Mass Effect (2007)



Two games of reporter-punching have prepared Shepard well for the final showdown in Mass Effect 3. Now he has some sort of nano fist-fist blade that lets him punch even harder. If I was a Reaper, and sadly I'm not, I would be worried by this. The latest Mass Effect 3 trailer that shows Reapers reaping and Shepard super-punching his way through a variety of alien foes. Mass Effect 3 is coming out on March 3 next year.
Mass Effect (2007)
Mass Effect 3 Thumbnail
If you listened to yesterday's E3 podcast, you already know what made my day: getting to play through the Mass Effect 3 demo behind closed doors (something I routinely taunted my fellow editors with until they stopped talking with me). The first thing that struck me is that ME3 is gritty. I'm playing on the Salarian homeworld, and it's obvious it's seen better days - everywhere you look there's debris, burning rubble, and scarred buildings, all swarming with Reaper monstrosities and Cerberus soldiers. It reminded me of that first scorched-earth moment when you step onto the ambushed Citadel in the original Mass Effect.

But one of the Salarians' science facility houses a fertile female Krogan who could be key to earning the Krogan's support in the war - so I'm not giving up this planet without a fight. Oh, and how sweet, sweet that fight is. ME3's Shepard is eager to play dirty in this final chapter of his trilogy. I was playing as a straightforward soldier Shepard - no fancy pseduo magic here. As I rounded a corner and encountered my first batch of Cerberus troops, I relied on my go-to strategy (assault rifle shots to the enemy's chest region) to see me through. But it's different than the earlier games: ME3's guns feel more weighty - the kickback's been upped and the audio effects sound less clean-sci-fi, and have a stronger hint of modern military rifles that have mechanical parts. I dispatch the first batch of grunts easily, and move along the bombed out facility, admiring the wrecked cityscapes in the open distance all around me.



I've always been more of a melee man, so I decide to get up close and personal with the next batch of troops. I use the improved cover movement system to dodge between debris and short walls effortlessly, working my way towards my soon-to-be victims without their notice (thanks to the non-obtrusive blue arrows that indicated where Shepard would/should head if he left his current cover position). Whoops. I hit the wrong button and suddenly find myself standing alone just a few feet away from my 3 enemies, with no cover between us.

I attempt to salvage my botched sneak attack by sprinting at the nearest soldier and holding my melee attack button. The camera zooms into the enemy's chest and torso area, and I watch as Shepard pulls him in close and jabs his Omni tool-activated energy blade into his sternum, before tearing it back out and tossing the soldier back. The camera falls back to its regular position - the entire sequence didn't take more than a second, but it's a strong reward for getting within melee range. But melee attacks aren't guaranteed kills, so my victim's staggering back with a bit of life left, and his buddies are pissed.



Luckily, my buddies are pissed too. Garrus and Liara swoop in behind me, their rifles unleashing all sorts of pain on both sides of me (I use the familiar squad command system to make sure they're moving where I want them to). I finish off my melee victim with a couple pistol shots to the chest, and as he goes flopping backwards into the planter, I toss a grenade at the other two. The quick, contained explosions sends the troops ragdolling into the nearby planters. First area secured.

I see my objective up ahead and rush towards it without any more hassle. Mordin, the Salarian scientist and singer companion from Mass Effect 2, is inside the lab working (if he didn't die in your playthrough of ME2). I'm supposed to buy him time to help protect and move the female Krogan, who's dressed in a sort of gypsy outfit, and who makes a joke about Wrex definitely showing up if there's a female there to mate with. I may never be able to completely erase the mental image of Krogan mating rituals from my mind, but when it comes to game demos, sometimes you have to take the bad with the good.



