On Tuesday, April 2nd, 2019, Kotaku’s Jason Schreier posted an article detailing just how much of a trainwreck EA and Bioware’s newest AAA live service Anthem actually was behind the scenes. In the past couple of years, it’s been the norm to usually blame the publisher for when most things in AAA development go awry (as seen with both Star Wars Battlefront debacles and Destiny.) Usually, the higher-ups in the publishing company will try and shift the core focus of the game to match modern gaming trends or even try and disrupt it via additional monetization or cutting out integral story content to use it later on down the line as additional content. With Anthem though, it’s not so black and white.

It turns out that Bioware had much more freedom to do what they wanted to do with the project. Due to upper leadership problems, and not having a clear direction, the project ended up suffering. I’ll be covering some key points, but not everything mentioned by Kotaku. The article itself goes into incredible depth, so check it out here. It’s definitely worth a read. With that being said, let’s take a look at this mess.

1. Pre-Production

Remember that beautiful and dynamic demo that EA showed of Anthem back at Microsoft’s E3 2017 conference? It turns out the version we saw wasn’t real. It didn’t really exist. Anthem started pre-production back in 2012 and only entered full-on production in October of 2017. around October 2017. This means the game only started full-time development 5 ½ into its 7-year development cycle!

This comes down to the project leaders constantly changing what the game would be. Everything from a more bitter survival game to its current state as a mech-based looter shooter. The fact that these leads constantly kept poor communication with their team is stressing as all hell for the team. Imagine you’re creature or character designer for this game and are constantly afraid that everything you’ve been designing for a couple of months can be thrown away at any moment because it no longer matches what the leads want for the game. The kind of un-needed stress that this caused many employees during the 7-year dev cycle of Anthem is frankly disgusting and makes those in charge of it look incredibly unprofessional and inept to the mental damage they’re causing their employees.

By this point, EA had become upset with Bioware’s failure to get any part of Anthem off the ground that they forced the release date of February 22nd, 2019. This resulted in bringing on Dragon Age Producer Mark Darrah, who along with EA, was responsible for getting the Anthem team in gear.

EA’s frustration is pretty justified. They had put a tremendous amount of time, money, and faith into Bioware, only to find out that 5 ½ years into development that they still have barely anything to show for it. Usually taking a year or 2 to plan a big project isn’t too unheard of, but once that time is more than half of its cycle, I think it might be time to switch gears to a different project.

2. Gameplay
Can you Imagine Anthem without its trademark flying mechanic? One of the sole things most reviews could agree on was the thrill of choosing the Javelin of your choice and flying wherever you wanted to. Well, turns out Bioware could, and they almost completely abandoned it! This wasn’t a one-time thing either, as Bioware constantly struggled internally to keep and drop the much-loved mechanic due to control concerns. It also didn’t help that every time they’d drop or bring back flying that the design team would have to constantly re-design the world so that it could feel more seamless to have it in the game.

The result of this ends up being a game where it’s fun to fly around, but disappointing due to there not being much that takes advantage of the mechanic. The fact that the leads of the project could never fully come to an agreement on a very integral part of the game is incredibly alarming. It shouldn’t take 5 ½ years to decide on something like this, especially if they want it as one of the foundation pillars of their game.

On the other hand, it’s no secret that the tomb trials are one of the most heavily criticized aspects of Anthem. They’re said to be nothing more than monotonous and unnecessary padding for a game that already felt light on content. Was this intended by Bioware or perhaps one of their many oversights during the project’s hell induced cycle?

To no surprise, they weren’t a mistake. Knowing about the lack of content and short length of the game and the release approaching, the team chose to add the trials, but not without an internal fight. It’s absolutely ridiculous that because they wasted so much time into what they wanted this game to be, that they fundamentally failed at really putting anything substantial into it. Even worse, there was infrastructure in place to also have time gates in which the player would have to wait days to get past. Here’s a question: If they realized that players would grow tired of the tombs repetition, why anger them further with a time gate? At that point, you’re just asking for your player base to hard quit.

Repetition isn’t always a bad thing. Rare’s Sea of Thieves is a personal favorite of mine, and the game released light on content as well. Where Rare was able to succeed, however, was that even though the voyage missions were relatively the same, the fun and excitement came from what happened on the trip to our destinations. Whether it was getting attacked by an enemy ship, finding shipwrecks underwater, or even fighting a Kraken, there was always something new. The area where Sea of Thieves draws the line though is that nothing is ever forced on you. Anthem, on the other hand, constantly has you doing busy work to distract you from a game and world that is mostly barren.

3. Destiny
Destiny is a game similar to Anthem. Both are incredibly ambitious projects that each company has spent several years developing. They’ve each had incredibly rocky starts and mismanagement, but they do diverge. Bungie has been steadily learning from all of their mistakes with Destiny to help shape it into a better game. You’d think that after its release that Bioware would be closely paying attention to what was going on and constantly tweak and learn how to craft a better Anthem from Destiny’s faults. If only it were that easy.

Turns out that Destiny was the biggest no-no word for the project leads as they would constantly become angered anytime the live service was brought up. The leads were so convinced that what they were doing was so far removed from Bungie’s looter shooter they wouldn’t hear a thing about it.

There’s so much in Anthem that could easily have been improved if they’d been able to learn from Destiny. These things may not have been solved overnight, but seeing as the game was in production long enough to see 2 Destiny titles released, I’d say there was plenty of chance to right Anthem’s wrongs. Some things include but are not limited to; gun variety, mission structure, general online stability, engaging NPCs, and of course, loot drops.

