Tuesday, 26 November 2024
News with tag Mass Effect  RSS

From: www.gamesradar.com

From: www.gamesradar.com

Mass Effect 4 Dev - 1 TV Can't Contain Its Awesomeness; Evaluating Everything For Best Experience

Added: 10.06.2015 16:16 | 2 views | 0 comments


Bioware's sr. development director Chris Wynn on how 1 single tv cannot contain the "awesomeness" of the next Mass Effect. Wynn also states that the team is evaluating everything for the best player experience.

From: n4g.com

For the Love of Gaming Podcast Episode 175: Space Witcher

Added: 09.06.2015 17:16 | 20 views | 0 comments


Its June, and that means its time to talk not only games, but what will be coming in the future at E3 2015. Cory played Evolve and Splatoon. Basher picked up and was amazed by The Witcher 3: Wild Hunt. Rumors about E3 2015 are not too crazy this year, but there will always be those wild ones. Is Sony prepping an Uncharted Trilogy on PS4? Will Naughty Dog be making it? Dishonored 2 rumored to not be making an appearence at Bethesda E3 conference. Is Microsoft going to revive Perfect Dark, and create a new third person shooter? Square Enix says they have a big RPG coming soon. Is it just a remake? What does Mass Effect 4 need to be to become great? Find out what games Cory and Basher want to see most at E3 2015.

From: n4g.com

Mass Effect 4 - IGN's E3 2015 Hopes

Added: 08.06.2015 18:00 | 2 views | 0 comments


One of the games we've been dying to see more of is Mass Effect 4. Here's what we hope to see from it at E3 2015.

From: feeds.ign.com

Fallout 4, 'Western' RPGs, and A Call For Diversity

Added: 07.06.2015 9:16 | 13 views | 0 comments


OnlySP: The Western RPG market, it seems, is in a very good place, but the genre is in danger of falling into a rut. Dragon Age: Inquisition and The Witcher: Wild Hunt have both been reviewed as being among the best games of the generation so far. Lords of the Fallen has reportedly kickstarted a new series and, looking forward, Deus Ex: Mankind Divided, Cyberpunk 2077, Kingdom Come: Deliverance, and the new Mass Effect all seem set to contribute to the standard of excellence. The most recent addition to the roster of anticipation is Fallout 4. Although a wealth of settings and gameplay styles is present across these different games, there is also an undeniable sense of homogeneity, which could leave the entire genre feeling played out within only a few short years.

From: n4g.com

Why EA Is Willing To Make Origin Exclusives

Added: 06.06.2015 12:16 | 19 views | 0 comments


Forbes: On an individual basis, lock-in strategies like exclusivity are probably net losers for individual titles. However, thats not the point of the strategy. The point of the strategy is to use exclusive big name titles like Battlefield, DA:I and Mass Effect 3 to draw people to the platform, so that they have a developed user base and can cause spillover benefits for their other, less popular products and for Origin itself. In other words, its a way to promote their rival platform.

From: n4g.com

PlayStation Store: May 2015s Top Sellers | NA

Added: 05.06.2015 17:16 | 9 views | 0 comments


Posted by Justin Massongill on Jun 05, 2015 // SCEA Social Media Specialist: The Witcher 3! The universally loved open world adventure from CD Projekt RED is garnering massive praise from players and critics everywhere, earning it the prestigious number one spot on our PlayStation Store PS4 top sellers chart. Enough folks nabbed Mass Effect Trilogy when it was on sale (cant argue with that $4.80 price tag) to send it rocketing to the top of the PS3 chart, and we saw the same thing happen wih Freedom Wars on PS Vita. Destinys House of Wolves handily topped the PS4 / PS3 add-on charts, and the surprise release of PS Classic The Misadventures of Tron Bonne debuted at #1 on its respective chart, as well.

From: n4g.com

The dullest places to visit in the best RPG worlds

Added: 05.06.2015 16:30 | 29 views | 0 comments


RPGs have and will continue to enrich our lives immensely. Because when an RPG fulfils our wildest expectations, we're not just sitting on the sofa, mourning tomorrow's seven am start for the weekly slog. We're commandeering our own ship and crew across the universe. We’re stalking dragons amid ruined castles, on the way to becoming grand ruler of all we survey. We’re utterly invested in fighting for a cause, with the future of an entire, carefully crafted universe dependent on our actions; both good and bad.

However, throughout the course of enjoying epic adventures through hours of innovative open-world gameplay, I have, on occasion, been dragged crashing back to reality. The cause? The odd incoherently lacklustre areas, popping up to take the sheen off even the mightiest of RPG worlds. From the likes of the Mass Effect and Elder Scrolls games, to lesser known but equally brilliant titles, such as Divinity: Original Sin and Kingdoms of Amalur: Reckoning, there is one common thread. All of these games are great, but, thanks to one bad-apple location, none of them is perfect. So what’s wrong with them, exactly? How and why do these dull areas detract from our overall RPG experiences? Here are six games that pose the dilemma.

