Saturday, 30 October 2010

'Mass Effect 2' beats them all at the Golden Joystick Awards


The 2010 Golden Joystick awards took place on the afternoon of Friday 29 in London, and it was Xbox 360 and PC title Mass Effect 2 that was crowned Ultimate Game of the Year, beating the multi-platform best seller Modern Warfare 2 into second place.

Mass Effect 2, a science-fiction adventure released in January 2010, also won the Best Role-Playing Game category.

Though the first in the series remains exclusive to Xbox 360 and PC, the PlayStation 3 is getting its version of Mass Effect 2 in January 2011 ahead of the multi-platform release of Mass Effect 3 late that year.

Call of Duty: Modern Warfare 2 was proclaimed Best Shooter and the upcoming Call of Duty: Black Ops (out on November 9) took the One To Watch award.

Assassin's Creed II pipped Batman: Arkham Asylum in the Action / Adventure vote, came third in the Ultimate Game of the Year and Soundtrack categories, and its PSP counterpart, Assassin's Creed: Bloodlines, was the second most popular in Portable.

There were also multiple wins for Plants vs Zombies on iOS, PC, PS3 and 360 (Best Strategy & Best Download).

Super Street Fighter IV was top dog in Fighting, September 2009's Guitar Hero 5 won in Music, Pokémon HeartGold and SoulSilver on Nintendo DS was best in the Portable section and Forza Motorsport 3 on Xbox 360 was the best racing game.

While Final Fantasy XIII had to concede Role-Playing to Mass Effect 2, it did clinch Best Soundtrack, where the heavy metal ambition of Brütal Legend settled for second.

World of Goo on Wii, PC and iOS was the best in Puzzle, FIFA 10 was best in Sports, League of Legends was voted Best Online, while Best UK Developer was awarded to Jagex (RuneScape, War of Legends, and the FunOrb gaming site).

Source.

Tuesday, 26 October 2010

Mass Effect: Evolution, issue #2 covers

In January, Dark Horse Comics will release Mass Effect: Evolution, a miniseries penned by Mass Effect 2 head writer Mac Walters. These covers are from the second issue in the miniseries:



Synopsis:
Mass Effect: Evolution #2 of #4
Writers: Mac Walters, John Jackson Miller
Artist: Omar Francia
Colorist: Michael Atiyeh
Covers: Massimo Carnevale, Joe Quinones
On sale: February 16, 2011
Price: $3.50
Mass Effect 2 Lead Writer Mac Walters reveals humanity's first wondrous and deadly excursion into the Milky Way, shedding light on the most mysterious figure in Mass Effect-The Illusive Man!
Whether born of human curiosity or arrogance, mankind's first steps onto the galactic stage have ignited a war with the alien turians. Although the end of hostilities is in sight, one man's fight is just beginning. It will take him far beyond the realms of human knowledge, into conflict with some of the most notorious villains in Mass Effect-a story exclusive to these comics!

Source.

Monday, 25 October 2010

'Mass Effect: Inquisition' is ready to blast off


Mac Walters occupies an enviable place in pop culture. Not only was he the lead writer for the story featured within the best-selling Mass Effect 2 video game, but he's also the creative force behind the ongoing Mass Effect comic books.

For those who aren't gamers, Mass Effect is one of the most popular role-play action titles in recent memory. As with most successful video game titles, the story featured within the game-play experience is usually fleshed out in other media, including back-story webisodes, animated features, and — in the case of Mass Effect— comic books. For fans of the video game, these additional stories and details add to the thrill of the game.

Walters is thrilled with the fan reaction to the comic books. As a writer, he has made an effort to invite readers in who might not be familiar with the Mass Effect universe while not alienating the core gaming fans.

The USA today- exclusive story Mass Effect: Inquisition is an example of how the creative team is trying to reach an expanding audience.

"By and large this story is appealing to anyone who likes exploring the Mass Effect universe," Walters explains. "It crosses over borders. One thing we've always been cognizant of is providing a view of this universe outside of (main character) Shepherd's vantage point — which is how you play the game. With Inquisition, you get to see that world through the eyes of a more blue-collar-type beat cop character named Captain Bailey." (Commander Shepherd has been the main game character, an elite human soldier and galactic hero.)