Imagine you’re a gameplay designer and not satisfied with the loot drops in Anthem or how the guns feel. Trying to bring these problems up to the higher-ups and trying to build off of Destiny would get you the cold shoulder and sent off back to your cubicle. Now with no real leads on where to take these elements, it all comes down to crossed fingers and hoping for the best.

At the end of the day, Schrier’s article is eye-opening in many ways. So often these days when a game doesn’t turn out as planned, it’s easy for everyone to point fingers at the publisher and scream foul. Rarely do we realize that a lot of times it can also result from a directionless leader within the developer instead. All that was asked was for Bioware to admit responsibility and promise to learn from their mistakes. I guess it’s sad that they didn’t then.

Only a couple of hours post-Kotaku article, Bioware posted their own response to the tale of tragedy with deflection. Instead of taking responsibility for their actions, they tried to take the article’s call for change within the company as a toxic attack on the company as a whole. This is incredibly discouraging as the 19 employees re-telling their tale of terror and anxiety were attempted to be made light of or dismissed.

It’s never fun to watch a respected developer lose their way, but that is sadly what is happening with Bioware. I never want to say that something is damaged beyond repair, but for now, the “Bioware Magic” that the company insists carries them, is no more. I don’t think Anthem is completely lost though. Just like Sea of Thieves, No Man’s Sky and more, If Bioware really listens to fan feedback then they can improve the game in future updates. Hopefully, someone high within the company finds a way to address the problems plaguing them. Only then can they rekindle that magic.

It’s been a long, difficult wait for the next Mass Effect game. based on the early footage shown during the company’s E3 2016 press conference, it looks like our patience will be rewarded with the type of space epic that has become synonymous with the series.

Taking us to the deepest reaches of the galaxy in an attempt to find a new home for humanity on the planet of Andromeda, the next gen Mass Effect introduces us to an uncharted world that is swarming with hostile alien life. By giving us a peak at the development process, it’s clear to see that the team is putting in as much detail into the environments, animations and characters as they have in previous entries. Any hint at potential space waifus or husbandos was sadly absent, but we’ll have plenty of time to look forward to those details in between all the shooting. If anything, at least this game’s version of the Mako looks a lot more exciting to play with thanks to its new found speed!

Here’s the trailer below so you can check it out for yourself. What do you think of Mass Effect Andromeda based on the glimpse we’ve had so far?

The team over at BioWare have released Part 1 of a series of videos showing off the next in the Dragon Age series. Inquisition hopes to bring the series to the “next-gen’ (current gen) with an expansive open world and smarter AI.

Not having played ANY of the Dragon Age games, I went into this one completely blind. The combat looks “OKAY”, but I hope the character development and the open world will make up for that. Frostbite 3 looks better than ever!

You can get your hands on Dragon Age: Inquisition October 7th on: PC, PS3, PS4, Xbox 360 and Xbox One.

In the midst of Blizzard Entertainment’s news-blitz BlizzCon this weekend, Bioware sneaked in an explosive little announcement of their own. In honor of N7 day, Bioware Montreal issued a series of tweets that do more than just hint about a new Mass Effect game being in development.

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While details are few, Michael Gamble tweeted “The next chapter of Mass Effect is upon us!! #N7Day13 pic.twitter.com/OxKudy2Wo9” followed by tweets from various members of the Mass Effect team: “”With new characters to fall in love with…new enemies to encounter…and new worlds to explore! We continue working hard to create amazing new Mass Effect experiences for you. Happy N7 Day everyone!”

The entire tweet-string can be found here; while Bioware has already said that Shepherd’s story will not be something Bioware will revisit, the Mass Effect universe is certianly large enough for another epic story (or two!).

Mass Effect fans should clear their November 7th schedules to celebrate N7 Day 2013!

According to the official BioWare Blog, various Mass Effect events and activities are planned for the day. Owners of Mass Effect 3 for the PS3, Xbox 360, and PC will be able to play head-on-head against the game developers in multiplayer. Fans will also be able to see a video gameplay of the Mass Effect Risk board game, which looks like the coolest version of Risk ever made.

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Fans can also submit their homemade Mass Effect artwork to be showcased on an upcoming product at the BioWare store. Winners will begin to be selected on N7 Days. Fans will also be able to submit Mass Effect themed Minecraft creations to be viewed by BioWare.

Not only does N7 day support video game fun, but it also supports Child’s Play, an organization that improves the lives of children in hospitals. One of a kind signed game art will be donated to the organization to be auctioned off, along with some awesome BioWare gear.

So starting getting excited, Mass Effect fans! Where will you YOU be on N7 day?

Briefly: Fans of Mass Effect are now be able to pre-order a hoody inspired by Garrus or Tali.

The hoodies were designed by Mass Effect fan and DeviantArt user Lupodirosso, who created designs for several of the game’s main characters. BioWare first announced it would make the mock-ups a reality back in May.

Orders are expected to ship on November 18th through the BioWare store. Each hoody is currently available for a limited time at a cool $58.

Order now to celebrate the next gen consoles with this next gen look!

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It looks like I’ll finally get a chance to experience this gem. Star Wars: Knights of the Old Republic was first rumoured to be hitting the iPad a few weeks back. Nobody had seen the game, and nobody confirmed it, so as most rumours do, the idea disappeared.

Confusingly, IGN published a review of the game this morning, with no mention of the title actually coming out. Just a few minutes ago, Knights of the Old Republic hit the App Store. I guess games don’t even need to be announced these days.

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Star Wars: Knights of the Old Republic first released on the Xbox nearly ten years ago. It is a critically acclaimed RPG, and is widely considered the best Star Wars game ever made.

