Eurogamer


Forthcoming PlayStation 3 shooter Starhawk features split-screen multiplayer, publisher Sony has announced.


As detailed in a post on the PlayStation Blog, two players can fight it out on the same TV. Developer Lightbox Interactive looked into four player split screen but eventually decided against it.


"We are very aware that some of you wanted four player split screen like Warhawk. We thought about it a lot and decided not to go this route," explained senior producer Florence Kum.


"Based on our data, not enough people ever used four player split in Warhawk, so we concentrated our efforts in other areas, such as making two player just plain better.


"For the few people that actually played four player split screen… we're very sorry about that. For everyone else, we think you'll like the aspect ratio change and the bigger radar map."


Kum added that both players will be able to sign in to their PSN IDs on the one machine, allowing each of them to level up. However, only one player will be able to earn achievements, "as these are saved directly to the PS3".


"It's not perfect, but it's way better than Warhawk where Player 2 couldn't level up at all."


The follow-up to 2007 effort Warhawk is due out in May. See our Starhawk preview for more on what to expect.

Eurogamer


Angry Birds developer Rovio plans to deploy themed sets of swings and slides to playgrounds around the country.


The initiative will start this summer in Finland, Angry Birds' homeland. UK playgrounds will follow.

'Angry Birds-themed play parks coming to UK' Screenshot 1


"Rovio wanted to invite people who play the game to not only sit inside on the sofa, but to go out, move themselves and have fun," Rovio's playground equipment partner Lappset Group told BBC News.


The parks will feature "exclusive" downloads and interactive content.


"You have large screens where you can play the games in the park. There's a tunnel that you have to run though at a certain speed - if you don't get there in time you get sprayed with water."


Rovio has already announced plans to launch a new themed Angry Birds Land at the Finnish theme park Särkänniemi Adventure Park. It will feature "Magic Places", areas where "activities and the gaming world meet".


Angry Birds Space, the latest downloadable game in the addictive series, is released tomorrow.

Eurogamer


Rockstar co-founder Dan Houser has bought the same Brooklyn mansion once inhabited by legendary true crime author Truman Capote for a staggering $12.5 million.


As reported by New York Observer, the house, located at 70 Willow Street in New York's Brooklyn Heights district, was home to the In Cold Blood author for 10 years.


The sale is thought to be the largest ever in Brooklyn, beating the previous record by 1.5 million.


Houser's new 9000 square foot pad boasts 18 rooms over three floors, 11 fireplaces and a showpiece spiral staircase.


The British émigré relocated to New York back in 1998 to get Rockstar off the ground with his brother Sam, Terry Donovan, Jamie King and Gary Foreman. The developer is currently hard at work on Grand Theft Auto 5.

'Rockstar boss buys Truman Capote's New York mansion' Screenshot 1
Eurogamer


Modern Warfare 3 developer Infinity Ward has threatened to ban any players taking advantage of a glitch in new DLC for the game.


Creative strategist Robert Bowling Tweeted last night:


"There's a glitch in Black Box that allows you to get under the map. Fix already in the works, out by Friday. Don't exploit, we'll be banning."


His post got a hostile reception from some, who accused the developer of punishing gamers for its own cock-up.


"Shouldn't be banning people for your mistakes. Let them have their fun but hurry up and fix it," Tweeted one follower.


"Big man handing out bans for releasing a broken map. I bet you sleep well at night knowing you hand out bs bans. ;)," wrote another.


The first Modern Warfare 3 DLC collection launched on Xbox 360 earlier this week.

Eurogamer


Players who pre-order Far Cry 3 will receive The Lost Expeditions Edition of the game. It contains two exclusive missions not available in the regular version.


These missions, "The Forgotten Experiment" and "Ignition in the Deep", offer up an extra 40 minutes of gameplay, Ubisoft revealed.


You'll also get a Type 10 Japanese World War 2 flare gun for use in the game's multiplayer modes.


The new info comes from a fresh Far Cry 3 trailer, viewable below. It focuses on the "unhinged" Dr Earnhardt. Violence, animal slaughter and hard drug use follow:

Eurogamer


Do good things really come in threes? When we reviewed Alienware's respectable take on the "Small Form Factor" PC with the X51, we also had a chance to test out a trio of their latest line of gaming laptops. These included the netbook-sized M11x, the feature-rich M17x (including an integrated 3D LED panel), and the back-breaking powerhouse that is the M18x. Each of these being in their third revision, they represent the very best that the company has to offer in the portable space today.


