Mass Effect

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My name is Commander Shepard and this is my favorite Mass Effect community on the citadel.

Rules & Regs:

  1. Don't be a dick, unless it's a really spicy renegade interrupt. But even then, seriously, don't be a dick.
  2. Memes are great - seriously, I need more Mass Effect sh!tposting in my life.
  3. This is a welcoming community for all stripes, let's just remember there's people on the other side of the screen and act accordingly.
  4. If you're here, you gotta post. Thems the breaks, kid.

Other stuff:

founded 2 years ago
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While all eyes are on Bioware's upcoming Dragon Age sequel, Dreadwolf, industry insiders have heard rumors that Mass Effect 4 (or 5) won't be open world.

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Mass Effect games are often praised for their cinematic storytelling and exceptional companions, but the series' unique approach to enemies is often overlooked.

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Would it really have been that hard to remove the trigger for the email in the LE, Bioware? Really?

Listen, I'm sure it can be modded out by now, but this is my headcanon.

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This doesn't look good for the upcoming Mass Effect. Cross-posted from: https://lemmy.ca/post/3815523

^archive.org^

Hello again,

Today, rather than discuss one of our upcoming projects, I’d like to share an update about the studio itself and outline our vision for BioWare’s future.

In order to meet the needs of our upcoming projects, continue to hold ourselves to the highest standard of quality, and ensure BioWare can continue to thrive in an industry that’s rapidly evolving, we must shift towards a more agile and more focused studio. It will allow our developers to iterate quickly, unlock more creativity, and form a clear vision of what we’re building before development ramps up.

To achieve this, we find ourselves in a position where change is not only necessary, but unavoidable. As difficult as this is to say, rethinking our approach to development inevitably means reorganizing our team to match the studio’s changing needs.

As part of this transition, we are eliminating approximately 50 roles at BioWare. That is deeply painful and humbling to write. We are doing everything we can to ensure the process is handled with empathy, respect, and clear communication. With that last point in mind, I want to take a moment to explain how we got here, what we’re doing to support our colleagues, and what this means for BioWare’s current and future games.

WHAT’S HAPPENING NOW

After much consideration and careful planning, we have built a long-term vision that will preserve the health of the studio and better enable us to do what we do best: create exceptional story-driven single-player experiences filled with vast worlds and rich characters. This vision balances the current needs of the studio—namely, ensuring Dragon Age™: Dreadwolf is an outstanding game—with its future, including the success of the next Mass Effect™.

We’ve chosen to act now in part to provide our impacted colleagues with as many internal opportunities as possible. These changes coincide with a significant number of roles that are currently open across EA’s other studios. Impacted employees will be provided with professional resources and assistance as they apply for these positions.

While it’s unlikely that everyone will find a new role within the company, we are committed to supporting our staff as they navigate this change. Our sincere hope is that they can continue their exemplary work at studios who stand to benefit immensely from their talents.

IMMEDIATE IMPACT

If you’re wondering how all of this will impact development of Dragon Age: Dreadwolf, let me be clear that our dedication to the game has never wavered. Our commitment remains steadfast, and we all are working to make this game worthy of the Dragon Age name. We are confident that we’ll have the time needed to ensure Dreadwolf reaches its full potential.

I can also tell you that every member of our team, even those departing BioWare, deserves credit for crafting a spectacular experience. These are our colleagues and friends, and we would not be here without them. I am so proud of all the work our team has done.

WHAT COMES NEXT

While this is an extremely difficult day for everyone at BioWare, we are making changes now to build a brighter future. We’re excited for all of you to see what we’ve been building with Dreadwolf. A core veteran team led by Mike Gamble continues their pre-production work on the next Mass Effect. Our commitment to quality continues to be our North Star.

As cliche as this sounds, there truly is never a good time to enact changes like this, but we trust that we have the right leaders and team in place with vision, passion, and proven track records to deliver world-class Dragon Age and Mass Effect experiences that our fans will love.

For now, I want to thank everyone at BioWare—past and present—for making the studio what it is. I also want to thank our community for your continued support. We’re eager to reveal more about Dreadwolf, and we look forward to discovering what else the future holds.

Gary McKay
General Manager, BioWare

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so, i have been replaying LE again. while i absolutely love the romance options we have (tali ftw!), i cant help but wonder: who are the hidden gems that we missed?

three characters come to mind for me:

  • edi - i am not sorry, joker, but i am stealing your sassy hot robot waifu
  • aria - more asari, more better
  • wrex - i want to clap those krogan cheeks
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This is one of the concepts for the elcor from The Art of Mass Effect. What do you think?

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I guess being on the Fediverse it’s more inviting to share random thoughts.

I started playing NES around the early 90s, then through PC gaming and PS1 before stopping for university. I had a brief stint with Xbox and PSP but never really gamed for the last fifteen years. Anyways, now as a father and with a purchase of a Steamdeck I tried out ME Legendary.

Just finished ME2.

I really enjoyed my time so far. I had played Knights of the Old Republic but ME2 seemed like the evolution of that game—better characters, cinematic plot, really interesting gameplay.

Anyways this is just a note that I enjoyed learning about the magic of this game and why it was such a fuss some 10+ years ago. I never experienced it the first time but there is a tinge of nostalgia with being re-exposed to games that might have formed my childhood.

I’ve heard the criticism of ME3 but I guess there is a better experience now with the DLC ending.

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I’m Commander Shepard, and these are my least favorite things to hear on the Citadel

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Second only to the Normandy.

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the canvas shall be ours (lemmy.blahaj.zone)
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
 
 

My partner and I are currently pixeling the N7 icon and Tali at 940,363. If someone wants to help, sign up for the lemmy canvas at https://canvas.toast.ooo and defend/extend our symbol! EDIT: Updated picture

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Personally I like the Sentinel in 2/3 the best but in 1 they don't really have the specific niche purpose that they seem to in the sequels, since all dual classes just get half of the powers from each.

ME1 I just go full Engineer and select AR training.

It's always AR training.

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I noticed my character had stretched eye textures in ME2 and it seems to be the first two eye shapes on female that are the culprits. I used different eye texture mods hoping that it would fix it, but alas. Anyone else has this problem too? Or someone knows a fix for this?

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