Dragon Age: Inquisition is a great big magnet of character attachment. Falling in love with characters is unavoidable. You can even possess your own castle-come-love-mansion where everyone just adores you and thinks you're great. And the open-world exploration throughout is beautiful, varied, and did I mention beautiful? But as the hours trickle on, a sense of deja vu begins to settle in. It's not that the areas suffer from visual similarity, since BioWare has done an excellent job of moulding diverse landscapes. It's the open world gameplay that feels stuck on repeat.

This is especially apparent in the later stages of the game, in areas such as The Hissing Wastes. As a wasteland, we’re understandably faced with a barren expanse of land to explore, but with set-dressing greatly reduced, the game’s underlying structural issues are accentuated horribly. Repetitive fetch quests, 'blank spaces' that offer no reward for exploration, easy battles, too many rifts to close… It’s all too obvious. Essentially, we’re faced with open-world gameplay experienced as copy-and-paste, and while DA: I saves itself from any grievous damage thanks to a gripping storyline and extremely well crafted characters, this structural stuff potentially hinders any yearning for future replay.

There are many, many great things we can say about Oblivion. Massive and addictive open-world? Check. Gripping storyline? Yep. Diverse character development? Of course. But do you want to go back and close that gate? Nope. Not even a little bit. While not quite as bad as ironing, closing the oblivion gates to keep the baleful Daedra at bay seems to be a universally hated chore. The gate destinations themselves are well crafted, in terms of their vibe, at least, owning a suffocating presence of death and despair that only increases our urgency to close them. However, in terms of structure and design, navigating your way through dead-end passages, caves and identikit rooms, in a realm where everything relentlessly wants to kill you rapidly loses its appeal.

When you eventually do the deed, the return of those verdant, deer-filled fields evokes an overwhelming sense of relief, if only because it’s over. Except that it’s not. More gates open up, in addition to those needed in to increase the haul of sigil stones. Exploring otherworldly new areas has never felt so tedious, rendering the gates of Oblivion places we are desperate to forget, rather than powerful experiences to remember.

I like Final Fantasy 13… don’t look at me like that - I really do! The game’s linearity, while heavily criticised, suits the pace of the storyline in many respects, and the environments explored along the way are magnificently eye-catching, married with tough battles involving plenty of trial and error strategy. Saying that, by the time we enter Gran Pulse, expecting a vast and dangerous plain appropriately feared by the people of Cocoon, we’re more than ready for some addictive open-world exploration.

Gran Pulse is certainly vast and dangerous. But unfortunately, also painfully boring. Sighs could be heard from across the globe, as wandering RPGers first plodded from battle to battle, plain to plain, like lost souls searching for meaningful NPC relationships and butterflies to chase. Instead, after such a long and ominous build-up, the disappointment is overwhelming. Once Final Fantasy games open up, the usually explode with character and content, filled out with bustling towns and cities, fun and urgent side-quests, and many a mystery to investigate along the way. Without this to break up the monotony of random enemy encounters, Final Fantasy 13 becomes, well, just random enemy encounters, really. It suffers heavily, leaving us truly not wanting to come back for more. Not that there is much more to be had in the first place.

From the multi-cultural Citadel and the beloved Normandy, to moons, planets, space stations, asteroids, starships and really scary reaper nest monstrosities, Mass Effect offers vast scope on a munificent sci-fi level. So why is one of the best RPGs ever skulking around on this list? Because of an exploration feature I choose to forget. Or try to. But can’t, because it’s terrible.

As the saviour of multiple universes, it’s your responsibility to harvest precious materials to ensure full competency in the end-game. In the first ME, this means taking your crew for a joyride in the Mako buggy, dropping in on a planet, and scouring the environment using a radar. Despite the awful car handling, this is passable the first time round. The second, third, fourth and fifth times, however, demonstrate three specific things: That alternative, off-track exploration results in sheer nothingness, that getting stuck up mountains due to horribly springy physics (a lot) is furiously dull, and that seeing rocks and then more rocks, over and over again, forever, truly dampens our yearning to explore the majesty of the universe. BioWare misses an opportunity here, and this is a feature I hope to see improved in ME4. It’d be epic to carry out such tasks, and even side quests, on a vibrant and fully realised alien world. Mass Effect is a universe of brilliantly crafted cultures, so can we make it a bit teresting to explore please?

With its bold, chunky production design, shot through with vibrant colours and textures, Kingdoms of Amalur: Reckoning almost feels like the offline version of World of Warcraft, delivering a stunningly spirited world you really want to explore. Its vast array of caves, ruins, magical forests, towns and cities positively burst with life. And like the Dragon Age and Elder Scrolls games, it delivers huge scope, easily containing 50 hours of exploration in addition to the main storyline.