In the eight-page story included this week as part of the USA today/Dark Horse Comics/Toshiba DH:HD program, Walters examines the Bailey character.

"This is more a character study of one of the more interesting figures that occupies this universe. Captain Bailey's a captain within the Citadel (the center of galactic civilization in this distant time). This is a very personal story for this character."

Source.

Mass Effect 2 PS3: More than an Xbox hand-me-down?


What is Mass Effect 2? At the crudest level it's a 'sci-fi RPG' - but BioWare's epic is anything but crude.

You play as a human war hero, Commander Shepard, travel around the galaxy in a ship, the Normandy, and either chat with or kill aliens with an array of futuristic weaponry and biotic powers.

However, filing Mass Effect away as either Trek-like geek fodder or a 100+ RPG stat marathon not only insults the game's appeal and polish, it belittles the significance of Sony's progress with PS3 itself.

Put another way, Mass Effect 2 coming to PS3 in January is a big, big deal.

How so? Well, it's an incredible game, universally praised by Xbox 360 and PC owners who've been enjoying it all year and contributed to its 96% Metacritic average.

Aside from that, its announcement at EA's GamesCom press conference is another indicator that publishers and developers want to bring their very best to Sony.

Mass Effect has long been a jewel in Microsoft's crown - this sequel is held in the same esteem as Halo, Gears Of War and Forza - but now it's coming to PS3.

Sorry, correction, an enhanced version's coming to PS3, complete with DLC and several small but vital extras. It's as huge a deal for us as Gabe Newell taking to the stage at E3 to announce Portal 2 on Sony's machine.

Looking further into the future, it practically guarantees the presence of Mass Effect 3 - the conclusion to the trilogy - on our console, as well as continued support from BioWare, the world's leading RPG developers.

There are all kinds of reasons to be excited, but, as we hinted at earlier, the main one's the game itself.

Don't worry, we're not planning to ruin any of the surprises here. In Mass Effect 2, story is king, both in the way it's told and the way it unfolds.

The game's rich sci-fi universe is meticulously detailed yet linear enough to ensure you don't get lost or bogged down in endless fetch and-carry missions.

You're guided through the space opera by gorgeous in-game cut-scenes, voiced by big-name celebs such as Martin Sheen and more sci-fi actors such as Battlestar's Tricia Helfer and Farscape's Claudia Black.

At the start of Mass Effect 2, for reasons we won't go into here because the opening scene's incredible, you leave the Alliance and join up with a pro-human mercenary group called Cerberus.

Your mission? To investigate the disappearance of human colonies from the edge of the galaxy. It's classic sci-fi fodder, but told without cliche and implemented with a delicate touch.

You set about your mission by traveling to various worlds, recruiting crew members and earning their loyalty for the final assault.

You're forced to make tough choices along the way, favouring certain squad-mates over others, which has an effect on the gameplay.

And because the personalities on-board the Normandy are all morally ambiguous, the choices you make are rarely simple, something that separates Mass Effect 2 from myriad RPGs offering so-called plot-altering decisions.

Even if you don't care for some of the characters, you'll be in awe of how natural the conversations look and sound. The first time you're offered a talk option, you'll be genuinely surprised that the cutscenes let you take charge, such is the game's visual prowess, and seamless story integration.

When you're not talking, you're firing. Mass Effect's combat isn't perfect, but it's certainly enjoyable, mixing tactics, special abilities and old-fashioned third-person gunplay to create some thrilling sequences.

It offers RPG depth for those who want it, and simplicity for anyone who just likes to line up crosshairs and shoot.

There is, quite simply, no other game like Mass Effect 2. It may have shades of Gears Of War, borrow ideas from Battlestar Galactica and feature the emotional storytelling we all know and love from Heavy Rain, but no other title brings all these elements together with such precision or polish.

Just another sci-fi RPG? Not a chance. An Xbox hand-me-down? Nope. One of the most important PS3 launches ever? Absolutely.

Source.