But given the current technical demands of DirectX 11 titles such as Crysis 2 and Battlefield 3, are any of these actually good enough to hold their own with the most cutting-edge releases? Is laptop gaming a viable proposition for the most demanding PC players?


We'll get to that in just a second, but the most pertinent issue for most people on the scout for a new laptop is, of course, price. Tallying up the total cost for each configuration here, it's clear that there's little room for those working with a budget of under £600. The smallest begins at that price point, while the middle entry starts at £1,299, and the largest at £1,699 - all without any extra parts, higher resolution screens or CPU upgrades. Even in their bare-bones forms, each of these laptops guns for the extreme end of the market - with an obvious ambition to deliver the best graphics possible while being grounded by the sobering realities of power consumption, size, weight, noise and heat output.

The Alienware Trio Compared


All the laptops in Alienware's latest wave share a few common threads as far as design and technical ambition go. In terms of raw specs, they each proudly sport variations of the Intel Core i7 processor from the entry level, plus discrete DirectX 11-compatible graphics chips. Courtesy of NVIDIA Optimus support, this will dynamically switch to and from an integrated Intel HD3000 chipset according to which program is being used.


In fact, these GPUs are so powerful that, by default, they're set to automatically scale down their clock speeds whenever the laptops are running straight off the mains, with the energy throughput being simply too high for the laptops to sustain themselves from the battery alone. For laptops determined to squeeze out as much usage time as possible, these power saving tricks are invaluable. The use of 250GB SSDs all round is another plus for battery life (with the option for larger hybrid HDDs available) and has a tangible effect on games like Rage where constant streaming of textures is a necessity.

"Each of these laptops guns for the extreme end of the market - with an obvious ambition to deliver the best graphics possible while being grounded by the sobering realities of power consumption, size, weight, noise and heat output."


There are the similarities in design too, with the token alien head logo emblazoned on each lid and making an appearance as the bespoke power button above each keyboard. There are also two LED-lit speakers at the front undercut by a protruding, glossy lip, each covered, perhaps superfluously, by a meshed design. The whole thing lives up to the extraterrestrial theme the design team set themselves from the company's inception, and it does at least look like something you'd pay that high premium for.


Connectivity is pretty comprehensive between the three. There are two "SuperSpeed" USB 3.0 ports on each laptop, with two headphone sockets, one microphone socket, an Ethernet port, Firewire port, SD card slots, plus options for HDMI 1.4 and DisplayPort output being a commonality. On the M11x, the omission of an optical drive is typical of netbooks designed to the same size specification, and basically makes getting games on there a bit of a hassle unless you've gone with Steam all the way.


The two larger models set themselves apart by adding the flexibility of an eSATA port, an extra USB slot, a SPDIF output and a HDMI 1.3 input, in case you want another device to hijack their LED displays. Naturally, all of these come with integrated 802.11a/g/n wireless cards and Bluetooth support as standard, plus an extra option for Wireless HD to another, presumably larger, monitor or TV, should you want to play games from a distance. All in all, there's not a stone left unturned here.


Opening them up while powered gives you a view of their LED-backlit keyboards. These lights are divided into four segments across its span, and through the built-in AlienFX software can be individually programmed to show off different colours. Much like the X51, this also allows you to program custom presets for each application, where browsing the web can be set to give you a full gamut of colours which gradually oscillate in brightness.

"The AlienFX software allows you to program custom LED presets for each application, where browsing the web can be set to give you a full gamut of colours which gradually oscillate in brightness."

Eurogamer


Epic Mickey 2: The Power of Two is currently in development for PlayStation 3, Xbox 360 and Wii, producer Warren Spector has announced.


Speaking in an Associated Press interview, Spector revealed that, unlike the 2010 original, the game will be a musical with full voice acting for all characters.


"I'm such a geek about musicals," he said.


"I love the co-op and next-gen stuff, but for me, when a character breaks into song, which they do on a regular basis in this game, it's magic."


You can also expect drop-in, drop-out co-op, with one player controlling Mickey and his paintbrush, and the other playing as Oswald the Lucky Rabbit, who wields a remote control with which he can manipulate electricity.


