ZHello, Internet traveler. I got the feeling that everyone considers it their duty to point a finger at Mass Effect: Andromeda and call it a bad game. But guys, you seriously expected something different from this game? After all, in fact, the Mass Effect series went downhill much earlier, perhaps even since the last addition to Mass Effect 2.
TOartboard characters without development? Lack of motivation and meaningless events? The plot was written by “leftist” people, as a result of which the game seems detached from previous ones? Cheerful joke, quickly starting to irritate? The sad technical side, because of which the game is drowning in bugs? Questionable additional content that requires additional investment in the game? This and much more, of course, about Mass Effect 3.
Ndon’t believe it? Well, over the course of two videos dedicated to this project, we will try to prove this to you. And you can watch the first part right now.
A what do you think about the third part? Is it worthy of the first two games in the series?? Were your expectations met and were you satisfied with the game??
Mass Effect
Mass Effect 3
Mass Effect 2: Arrival
Mass Effect 3: Leviathan
Mass Effect 3: Omega
Mass Effect 3: From Ashes
Best comments
Actually… As for me, yes. Gameplay is a purebred shooter with RPG elements. From the first I got shootouts in which there is nothing that could captivate me! The variety of enemies is incredibly limited, and regardless of their weapons, shields, barriers, armor or abilities, they ALL fall into two types: those who are better to snipe, and those who are worth killing in circles.
From the Role-Playing Game there is a leveling system and dialogues. The first element at some point completely ceases to justify itself. Not all skills make sense when the next level only increases the damage radius or reload speed! Is it worth downloading something from what is offered and spending points when our most effective weapon is still not skills, but firearms?? Thus, it is much more advisable to max out your skill with status ammo and passive skills that increase our damage. But after? Where to put the glasses next?? I don’t argue, you can improve everything, just out of curiosity, using skills here and there, so that you at least know what they do… But then you’ll forget about them anyway, because it’s much faster to hold down the trigger.
Dialogues… There were no particular reasons to find fault with the mechanics in the observed part of the game (which cannot be said about the remaining part). Well, they’re probably poorly written, but that’s more to do with the plot.
We’re flying to Mars. For what? There are Prothean ruins from where humanity gained knowledge of the Mass Effect more than 30 years ago. There is Liara, who is searching and, what is most stupid, FINDS A WEAPON AGAINST THE REAPERS! That is, the Protheans, a race that is about SEVERAL HUNDRED YEARS fought back the Reapers, prolonged the war, had certain chances of victory, threw information about her destroyer God knows where! Why was this information not found at the same time as the Effect?? Why wasn’t she the very first thing people saw?? The most advanced organic race of their time was so stupid that they left a blueprint for a weapon against their enemy so that the next ones who encountered the Reapers might not find it! Thank Satan, we have an asari, Liara T’Soni, who per week (. ) finds the required data. In a week, in a complex where at least ten years works Alliance! Experts didn’t find the drawings, but Liara did. In the second part, we are told in plain text that after the attack on the Citadel, the Alliance and the Council hushed up the story with the Sovereign, after which they began a political struggle – people sought power in the galaxy. Why didn’t anyone from the Alliance suggest once again scouring the ruins on Mars in search of information even about a mythical enemy, if in fact, everyone more or less assumed that the Sovereign was not a geth ship, as they publicly stated, and not something more. Yes, if people had found the necessary data, just before the appearance of the Reapers on the border of the batarian system, they would have immediately been made kings, not only of the galaxy, of the entire universe!
And this is just one fragment. One! And after such crap, all sorts of “I’m fans” who haven’t read the code (and, apparently, the dialogues too) are trying to prove to me that ME3 is at least a NORMAL game in the series.
What do you think about the third part?? Is it worthy of the first two games in the series?? Were your expectations met and were you satisfied with the game??
Yes, the game is wonderful, from beginning to end – it was tight and enjoyable. The extended ending gave a better understanding of how it all ended.
I don’t understand at all the mass persecution of the ending of the game, as if because of it the ENTIRE HUGE game is crap.
That is, the character is aimed purely to the side, but shoots where the crosshair is indicated. At the same time, the hero runs only in the direction in which he is looking.
I’m not sure I understood you one hundred percent, but it was exactly the same bullshit, only more often and before the mission with the Legion.
Yes, that’s how people are, they never meticulously study what advances their science a hundred years ahead. Remember Anderson, in the first part he said “They sent for a useless Prothean artifact, which does not carry anything important in itself.”. And even more so if it concerns extraterrestrial civilizations. I personally see their documents, notes, technologies every day, they are already in my throat. Maybe among them there is something important that could advance science, bring humanity to the cosmic level, but alas, I don’t like history.
