different a way for the action and shoot community. And I think that, you know, the end result, it's been embraced by a lot of people. And at the same time we always can take feedback, we can make our games better, so we don't mind getting hard feedback from the fans. That's how we make better games each time out of the gate. One of our core values in our group is humility and that means you listen actively and openly to anything you get. And we've been doing that for fifteen, twenty years and we're not going to stop.

Up until very recently, the RPG was the intense single-player experience that you played for sixty hours, and then you were finished and that was it. But now you're keeping that experience alive with DLC. How does that affect your approach to the design and writing of a story, knowing you have to leave a door open?

Ray: It requires a different design philosophy where you have to always be aware of the continuity and have plans that are flexible enough to change, but also points of continuation. And the development is very different in some ways, but in some ways not that different, but it's more sort of a philosophy of knowing you have to leave the door open a little bit and enable things to continue, while you still want to provide a satisfying conclusion at the same time for the fans who want to feel like they've got closure on what happened. They want to know it's not going to feel like they're left with no answers to the questions and no conclusions coming out of the choices they made.

What about the practical considerations? How difficult is it to get a voice actor back into the studio?

Greg: Some of those things are tricky, but we tend to make sure that key characters are folks that we can access relatively easily. There's a lot of practical, almost mechanical bits, like, where does the content actually fit? And how does the user access it? Can they go right to it? Is it part of the story? Is it after the story? These are all interesting considerations that if you don't deal with way early in the process, you kind of get bitten by it. I think, in some ways, that's actually one of the challenges of Mass 1 -- we didn't do a lot of planning on PDLC, really, until the very end. And then we were like, "Okay, where did the plans go? Oh, we don't actually have a menu that says here's the new planet." And it had to be really subtle, because that's the way it was designed, so a lot of the design and writing considerations and a lot of the nuts and bolts stuff needs to consider DLC.

I think the thing that's exciting now, of course, it that's just naturally a part of the process. That's very very normal for us to all be thinking of. Before, we had to say, "What's the DLC plan? What's the DLC plan?" now it's just automatic, everyone's planning for that as part of the game design. So it's become, I think, a holistic part and I think secondarily, we've seen good success with it. I mean, the Dragon Age stuff, the Mass Effect stuff's been very very successful. It's clearly something that works and we'll continue doing it, and I think, when you get success with it, people get more excited about it. I think, in some ways, Mass 2 folks saw the Dragon Age stuff just going gangbusters and said, "Wow, we've got to put more emphasis on this." That was really exciting too.

There was a problem with the Return to Ostagar DLC being delayed, and that prompted BioWare to revisit its pipeline and go over the testing of it. What changes have you made to improve that process?

Ray: Well, releasing PDLC is a complicated ...

Greg: It's more complicated than you'd expect.

Ray: You have to work with a variety of factors like first-party approvals, and if you're doing a title update in parallel you have to make sure that you don't have different groups inadvertently releasing one before the other when you're actually expecting the reverse to happen. And, you know, a lot of over-communication and things like that. So, it's not necessarily just development practices that would change, it was also communication, protocols and practices with all the partners that you have to make sure that everybody's on the same page for release timing of things.

And you're looking to support Dragon Age: Origins for quite a long time. Are you concerned by there being a drop-off point with subsequent releases of DLC? Have you noticed a critical period for people to still be interested, still playing and still looking to buy DLC before moving on?

Ray: Well, you refresh too. You release an expansion like Awakening and that's going to draw a lot of people back in with a retail presence and with: here's an opportunity again to really get in to the game and get them revved up. And they're like, "Wow, yeah, I finished that and I want more of that now." So, we'll have some more PDLC available afterwards. And there's an ongoing plan, and a lot of it is going to depend on player feedback. We're very flexible in how we approach it. We have a plan but we're willing to doubt the plan when the fans tell us what they like and don't like. That true on all of our franchises.

So things like a Game of the Year re-release with DLC included would help to refresh a franchise too.