My copy is currently downloading. If you’ve never experienced Knights of the Old Republic, and you like gaming on the go, you owe it to yourself to pick this up. The game will cost you a cool $10, and can be downloaded here.

Already playing? Let us know what you think of the port!

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In an odd PR announcement, BioWare developer “Mark” let loose some little tid bits on the new Dragon Age game. After a lengthy autobiography. He specifically says they aren’t going to release much until they have something worth while to show, but he did include some nice bullet points.

The next game will be called Dragon Age III: Inquisition.

We won´t be talking about the story of the game today. Though you can make some guesses from the title. (Editor note: Is it the SPANISH Inquisition?)

This game is being made by a lot of the same team that has been working on Dragon Age since Dragon Age: Origins. It´s composed of both experienced BioWare veterans and talented new developers.

We are working on a new engine which we believe will allow us to deliver a more expansive world, better visuals, more reactivity to player choices, and more customization. At PAX East, we talked about armour and followers… Yeah, that kind of customisation. We´ve started with Frostbite 2 from DICE as a foundation to accomplish this.

That’s literally it. It is great news for fans of the series, especially the inclusion of DICE’s Frostbite 2 engine. That’s the one in Battlefield 3 and the upcoming Mirrors Edge 2.

To get a a read on the FULL press release head on over to their blog HERE. We will keep you up to date as more info is released.

The upcoming anime prequel to Mass Effect 3 gets an english trailer! The upcoming anime features the voice of Freddie Prinze Jr. as James Vega and is directed by Atsushi Takeuchi (Ghost In The Shell) and written by Henry Gilroy (Star Wars: The Clone Wars).

Mass Effect: Paragon Lost is the prequel to the highly-anticipated Mass Effect 3 and follows the early career of Alliance Marine, James Vega. Vega leads an elite Special Forces squad into battle against a mysterious alien threat known as The Collectors. Stationed at a colony in a remote star system, Vega and his soldiers must protect the civilians from a ruthless invasion determined to capture the population for unknown purposes. Learn more about the Mass Effect universe with an unprecedented glimpse into the haunted past of Mass Effect’s newest hero!

Mass Effect: Paragon Lost will be released on December 28.

The chaps over at BioWare have another positive move in order to please fans. The release of the extended cut ending that was released Tuesday, that offered players 1.8 Gigs of new cut scenes, choices and most importantly CLOSURE. Along with it, the developer has released the “Extended Cut Soundtrack“.

Consisting of seven songs created by composer Sam Hulick for the new content, it is FREE for any and all who wish to have some delicious Mass Effect sounds on their Zune.

An account for BioWare’s social site is required, but after that it is fairly painless to get the songs. Take a gander at the awesome, albeit short soundtrack here!

Fuck me that is good. I always loved the music from this series, the first one had a real big Blade Runner vibe and that sold me SO hard on the game.

Lance Henriksen, Tricia Helfer and Raphael Sbarge will be making a return to the record new lines for the expanded Mass Effect 3 ending. This news guarantees we’ll be seeing more Admiral Hackett, EDI, and Kaiden Alenko.

We can all play the guessing game as to how important these characters roles will be in the expanded ending, but nothing will be set in stone until we actually see it.

“I just did another session with them…They were saying there’s a little bit of a problem with the abruptness of the ending..So we did a whole series of things to add to the end of the game, to live up to the quality they’ve been doing.”

– Henriksen to G4TV

Whether you were disappointed with Mass Effect 3’s ending or not, it’s safe to say all Mass Effect fans are eagerly awaiting what Bioware produces regarding our beloved trilogy’s ending.

Just the other day Bioware and EA announced that they will be offering FREE DLC to owners of Mass Effect 3. This DLC addresses the complaints gamers had with the milquetoast ending. The DLC will include new cinematics for the end that are said to offer more closure and context. What does this decisions mean for gamers and other developers?

CAUTION SPOILERS AHEAD

First off let me just say this. Fuck you (not you, I like your hair), all you privileged spoiled brats. The people that got together and complained to the BBB on Bioware and EA because the story didn’t go the way you wanted. Fuck you guys that ordered $1000 worth of cupcakes and sent them to Bioware, forcing them to pay the COD charge because you felt the choices were “vanilla”. Fuck you guys that voted EA the worst company in America, beating out BofA, a corporation that was a key factor in the US housing crisis. Worst of all fuck you Bioware, get a god damned backbone. This series of events is NOT ACCEPTABLE BEHAVIOR!

How is going to a story creator and demanding they change their work to suit your taste even remotely ok? You don’t go up to George R. R. Martin and demand he put out a new ending chapter to one of his books because you didn’t like how it ended. Go up to the Red Hot Chili Peppers and ORDER them to put out a new ending verse to Californiacation because you didn’t like how it ended.

This thought process is absurd and shocking to me. We live in the time where the ability to talk to some important people is terribly easy. Your favorite drummer on Twitter? Fucking tweet him. The creators of Mass Effect 3 on Twitter? Tweet them.  So this pseudo friendship or bond is created, and we (well not me, you) get this sense of entitlement. We think “Hey, Larry really made a bad ending to Mass Effect, lemme give him a call and ask him to change it for me”, AND THAT IS NOT OK.

What happened to the days where if you bought a game and it had a shitty ending you dealt with it? Unless it was a PC game that had proper patch releases or expansion packs, you never saw narrative changes in a game. The only time I could EVER think of anything like this happening before is Turok Rage Wars. Acclaim offered a cartridge exchange for one that was fixed, but that was only because the game had a giant non ending bug in it, not because the ending wasn’t fulfilling.

I find the Mega64 guys offer the best explanation on the actions taken by certain gamers.