Tuesday, 19 October 2010

SFFNews: Neal Asher Answers 8 Questions

Q. Why should people read your book/books?

Neal: There is no compelling reason why anyone ‘should’ read my books because that implies something deeply meaningful and relevant, perhaps something with trenchant social comment, maybe some revelation about past events, or maybe something at the forefront of the ‘literary’ field ... something worthy. All I can tell you is why people might enjoy reading my books. They offer an escape from the hum-drum reality of day-to-day living; the canvasses are large and full of that good old science fictional sensawunda; I don’t allow my characters to spend too much time examining their own navels; I will not spend paragraph after paragraph discussing how the baddy was abused by his father or wanted to screw his mother; the books offer weird aliens and alien ecologies, monsters both alien and human, space ships big enough to alter the tides on the worlds they orbit, intrigue and plot twists, space battles, action, time travel, science and far future technology. As far as ‘should’ is concerned, if someone enjoys all the above then they should give my books a try.

Q. What made you start writing Fantasy / Science Fiction?

Neal: As a child and then teenager I had wide and varied interests – biology, electronics, art, chemistry, physics etc – and then writing to ape those people whose work gave me such pleasure. By my twenties I realised that if I was ever to succeed at anything, I would have to narrow my focus, that if I carried on as I was I would end up a Jack of all trades but master of none. Art? Nah, I’d seen what was getting the accolades in the art world and didn’t get it at all. The sciences? No, I didn’t have enough qualifications to get to the stage I wanted, which was of course developing laser weapons and space drives (Hah!). I chose writing because I enjoyed it and because all my other interests, in one form or another, could also be included.

Q. What's your next book and when is it due out?

Neal: My next book is The Departure, which is a title full of double meanings. It is a departure from the Polity in that I am telling the tale of the early years of the ‘Owner’ who will be found in short stories in my collection The Engineer ReConditioned. It comes out next August (though maybe that date may change) and, on the day I type this, I will be sending the final edited typescript to Macmillan. Here’s the blurb:

Like Wellsian war machines the shepherds stride into riots to grab up the ringleaders and drag them off to Inspectorate HQ for adjustment, unless they are in shredding mode, in which case their captives visit community digesters, or rather whatever of them has not been washed down the street drains.

Pain inducers are used for adjustment, and soon the Committee will have the power to edit human minds, but not yet, twelve billion human being need to die before Earth can be stabilized, but by turning large portions of Earth into concentration camps this is achievable, especially when the Argus satellite laser network comes fully online…

Alan Saul has taken a different route to disposal, waking as he does inside a crate on the conveyor into the Calais incinerator. How he got there he does not know, but he does remember the pain and the face of his interrogator. Janus speaks to Saul through the hardware implanted in his skull, sketching the nightmare world for him. And Saul decides to bring it all crashing down…

Q. How much research and planning goes into each book/series before you start writing it?

Neal: The most research I do is when I’m writing a book in a series and have to reread previous books and keep on checking detail. Beyond that I don’t really plan much. I don’t write out a synopsis first and I don’t have post-it notes stuck all over the wall above my desk. For me, writing books is precisely the same voyage of discovery my readers embark on when reading them. If I knew precisely what was going to happen next I’d get bored. However, I do wonder just how much is going on in my subconscious, when I find out how neatly a lot of the plot elements eventually tie up.

Q. Who do you believe are the most influential writers in the genre? Past and present.

Neal: I guess the old greats have to come first, like Asimov, Heinlein and Clark, and then there are those who knocked a kink in the thinking like William Gibson and Bruce Sterling. But I have to say that this isn’t a subject I think about very much – I leave that to the self-styled academics of the SF world to waffle on about. I know who my influences are. They start from A for Asimov and go through to Z for Zelazny and all have had their effect on what I produce.

Q. If you had to be transported into a fictional world from any author, which one would you choose?

Neal: My own. Yeah, things get a bit fraught out on the border of the Polity, but within it life can be pretty good. You can live forever, choosing from a range of options to that end: you can upload to crystal in a golem chassis, a drone, a static AI, and the greatest threat to your life will be boredom. You can travel by runcible or ship to numerous strange and interesting worlds. The need for manual labour or a nine-to-five job ended centuries before. You can upload skills and other knowledge to your mind. Seems pretty good to me.