Ray: That would be cool.

It would be cool.

Ray: That's a great idea. [laughs]

Greg: Wow!


I'm going to patent that idea. I don't think anybody's ever thought about it.

Greg: Hmm ... never been done.

Ray: I think it's been done. And maybe, maybe it's going to be done again. It's a possibility.

Greg: Actually, what I think we should do is try and release so many games [of the year editions] that we run out of precious metals. Like we did in Neverwinter [Nights]. [laughs] It was gold, silver, platinum ...

Ray: Adamantine, diamond...

Greg: I think we actually got to diamond, ruby ...

Ray: Emerald, ruby ... There's gold, platinum, adamantine, diamond, ruby, emerald, I think.

Greg: It was funny, because I think really one of the best things that DLC does whether it's you know, downloadable or not, part of it does extend our life. And the thing about these games is they can live for years.

Ray: Yeah. It's all about quality.

Greg: I think especially if we make a game that's memorable and has longevity.

Ray: And if the fans tell their friends and if you continue to reach new fans from people saying, "Yeah, I heard this is really great value. Look at all this user-generated content or post-release content that's been made available or, you know, is still available for purchase or is being bundled up. An expansion's coming," things like that.

Greg: Dragon Age Molybdenum is coming, I think.

Ray: Yeah? [laughs] It's cool, I didn't know that. The Element Zero pack.

Greg: [laughs] That's a good one, that's a good one.


I suppose there's also a faster turnaround for DLC and getting new stories out there as opposed to making a new game.

Ray: Well, if you have the tools and the plan to enable it and a separate team invested on it. So there's a lot of factors that have to come together to enable that to occur.

Greg: And they have to want to do that too.

Ray: You have to have the passion alignment, people being excited by making content. And the great thing is our teams really do want to make follow-on content, they find it really enjoyable and stimulating and fun, because you have these tools that work. And you can actually say, "Look at all these stories we could have done if we'd only known how to do that back then, and we can now do this." Just having learned from the experience of making the first game or some of the PDLC packs, they learn how to do it better and better and they're actually getting better and faster at it too. And they get feedback from the fans about what they like, so it's a nice, virtuous cycle of the teams getting better at it and the fans enjoying it and telling us what they like. You have a two-way conversation with them and it allows us to make better stuff.

It's hard to let go when you've worked on a game for so many years, right?

Ray: Maybe. You have to know when it's time to let go and move on to another product too, but the great thing is both -- if you take two examples of Mass Effect and Dragon Age -- where we get back great feedback of fans saying they want more, and we also have the team saying they want to do build more, so hey, that's pretty good. We like that.

On that topic, I've heard that Mass Effect 3 would be considered to get out with a fast turnaround. What would a fast turnaround be?

Greg: Are you saying BioWare fast turnaround? [laughs] Well, you know, I think we certainly always have the intent for fast turnaround. I think it depends on what we dig into and, obviously, there's quite an evolution from Mass 1 to Mass 2 as we talked about earlier. We'll see, fan feedback, a lot of other elements will, in our impressions, guide what Mass 3 does. I don't imagine it will be quite as dramatic as Mass 1 to Mass 2, because I think by and large people liked a lot of the features we put in. There's an incredibly opportunity for refinement and I think one thing we talked about is, if you look at the evolution of the shooter experience from 1 to 2, that's a huge step. I think, realistically, we can have yet another step, maybe refine it another level. That was really, for that team, their first shooter and then their second shooter and now they're on to their third. There's a great opportunity to just make it better and better.

Ray: It's all about the quality, and we are going to innovate in all of our products. Each one we're striving to make better than the last and the way we do that is to listen to fan feedback and, yeah, we're gonna do some innovative things in future installments of Mass Effect. And we'll take the amount of time we need to deliver a really high-quality game for our fans that meets what they're asking us to deliver. And we're still working on what that is, to be honest. We have a plan, we have a team working on the next installment now. We haven't even formally announced it so to say a date would be way premature.