"You can sit down at any time with a friend who is playing as Mickey, and you can take control of Oswald," explained Spector.


"If you're playing as a single player, Oswald will be there every second of the game. He's not just a multiplayer character. He's a helper, whether you're playing alone or with a friend or family member."


The other key focus for Spector and his team at developer Junction Point is the game's camera - much criticised in the original. He promised a much more user-friendly experience this time around.


"We've had a team working on the camera from literally the day we finished the first game. They'll be working on it until the day we ship the second game," he said.


"(There have been) over 1000 specific changes made to the camera. Our goal is that you will not have to touch the manual camera controls even once to play through the main story path of this game."


Spector didn't reveal much detail about the sequel's plot other than that it will see Mickey return to Wasteland. Similarly, no word on a release date or on the 3DS version rumoured earlier this week.


Its Wii-only predecessor picked up a middling 6/10 back in November 2010.


"For all its big ideas, Disney Epic Mickey never quite weaves its disparate strands into a convincing whole. Its conceptual ambition is let down by merely adequate mechanics, and Mickey himself remains a rather abstract figure at the centre of it all," read Eurogamer's Epic Mickey review.

Eurogamer


BioWare appears to have capitulated - the team are working on "content initiatives" to answer the questions left by the controversial Mass Effect 3 ending.


In an open letter, BioWare co-founder Ray Muzyka addressed the heated topic.


"I personally believe Mass Effect 3 is the best work we've yet created. So, it's incredibly painful to receive feedback from our core fans that the game's endings were not up to their expectations," he wrote.


"Our first instinct is to defend our work and point to the high ratings offered by critics - but out of respect to our fans, we need to accept the criticism and feedback with humility."


Which has led to: "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," Muzyka announced.

'BioWare vows to answer Mass Effect 3 ending questions' Screenshot tali

Time to unmask Tali!


"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."

Casey Hudson revealed recently that there had been plans to offer a character dialogue at the end of Mass Effect 3 to discuss the origins of the universe, and answer questions such as where the reapers came from and beyond.


But then Hudson and writer Mac Walters decided against it - to keep the content "high level" and on a need to know basis. And players, it was deemed, did not need to know.

"We listen and will respond to constructive criticism, but much as we will not tolerate individual attacks on our team members, we will not support or respond to destructive commentary."

Ray Muzyka, co-founder, BioWare


The Mass Effect 3 ending debate has sparked a petition thousands of signatures long. It's also prompted vitriolic feedback, and Ray Muzyka was clear that such communication would not be merited with a response.


"Some of the criticism that has been delivered in the heat of passion by our most ardent fans, even if founded on valid principles, such as seeking more clarity to questions or looking for more closure, for example - has unfortunately become destructive rather than constructive," he remarked.


"We listen and will respond to constructive criticism, but much as we will not tolerate individual attacks on our team members, we will not support or respond to destructive commentary.


"If you are a Mass Effect fan and have input for the team - we respect your opinion and want to hear it. We're committed to address your constructive feedback as best we can.


"In return, I'd ask that you help us do that by supporting what I truly believe is the best game BioWare has yet crafted. I urge you to do your own research: play the game, finish it and tell us what you think. Tell your friends if you feel it's a good game as a whole. Trust that we are doing our damndest, as always, to address your feedback.


"As artists, we care about our fans deeply and we appreciate your support."

Eurogamer

BioWare has posted a list of changes made yesterday to Mass Effect 3 multiplayer.

The alterations look to be server side, and tend to only insignificantly tweak damage/shield/health. But there are some meatier changes to class abilities.

The first Mass Effect 3 update was 6th March, then on 13th March, then on 20th March.

Keep an eye on the BioWare forum thread for future changes.

'BioWare details Mass Effect 3 multiplayer changes' Screenshot pretty

"But Shepard, why won't you recruit me?"