 

People keep forgetting the fact that its a FREAKING VIDEO GAME! The people getting upset are demanding this real world sense of accomplishment, something to show around to people saying “MY CHOICES AFFECT A GAME”. It is completely childish and asinine. The reasoning behind the “protesters” is the ending doesn’t give them their sense of closure. They feel like they didn’t change anything. It. Is. A. Video. Game. I am disgusted to be apart of a community that made these choices, that bullied a videogame company into changing their story. Changing their work of art. So let me say it one last time.

YOU THAT DEMANDED THIS CHANGE. YOU ARE ALL ACTING LIKE BABIES AND IT IS EMBARRASSING WHAT HAS COME OF YOUR ACTIONS. IF YOU KEEP THIS SHIT UP THEN WE WILL HAVE ANOTHER LUCAS AND HIS SPECIAL EDITION TRILOGY.

I am a very upset and angry man, so for now I am going to turn it over to my friend and fellow Geekscapist, Steven Kunz. His take on all this Mass Effect 3 business is far more level headed.

I think this Extended Cut DLC is really a combination of a few things. 1) It is my personal belief (And my personal belief alone at the time of writing this editorial) that Bioware simply did not have time to finish the ending as they truly intended, so this DLC is simply going to fill the gaps that Bioware wanted to initially fill but ran of time to do so. 2) I think that all this is going to amount to, in the end, is additional cutscenes in the final battle against Earth that show more variety with the species that you recruited as well as possibly show more results of the war assets. (Ships destroying more reapers for high EMS, reapers dominating Earth for low EMS) as well as show an epilogue of where the species end up after Mass Effect 3, and how your decisions do impact the epilogue. 3) I feel that this does address at least ONE of the fans’ major concerns with the ending, so Bioware is moving in the right direction, especially since the DLC IS free.

However, Bioware is only addressing ONE major concern with the ending whereas the other major concerns still range from the sudden appearance of the Starchild, why Shepard chooses to simply believe what the Starchild says, why Joker was seemingly running away from the final battle, amid other criticisms about the ending. If Bioware chooses to stick to it’s guns and not update or add to the ending further, and I make this statement as an extremely broad assumption, but I have a strong feeling that this could negatively impact future DLC for the game to the point where it no longer becomes profitable to create DLC to further generate revenue, which could also lead to all potential development of extra Mass Effect 3 content to a complete stop and that also means no guaranteed ending changes.

This is all opinion based on what was said from Bioware and EA, and until the DLC is released, we can only judge from what we have, and what we have regarding the ending isn’t much. Hopefully, at least some of the major concerns are addressed in some manner while new ones aren’t added.

And as for my personal thoughtrs on the ending, the ending didn’t fully register until 2 weeks later, mainly because I thought Garrus and Tali died in the last section of the game. When I replayed the ending after seeing they were not dead, I did see the sudden introduction of the Starchild and the limited endings as major dissapointments, but not dealbreakers to me, as I know that this is NOT the end of the Mass Effect series. I do hope that more changes occur to offer more ending variety, and I do hope that additional DLC will be just as fulfilling as most of the series has been, but overall, I’m not holding my breath for any drastic changes. Lastly, despite the last 10 minutes of the game, I would STILL give this a recommendation to play, as well as a recommendation to get into the series, as Mass Effect is still a great franchise in my opinion. The ending of the Shepard Saga of Mass Effect should not deter any gamers from experiencing the universe, nor should it also invalidate the time and memories players have invested in the series.

That’s my take, what about yours? Any opinions on the DLC ending?

Mass Effect 3 is a game I was anticipating for a long time. The 1st game completely immersed me within its universe, an experience that really drew me in. I played Samuel Shepard, a paragon vanguard who strove for peaceful dealings and diplomacy in his dealings, but was not afraid to fight back with a shotgun.  A year later, I bought Mass Effect 2 and was quite impressed with the sudden change in game play, an increased focus in character development, and seeing some of the decisions I made in Mass Effect 1 having visible consequences that made me rethink how I played. My Shepard continued to use his diplomacy and combat skill well, which ultimately led to his entire squad surviving the Suicide Mission and delaying the Reapers from attacking. Another year after that, Mass Effect 3 is now in my hands and I can safely say that the conclusion to my Shepard’s story is complete, if not abrupt.

Between the 2nd and 3rd game, the human Alliance had Commander Shepard grounded and took back the Normandy SR2, with your squad mates from the previous game splitting up to do their own respective tasks. After some time has passed, the leaders of the Alliance call Shepard into a meeting to inform that the Reapers have arrived. You run into Virmire Survivor from the first game (Ashley in my case) and in the meeting, you confirm that the Reapers are here. Immediately, Reapers attack Alliance Headquarters, with Shepard and Admiral Anderson being the only ones alive. Shepard comes across a young boy who he is unable to rescue and later sees dying while escaping from the Reapers. After escaping from Earth, you learn of  a Prothean super weapon that has enough power to supposedly destroy the Reapers, and Commander Shepard is tasked with uniting the different alien races and finding assets that will not only help attack the reapers, but also build this super weapon which is later known as the Crucible.

In my opinion, the story is the weakest of the three, but it is a Bioware game which means that it is still well-written and epic as ever. Development for many of the characters reaches their conclusion as everyone is now focused on the war. It is still satisfying to interact with them and hear their personal observations on the war, and there are still great moments despite the war being the primary focus. Ironically, Commander Shepard gets the most character development. While your Shepard has always built his own story based on your choices, the death of the child as well as maintaining leadership in rallying both his squad and entire races to fight the Reapers has started to wear him down, though that has not affected his ability as a leader. With the exception of some story elements, particularly with the Crucible and the ending, the story is mostly excellent, and what doesn’t work all depends on how you partake in suspension of disbelief. For some elements, it is easier said than done. As for the decisions you made through all three games, they definitely have an impact as some of the major decisions you made will have conclusions to its stories, and these events will succeed or fail based on some these choices. These moments helped make me feel that the choices I made were not wasted.

