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Mass Effect Legendary Edition


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:lol:

 

I must admit, I've completed the first Mass Effect about 6 times and never once have I ever saved the space racist. I just can't bring myself to do it. 

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8 minutes ago, mdn2 said:

:lol:

 

I must admit, I've completed the first Mass Effect about 6 times and never once have I ever saved the space racist. I just can't bring myself to do it. 

I've actually seen almost all permutations apart from everyone dying in ME2 (yes, fact fans, that's possible). It's Skyrim where I have this issue. I'll start a new game determined to be a two-handed-hammer-wielding beast who struts around in heavy armour. Buuuuutt...

 

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On 24/02/2021 at 21:18, mdn2 said:

With nowhere better to put this:

 

Voiceover for the new game? Or possible new TV series with Cavill?

Cavill loves video games and hes looking forward to Mass Effect. That's it really.

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  • 3 weeks later...
On 13/03/2021 at 02:22, mdn2 said:

:lol:

 

I must admit, I've completed the first Mass Effect about 6 times and never once have I ever saved the space racist. I just can't bring myself to do it. 

 

I've done it and without spoiling too much it leads to a pretty satisfying character arc.

 

Anyway in unrelated news this might be the most work anyone has ever done for an April Fools joke.

 

https://arxiv.org/abs/2104.00175

 

Quote

Preliminary Analysis of Planetary Characteristics, Dynamics, and Climates from the Systems Alliance Planetary Survey Catalogue

Alysa Obertas, Adiv Paradise

Just a few decades after the discovery of the Charon Relay, and the ensuing First Contact War, relatively little is known about the population of planets linked by the Prothean mass relays. Understanding the nature of these systems and how they may differ from the broader population of planetary systems in our galaxy is key to both continued human habitation across the broader Galaxy, as well as to our understanding of the Prothean civilization. What factors motivated their choices of planetary systems? Characterizing these systems allows us to peer into Prothean society and culture, and make inferences about the preferences that drove their expansion throughout the Galaxy. In this study, we undertake a broad analysis of the systems recorded in the Systems Alliance Planetary Survey, examining their dynamical stability, orbital properties, and the climates of the inhabited worlds. We find that the Alliance data is inconsistent with both a modern understanding of planetary system dynamics, as well as with our understanding of Earth-like climate dynamics. We suggest this is due in part to security-related data obfuscation by the Alliance, and in part due to the real preferences of the Protheans.

Subjects:Popular Physics (physics.pop-ph); Earth and Planetary Astrophysics (astro-ph.EP)

Cite as:arXiv:2104.00175 [physics.pop-ph]

 (or arXiv:2104.00175v1 [physics.pop-ph] for this version)

 

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https://blog.playstation.com/2021/04/06/mass-effect-legendary-edition-rebalancing-tuning--mechanical-improvements/#sf244686997

 

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Combat tuning

Combat in the Mass Effect trilogy has evolved across the series, with each game’s experience being different. We wanted to make the experience better across the board, but we didn’t want to unnecessarily change what our fans have come to love about each game. That proved a unique challenge, as the first game is quite different from the second and third in terms of gameplay and combat. Mass Effect was heavily influenced by traditional RPG mechanics, like the randomness of a dice roll and pen-and-paper stat building. As a result, weapons in Mass Effect often felt less accurate and reliable than the gunplay in Mass Effect 2 and 3.

We heard the consistent feedback that it was pretty frustrating to take a few shots with an assault rifle and suddenly have the reticle enlarge to span a large portion of the screen, so we looked at tuning the mechanics to provide better handling without outright scrapping the spirit of the original games.

In the first Mass Effect, accuracy (including reticle bloom and weapon sway) has been tuned across all weapons to allow players to maintain more consistent firepower while still managing their shots/overheat meter. We’ve also improved the aiming down sights (ADS) camera view to be tighter on combat so that ADS is more accurate (like the second and third games), and we’ve improved the aim assist to provide better precision. These small behind-the-scenes changes collectively make combat much “snappier,” putting more control into the player’s hands.

Abilities have also been rebalanced in the first game. For example, the “Immunity” ability now grants a powerful defensive buff that lasts a brief period of time instead of being a small buff that lasts indefinitely.