But you could do it if you wanted to.

Ray: We could. We could say something but we're not going to.

Greg: [laughs] We never even said we're doing Mass 3 ...

Ray: We haven't even formally announced it.

Greg: It's not official!

Ray: Well, actually, it's a trilogy, so that implies there's probably another one.

Greg: But it's not official!

Ray: In fact, there's a team working on that something now but ...

Greg: That's not official.

Ray: But it's all going to be about quality, you know, so that's the governor on everything we do. It's striving for quality. Mass Effect 2 set a really high quality bar for us as a studio group, and, hey, we want Mass Effect 3 to exceed that.

And finally, most important question: Is anyone talking to Interplay about MDK3?

Greg: [laughs]

Ray: Actually, we were at dinner last night and Brian Fargo was there.

Greg: But he doesn't control Interplay anymore.

Ray: I know, I know, but I was actually talking with him, reminiscing about some of the good old days.

Greg: I think he was saying last night that was one of his favorite games that we did with him. He was sitting across the table and spontaneously ...

Ray: "Wouldn't it be great if?" you know. But, Interplay is obviously a very different company now from when he was there. We have a lot of fond memories working with him and the rest of the team there, back a decade or more now. It's a different environment now, so ...

Greg: This is 43 years ago, actually.

Ray: It was more like ten.

Greg: Really? Well, okay. Yeah, it was fun. I'd be interested to see what we'd do with it now, though. In some ways, MDK2 was a function of the time and the people, and that was when we were still kind of fast and loose and pretty crazy. Now we're much older and much wiser ...

Ray: But still crazy.

Greg: Yeah, so we have controlled craziness rather than crazy craziness. Also, you'd imagine that being on a handheld platform or something. You honestly could probably take it and put it on the PSP right now, as an example of what would be great to do.

Source.

Monday, 22 March 2010

Mass Effect 2: Kasumi's Stolen Memory Priced


BioWare have revealed the price of the Stolen Memory downloadable content pack for Mass Effect 2. Whether you're a Cerberus Network member or not, fans will have to pony up 560 Microsoft points on Xbox LIVE, or 560 BioWare points ($7) for PC.

First revealed earlier this month during the Game Developers Conference, the Stolen Memory pack contains an all-new recruitable character, Kasumi Goto, a master thief. New missions will also be available. BioWare says you'll be able to access the content at any point in the game (after you get the Normandy II) and will take about an hour and a half to complete.

Source.

Saturday, 20 March 2010

Mass Effect 2 'Alternate Appearance Pack' DLC adds new costumes & 'Firewalker' DLC both coming March 23


According to BioWare, an upcoming DLC pack for Mass Effect 2 -- the Alternate Appearance Pack -- will feature new outfits for "your favorite squad members." Apparently, we don't like Miranda, Jacob, Grunt or Mordin, because this pack includes new costumes for Garrus, Thane, and Jack - the latter certainly is not a fan-favourite.

While these new outfits would seem like an appropriate fit for the Cerberus Network, this is actually the second announced 'premium DLC' offering for Mass Effect 2. Available on March 23rd, the pack will set you back 160 MS points on Xbox 360 or 160 'Bioware' points on PC. Let's hope the upcoming Kasumi's Stolen Memories add-on will be a bit more reasonably priced than these costumes.

Available free through the game's Cerberus Network, The new Hammerhead vehicle the "Firewalker" pack includes five missions that utilize the new vehicle - which will hopefully handle a little better than the first game's infamous Mako.

Source.

Mass Effect ongoing comic book announced


Dark Horse Comics' four issue comic book series Mass Effect Redemption has been a sales success. The series, which serves as a prequel to the events of Mass Effect 2, will end with its fourth issue on April 7. There's a preview of that final issue at Comic Book Resources.