20th March

Phaeston Assault Rifle

  • Damage increased from [29.7-37.2] to [34.7-42.2]

Revenant Assault Rifle

  • Damage increased from [52.9-66.2] to [57.9-71.2]

Claymore Shotgun

  • Damage increased from [152.8-191.0] to [167.8-206.0]

Falcon Assault Rifle

  • Increased refire time on the Falcon to 0.65 seconds
  • Decreased rate of fire from 125 to 50
  • Decreased max spare ammo from [24-34] to [18-28]

Sentry Turret Power

  • Increased base shields from 500 to 1000
  • Increased base damage from 25 to 30
  • Evolve 5 Rocket upgrade damage increased from 150 to 250
  • Evolve 5 Rocket upgrade radius increased from 1.5 meters to 2.0 meters

Combat Drone Power

  • Evolve 5 Rocket upgrade damage increased from 150 to 250
  • Evolve 5 Rocket upgrade radius increased from 1.5 meters to 2.0 meters

Ops Survival Pack Consumable

    Atlas

    • (Silver) Armor increased from 11250 to 12940
    • (Silver) Shields increased from 11250 to 12940ó
    • (Gold) Armor increased from 16875 to 21094
    • (Gold) Shields increased from 16875 to 21094

    13th March

    Tempest SMG

    • Damage increased from [35.7-44.6] to [41.1-53.5]

    Locust SMG

    • Damage increased from [26.2-32.8] to [30.1-39.3]

    Shuriken SMG

    • Damage increased from [29.3-36.6] to [33.6-42.1]

    Mattock Assault Rifle

    • Damage increased from [83.7-104.7] to [94.2-117.8]

    Vindicator Assault Rifle

    • Damage decreased from [68.6-85.8] to [62.4-78.0]
    • Encumbrance increased from [1.0-0.5] to [1.25-0.7]

    Sabotage Power

    • Damage from weapon backfire increased from 150 to 200
    • Rank 4 weapon backfire damage bonus increased from 30% to 50%
    • Maximum number of simultaneous hacked robots reduced from 2 to 1
    • Base cooldown increased from 8 to 14 seconds
    • Rank 5 cooldown bonus increased from 25% to 35%
    • Base hack duration reduced from 12 to 10 seconds
    • Rank 6 Berserk upgrade damage bonus reduced from 100% to 50%
    • Delay before enemies can attack hacked robots increased from 2 to 8 seconds

    Geth Trooper

    • Weapon damage increased from 30 to 35
    • (Bronze) Health increased from 750 to 825
    • (Silver) Health increased from 1125 to 1238
    • (Gold) Health increased from 1688 to 1856

    Geth Pyro

    • Damage of flamethrower increased from 50 to 65
    • (Bronze) Shields increased from 750 to 1170
    • (Silver) Shields increased from 1125 to 1755
    • (Gold) Shields increased from 1688 to 2633
    • (Silver & Gold) Evades less frequently from weapon damage
    • (Silver & Gold) Evades less frequently from projectile powers

    Geth Hunter

    • Fixed a bug where Hunters would never re-cloak after decloaking to fire on Gold
    • (Bronze) Health increased from 750 to 900
    • (Bronze) Shields increased from 675 to 1013
    • (Silver) Health increased from 1125 to 1350
    • (Silver) Shields increased from 1013 to 1519
    • (Silver) Movement speed modifier while cloaked increased from 75% to 90%
    • (Gold) Health increased from 1688 to 2025
    • (Gold) Shields increased from 1519 to 2278
    • (Gold) Movement speed modifier while cloaked increased from 80% to 110%
    • (Gold) Aim delay before firing decreased from 0.5 to 0.25 seconds

    Geth Prime

    • (Silver) Reduced chance to play hit reactions from 35% to 27.5%
    • (Gold) Reduced chance to play hit reactions from 30% to 15%

    6th March

    Tech Armor Power

    • Base detonation damage increased from 200 to 400
    • Base cooldown decreased from 12 to 8 seconds

    Stasis

    • Base cooldown increased from 8 to 12 seconds

    Adrenaline Rush Power

    • Base weapon damage bonus increased from 35% to 45%
    • Rank 4 weapon damage bonus increased from 15% to 20%

    Cluster Grenade Power

    • Base damage increased from 450 to 500

    Proximity Mine Power

    • Evolve 3 "increase damage by X% to impacted targets" value changed from 25% to 20%

