Mass Effect

https://youtu.be/AA7Wxz5yndg?si=VoD4WNuL5xQEba7n

Episode 3 in my Mass Effect show. Link to the [playlist](https://youtube.com/playlist?list=PLVnf87E4JUd-0nXB6Sf4HefwzwWvcKXz2&si=0OVlDYX67P-cdCkj) for the previous episodes. Comments are welcome!

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https://youtu.be/W7J_74NE1lY?si=zRaSREc-NKR4LHZH

I’ve put together The Mass Effect Show, featuring my Leah Shepard. A fair amount of effort has been put into removing many of the “game” elements and make this more cinematic. Weekly “episodes” planned through ME1-3. Any positive feedback is welcome as I’m an *extreme* novice in video editing. Cheers!

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Cooked this up after seeing a picture of a certain Yahg and could not resist

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https://lemmy.world/pictrs/image/64ce6ccb-b369-42a3-a19d-d8b38ac20858.png

So I have thinking about Reapers and how they like to intergrate technology. Spoiler tagging, just in case for anyone that has not completed the trilogy. Sovereign: ::: spoiler spoiler - To me seems it was the created or integrated Protean Reaper tasked with proving its value by starting the reaping cycle. I say this as Soveriegn nails that Prothean superiority and arrogant attitude. It could also be an interpretation of how a prothean sect failed to control Reapers and instead joined up with their beliefs or were "corrupted by the code". Perhaps an Illusive Man parallel. - Could also contribute to how Reaper-Saren had an overload perhaps? In its arrogance it diverted too much energy trying to do many different tasks, including trying to stop Shepard and in the moment it was defeated it couldn't handle the concept of losing to an inferior being which caused a logic error and subsequent crash. - It also played into the "God Complex" with the Geth, which seems very on brand with Protheans ::: Collectors ::: spoiler spoiler - Considering how they are cloned, it could have been another Prothean sect that was big on biosynthetic augmentation and attempted to survive the Reapers by trying to "hijack" a relay and escape to the galatic core and there finding the husk of some other cycle's attempt at constructing the Crucible but failed. Not knowing that by them integrating "Reaper-based AI" code that it would corrupt them and over time lose themselves to Harbinger's Will. - I say this as the Collectors only have one ship and how easy it is for Harbinger to interface with the augmented Collector General and Collectors. Interesting in how the Collector general seems confused once harbinger releases control - could also be that the general came to after being mentally dominated for who knows how long. - interesting how quick Harbinger is able to drop the charade of the starchild when it dismisses Shepard when they refuse on the Crucible in a similar manner to how it abandons the Collector General. - It is an interesting parallel to Cerberus and Collectors as well with them trying to integrate flesh and machine with Shepard, Project Overlord, not knowing the books, but I recall someone named Greyson as well with another Cerburus incident and also with attempting to pass through the Omega Relay and using any (advanced tech that in all likelihood has Reaper-Tech integrated) Collector Technology they find - although intended less for survival and more for dominance ::: As I wrote in the title, it is just me coming up with some conspiracy while thinking on it in my spare time - anyway it is all in good humour. Thank you for coming to my Westerlund News Talk

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First LE playthrough, just finished my ME1 insanity adept playthrough, and jump right away into ME2 insanity as vanguard, because Ive already finished the trilogy as adept years back. Man, I’ve forgotten how punishing the second game is. Playing as vanguard didn’t help either. Somehow I’ve managed to scrape through the Archangel dossier after several tries, and now I’m powering through the Mordin mission. Every encounter feels like a life or death situation.

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Source: [https://knowyourmeme.com/photos/471147-mass-effect]() Uploader: Daft Punkjet Not sure on the the origin, besides providing where I found it.

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On the scale of paragon and renegade, I think the most memorable moments I have had with Mass Effect is being a Renegade with Paragon-like ideals - especially with Sole Survivor. What I mean by this is being a renegade but try to push for paragon like outcomes - so making use of intimidation to obtain something usually obtained via persuasion, taking hard stances on those that wish to exploit and profit off unethical research, while still feeling strongly about preserving the rights of a species to exist. Some great lines comes from both renegade actions and the contradictions. By the time of the trilogy, I head cannon it together quite nicely as a Shepard feeling like he is always forced to make the hard choices, being someone struggling with survivor's guilt, and internally is conflicted with the consequences of his actions and tries to do better. This self-enforced burden has made them a bitter person, but not an irredeemable one as the personal moments help peel back the bravado and exposes someone really struggling to keep their shit together.

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kotaku.com

Mac Walters is a longtime BioWare veteran who left the studio earlier this year

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www.pcgamer.com

The studio's acting like it's on a victory lap, when it should still be on its apology tour.

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https://youtube.com/watch?v=mC2ib_efdRs&si=l2PgXKq744r-ftSI

Transmission received. Check out a brand new teaser trailer for Mass Effect to celebrate N7 Day 2023!

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For me it’s: N7 custom hoodie Custom bosh’tet T-shirt Normandy SR-2 wall art Shep and Tali silhouette artwork N7 badge for car N7 t-shirt

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https://www.pcgamesn.com/mass-effect/ditch-open-world

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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www.dualshockers.com

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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blog.bioware.com

This doesn't look good for the upcoming Mass Effect. Cross-posted from: https://lemmy.ca/post/3815523 > ^[archive.org](https://web.archive.org/web/20230823173417/https://blog.bioware.com/2023/08/23/an-update-on-the-state-of-bioware/)^ > > > 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](https://masseffect.fandom.com/wiki/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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