However the end of Mass Effect Redemption is not the end of BioWare's sci-fi RPG in the comics world. Comic Book Resources attended a Dark Horse Comics panel at the Emerald City Comic-Con this weekend in Seattle where it was revealed that a regular ongoing Mass Effect comic is in the works. The mini-series's writers, Mac Walters and John Jackson Miller, will continue as the writers of the ongoing comic but there's no word on when that series will begin.

Source.

Wednesday, 17 March 2010

Mass Effect Creators Consider The Post-Release "Romance Pack"


The doctors behind BioWare, the hallowed game studio behind Mass Effect 2 and Dragon Age: Origins, were telling Kotaku last week that their plans to add content to their recent games is flexible. More vehicle missions are possible. More sex?

"People actually do ask: 'Why don't you do more relationships?'" Greg Zeschuk told Kotaku as he sat next to studio co-founder Ray Muzyka during an interview in a hotel suite in San Francisco last week.

Kotaku had asked if there could be more sex or romance added to the game, partially as a lark, riffing off of Zeshuck's comments that the studio would consider making more missions involving the new Hammerhead vehicle being added to Mass Effect 2, if fans say they enjoy using it. Some fans have complained that Mass Effect 2 was more restrained in its depiction of romance and sex than its predecessor, which had taken heat for a sex scene it included in a widely-publicized segment on Fox News.

While the suggestion that BioWare could accede to such requests to just add more sex via downloadable content was made tongue-in-cheek, Zeschuk said that the idea of adding more dating and love to the game after the fact is an idea he likes. He thinks of such possible content as, in his words, "a romance pack," something that has nothing to do with combat and everything to do with relationships. "You know, It's possible," he said. Mentioning a character from Dragon Age, he suggested there could be a "Take Leliana on a date pack."

"That is a pretty good idea," Muzyka chimed in, sounding as if this was the first he'd heard of it.

"I've mentioned it to the guys," Zeschuk told me and Muzyka. "And maybe we will."

Source.

Top 10 things that videogames have taught us about the future

It's important to learn from your mistakes, but if you can learn from mistakes you haven't made yet, then surely you'd become invincible. That's logic. With that in mind, here are the ten most important lessons videogames have taught us about the future. Read them well. They could be the difference between living a long, healthy life and being vaporised by evil aliens. Feel free to add your own in the comments at the bottom of the page. (NB. Reading this article doesn't guarantee you won't be vaporised by evil aliens, so don't sue us if that happens.)

10. Sport will be violent and involve a lot more sliding (Speedball 2)
Two things we can be sure of: in the future, sport will revolve around extreme violence and knee pads. Sturdy, sturdy knee pads. Franchises with monikers linked to the town or city in which they are based will be replaced by epithets that describe the style of play of each team. Brutal Deluxe, Violent Desire, Garotting Strangers. One of those is made up. The main tactic will be crippling the other team's goalkeeper, allowing a large metal ball to be thrown into the empty space. Also of note, when future sports make the move into three dimensions, they stop being as good.


9. Scientific research will be furthered via the medium of puzzles (Portal)

It's not all sitting around in laboratories, pushing buttons and mixing bubbling chemicals in a vat. Scientific progress in the future will often be governed by the dexterity and lateral thinking of test subjects trapped like rats in puzzling, portal-based mazes. Science will also become much funnier than it is now, with megalomaniacal supercomputers becoming the norm. The love of a human for an inanimate object will remain taboo. though.


8. The diplomacy vs. a shotgun blast to the face argument will rage on (Mass Effect)

Choices, choices, choices. The morality of the future, as with the morality of today, can be distilled into a simple sentence: hit them in the face with the butt of your laser rifle or leave them be. There may be far-reaching consequences. People may - nominally, at least - die because of your actions, but in the end it's about being a dick or not being a dick. And you can always go back and play the game again if you get too upset at the way things work out. Or want to hit more people with the butt of your laser rifle.