The good is definitely interacting with your *other* companion characters (you know the ones you always leave behind on the ship) while out on a mission, even though you haven't selected them to join my squad. Based on the videos and demos I saw at E3 this year, it seems likely that this could be a regular occurrence in ME3. At different points, I saw Legion driving a massive tank through a wall across a chasm from Shepard (later, Shepard jumped on top of the tank and used its turret to paint a massive Reaper with fiery lead), Mordin interacting with different scientific consoles inside locked areas, and Ashely and Joker swooping in on the Normandy to give you some much-needed air support. It's a terrific way to remind you that you're part of a big crew, working together - not just a pack of three characters conquering the galaxy while their entourage sits on their butts waiting back on the Normandy.

I helped Mordin with his science mumbo jumbo by interacting with a nearby computer console, and then got back to the refreshing fun of taking down traitorous Cerberus soldiers. This time it wasn't so easy, though: a hulking soldier with a massive shield led the enemy squad, and his armored shield can take a beating. I activate my Concussive Shot ability to super-charge my next shots, dealing some serious damage (special abilities and weapon skills are upgraded via a familiar insert-points-to-gain-passive-bonus-to-that-ability/weapon system that is very similar to the previous two games), but it isn't enough--the walking tank maintains his steady march towards us.



Liara threw out the helpful suggestion that I should try flanking him, so I action-roll to my right, and find a small hallway running parallel to the one the enemies are marching down, with a short wall between them. I order my squadmates to charge the enemy position, and while they enemies are distracted, I pop up and shred them from my flanking position. It's a fun tactic that the developers obviously intended to be a prime option, and that hospitable architecture design (two parallel hallways with line of sight between them) was repeated several times in my playthrough.

The next encounter offered the perfect opportunity for me to re-attempt my stealthy kill approach: one lone soldier stands idle facing to my left, with his back to a tall planter. I channel my inner ninja to sneak my way along short walls to the planter behind him, and move in for the melee kill. When I hold down the melee attack button, the camera once again zooms in for the big energy blade strike. But this time, instead of jabbing it into his gut while he's standing, Shepard stands up from behind the planter, grabs the unsuspecting guard by his collar and pulls him over to his side of the divider, throwing him on the ground and burying his energy blade into his chest before the poor sap even knew what was happening. It might've been faster to run in guns blazing, but my time spent sneaking and plotting paid off with a super-short semi-cinematic that felt incredibly visceral and satisfying.



We're not talking about having a Deus Ex-level of options for choosing how to kill your enemies, but the map design did a great job of supporting all of the classes, especially the new Infiltrator, which sports stealth mechanics and boosted melee attacks in addition to its Sniper Rifle focus.

As I continued down that path, dispatching packs of soldiers as I went, I found a work bench nearby where I could swap out parts on my rifle to gain different benefits. But the work bench interface is much more fun to play with than ME1's nightmare interface. In it, your weapon lies in the middle of the screen and each part - sights, damage and range modifiers, etc. - you swap in or out visually alters it on the fly, letting you preview what the weapon will look like with each prospective kit you're contemplating.



But you, my fellow Shepherds, can keep your high-tech guns and their fancy appearance-changing mods. Just give me that sexy energy blade, a dark hallway with an inconspicuous planter to hide behind, and an endless stream of enemies to stab, and I will truly be happy.

That's where my hands-on demo ended, although I was able to watch the more gameplay in a hands-off walkthrough of an early segment of the game on an invaded Earth, where Captain Anderson makes a return and you're emotionally manipulated into feeling sympathy for a small child before his shuttle gets blown to bits by the Reaper bastards. Curse you, BioWare, for making my feel the full breadth of my emotional capabilities!
Mass Effect (2007)



In 1938, CBS Radio aired a radio adaptation of H.G. Wells' War of the Worlds. Among the gullible, there was panic: the broadcast had sounded so realistic that people genuinely believed an alien invasion was in process. Those idiots.

But wait! Here's a transmission we just received from E3 that says there IS a real-life alien invasion happening, and we ARE all going to die! And it's happening worldwide! The French are calling it an 'attaque globale'! I don't speak French, but I think that means a global attack! There's a race of sentient spaceships come back to kill us all! Why did no-one tell us about this before!