Combat is similar to Mass Effect 2. You still have the same battle mechanics: running from cover to cover, firing from cover, and using your powers tactically. There are some tweaks, like how Shepard can run (Unlike the running from Mass Effect 1) and dodge attacks by rolling, which will help as enemies are more aggressive than before. You have a few more ways to attack with melee, like a heavy attack, a stealth kill, and a short combo. There is also another combat: the inclusion of weight in weapons. The weight of your weapons determines how fast you recharge your powers, and you can also equip all 5 weapon types in the main game, so having all 5 weapons equipped will slow down your power usage. Depending on your class and play style, it may be beneficial to have one-two weapons to maximize power usage, or have a variety of powerful weapons with minimal powers, and it is possible to equip all 5 weapons and have a decent power recharge if you pick the lightest weapons and choose skills that reduce your overall weight. I actually like this change as it ultimately refined my play style. With this system, you choose how you play even more. On a side note, what’s disappointing is the removal of Heavy Weapons as part of your standard arsenal. Instead, they now appear in a few specific missions and are used more as a situational weapon. I ultimately did not bother with Heavy Weapons in Mass Effect 3, but I do miss having another option available.

Outside of combat, you still are able to interact with NPCs and engage in meaningful dialogue aboard the Normandy and the Citadel, and the decisions you make not only boost your Paragon/Renegade meter, but also your reputation. When you talk to people, or complete a side quest, you get a Reputation boost which essentially enables more dialogue options as you play through the game. I assume that with higher reputation, not only can you use high charm/intimidate decisions, but there is no major penalty to mixing up Paragon and Renegade.  I do appreciate having some Renegade options open thanks to reputation, but I ultimately didn’t notice it’s effect as I played typical Paragon and chose Paragon options all the way. Aside from side quests, you can also repurchase all of your equipment from Mass Effect 2, including DLC-exclusive weapons and armor from the different stores. I was disappointed that my inventory did not import directly into Mass Effect 3, but I did appreciate being able to buy DLC gear with in-game credits. On that note, armor works exactly the same as in Mass Effect 2: You buy pieces that have various stat bonuses, and you mix and match to form the best armor for you. There are also full suits of armor you can’t customize, but they offer bonuses in various stats, which are definitely more accessible if you’re waiting for a specific armor piece.

The scanning from Mass Effect 2 has been improved as you are scanning for military resources and artifacts instead of hoarding minerals for research. The new scanning not only help you finish side quests, but also build up your War Assets which determines the ending of the game. However, when you scan the system, it attracts Reapers, so when you scan too many times in a single system, they will come to kill you. You have to evade the reapers quickly, or else it’s game over. This adds tension and it makes flying around the galaxy a bit more exciting. You can easily leave and come back to scan while reapers are after you. It’s definitely more enjoyable to scan planets this time around. Aside from this, there are no other mini-games, not even hacking from the previous games, leaving combat as the only gametype.

Your squad is definitely smaller compared to Mass Effect 2, which I did appreciate. While I really enjoyed the large cast in Mass Effect 2, I found myself favoring Garrus and Tali in every mission and did not use anyone else except for their loyalty missions. While I did the same thing in Mass Effect 3, because of the smaller roster, I did enjoy that each character was more or less unique with their abilities. While I did appreciate the smaller-sized roster in general and seeing former squad mates in their individual mission, I was hoping to have them tag as a temporary party member, similar to how Liara was used in ‘Lair of the Shadow Broker.’

Is It All Good?

The technical issues are where Mass Effect 3 falls short. To start off on a positive note, the visual aesthetic of the game is fantastic, especially with how the environments are awe-inspiring in how it shows the Reapers destroying everything, setting up a well-executed mood of constant struggle, hopelessness, and determination to succeed against all odds. However, there are some low-resolution textures in the game which also has some really slow loading, otherwise known as pop in. A prime example would be when you exit from a planet after a mission, and seeing the various landmarks load one at a time. On top of that, some characters glitch with their attention focusing on another object, their eyes spontaneously rolling up like they’re possessed, or completely disappearing. They were very few of these technical errors, but they do stand out.  In terms of the soundtrack, there are some great pieces of music, particularly with the multiplayer tracks and some of the boss fights, but the score is more orchestral, and you can tell the change of focus in music styles. It’s not bad at all. Actually, the music is really good as I wanted to listen to the soundtrack more than once while working. However, it doesn’t stand out as much as Mass Effect 2’s soundtrack. As a matter of fact, the only thing that really stood out to me as WRONG is the technical errors. If these errors can be fixed through patches, the overall experience will be much more immersive.

Multiplayer is the same as it was in the demo. You make a character and play on different maps against enemies in 11 waves of co-op action. You earn credits as you play, and these credits are used to buy equipment, weapons and powerups. It still has the same strengths and faults as it did in the demo, so I’ll explain what’s new. What are new are the different maps and the enemy factions. You have 6 maps total and three enemy factions: Reapers, Geth, and Cerberus. Cerberus plays exactly the same as in the demo, and they are the most tactical enemies. The Geth are powerful and have a variety of enemy types though their weaknesses can be easily exploited. The Reapers are the most aggressive and difficult of the enemies as they will continuously move forward, keeping you mobile.  Each faction requires different strategies and tactics, which keeps gameplay fresh. The store has a new item pack, the Spectre Pack, which costs 60000 credits and will let you get more powerful items. You can also use real world money to buy these packs. It’s optional to purchase these, which is much better than being forced to pay with real money.  Multiplayer is holding my attention, but I don’t know how long it will last. Thankfully, there seems to be DLC coming that will add more characters, items and hopefully, new maps. I would also love to see more gametypes personally, as co-op play is fun, but is starting to get a bit old.