7. If you lose contact with a space ship, leave it that way (Dead Space)

It's the old haunted house riff, only played from a lot further away. There's a reason no one's answering the space phone, why there's no lights on and the whole place looks as though someone left the lid off the space blender when they were making tomato soup. Space tomato soup. If a ship drops off radar, it's best to let it float around in the vast unknown recesses of the universe. Going to save them will only lead to mutant baby things trying to bite your face off.


6. Running guns to a peaceful planet to make profit will be frowned upon (Elite)

Even in the future, making profit from the suffering of millions is considered, at best, a faux pas and, at worst, cause enough for the intergalactic police to blast your wireframe 3D spaceship into bits. Sure, you could have taken food or supplies or any number of other boring items, but nothing quite sets the pulse racing like filling your cargo hold with illicit firearms and shuttling them off to a weaponless world to spark a civil war.


5. War will become peppered with cod philosophy and introversion (Metal Gear Solid 4)

In the near future, war will be the preserve of gravelly voiced men with shards of black ice for hearts, appalling facial hair and a penchant for waxing lyrical about the way their job dehumanises them. Not only will they take time off from the slaughter and madness of the battlefield to recite soliloquies and engage in meta discussions about war and the contextualization of conflict, they'll also take great pains to confuse the hell out of anyone who hasn't been paying attention for four whole games.


4. Faceless corporations will take over the world (Syndicate)

A lot of people will tell you that this has already happened, but I don't see teams of black clad operatives walking around with heavy weaponry, gunning down insurrectionists and competitors, do you? Once cities have become isometric and grid based, then it's time to start worrying. If you see anyone marshalling troops or trying to get ahead in our capitalist society, you should keep a close eye on them. It'll only be a matter of time before they're sending goons out to brainwash you into slavish obedience.


3. Only those with strong neck muscles will survive (Gears of War)

In the face of certain death, surrounded by insurmountable odds, it won't be a helmet, or body armour, or even the unfeasibly perma-fuelled chainsaw gaffer taped to the end of your gun that will determine if you live or die. It'll be whether or not your neck is as wide as your head. Not only do Delta Squad walk away from a helicopter that crashes directly into the mouth of a giant worm, they then proceed to make their way through its intestines, cut out its hearts and escape before drowning in blood or burning in stomach acid. How? Unbelievably proportioned Scalene and Sternocleidomastoid muscles is the only logical explanation.


2. If and when we do meet aliens, they'll have motives allegorical to modern day threats (Halo)

We're often told that terrorists are hell bent on destroying Western civilization. In the far future, those terrorists will be replaced with aliens, and it won't be just Western civilization they're after, oh no. It'll be all of human civilization. Which, by then, will be surprisingly westernised. Their reasoning? An over zealous reading of ancient mythology and crazed leaders hell bent on the eradication of anything that won't bend to their tyrannical will. Some things never change...


1. The vast majority of us will end up dead (Most games)

Humanity will always be caught unawares by an alien threat, or an attack from within, or a comet, a meteor, a new disease, an angry midget with a big gun and a taste for human flesh. The single defining thread that runs through the vast majority of science fiction videogames is the lackadaisical attitude the human race of the future will have towards self defence. "Oh, we didn't realise that an entire race of subterranean, scale faced mentalists had been dwelling beneath our feet the whole time we'd been living here. Blargh. We are dead." To be honest, with that sort of attitude, you all deserved it, stupid future people.

Source.

Monday, 15 March 2010

Mass Effect 2 DLC: Alternate Appearance pack 1

Officially unannounced, but someone (a Beta tester?) has been posting pictures and Youtube videos of an alternate costume pack for your squadmates:

Sunday, 14 March 2010

BioWare's Christina Norman defines goals for Mass Effect 3


In a panel titled "Where Did My Inventory Go? Refining Gameplay in Mass Effect 2," BioWare's Christina Norman talked about the radical changes made to the second chapter in the Mass Effect trilogy. A key goal for Mass Effect 2 was to introduce "more satisfying combat," with an "intense feel" missing from the first game. One of the admitted failures of the first Mass Effect game was the incongruity between its look and feel: it looked like a shooter, but it didn't exactly play like one. With that in mind, Norman decided that the team needed to focus on rebuilding the combat in its entirety for Mass Effect 2. "BioWare is strong on RPG and story," but "not so strong on shooter combat." BioWare needed to rebuild its gameplay core, because the game's "other features depend on shooter combat."