    Energy Drain Power

    • Evolve 6 now gives you a 40% damage reduction effect instead of 15%

    Drell Adept

    • Starting encumbrance capacity increased from 30% to 45%

    Drell Vanguard

    • Starting encumbrance capacity increased from 30% to 45%

    Drell Fitness Power

    • Base health/shield bonus increased from 10% to 20%
    • Rank 2 health/shield bonus increased from 10% to 15%
    • Rank 4 health/shield bonus increased from 15% to 20%
    • Rank 6 health/shield bonus increased from 20% to 25%
    • Rank 6 movement speed bonus increased from 5% to 10%
    • Base regular melee damage increased from 150 to 225
    • Base heavy melee damage increased from 500 to 600

    Mattock Assault Rifle

    • Damage increased from [76.1-95.2] to [83.7-104.7]

    Revenant Assault Rifle

    • Damage increased from [47.6-59.6] to [52.9-66.2]

    Carnifex Heavy Pistol

    • Encumbrance increased from [0.75-0.35] to [1.0-0.5]

    Paladin Heavy Pistol

    • Encumbrance increased from [0.75-0.35] to [1.0-0.5]
Mass Effect (2007)


Her name is Commander Shepard, though her friends call her anything from Jane to Shiva to Lydia. She's one of the most popular heroines in gaming history; a three-time galaxy saviour who takes no crap and wouldn't be caught dead in a chainmail bikini. To most, she's a long-haired redhead, but she's been seen trying other colours and styles. To some, she's a diplomat, to others, a ruthless, trigger-happy bitch.


And if she didn't already exist, BioWare would never have created her.


It's no secret that BioWare has always considered 'FemShep' (the one and only time I'll be using that ghastly nickname) a mere alternative to Mass Effect's real hero - the grizzled male Commander Shepard seen in all the adverts and on all the game boxes.


They provided one because one was expected, but aside from recording a couple of romance scenes and a few alterered pronouns in conversations, then tweaking some armour designs to give them a bit more space here and here, she was a very half-hearted addition. The female Shepard very obviously uses male motion capture data for instance, which reached its ultimate nadir with the Kasumi DLC for ME2, when she gets a slinky dress to wear, but promptly loses the ability to sit down without putting on a show.

'Ms. Effect: The Rise of FemShep' Screenshot 1

Garrus and Shepard together in ME3 is a classic failure of gender coding and mo-cap in action.


Mass Effect 2 in particular showed off a depressing lack of interest. For instance, when pressed as to why it didn't offer gay relationship options like in Dragon Age 2, BioWare's response was simply that Shepard is heterosexual by design.


That would be perfectly valid... except for the fact that Shepardesses had been able to have a lesbian fling with not only their PA, but no fewer than four yes-they're-female asari babes by that point. Only in the romances was there any suggestion that BioWare saw her as anything other than a man in a woman's body, and it wouldn't be until Mass Effect 3 that both Shepards could bat for either team.


Yet despite these shaky foundations, somehow she works, and she works damn well. She's hands-down the fan-favourite Shepard, even if most players still opt for the male default, and one of the best heroines around. The irony is that much of this feels like it's down to BioWare's apathy. In not particularly trying to create a great female character, they lucked into producing one of the most enjoyable ones around.


There are good reasons for this. Writers (of both genders) often struggle to write good female characters, at least in part because so many of them have been done badly. One of the biggest hang-ups is that 'male' is traditionally treated as as the generic template, with female-ness treated as something extra. Look at cartoon animals. More often than not, the males will simply be shown as funny animals, while the females are identified with bows, dresses and breasts.

'Ms. Effect: The Rise of FemShep' Screenshot 2

Hopefully the next great heroine won't need the word 'Fem' in front of her name so people know who she is.


The same applies throughout the English language. The word 'hero' conveys nothing specifically about the subject being a man - and of course, 'heroes' can be a group of either. 'Heroine' on the other hand is explicitly femine. All this leads to the unfortunate, but all-too-common double standard that while a man gets the luxury of being a collection of assorted, variably important traits, a woman is a woman first, and her traits defined through that lens.


At least part of Shepard's appeal is that she doesn't suffer from this. She is a woman, and that plays obvious roles in her relationships and the occasional ill-advised alien quip, but it's her other traits that take centre stage - her strength, her resolve, her commanding presence, and her status as Earth's greatest champion.