The Controversial Ending

Despite how many people have enjoyed the game, there has been a nearly universal outrage over how Bioware chose to resolve the third game as well as Shepard’s story. (SPOILER ALERT AHEAD) Many people stated that the endings were too similar to one another, the decisions you made essentially didn’t matter in the game’s conclusion, and that collecting War Assets was also pointless as the battle proceeded the same way as if you collected minimal assets.  On top of that, by activating the Crucible, you destroy all the Mass Relays, crippling all of galactic civilization and potentially destroying all life since Mass Effect 2’s ‘Arrival’ DLC established that destroying a single Mass Relay would create a supernova that would destroy an entire planetary system. People were also angry that the Normandy ran away from the main battle and into a relay, essentially trying to escape the explosion caused by its destruction. (SPOILER ALERT END)

The outrage was so significant that fans had started a facebook page called ‘Retake Mass Effect 3’ as well as a charity for Child’s Play to raise awareness of a petition for Bioware to change the ending to make much more sense and provide proper closure to the series. series (Although the petition had just recently ended with an official statement from Child’s Play on Reddit, which makes a lot of sense from the charity’s point of view) One fan even went so far to make a complaint against Bioware to the Federal Trade Commission for ‘false advertising.’ This has also led to a fan theory, the Indoctrination Theory, which basically tries to prove that Shepard had been indoctrinated since the start of Mass Effect 3, and that many of the ending events are a hallucination in Shepard’s head. It’s extremely detailed and lists a lot of great points for its arguments while other players claim that players are grasping at straws in order to make sense of what might simply be a badly-written ending.

Initially, Bioware’s executive producer Casey Hudson claimed that he wanted the ending to be as unforgettable as possible in an extremely polarizing way, stating that the intention was to get gamers talking and discuss what’s next with the franchise as well as the characters. Well, talk about it they did, but not in the way that the team had expected. Eventually, they released a statement on the Bioware social forums that they are listening to the feedback and will engage in healthy discussion about the ending when more people have had a chance to play it, which indicated a good sign that things might change, especially since Bioware’s Jessica Merizan posted a thread on the forums asking for constructive criticisms and suggestions on what to change in Mass Effect 3. Well, just yesterday, Bioware’s co-founder, Dr Ray Muzyka has released a statement that they are working on ‘a number of game content initiatives’ that will help answer questions and ‘providing more clarity’ for those seeking further closure to their journey.’ Here is a segment from his statement.

Building on their research, Exec Producer Casey Hudson and the team are hard at work on a number of game content initiatives that will help answer the questions, providing more clarity for those seeking further closure to their journey. You’ll hear more on this in April.  We’re working hard to maintain the right balance between the artistic integrity of the original story while addressing the fan feedback we’ve received.  This is in addition to our existing plan to continue providing new Mass Effect content and new full games, so rest assured that your journey in the Mass Effect universe can, and will, continue.

This honestly could mean anything, whether it results in new cutscenes after the ending, if the game opts for a Fallout-style epilogue, or if the ending will be significantly changed.  However, there will be more information come April in regards to the proposed changes. You can bet that there will be unhappy fans that won’t be happy with what Bioware decides to gives the fans, but the fact that Bioware is modifying the ending after only two weeks of the games release is quite significant, and it will probably be the first game that modifies the ending substantially through DLC, at least in recent history.

Mass Effect 3 is definitely the conclusion of the Shepard Saga of this franchise. Where the franchise goes, it’s unknown. I would say that despite the ending of the series, the game franchise still has a bright future ahead of it, and I’m excited to see what the next game will bring us. In regards to the ending, I’ve opted to omit the ending from this review as I feel it requires a separate discussion and article in order to do it justice. Regardless of how you feel about the ending, this game should be played, regardless whether you’re being introduced into Mass Effect, or if you’ve played from the very first game. I would recommend that for the absolute best experience, you start from the very first game all the way to the third.

With stunning art style that looks like it’s straight out of a animated film, The Banner Saga looks to be a must play RPG for everyone. Of course the story is going to be great when you have the triple threat of Alex Thomas, Arnie Jorgensen and John Watson who before forming Stoic, worked on Bioware’s Star Wars: The Old Republic.

Having some questions on my mind, Alex Thomas was so kind enough to indulge me in answering them.

How much influence from working with Bioware on The Old Republic and each other has carried over to your new company, Stoic?

Hmm, I’m not sure if influence has been as important as experience. Our gameplay is very different from The Old Republic in both combat and exploration. Though I love the scope of what BioWare achieves with their dialogue we’ve taken a slightly different approach to it. I would say it’s more similar to The Witcher in that our goal is to give the players choices in conversation when it’s really important and when it affects the development of the story. That said, the experience we’ve all gained from working at BioWare is immeasurable. John, who is creating all the tech for The Banner Saga, was the lead combat programmer on SW:TOR. Arnie’s experience as the lead concept artist translates perfectly into making a 2D game where his artwork becomes the actual game. My time on design and cinematics gave me a lot of experience on just how to make dialogue that branches, and once you know how it works you realize it’s nowhere as easy as you’d think. In terms of successfully developing a game we absolutely owe this to all our previous development experience.