The streamlined gameplay and GUI of Mass Effect 2 made it a huge critical success, but Norman pointed out some major criticisms from vocal members of the official BioWare forums. Threads titled "Mass Effect 2 is not an RPG" and "Gears of War with interactive dialogue" were highlighted as examples of fans disappointed by the strong shooting focus of the second game.

As with the transition from the first Mass Effect to the second, BioWare is taking these criticisms to heart for the third game, with Norman hoping the third will offer "richer RPG features" and "more combat options." What we can probably expect less of, however, is the mining minigame, which Norman described as the part that "nobody liked."

Source.

Mass Effect 2 Carried Over 700 Plot "Hooks" From Original Game Saves


Players of the original Mass Effect had a big impact on the story of the second, if they imported their character save from the first game. BioWare imported some 700 player choices and associated plot points into Mass Effect 2.

BioWare lead cinematic designer Armando Troisi said during today's Mass Effect 2 Game Developers Conference session that it was "the small things" that mattered when carrying over player data from the original Xbox 360 and PC sci-fi role-playing game.

Troisi illustrated this to the development crowd by showcasing a scene from Mass Effect 2 set near a holographic kiosk that played a trailer for a movie based on the events of the original Mass Effect. This particular plot hook involved two choices, one based on Commander Shepard's gender, the other based on a late game choice involving the Council. That meant four Mass Effect 2 design choices impacted by the first game.

With the third game in the Mass Effect trilogy supporting the same save file transfer system, BioWare has their work cut out for them if they plan on supporting another 700 plot points.

Source.

Saturday, 13 March 2010

Mass Effect 2 DLC Adds 90 Minutes, More Earth Teases [content spoilers]


The first paid downloadable content for Mass Effect 2 is a heist mission. And it's a tease.

In San Francisco, where thousands of game creators are swarming the 2010 Game Developers' Conference, BioWare's Casey Hudson was showing his Mass Effect 2's first paid expansion, Kasumi's Stolen Memory. It features a new potential ally, the 12th for the sequel, the elite thief Kasumi.

This DLC is Mass Effect's ode to James Bond. It is an undercover slip into a formal-attire-required party at the estate of the shady Donovan Hock, mixed with a bit of schmoozing, a safe that needs cracking and then gunfire. There is a vault in this 90-minute level. It contains statues of familiar characters and two of the most popular statues from Earth: Michelangelo's David and the Statue of Liberty.

That's a tease, Hudson told Kotaku, of what has happened to Earth in the Mass Effect fiction, though we're not going there in this DLC. "At some point we will go to the Earth," he said. When? He's not saying.


The Kasumi DLC offers this one Bond-style mission and a number of frills. Players will wind up with a new weapon (submachine gun), a new power (the ability to throw flashbang grenades), one Achievement and a new unlocked area of the player's spaceship. Kasumi will hang out in that new area of the ship and will also be able to stick with you through the game. Her special ability, a Shade Strike that sends her, cloaked in invisibility, on a dash toward the enemy to perform a powerful attack, could prove handy. She will interact with the other Mass Effect 2 characters, according to Hudson.


Hudson described Kasumi's Stolen Memory as the first of a series of paid downloadable content offerings for Mass Effect 2. While this new one doesn't tweak the game's engine he said that it is already enabling BioWare's developers to try new art tricks and styles. He said that other DLC Mass Effect 2 projects are underway. They may very in length of quest and type of content, but they're coming.

