See, I think when it's all said and done, Mass Effect 2 will be regarded as one of the best games of all-time.
See, I think when it's all said and done, Mass Effect 2 will be regarded as one of the best games of all-time.
Big patch out today...
taken from herePatch 1.03 Notes:
Common to all Platforms:
-Fixed an issue where sometimes facial movement would not match the voice over if a hitch occurred
-Fixed an issue where taking cover in a certain area of Cure the Genophage mission would cause players to become blocked from progress
-Fixed Action mode so it will now respect difficulty if set in the main menu
-Fixed an issue where the player would always be walking forward instead of towards objective in The Return mission
-Fixed the Ultralight Materials SMG weapon mod in multiplayer so it correctly affects weapon recharge
-Fixed a rare case where the reinforcement pack purchases could fail and take currency without giving cards
- Fixed the issue where users logged off/disconnected during multiplayer gameplay would not log back in properly until their game is rebooted
-Fixed the issue that multiplayer Geth sentry turret flamethrower would endlessly repeat audio SFX
-Fixed various multiplay maps where a player could fall through the map during multiplayer gameplay
-Fixed the issue that using an ops survival pack consumable immediately before death could have no effect. It now works as intended
-Fixed the issue so the Falcon weapon in multiplayer no longer sometimes fire blanks
-Fixed the issue where enemies who were detonated with a biotic power while in stasis would become invulnerable
-Fixed the issue where Banshees who got hit with a rocket launcher would not play the correct death animation
-Fixed the issue where joining a match in progress while a Geth prime turret is active leaves the turret there for the remainder of the game. It now disappears.
-Fixed the issue when joining a match in progress while the host is performing a combat roll would play firing animation on the client for the host character, for the duration of the match
-Fixed an issue so Vanguards who are charging as they die are no longer being routed to the ground
-Fixed Host migration that would sometimes cause players to start on an incorrect wave
-Fixed the issue when a client quitting a match during deep bleedout causes muted/ducked audio to persist into next match
-Fixed the issue that when being revived at the same time as being executed would leave players in an T-Pose state
-Fixed the issue that when a Banshee takes enough damage to stop her charge state, her normal state is not immediately returned
-Fixed the issue where a player could enter a state when completing cover interactions near a ladder which could lead them to becoming invulnerable and unable to deal damage
-Fixed game hitching of 1-2 seconds at start of waves
-Fixed clients occasionally seeing nonstop firing visual effects
-Fixed evaded projectiles having an erratic course
-Fixed an issue where selecting resume after death could occasionally cause henchmen to not spawn properly
-Fixed weapon recoil that could become reversed with a Turian when stability mod and passive power present
-Fixed the cover slot in Meet the Diplomats mission would cause a player to become stuck
-Fixed Geth prime and harvesters taking headshot bonus damage when they shouldn’t
-Fixed shooting the atlas in the cockpit with a penetration weapon doing double damage
-Fixed the Kishock Sniper Rifle that would hit head bone (critical hit) on enemies that should not be possible, such as the Brute, Banshee and Ravager
-Fixed and issue where clients in cover cannot do any damage to targets at wide angles relative to the cover
-Fixed an issue where player can glitch their melee combo to only perform cover lean melee animations
-Fixed an issue where while dying in multiplayer, if the player pressed the prolong life button too quickly they could erroneously die
-Fixed an issue so Drell Adept Reave audio plays at full volume for all players
-Fixed an issue that an interrupt could sometimes fail to prevent a Cerberus engineer from building a turret
-Fixed a crash in conversations after Investigate Sanctuary mission
-Fixed an issue where gear items from the Rebellion DLC would unequip at the end of each match.
-Fixed an issue so ammo consumables, such as cyro ammo, would not replicated from host to clients
-Fixed the Memory Leak going in and out of Multiplayer Menus
-Added feature to remove AFK players after a set amount of inactivity
-Added a cooldown to Ops Survial consumable
-Made ammo consumables insta-reload and damage bonus
-Fixed wrong DLC Text in the Trophy File
-Added Downloadable Content option to PS3 Main Menu
- Fixed an issue where Mass Effect 3 soft locks in character screen if user unplugs Ethernet at “Checking downloadable content…” after accepting an invitation from multiplayer menu
-Fixed an issue where the Online Pass Activation screen would appear for users despite PC not having a need for an online pass
-Fixed the Galaxy Map search and rescue asset GUI not appearing when using eyefinity
-Fixed an issue where users could not scan on galaxy map when right-click is rebound
-Fixed an issue where having the PC hud (heads up display) (left shift) up when a player dies in multiplayer and revived would cause player unable to move and the hud to remain active
New endings are out. I watched some of the clips, but not all. Looks like they've "clarified" things somewhat in a way that is perhaps somewhat more enjoyable/tolerable. A lot of the outrageously glaring hole have been patched, if not completely filled, at least in the endings I watched. I'm not thinking I'm gonna go back and play it again just to see them myself though :\
Hmmm, they release the new endings the same day that Skyrim: Dawnguard is released for the Xbox 360?