Oh no wait, it's just a mad live-action teaser trailer for Mass Effect 3. Phew, eh?
Mass Effect (2007)



So many rumours are swirling about a potential multiplayer mode to be announced for Mass Effect 3 that they've formed a giant rumour tornado. It's currently sweeping across Los Angeles, leaving a trail of destruction and frantically whispering games journalists in its wake. Truly upsetting to behold.

Not that you'd know from BioWare's doctorly heads, Dr. Greg and Dr. Ray. They're the calm eye at the centre of the rumournado. When one of our Future friends also at E3 asked them if ME3 would be the first game in the series to feature multiplayer, they responded that they had nothing to announce. Nothing to announce at E3. That, for those of you yet to have your coffee, means that a multiplayer mode could yet be announced in the future. CVG certainly seem to think that's the case anyway, having dug through job ads to find sufficient evidence, and their argument's fairly convincing.

Click through to watch another video where two very powerful men grin meaningful grins.

Failing the inclusion of a multiplayer mode in Mass Effect 3 - which CVG say might be a 'horde' style, with groups of humans holding off AI enemies - there's always the outside chance of a dedicated multiplayer shooter set in the rich Mass Effect universe. Back before the Spike TV VG awards that showed the game's first trailer, a noisy corner of the internet was adamant that we'd be getting a pseudo-Battlefield with biotic powers. BioWare have refused to rule anything set in the universe out, saying instead that they want to "go where their fans are." This could even mean a Mass Effect MMO in the future: the company's development of the Old Republic mean they've got the know-how, even if their commitment to TOR means they'll be keen not to stand on their own MMO-toes. See the video below for full details, and a complete lack of denial.



EA certainly have the developers to do what they want with Mass Effect. Imagine a DICE-helmed multiplayer shooter, detailing battles on Virmire, or Reaper-infested Earth? Oh dear, I've gone all tingly. But should the Mass Effect universe be diluted, or kept as a monstrously successful, neatly wrapped-up trio. I'm not sure. What do you guys want?
Mass Effect (2007)



Mass Effect makes its noisy arrival at E3 with this trailer, showing Shepard punching the extraterrestrial stuffing out of a number of different foes. The Mass Effect 3 demo shown at the EA conference earlier showed Shepard manning huge gun emplacements to take down a robot that looked to be even bigger than the end boss of Mass Effect 2. Bioware weren't kidding when they said the final game in the trilogy would take place on a much bigger scale than its predecessors.
Mass Effect (2007)
Mass Effect 3 - Electric arm baton thumb
A rogue Amazon listing has revealed the price, release date and contents of the Mass Effect 3 Collector's Edition boxed set. The set will cost £48.80 / $79.99, and will come out on March 6 next year. But what's inside? Find out below.


Premium metal case featuring commemorative artwork of Commander Shepard.
70-page hardbound art book featuring hundreds of unique and gorgeous illustrations from the BioWare development team plus an exclusive 4x6 lithographic print featuring a one-of-a-kind piece of artwork
Limited edition Mass Effect comic by Dark Horse Comics, complete with unique cover artwork
Join the ranks of the N7 with the premium fabric N7 patch
A full collection of in-game content that can't be found anywhere else!