Q. What do you do for fun?

Neal: I write books... Also I swim, drink wine and sit in the sunshine. I blog, annoy people on message boards, grow plants, build, renovate furniture. Really, when I’m not writing books I’m the eternal tinkerer. I love to make and repair stuff, even when the time-saving and sometimes cheaper option would be to go and buy it.

Q. What's the best interview question you've been asked?

Neal: The first one I ever answered, because it meant I was worth interviewing.

End Interview.

Source.

Illuminating as always: the Polity would make a great place to live, provided you stayed away from the ludicrously high death rate on the line (plus the chances of previous inhabitants coming back and wanting the turf seem to be higher than normal). Still, the allure of ECS and very big guns and even bigger spaceships is a hard one to resist...

Friday, 15 October 2010

NYCC 2010: Mac Walters Talks Mass Effect


CraveOnline: Can you tell us about this comic, where it fits into the Mass Effect continuity and how it's been shaping up?

Mac Walters: You know, a lot of our comics are character based. Obviously. As are all the stories we try to tell. They build around strong characters and one of the big characters in Mass Effect 2 was the Illusive Man. Given the way he’s set up in the games, there wasn’t too much we could do in the time-frame of the games. So we wanted to go back and show a little snippet of time and show what the Illusive Man was doing, say, 30 years in the past. During this time Cerberus was still very “pro-human,” and so was the Illusive Man. He’s very much about humanity’s interests. So we took it to a time when humanity was first stepping onto the stage.

CraveOnline: So when humans were still the “rebel underdogs?”

Mac Walters: Yea, exactly. So we set it during the time of the “First Contact War” where humans were fighting the Turians. The image we got behind us [Mass Effect: Evolution promo banner] shows a much younger Illusive Man dealing with a Turian threat in a very hostile manner.

CraveOnline: You mean badass.

Mac Walters: [laughs] Yea.

CraveOnline: Now it’s interesting you used the word “snippet” before because a big draw of the Illusive Man character is that he’s so mysterious and, well, illusive. So you can’t reveal too much.

Mac Walters: Exactly. The time-frame this comic takes place in is very small. It definitely answers some questions people have. I think the character is very dynamic and fun. And since this takes place 30 years in the past, there’s another 30 years after this moment which is left up to the reader’s imagination. You’ll see how the ball gets rolling on Cerberus, but we don’t give it all away.

CraveOnline: Like you said, the Mass Effect universe is about fleshing out characters. I mean, the storyline is huge, I don’t want to take away from that, it’s about building characters and relationships. Is the series made to have more understanding or sympathy for the Illusive Man?

Mac Walters: I don’t think so. The character is suppose to be very gray, very morally ambiguous. And this series isn’t meant to skew you either way. I think we’ve done a good job keeping him morally ambiguous throughout.

CraveOnline: Mass Effect, the games, have always been about freedom of choice. So if you push something in one direction or the other, it might change how people make choices in the game.

Mac Walters: Exactly. Earlier you used the term “badass,” and you definitely see the start of that. The Illusive Man is all about how he gains and uses information. But we also have action, kind of like how Donald Trump used to throw down before he became who he is. We just want to go back to those days with the Illusive Man character.

CraveOnline: Now is the Illusive Man kind of an anti-hero in this series? Cerberus has been presented in the past as quasi-xenophobic terrorists. And the Illusive Man is behind them. So is it a struggle to find the right balance to not make him come off as a villain in his own comic series?

Mac Walters: I think “anti-hero” is a good term. There are strong heroic qualities about him. He’s just very principled. And Evolution is dealing with how those principles are set in motion and built upon. He’s a character that went out into the greater universe and had to figure out what it’s going to take for humanity to survive and be powerful.

CraveOnline: What about those not familiar with Mass Effect, is this series being written with those people in mind?

Mac Walters: Yea, but we’re very careful about it. We really rely on Dark Horse’s expertise to say, “let’s make a great story that will work great as a comic first, and will appeal to everyone.” There’s a lot of action right off the bat to draw people in, and if we reference something from Mass Effect it’s explained well enough that you can pick it up and be fine. But also that it’s not over-explained for people who are already familiar. What I did was try to tie-in a lot of background, or things you just heard about in the past. For the average reader they’re like, “Yea, that’s cool.” But for the guy that knows Mass Effect 1 & 2, he’ll be like, “Oh, awesome!.”