If only Microsoft had an business interest in PC gaming. Like if they made a PC operating system or something that played games. OH WAIT, they do.
Spoilers for those who haven't finished ME3!
That video presents a pretty interesting alternate theory on the ending of ME3. I guess BioWare has officially said that it isn't true, but it isn't contradicted by anything in the game as far as I can tell and a pretty cool fan interpretation.
^ lol. I've changed my opinion on the so-called "indoctrination theory" and decided it's for tin-foil hat chemtrail conspiracy types.
Anyway, Drew Karpyshyn, who was the lead writer at BioWare for a long time, writing things like KOTOR, has spilled the beans on what his original design for the Reapers was. Spoilers for ME3, obviously.
Karpyshyn wrote Mass Effect 1 and Mass Effect 2 but left to help develop Star Wars: The Old Republic and even moved from BioWare's main office in Edmonton to the satellite team in Austin, Texas where they were developing TOR. Anyway, Karpyshyn said that his orginial idea for the Reapers is that they were machines created by an advanced lifeform that sought out to save the galaxy by destroying Dark Energy.
Dark Energy is, of course, the theorized form of energy that is causing our universe to expand at an expotential rate. Like a lot of things, Dark Energy isn't theorized in Mass Effect time and is actually dangerous. The idea being that Dark Energy is slowly destroying the universe and that the Reapers are out to stop it. Their means are that once a galactic civilization reaches the point where they begin experimenting with Dark Energy, they need to be wiped out.
This "Dark Energy" plotline is even hinted at in Mass Effect 2. Tali is on Haestrom (planet with the collapsing sun where shields don't work) investigating why the sun is aging prematurely. She suspects it's Dark Energy. Also in Mass Effect 2, Gianna Parasini says that the secret corporate labs on Noveria are also starting to experiment with Dark Energy.
This also kind of was supposed to explain the "Terminator Baby" final boss in Mass Effet 2. The idea being that the Reapers were out of time, they couldn't reach our galaxy fast enough, and whatever "Dark Energy threshold" the Reapers use to judge when its time for destruction had already been passed, so they were using the genetic material of the humans to construct the "human Reaper" so it could begin the destruction of the galactic civilizations.
I really like this proposed ending much better than the vapid explanation offered in the Extended Cut ending and the Leviathan DLC.
I'm really conflicted on where Mass Effect 3 stands for me in terms of my Top 10 favorite games of 2012 list. I really liked parts of it, really didn't like parts of it, I liked the original ending more than most, I hate some of the changes they made in the Extended Cut DLC. I don't know, like I said, I'm really conflicted on where Mass Effect 3 stands kind of in my mental video game rankings.
Sorry to say, I hate the endings and what they did with Shepard. Only ending that actually makes sense in the extended cut is the Destroy ending in which people get the scene with Shepard gasping for breath.
Over the course of Mass Effect 3, there are hints if one pays close attention that The Reapers are trying to indoctrinate Shepard, think about this a moment why is it, that when Shepard starts moving toward the beam, after being hit by Harbinger's laser, do you see black trees like in Shepard's dreams when he sleeps aboard the Normandy. The boy from the beginning of the game that dies, why is it Shepard is the only one that can see him. Why is it, when Anderson calls out to Shepard in that room at the beginning of the game, and Shepard turns his head to Anderson you hear what sounds like a Reaper growl and then the child is suddenly gone. It's all too obvious and clear over the course of the game that The Reapers are trying to indoctrinate Shepard. Of course, if this is indoctrination, like everyone figures it is, the start point was the Arrival Mission in ME 2 aboard the asteroid that Dr. Kenson had set up as her base, when The Reaper artifact blasted Shepard with some sort of wave of black energy.
I like the dark energy arc, but within the context of 3, the indoctrination ending works.. its just very contrived because people are reading into every little bit thats there. I do like the subtlety of that theory (which, btw, has been around since the beginning of the ending controversy) because its so much stronger than the bull-crap ending that they actually stuck us with.
I'm more disappointed in the changes they made to the ending. Although disappointing, the original endings were bold as hell. The Mass Relays were destroyed, everybody is stranded where they were, the Normandy is stranded. Now, in the extended cut, the Mass Relays aren't destroyed and they even show the Normandy flying away after crashing on the jungle planet. I remember talking here on this forum with you about how the Turians and Quarians trapped in the solar system would survive because they have dextro-DNA. That was cool, to think about the massive consequences of what Shepard did in the original Destroy ending. Now, the mass relays are fine, so the Turians and Quarians can go home. The new endings are just so bland, generic and watered down. Like I said in the top games of 2012 thread, it's almost intellectual and creative cowardice, the changes they made.
As much as the original ending was intentionally angsty and vapid for the sake of being "dark", the extended cut endings are too positive and cheery. I started laughing out loud when they showed the Normandy flying away from the jungle planet. Like even the Normandy being stranded on the planet was too much of a plot commitment for future games.