 
For more Mass Effect 3 info, be sure to come back during the EA conference at 14:30 PT / 17:30 ET / 22:30 GMT.
Mass Effect (2007)
Battlefield 3 thumbnail
Spike TV have detailed the games that will feature at the EA conference at this year's E3. VG247 scooped the details from a Spike press release, which promises an "explosive, never before seen demo of Battlefield 3" along with live demos of Mass Effect 3 and Fifa 12. The event will last an hour, and will also reveal more news on Star Wars: The Old Republic. We'll be there, too, covering every moment live, right here on PCGamer.com. Which of EA's games are you most excited about this year?
Mass Effect (2007)
Mass Effect 3 - Many Batarians Died
Mass Effect 3 starts with Shepard returning to Earth to be put on trial for the killing of 300,000 Batarians. If you don't remember doing that, you were either very drunk or you didn't play The Arrival DLC for Mass Effect 2. It's one of a few moments in the series so far when you don't have a choice about something important. I asked executive producer on Mass Effect 3, Casey Hudson, about these moments: why they happen and whether they work.
PC Gamer: Do you think that Mass Effect 2 was successful in convincing players that they needed to work for Cerberus? It seemed like quite a bold angle to have a terrorist organisation employing you, and you start out very resistant to the idea. Do you feel that that worked in the end?
Casey Hudson: It’s actually kind of interesting, because... most video games don’t offer any choice in the story - the story is the story. But as soon as you offer choice in a story, where you stop offering choice is where you’re criticised. And you end up being criticised for not having enough choice, even though you offer this much more. It’s at the edges where you’re criticised.
So I would say that the idea of Shepard dying, and essentially being resurrected by a group that he may or may not agree with, is part of that story that we felt served that episode of the series. And I think that it worked on that angle.
It happens on different scales too, like sometimes something has to happen. Without being specific, I was playing a game that has a interactive story to some degree, and I’m given something that’s extremely important, and I’m supposed to take it to a certain character. Then I’m talking to that character, and that character says “Oh you have it, thank you. I’ll just take that.”
But it then gives you a dialogue response – you have one response and it’s “Yes.” And at that point I literally couldn’t touch my controller, because I thought “I don’t want to.” I would not say yes. But at least what we try to do is, if that thing has to happen in the story, then we at least let you do something or deal with it in some way. Even if it’s telling the person “No,” and then they say “Well, you’re not going to get very far if you don’t do this.” Some kind of flavour around how you can play it.
PC Gamer: Yeah, there are some in Mass Effect where your options are "Yes," "Definitely yes," or "Oh, alright, yes."
Casey Hudson: Yeah, sometimes it has to be like that to tell a story that doesn’t become multiple different stories, versus different versions of a story.
PC Gamer: I was going to ask you about killing the Batarians in The Arrival DLC – am I right in saying that’s not a choice?
Casey Hudson: That’s right, yeah.
PC Gamer: That seems like quite a big one, given that a lot of people died.
Casey Hudson: Yeah, that was a big one. I can see how people would want us to be able to create like . People were even asking at the end of Mass Effect 2, "So if Shepard can die, after Shepard dies, then what happens in Mass Effect 3?" It’s like, "Wow, OK. So we definitely can’t build a game around a completely different character and Shepard.
Likewise, in Arrival, literally the all powerful beings that can destroy us are at the door, and there’s really only one thing you can do to slam the door shut, and that was to destroy the Mass Relay. But it has this side effect of killing the Batarians. It ties into some of the stuff that we wanted to do at the beginning of Mass Effect 3 as well, and why Shepard returns to the Earth.

Previously, Casey told us how Mass Effect 3's romance options have expanded, how your choices throughout the series will influence Mass Effect 3's ending, how they used Mass Effect 2 DLC to experiment with ideas for the third game, why you shouldn't shoot the hideous sacs on a Reaper Rachni, and that Tali will return as a full time squad member.