CraveOnline: What’s the plan for this? Is it on-going, 6 issues, unannounced?

Mac Walters: Well, right now it’s 4 issues. But as long as it’s successful we’re going to keep doing them. I love doing them. Dark Horse has been great. Redemption seemed to be successful [Mac’s previous ME comic mini-series]. So as long as this one’s successful, I don’t see any reason to stop. I love telling stories in the Mass Effect universe in a different way.

CraveOnline: I want to switch gears to the Mass Effect games real quick. Now Mac, you wrote the games’ scripts as well. Do you and BioWare have a universe bible to adhere to?

Mac Walters: Oh yea, we actually have what we call an “IP Bible.” We have several versions of it. We have an internal one and a third party version which we give out to people like Dark Horse to tell them, “Hey, read about our universe!” But yea, we maintain it and update it over time.

But I have to be honest with you, I need to thank the fans. One of the best sources of information on Mass Effect is the Mass Effect Wiki. I often use it myself.

CraveOnline: Wow, the man who created the Mass Effect universe uses the fans to keep his facts straight.

Mac Walters: The thing is, I, along with the other writers, have come up with so much information that’s come and then been cut that it’s hard to remember what’s in the final game.

CraveOnline: And nerds like us would know.

Mac Walters: Well, yea, you guys are the ones playing the game so know what you actually saw, more so than I do sometimes.

Actually, I was just in a discussion, and I’m not sure if it’s announced yet, but we have an 8-pager coming out sometime and it features a specific character. But during this talk someone was like, “Wait, didn’t that guy get assassinated? Wasn’t it in a news commentary?”

I was like, “Oh, sh*t, wow.” But I wound up going to Wikipedia and finding out he’s still alive. So we’re all good [laughs].

CraveOnline: Now how about the DLC episodes. You writing those as well?

Mac Walters: As lead writer I’m responsible for all of them, regardless of whether I actually write them or not. I mean, our staff for Mass Effect has three to six writers working side-by-side. For the latest DLC, “Lair of the Shadow Broker,” I just reviewed the work of my co-workers. But it’s up to me to make sure the final quality is up to par and fits into continuity.

CraveOnline: How do you feel about working on stuff like DLC, something that releases after the big push retail release?

Mac Walters: I really enjoy the idea of DLC because, as many people know, in game development there is so much you want to do but there’s very limited time. But then the opportunity comes back up to do it in DLC. For example, the car chase in the “Lair of the Shadow Broker” DLC. We just didn’t have the time to test it and fit it in when the original game launched.

Even in comics, Mass Effect: Redemption was kind of an experiment. We built this comic story around eventual video game DLC we wanted to release. It was a lot of fun to do that, plan it out from the get-go.

CraveOnline: What about future comic storylines. Clearly you can’t divulge information right now, but I wanted to touch on how you find a balance in what characters to focus on. Mass Effect is such a “choose your own adventure” type of game, where doing a comic set after Mass Effect 2 could go against the canon some gamer established in their unique saved game.

Mac Walters: For the games, obviously, it’s really challenging to keep track of all that. As we start working on the next iteration of the series we have to say, “Well, this guy could be alive, or dead, how does that play out?”

For the comics, we know who the exciting characters are because of the fans, whether they’re alive or dead. And much like we did with the Illusive Man, we set his thing 30 years in the past.

CraveOnline: So the comics are best left as prequels?

Mac Walters: Exactly. I’m also not opposed to starting a comic series, or book series, which sometimes focus on characters not even found in the games. People who are completely original and new.

CraveOnline: As a way to wrap this up, as I know you’re busy, is there anything else you want to say about Mass Effect: Evolution that you think people should know about, or get pumped for?

Mac Walters: I was talking with someone the other day and they were like, “What can you tell me about it?” My initial response was, “Not much” [laughs]. But the one thing that made their eyebrow raise is that the Illusive Man is this interesting guy with all this knowledge, but in Evolution he’s this guy who is going places no other human has gone before and seeing it all for the first time. So it’s this chance to see everything through his eyes. He’s a little bit younger, a little bit rougher around the edges, but this is a big first step for humanity to be out there.