Why Vikings?

It’s interesting that we’ve gotten this question as much as we have, it was a pretty easy decision for us. We really love the visual themes, history and mood of their culture and (pre-Skyrim) it was rare to see them in games, especially the role-playing variety. We knew we wanted a fantasy setting but desperately wanted to avoid from the very overdone “elves, dwarves and orcs” dynamic. It’s also worth mentioning that one us is named “Jorgensen”.

The name, The Banner Saga, immediately has my mind thinking about Game of Thrones. Does that series have any influence on your game, The Banner Saga?

Who doesn’t like Game of Thrones? One of the biggest inspirations from that series is when you say it’s a mature story you understand it’s about political intrigue and the relationships between the characters, not sex, swearing and violence. It’s also not about high fantasy and dragons and magic, and it’s not about black and white, good versus evil. It really is a story written for thoughtful adults, and that’s refreshing. We’re desperately avoiding swiping any of their fantastic story, but that’s definitely the tone we’re trying to hit with The Banner Saga. I’m glad it came across!

This could have very well been a 2D action game with how the beautiful the art design of the games looks. How did you decide on making it an turn-based RPG?

There were several reasons for this but two very prominently; firstly, we love the genre. Not to namedrop, but I’ve been a fan of almost every TBS to come out on the market since I was a kid- Tactics Ogre, Shining Force, X-COM, Fire Emblem, Disgaea, Jagged Alliance. That’s not to say we’re going to be just like all those games, but I love them all. I think we’ve actually come up with a pretty unique strategy system that people may not have seen before. I’m excited to start talking about more about that in the near future.

To a lesser degree, a turn-based game is more within the scope of what a small team can create, at least with the breadth of content that we’re going for. One of the interesting side effects that we’re noticing is by saying we’re from BioWare and showing things like branching dialogue, people are starting to look at our product like it’s going to be made by 200 employees. Instead, we’re making it as smartly as we can, and going for innovation in each system, and turn-based combat was a big part of that.

I see that you have “free multiplayer combat coming soon” listed on The Banner Saga’s info page. Can you explain a little about what players can expect from multiplayer?

As we were developing our first release we felt like the combat was really fun and couldn’t really think of a great reason not to release it as a standalone. If you don’t have marketing dollars you’ve got to make your game available in some way as soon as possible and let people talk about it. So basically we’ve taken our turn-based combat, broken it out of the full game and will be making it free to play on PC and Mac, while we continue to develop the first part of our single player campaign. In this release we’ll have all the classes we’ve currently developed available to play and upgrade over time. We’ve added a narrative story you can progress through if players just want to play against the computer and we’ll be featuring multiplayer matches for people who want to try it competitively. As we continue to work on the single player game we’ll release new content to the multiplayer standalone. We’ve also got big plans for future crossover between our multiplayer and single-player releases, as they both persist in the same world.

How many people are working on The Banner Saga or is it just the three of you?

At this time it’s just the three of us. We are literally an independent studio paying for production out of our own pocket. We’ll be putting up a Kickstarter campaign soon and depending on how that does we’ll start looking into creating more content and expanding the scope of the game.

With Kickstarter being in the spotlight recently with Double Fine’s new game, do you think this will help bring more attention to smaller studios wanting to put their ideas into reality?

I can’t say for sure what the success of Double Fine’s product means for everyone else but I’m thrilled about the chance that it’ll give indie development a boost. Already I’ve seen a handful of really great projects get amazing funding since then, which is seriously encouraging. This might sound pretty obvious but an expanding indie market can only mean better things for both big and small studios, not to mention gamers. Everybody wins.

 

More info from Stoic Studio will be released later this week with the Kickstarter page being published. For now, head on over to www.StoicStudio.com to read more about The Banner Saga.

When the Xbox Live Marketplace accidentally leaked Mass Effect 3’s DLC “From Ashes“, people were outraged. People were angry that Bioware/EA had seemingly taken out content developed alongside the main game and are selling it as DLC, especially since there are supposedly voice files for the DLC character simply known as “The Prothean” already packed into the demo. Whether this is the real voice of the character or not, people were raging pretty hard at Bioware and EA. One of the more common complaints is that the character was already built into the game during development and was subsequently removed to become paid DLC for an already pricey game. Its 60 dollars for the standard edition of the game and having to pay 10 more dollars for DLC that was supposedly developed alongside the main game on Day One is definitely outrageous and can also become pretty expensive as further DLC is released.

Three days ago, Michael Gamble (Producer of the Mass Effect franchise) posted on the Bioware Forums regarding the leak and wanted to clear things up. This is from his post:

As most of you know, yesterday there was a leak that revealed the upcoming DLC “ME3:From Ashes” on the Xbox LIVE Marketplace. This leak took place before we were prepared to make an announcement about the details of that pack (slated for this Friday).

There has been a lot of discussion about the DLC offering but we wanted to clarify a few things…

– “From Ashes” includes the Prothean squad mate, an adventure on Eden Prime, a new weapon, and an alternate appearance for every squad mate. Note that these alternate appearances are in addition to the ones already advertised in the CE.

– The Collectors Edition has been advertised from the beginning as containing a bonus character/mission, but we were not at liberty to provide the details. The Prothean is optional content that is certainly designed to appeal to long-time fans, which is why he is part of the CE offering (the version many fans would be likely to purchase).  Mass Effect 3 is a complete – and a huge game – right out of the box.

– The content in “From Ashes” was developed by a separate team (after the core game was finished) and not completed until well after the main game went into certification.