But that doesn’t necessarily mean that all those hours are exciting. Akin to Dragon Age: Inquisition in this respect, the open-world areas, while diverse, offer exploration that sometimes feels strained. I started to feel this in Klurikon, a region entered after a memorable battle with the hideous (and enormous) Balor. Sadly, a little inadvertent grinding at this point saw the game deem me over-levelled, detracting from the importance of side quests, and making me feel punished for my earlier enthusiasm for exploring its world. Simply, Klurikon just wasn’t designed to accommodate my wandering. Massive nerd tears were shed as this pattern increased in intensity towards the end of the game; the growing tedium emphasised without the strength of a ‘good-enough’ storyline.

As if in answer to our prayers, Larian Studios put major focus on its game's environment, not just in form, but in terms of making the fabric of the world an engaging game mechanic in itself. There are four main regions to explore as you progress through the game, with busy fishing towns, forest villages, and secret-filled dungeons en masse. But in addition to delivering the expected looting, lock-picking, object-moving, lever-pulling and trap-triggering, Divinity: Orginal Sin’s environment is design to be a weapon in its own right.

Whether you’re creating volatile surfaces to trap enemies, or setting off deadly substances for game changing damage, using the environment to your advantage is a table turner, and often the most effective way to win the game’s uncompromising battles. So what do we actually have to complain about? The problem, alas, is the environmental structure around the action. The difficulty of battles and abundance in loot necessitates far too many repeat visits to towns along the way. Quests work similarly, to the point where toing and froing from place to place, repeating conversations with the same vendors and characters, feels like a tedious mess of bureaucratic busywork. Get it all cleared, and then you’ll find that the next area brings all of that again, but it’s tougher. Talk about making a rod for your own back.

The dullest places to visit in the best RPG worlds

Added: 05.06.2015 16:30 | 20 views | 0 comments


RPGs have and will continue to enrich our lives immensely. Because when an RPG fulfils our wildest expectations, we're not just sitting on the sofa, mourning tomorrow's seven am start for the weekly slog. We're commandeering our own ship and crew across the universe. We’re stalking dragons amid ruined castles, on the way to becoming grand ruler of all we survey. We’re utterly invested in fighting for a cause, with the future of an entire, carefully crafted universe dependent on our actions; both good and bad.

However, throughout the course of enjoying epic adventures through hours of innovative open-world gameplay, I have, on occasion, been dragged crashing back to reality. The cause? The odd incoherently lacklustre areas, popping up to take the sheen off even the mightiest of RPG worlds. From the likes of the Mass Effect and Elder Scrolls games, to lesser known but equally brilliant titles, such as Divinity: Original Sin and Kingdoms of Amalur: Reckoning, there is one common thread. All of these games are great, but, thanks to one bad-apple location, none of them is perfect. So what’s wrong with them, exactly? How and why do these dull areas detract from our overall RPG experiences? Here are six games that pose the dilemma.

Dragon Age: Inquisition is a great big magnet of character attachment. Falling in love with characters is unavoidable. You can even possess your own castle-come-love-mansion where everyone just adores you and thinks you're great. And the open-world exploration throughout is beautiful, varied, and did I mention beautiful? But as the hours trickle on, a sense of deja vu begins to settle in. It's not that the areas suffer from visual similarity, since BioWare has done an excellent job of moulding diverse landscapes. It's the open world gameplay that feels stuck on repeat.

This is especially apparent in the later stages of the game, in areas such as The Hissing Wastes. As a wasteland, we’re understandably faced with a barren expanse of land to explore, but with set-dressing greatly reduced, the game’s underlying structural issues are accentuated horribly. Repetitive fetch quests, 'blank spaces' that offer no reward for exploration, easy battles, too many rifts to close… It’s all too obvious. Essentially, we’re faced with open-world gameplay experienced as copy-and-paste, and while DA: I saves itself from any grievous damage thanks to a gripping storyline and extremely well crafted characters, this structural stuff potentially hinders any yearning for future replay.

There are many, many great things we can say about Oblivion. Massive and addictive open-world? Check. Gripping storyline? Yep. Diverse character development? Of course. But do you want to go back and close that gate? Nope. Not even a little bit. While not quite as bad as ironing, closing the oblivion gates to keep the baleful Daedra at bay seems to be a universally hated chore. The gate destinations themselves are well crafted, in terms of their vibe, at least, owning a suffocating presence of death and despair that only increases our urgency to close them. However, in terms of structure and design, navigating your way through dead-end passages, caves and identikit rooms, in a realm where everything relentlessly wants to kill you rapidly loses its appeal.