Kasumi's Stolen Memory will be out next month for Xbox 360 and PC. No price announced. Players will be able to access it once they have played enough of Mass Effect 2 to attain their own in-game space-ship and/or after the end of the game's main quest.

Source.

Friday, 12 March 2010

Mass Effect 2 DLC 'Kasumi's Stolen Memory' lands on Apr. 6


While Mass Effect 2's in-game DLC pipeline, The Cerberus Network, continues to transport new weapons (and soon, a new vehicle) to players for free, BioWare has announced the game's first pack of paid downloadable content. "Kasumi's Stolen Memory" finally completes Commander Shepard's dirty dozen, adding a confident female thief to your anti-Reaper repertoire. It's currently scheduled to launch for Xbox 360 and PC on April 6th.

After downloading the DLC, players can get in touch with Kasumi on the Citadel, either in the middle of an ongoing Mass Effect 2 game or after the completion of the main story (lesson learned from Mass Effect 1 DLC!). Once recruited, Shepard aids Kasumi on a secretive mission of recovery, which requires a suave disguise and a run-in with an influential and predictably corrupt art collector. The content, which also provides the "Locust" SMG, a flash-bang grenade loyalty power and a new Achievement, should take about an hour and a half to complete.

The content, which can be launched at any point during the narrative, can be divided into two themed swathes. The first half is exploration-based. The space Rogue Kasumi is seeking an item of value that is tucked deep in a bent rare-item collector’s vault. To get access, Shepard must travel to the collector’s house party, mingle, and discover where exactly that vault actually is. The second half is an escalating series of battles against mechs and soldiers after discovering the object.

Kasumi is, of course, a recruit for the suicide mission (or even after). And the best part is that she hits with fresh moves - the hippest being “Shadowcloak,” the space version of a “backstab.” But more compelling than the addition of a thief and new moves is the fresh art. The rare item collector has a host of historical items in his house and vault, each lovingly crafted by BioWare’s artists. But The mansion, even the formal wear are all newly-created assets as well.

During the demo Hudson said the DLC was “some of the best stuff we’ve done.”

BioWare is currently in the midst of "internal discussion" to determine the price of the DLC, but we'll keep you updated as soon as it's finalized. Look for some impressions of "Kasumi's Stolen Memory" on Joystiq later today.

Spoiler: It looks great.

Source.

Monday, 8 March 2010

Mass Effect 2: The 'Hammerhead' vehicle demoed on GameTrailers TV


As seen on Gametrailers late last week. Personally it looks like a simple, linear shooter experience, but in a vehicle, rather than a more exploratory set of missions - which would be preferable, imo. oh well - it's free and it's coming late March, on the Cerberus Network.

Monday, 1 March 2010

LIVE Activity for week of Feb 15th

I bring the following statistics to your attention: Mass Effect 2 is the only purely singleplayer game in the top 10, and had more users during February than Gears of War 2! I fact during it's first week of release (end Jan) it was #2 on the list (different source - Major Nelson puts it at #6 the day before it was officially released).

Xbox 360 Top LIVE Titles (based on UU’s)

1 Modern Warfare 2
2 Halo 3
3 Call of Duty: WaW
4 FIFA 10
5 Call of Duty 4
6 GTA IV (Purchase the full game for direct download )
7 Battlefield: Bad Company 2 – Demo (Pre-order the game)
8 Aliens Vs Predator Multiplayer Demo (Purchase the game)
9 BioShock 2
10 Mass Effect 2
11 Left 4 Dead 2
12 Gears of War 2
13 Madden NFL 10 (Download the demo)
14 Forza Motorsport 3 (Download the demo)
15 Assassin's Creed II
16 NBA 2K10
17 Halo 3: ODST
18 Borderlands
19 Trials HD
20 NHL 10

Source.

Now if only they'd fix the goddamned lag and glitching (and OP shotgun), maybe Gears would climb a bit higher...