– The Collectors Edition has been sold out in most places for some time now, and is becoming very hard to find (many players prefer not to purchase the digital version). As such, we wanted to make this content available so that SE buyers could also incorporate the Prothean into their game.

As always, we are extremely thankful for all of your support. We pulled out all of the stops to make Mass Effect 3 the best game ever, and we can’t wait for you all to experience it.

Mike

So that’s the official response from Bioware. Interestingly enough, Gamestop’s facebook also leaked screenshots ahead of when Bioware was planning to announce From Ashes officially. Screenshots are below if you can handle minor spoilers.

To the geeks out there, what do you think? Feel free to let us know in the comments below!

Source: http://social.bioware.com/forum/1/topic/323/index/9403705

Everyone is pumped for 2 weeks from now, when Mass Effect 3 is released. Why wouldn’t you be? Look at this trailer! It’s p0rn for geeks! The only question now is: How will you play through?

Let us know in the forums how you played through the first two games!

 

When it comes to modern RPGs, the Mass Effect series is at the top for me. It’s much better than Persona 3, Fallout 3, and even Skyrim. For the main games, you got fantastic cinematic storytelling, an extremely immersive universe, and most importantly, excellent characters that you really care about. It’s also interesting to see how the game evolved from an RPG similar to Knights of the Old Republic to an extremely competent hybrid of 3rd-person shooter and RPG, and when it was announced that it would have multiplayer, I was worried that it was the first potential sign that Mass Effect 3 would not be as great a game as the first two. To my surprise, when the demo was released and multiplayer was open to everyone, it was fantastic…! Intense game play that plays EXACTLY like Mass Effect 3’s single player campaign, strong co-op, and a really fun experience, the multiplayer certainly has a lot going for it.

Mass Effect 3’s Multiplayer has you playing as part of a squad whose task is to survive wave after wave of enemy forces until an Alliance shuttle can extract you and your squad from danger. You and three other players have to survive ten waves of enemies, with special tasks to accomplish at the 3rd, 6th, and 10th wave. These usually involve deactivating/activating 4 targets on the map, or fortifying a specific location to allow/stop the upload of intel, and after the final wave, you fortify your starting location for 2 minutes until a friendly shuttle can pick you up and end the mission. At this time, there are only two maps with three difficulty levels, but it’s still fun to play.

What’s great about the multiplayer is the sense of teamwork you get from each match as you need to work together in order to survive. It is possible to play by yourself or with one other person, but the maps do not adjust the amount of enemies in relation to how many players are in a single match, especially since the enemies are actively pursuing you in Mass Effect 3, unlike Mass Effect 2 in which the majority of enemies only advanced when you moved from your position. In order to win, it’s best to have at least 2 other people to back you up. At the end of each match, you get experience to level up your character and credits to buy different packs of items, which include weapons, mods for your weapons and armor, weapon upgrades, consumable items, and the ability to unlock further customization for a specific class.

When you start multiplayer, you choose a class and then you choose a character. There are 4 characters to each class: Two humans (Male and Female) and two aliens. As of now, only one character is unlocked, and I’m assuming that as you buy more item packs, you can unlock the other characters. Each race per class has unique abilities, so if you want a specific power set, try to unlock that character as you play more of the game. After you name your character, you can adjust his primary armor color and highlight color, with other customization options waiting to be unlocked.

Afterwards, you’re brought to the character menu in which you can choose and upgrade your powers like in the main game, change your weapon loadout as well as mod your weapons with scopes and other add-ons, add special enhancements for a single match via the Equipment option, or buy more item packs from the store. With weapons, you can only equip two guns total and you can’t carry two of the same type (IE, can’t carry two shotguns at once), but you can choose whatever guns you like, so it’s a good balance. One disappointing thing is that while you can create more than one character per class, you can’t delete your character. If you’re playing a human, you can move to the other gender since humans have the same skills in each class, but if you mess up with any of the other races, you’re stuck with a bad setup, and at this point, I don’t know if there is a way to re-adjust your powers.

When you’re done perfecting your character, it’s time to join a match. You’re able to join any match via Quick Match, create a new match and see personal and global leaderboards. Regardless of whether you choose quick match or create new match, you get to choose your map and your difficulty level. With creating a new match, you can choose to make it public, so anyone using quick match can access your lobby, or private, so that only your Origin friends can access the room. You can examine mission settings, adjust your character settings as if you were in the character screen, and adjust options here.

When you’re ready to play, click “Ready”, wait for everyone else, and in 5 seconds, you’re dropped into the match.  Another disappointing note is that there’s no general lobby where you can pick and choose player rooms, so you can pick the ones with a decent internet connection. When I used Quick Match, the hosting player’s internet connection was unstable half the time, which meant plenty of lag and matches ending prematurely when the hosting player is disconnected. This is probably the most disappointing part of the Multiplayer, and I hope that when the full game is released, there is at least an option to pull up a general lobby to pick your matches.

All in all, the multiplayer for Mass Effect 3 is very solid, and it is a good example of how to do co-op multiplayer well. The aggressive enemies and increasingly difficulty help reinforce working together as a team, and that is definitely the best part of the multiplayer altogether. It also feels more immersive than the main game at this time since you are playing as your own character in the Mass Effect universe rather than your version of Shepard. However, the disappointments that I pointed out will definitely turn off some players, especially those who play mostly for the multiplayer. Bioware/EA has at least some time to fix these issues, and if not, there will hopefully be a patch that addresses this in the near future. I definitely recommend checking out the single player campaign before you dive straight into the multiplayer, just so you can get an idea of how it works. You can download the demo and get more information about Mass Effect 3 at masseffect.bioware.com.