You can subscribe to all our Mass Effect 3 news and previews if you use an RSS reader.
Mass Effect (2007)
Mass Effect 3 Romance Options
After a few days of feeling like robots incapable of comprehending love, we've had a statement from BioWare on clarifying the confusion over your romance options in Mass Effect 3. Last month executive producer Casey Hudson told us there'd be no new love interests, but more recently he tweeted that there'd be 'wider options' for them, including a same-sex male relationship the series has never had before. Here's what's going on.
ACT 1
INT. BIOWARE OFFICES, EDMONTON - DAY
TOM FRANCIS
How are the romance options compared to previous games?
CASEY HUDSON
Well yeah, it’s going to be similar to Mass Effect 1 and 2. Like I say, we’re not introducing any new characters that are going to be love interests.
CASEY and TOM share a meaningful glance, then stare wistfully out at the snow as we FADE OUT.
ACT 2
EXT. TWITTER - NIGHT
A million typographical variations of WeLoveBeiber bark trending hashtags in the background.
CASEY HUDSON
Happy to confirm #ME3 supports wider options for love interests incl. same-sex for m&f chars, reactive to how you interact w/them in-game.
ALL
Whaaat.
ACT 3
INT. TOM'S INBOX - NIGHT
CASEY HUDSON
At the time, we hadn’t finished resolving all of our character plans, and things always get more fleshed out over time. The game has evolved since then as we finalize our scope. All the great stuff that enriches our games and creates a complete experience happens as we transition from initial plans to final implementation.
TOM FRANCIS
Oh OK, fair enough.


Previously, Casey told us how your choices throughout the series will influence Mass Effect 3's ending, how they used Mass Effect 2 DLC to experiment with ideas for the third game, why you shouldn't shoot the hideous sacs on a Reaper Rachni, and that Tali will return as a full time squad member.

More Mass Effect 3 details tomorrow. You can subscribe to all our Mass Effect 3 news and previews if you use an RSS reader.
Mass Effect (2007)
Mass Effect 3 Decision Consequences
One of the coolest things about the Mass Effect games is that your decisions in one have consequences in the next. In Mass Effect 2, there were only a few major events that depended on your actions in the first. In Mass Effect 3, though, every major decision will come into play. But does that mean the wrong choices make the game more difficult? Have some of us already screwed ourselves? We didn't know, so we asked BioWare's Casey Hudson.
PC Gamer: With the choices in the series before, there’s often been the pressure of, ‘If I get this wrong, I’m going to make life difficult for myself later on’ – is that actually the case when the consequences kick in in Mass Effect 3?
Casey Hudson: became the grade of scale of your success of the end game, and we have something similar here. You’re basically building towards greater and greater degrees of success, in terms of how you’re able to fight the Reapers. So similarly you’re going to want to do more, and be more successful, and make better choices throughout. And then that, combined with more personal or more moral choices about how to deal with things... those things will ultimately affect part of the end game, which is pretty amazing.
PC Gamer: So it's not like, if I let the Rachni live, now I can't complete the game because they've killed everyone. But maybe I can't get the ultra-nice ending where everything works out perfectly?
Casey Hudson: I think a way to think about it is if you made decisions early on, you’ll see them affecting this. And the decisions you might want to make that go against those prior things are gonna be harder. Killing the Rachni might present opportunities in Mass Effect 3 that you wouldn’t otherwise have, but if you don’t take those opportunities and you try and do something in opposition to that, then it would be harder for you than if you work with it. Similarly with the decisions at the end of Mass Effect 2, for whether you saved the base or destroyed it.
And so all the different things that you do, if you do a little side quest, or you go off and do a major plot, these things contribute to the war effort. If you just rip straight down the critical path and try and finish the game as soon as you can, and do very little optional or side stuff, then you can finish the game. You can have some kind of ending and victory, but it’ll be a lot more brutal and minimal relative to if you do a lot of stuff. If you really build a lot of stuff and bring people to your side and rally the entire galaxy around you, and you come into the end game with that, then you’ll get an amazing, very definitive ending.

Casey also told us how they used Mass Effect 2 DLC to experiment with ideas for the third game, why you shouldn't shoot the hideous sacs on a Reaper Rachni, that Tali will return as a full time squad member, and that there'll be no new love interests in the third game (but then, confusingly, tweeted this. We've asked for a clarification).

We'll have another chunk of Mass Effect 3 details tomorrow. You can subscribe to all our Mass Effect 3 news and previews if you use an RSS reader.
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