The following overview lists gameplay changes we made specifically to the first Mass Effect, with the goal of bringing it a bit more in line with the rest of the trilogy:

Shepard can now sprint out of combat

Melee attacks are now mapped to a button press rather than automatically occurring based on proximity to an enemy

Weapon accuracy and handling has been significantly improved

Reticle bloom is more controlled

Weapon sway removed from sniper rifles

Aiming down sights/”tight aim” camera view has been improved

Improved aim assist for target acquisition

 All relevant enemies now take headshot damage in the first game

 Previously some did not, including humanoid enemies

Ammo mods (Anti-Organic, Anti-Synthetic, etc.) can now drop throughout the whole game

Previously, these stopped dropping at higher player levels

They are now also available to purchase from merchants

 All weapons can be used by any class without penalty

 Specializations (the ability to train/upgrade certain weapons) are still class-specific

Weapons cool down much faster

Medi-gel usage has been improved

 Base cooldown reduced

 Levelling benefits increased

 Increased Liara’s bonus to cooldowns

Inventory management improvements

Items can now be flagged as “Junk”

All Junk items can be converted into Omni-gel or sold to merchants at once

Inventory and stores now have sorting functionality

Some abilities have been rebalanced

Weapon powers (i.e., those that are unlocked on each weapon type’s skill tree) have been improved:

Effectiveness/strength is increased (duration reduced in some cases)

 Heat now resets on power activation


More at the link.

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1 hour ago, Wiper said:

They took the bounce out of the Mako; there has to be some sort of law against that :(

Also the targeting made sense due to how the cannon operated.

im not saying it was a simulation but still...

 

I welcome the changes but I still think more could have been done with lighting.

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1 hour ago, Harrisown said:

The more I see the less excited I get :/

Look at it on a high rez monitor. It is hard to notice the upgrade on the phone. 

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4 hours ago, Oz said:

Look at it on a high rez monitor. It is hard to notice the upgrade on the phone. 

I watch it on my 55” tv :)

 

it looks sharp. It does look better but it looks how my mind remembers it to honest.

I was just hoping they would add materials in and skin shaders and amazing looking depth of field when your in conversation.

 

I hope the HDR isnt half arsed because that’ll be nice.

 

Im disappointed there won’t be a ps5 build of the game either making use of advances in compression and load speeds.

 

Its right that they do this though, Mass Effect needs a modern version that can be run on modern systems for the next 10 years.

 

I’m just salty that despite me finishing the second game many times and going to see her at an alarming rate Miranda still didt want to ride my space sausage.

 

It was never going to be serious between me and her because Tali was more my thing, maybe she knew...

 

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I find it vaguely depressing that the game I'm most looking forward to playing is one that I've played through at least a half-dozen times. And yet, I'm enormously excited to play through it again...

 

and again.

 

Plus! After my moaning at the price of it when it was announced, various places are selling the PC version for £35, which is well within my non-moaning threshold, so it's all good.

 

I might even save the non-space racist this time...he doesn't look so much like a burns victim now.

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20 minutes ago, df0 said:

Hardest one for me is Mordin as a renegade play through. Did it once, never gotten over it :(

For me worst part of that came later, when Shepard confides in Garrus about it...

Spoiler

When Shepard tells Garrus about sabotaging the Genophage cure, Garrus says something along the lines of "I don't suppose Mordin just went along with it?"

 

Shepard says nothing, just slowly walks away.

 

Garrus looks down and says, "Damn." 

I'm possibly misremembering little details, but it's a fucking excellent scene either way.

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30 minutes ago, Alex W. said:

The way I saw it, in ME2 paragon Shepards can have a little renegade, as a treat.

Yep. That dude always gets pushed out the window.

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I *think* I did that? Maybe. I do remember electrocuting that guy just before you meet Garrus by accident (not knowing what the fuck the left and right triggers were doing) and then reloading because I was doing a Paragon run and that meant not killing anyone where a choice was available.

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6 minutes ago, Talvalin said:

I *think* I did that? Maybe. I do remember electrocuting that guy just before you meet Garrus by accident (not knowing what the fuck the left and right triggers were doing) and then reloading because I was doing a Paragon run and that meant not killing anyone where a choice was available.

Nah, fuck that Batarian twat. He talks too much. :coffee:

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2 minutes ago, Thor said:

Nah, fuck that Batarian twat. He talks too much. :coffee:

 

I think if it makes @Talvalin feel better, just think of the electrocution as a cattle prod and no real harm was caused...

 

The bloke pushed from the window however...well, maybe he used the force and landed on a skycar somewhere.

 

 

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