Her heroism is direct and active, and refreshingly free of being shoehorned into a direct mothering role like her obvious sci-fi sisters Ellen Ripley and Samus Aran. Her achievements are recognised as the sum of many years of hard work and raw talent, with her gender never treated as a limiting factor. She's not simply the right woman for the job. She's the right human being, full stop.


Would any of this have worked so well without Jennifer Hale breathing life into the character? Possibly, but there's no question that BioWare lucked out by bringing her on board. Divorcing gender from character is no better than obsessing over it - whatever we are, it's a core part of our identities. With a simple pronoun-swapped script, it's very common to end up in what's often referred to as 'man with breasts' syndrome. It's not only writers who bring cultural baggage to their work after all.

'Ms. Effect: The Rise of FemShep' Screenshot 4

It's not quite over yet, of course. There's still some ME3 DLC coming, which might even fix that awful, awful ending.


Hale's acting does far more than just give Shepard a female voice. Her performance both grounds her in the Mass Effect universe and adds an emotional core that picks up where the script might have stumbled. You can hear both the smirk as Shepard teases her crew and the knives in her voice when she demands respect from bulletproof lizards twice her size.


She has drive, fears, passion, regrets, high-points, low-points - in short, everything you want from someone in her position, and everything you'd expect from someone with the weight of a whole galaxy on her shoulders. She may not have been written with the idea of creating a Strong Female Character, but that doesn't mean she isn't a strong female character.


So with all this good stuff going on, why is it hard to imagine BioWare and all its in-house talent choosing to create Shepard in her current form? For starters, it's impossible to ignore that when it finally accepted they'd created something special and beloved - a powerful, non-sexualised, mature hero for a modern sci-fi story - its first response was to throw a beauty contest. This already painful face palm gets even more bruising when you factor in that not only had they previously made the rather huffy point that
only 18% of players were playing as a female Shepard, simply having that stat suggests they already knew what hair people gave her.


Even if you just write this off as marketing nonsense though, the Mass Effect series' design priorities shine through with a quick glance at the rest of the female cast. Don't get me wrong, I really like most of them. They're fun to spend time with, well-written in their own right, and with great story arcs spanning five years of epic action. Pretty much any other sci-fi game would be lucky to have them.

'Ms. Effect: The Rise of FemShep' Screenshot 5

Wouldn't it be great if you had the authority and gravitas to Renegade Interrupt people who annoyed you? Oh yeah! Bam! Right in the face!


They're not however cut from anything like the same cloth as the default Commander Shepard, which becomes even more noticeable when you compare the male version to the likes of Kaidan, Jacob and Vega. For starters, none of the boys are introduced wearing anything as silly as the bubblegum pink armour we first see Ashley wearing on Eden Prime. Nor are any a counter to the male gaze focused world that leaves 'perfect woman' Miranda spending much of her time giving the camera free arse-shots, EDI ultimately rocking a new 'I Can't Believe It's Not A Sexbot' body, Diana going from embedded reporter to beddable love interest in zero time squared, and the asari... my god, just everything with the asari. They're a species whose Saturday jobs consist of 'stripper' or 'psychic super-commando', and who can't even get a break when turned into Banshees. It's bad enough being zombified by evil Lovecraftian space robots without being sent into unholy battle with super-sized breasts and glowing blue nipple pasties.


This is the school of design a female Shepard would have emerged from, and in fact did. With that loathed beauty contest, we got to see exactly the kind of heroine BioWare would have given the series if it had known anyone was going to care about her. Surprising nobody, it turned out to be someone much younger and thinner, not to mention wearing rather more eye-liner, than the slightly butch, mature, scarred default of Mass Effect 2. She'd have been a perfectly acceptable heroine in many games, but a grizzled war veteran capable of tackling a charging krogan? Charitably, let's just say 'no'.


Still, never mind. It wouldn't have hurt for BioWare to stick closer to the character people made a connection with, just as it'd be appreciated to see both gender options as equal partners in their next RPG, and to be able to hold up their next heroine and say 'That's how you do it!' instead of 'Wow, that turned out surprisingly well, considering.'


What's important though is that however we got Commander Shepard, we got Commander Shepard. By hook or by crook, by accident and design, she's one of the greatest heroines in gaming history. Her adventures may almost be over, but as the end of Mass Effect 3 says, they've already made her a legend. May it live on for many, many years to come.

...