When you eventually do the deed, the return of those verdant, deer-filled fields evokes an overwhelming sense of relief, if only because it’s over. Except that it’s not. More gates open up, in addition to those needed in to increase the haul of sigil stones. Exploring otherworldly new areas has never felt so tedious, rendering the gates of Oblivion places we are desperate to forget, rather than powerful experiences to remember.

I like Final Fantasy 13… don’t look at me like that - I really do! The game’s linearity, while heavily criticised, suits the pace of the storyline in many respects, and the environments explored along the way are magnificently eye-catching, married with tough battles involving plenty of trial and error strategy. Saying that, by the time we enter Gran Pulse, expecting a vast and dangerous plain appropriately feared by the people of Cocoon, we’re more than ready for some addictive open-world exploration.

Gran Pulse is certainly vast and dangerous. But unfortunately, also painfully boring. Sighs could be heard from across the globe, as wandering RPGers first plodded from battle to battle, plain to plain, like lost souls searching for meaningful NPC relationships and butterflies to chase. Instead, after such a long and ominous build-up, the disappointment is overwhelming. Once Final Fantasy games open up, the usually explode with character and content, filled out with bustling towns and cities, fun and urgent side-quests, and many a mystery to investigate along the way. Without this to break up the monotony of random enemy encounters, Final Fantasy 13 becomes, well, just random enemy encounters, really. It suffers heavily, leaving us truly not wanting to come back for more. Not that there is much more to be had in the first place.

From the multi-cultural Citadel and the beloved Normandy, to moons, planets, space stations, asteroids, starships and really scary reaper nest monstrosities, Mass Effect offers vast scope on a munificent sci-fi level. So why is one of the best RPGs ever skulking around on this list? Because of an exploration feature I choose to forget. Or try to. But can’t, because it’s terrible.

As the saviour of multiple universes, it’s your responsibility to harvest precious materials to ensure full competency in the end-game. In the first ME, this means taking your crew for a joyride in the Mako buggy, dropping in on a planet, and scouring the environment using a radar. Despite the awful car handling, this is passable the first time round. The second, third, fourth and fifth times, however, demonstrate three specific things: That alternative, off-track exploration results in sheer nothingness, that getting stuck up mountains due to horribly springy physics (a lot) is furiously dull, and that seeing rocks and then more rocks, over and over again, forever, truly dampens our yearning to explore the majesty of the universe. BioWare misses an opportunity here, and this is a feature I hope to see improved in ME4. It’d be epic to carry out such tasks, and even side quests, on a vibrant and fully realised alien world. Mass Effect is a universe of brilliantly crafted cultures, so can we make it a bit teresting to explore please?

With its bold, chunky production design, shot through with vibrant colours and textures, Kingdoms of Amalur: Reckoning almost feels like the offline version of World of Warcraft, delivering a stunningly spirited world you really want to explore. Its vast array of caves, ruins, magical forests, towns and cities positively burst with life. And like the Dragon Age and Elder Scrolls games, it delivers huge scope, easily containing 50 hours of exploration in addition to the main storyline.

But that doesn’t necessarily mean that all those hours are exciting. Akin to Dragon Age: Inquisition in this respect, the open-world areas, while diverse, offer exploration that sometimes feels strained. I started to feel this in Klurikon, a region entered after a memorable battle with the hideous (and enormous) Balor. Sadly, a little inadvertent grinding at this point saw the game deem me over-levelled, detracting from the importance of side quests, and making me feel punished for my earlier enthusiasm for exploring its world. Simply, Klurikon just wasn’t designed to accommodate my wandering. Massive nerd tears were shed as this pattern increased in intensity towards the end of the game; the growing tedium emphasised without the strength of a ‘good-enough’ storyline.

As if in answer to our prayers, Larian Studios put major focus on its game's environment, not just in form, but in terms of making the fabric of the world an engaging game mechanic in itself. There are four main regions to explore as you progress through the game, with busy fishing towns, forest villages, and secret-filled dungeons en masse. But in addition to delivering the expected looting, lock-picking, object-moving, lever-pulling and trap-triggering, Divinity: Orginal Sin’s environment is design to be a weapon in its own right.

Whether you’re creating volatile surfaces to trap enemies, or setting off deadly substances for game changing damage, using the environment to your advantage is a table turner, and often the most effective way to win the game’s uncompromising battles. So what do we actually have to complain about? The problem, alas, is the environmental structure around the action. The difficulty of battles and abundance in loot necessitates far too many repeat visits to towns along the way. Quests work similarly, to the point where toing and froing from place to place, repeating conversations with the same vendors and characters, feels like a tedious mess of bureaucratic busywork. Get it all cleared, and then you’ll find that the next area brings all of that again, but it’s tougher. Talk about making a rod for your own back.


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