CraveOnline: Awesome. Thanks for taking the time to talk with us. Enjoy the rest of the Con!

Mac Walters: No problem. You guys do the same.

Tuesday, 12 October 2010

The Technician: My Review


It is difficult to know where to start with The Technician, because it's really quite complicated. OK no, it's not that hard - first off: it's brilliant. It is complicated for the single reason that it links quite heavily to previous events in the Polity series of Books by the author, particularly one of the first: The Line of Polity (both chronologically and internal timeline-wise), as such it is well worth re-reading that book again, first (because it's also awesome), to brush up some of the characters that make a return here, as well as the planet: Masada, which has had quite the turbulent history so far, and shows no sign of changing now.

That's not to say there aren't new characters, oh no, quite the contrary, the usual assortment of AIs, human, haimans (a kind of in-between), adapted humans, aliens all make appearances, but are all realistically and beautifully realised, and there are some subtle and not-so-subtle contemporary political/religious allegories within them. Then there's the thing that gives the book it's title: by turns absolutely horrifying and fascinating, this is a creation of superb science fiction, you at once believe it is an absolute monster, but it becomes something else by the end - awe-inspiring (and if that alone doesn't get you to read the book, nothing will), truly it is one of the most complex and well-realised creations Neal has conceived - and that's saying something when you routinely have mechanisms that can destroy worlds ever-present.

I won't say anything about most of the characters and plot, because that would really spoil things (and this is definitely something to experience yourself), but i will make a couple of points:

The Polity timeline fits this book, kind of in the middle of the series, so some of the later books shine some of the events in a newer light, on reflection, but also throw up some questions that I've had running around my head since finishing: why are the Polity (particularly the ruling AIs) so passive, especially when it continually turns out they aren't anywhere near as clever or in-control as they think they are (though hints are given that back-up contingencies do exist), a creature called "Dragon" is particularly adept at manipulating them and actually is fundamental to both the cause and resolution of events in this book, mostly unknown to the Polity. Perhaps though that is the rub: humans, and by extension their creations, however clever, display the faults of their original masters: stupidity (at times), overconfidence, pride and some arrogance. I can certainly accept these faults here, but then why do the Polity act the same way in later-set events, as well?

This is my biggest fault, really, not the lack of proaction, but because the Polity AIs are all interesting (especially their residential serial-killer one in this novel: Penny Royal and also one from Shadow of the Scorpion, funnily enough a scorpion-shaped ex-war-drone called Amistad) and great characters, their subsequent sidelining in events is all the more frustrating - I can well understand the human character getting somewhat sidelined when something turns up that can reduce an entire race to ash, but not so much them. It must be said that Penny Royal has an very cool encounter with the Technician at some point, and the sheer awesomeness of them both becomes very clear - the latter from then on transforms from a complex monster into something totally epic in nature.

The Polity AI attack-spaceships do have some spectacular sequences against something vast and immensely powerful late-on, which compensates somewhat from the inaction of the main "stars". As for the human cast: well the villains are often very well-realised and full of believable and all-too-human hatreds and irrationality, and most meet suitably grisly ends, often at the hands of the local fauna - an assortment of horrors of a surprisingly... artificial origin. As for the others, well one of them spends most of the book completely insane (a recurring theme here, and not just in the humans), but develops very nicely and well-paced, and transcends into something else entirely by the end; whilst the others are only shades away from it, themselves, with the possible exception of Leif Grant the "vanilla" male, if you will, caught up in events beyond his control.

It is hard to describe much of this book without spoiling it, and that is something i fervently wish to avoid, so i guess this review is a little less coherent and informative than perhaps those in the past, all i can say is that you should really check this book out to fill in the details and enjoy the ride.

It will be interesting to see where the Polity series goes - though not straight away, as Neal will be dabbling in his other science fiction universe next - because things have now gotten ever more complicated: 2 more alien races have (re-)joined the mix, as well as all of the other in- and ex-Polity wonders, the future is an exciting place to be, indeed!