Much can be explained, much can be justified… For example, a completely disregardful attitude towards a small child on earth: no one helps him, no one sees him. Explained by hallucination-indoctrination. But why? You can simply answer “Because”.
That is, the character is aimed purely to the side, but shoots where the crosshair is indicated. At the same time, the hero runs only in the direction in which he is looking.
A familiar bug! I recently caught it myself when I started replaying me2.
Great video, looking forward to the final part.
Thanks for the criticism and wishes.
There are problems with sound, I don’t deny it. Partly caused by sound, partly by not having enough time to adjust each section of the track. But in general, this is my mistake, and I will continue to work on it. Because if you believe the reviews, the sound quality has become much better since the first release on Watch_Dogs. And about Bazhenov – he records one from one or two microphones, and not four snouts from different. But this is not the most important thing, because he simply has much more experience. If our project continues to live and develop, then I’m sure I’ll have enough practice to finally make the sound worthy)
There are actually two problems here. Firstly, references to the events of the cake, but together with pleasant nostalgia they cause severe attacks of pain. We remember the previous parts and understand how good they were. How much soul and talent the developers invested in those characters, in those events… But here there is nothing like that. So references to the events of the past are not so much the success of the “new” ME3 developers, but those who made ME1-2. Well, okay, the screenwriter did not forget to mention elements familiar to us, but why should I applaud him for this if he shamelessly sucks ducks the rest of the game? I think not.
Secondly, all continuity, residual effect and references are reduced to cutscenes and dialogues, of which there is very, very little in the game regarding shooting. I would like to discuss this topic, but I have not yet completed the second part of the game. Suddenly my memory fails me and only the first half is bad? Unlikely.BUT SUDDENLY!?
Perhaps it’s worth raising this topic again when we release a continuation of the review and I have more arguments and examples)
At first the humor is disgusting, but https://vladcasino.co.uk/withdrawal/ after the middle – it’s okay, it’s normal. But in the video it would be nice to bring all the sounds and voices to the same volume, it’s unpleasant to listen to when she jumps.
I myself only completed the third part once, unlike the first and even more so the second. Something somehow didn’t go well, and the ending finally drove the nails into the coffin of a potential replay.
Oh, and this cyber-ninja… What I call a dishonest attitude towards the player: the moment when the fuck you can annihilate him with all the guns, “No, player, lowlife, watch your friend die,” or in the next fight with him in slow-mo, you run up point-blank, destroy the shields, and fire a claymore in his face with all your might, “No, Shepard, I’m in the house, me kill niya".
As if the first two parts weren’t drowning in them. Especially the second one in DLS. I tried to get into the fucking ship of the gray intermediary 5 times and had to replay it five times, apparently some enemy got stuck in the textures of the ship. Saw the world through the eyes of a drell after talking to him – reboot. He fired without firing, fell into other worlds, and there were memories for a couple of hours. I don’t think that any game not in the open world can surpass the second mass in terms of bugs. Although I don’t know what they were connected with. Maybe with a weak laptop, but according to the requirements of the game it suits the game – so I don’t know.
I agree, the same thing with the passage of the third part. ME1-2 have been completed about five times each, and it seems to me that I still haven’t seen everything in them – they are damn exciting and much more than they seem. But ME3..
The first time was before the release of The Extended Cut, I was spitting for about a month. Well, such a series couldn’t have such an ending, and it’s not even about the ending, but about the entire content of the game! When I sat down now, I thought that maybe I didn’t understand something, suddenly all the patches and additions corrected everything, but… no. Add-ons only drive additional nails into the game’s coffin. You literally have to look for places where everything is done worthy of such a series. That is, once again, here I am looking for places where the game is good! We survived, in the previous parts, the only thing that could be specifically looked for were shortcomings. But then everything turned upside down!
Cyber ninja is a completely separate topic. Like the character that appears in the Citadel DLC, he makes virtually no sense. Although no, he at least kills one character and cosplays as Raiden! This definitely makes his role in the plot much more significant!
But more on that in the second part. Hope we can complete it soon. Attention will be paid more to the plot and history, which will allow us to touch on all the most important topics)
I tried to get into the fucking ship of the gray intermediary 5 times and had to replay it five times, apparently some enemy got stuck in the textures of the ship.
I watched six more videos from your channel. Well, not bad. It’s quite entertaining to listen to you, but, again, in each, in each video the volume jumps. Listen to BadComedian, for example, he has music, inserts, and his own voice – everything is at the same volume level, so it’s pleasant to listen to.
Well, it’s the same with humor, there are good jokes and there are not so good ones. I don’t know how you come up with them, but maybe after writing the script and recording the voice, it’s worth weeding out the worst ones or those that seem superfluous at one point or another?
So, I liked your work. Wishing you all-round development and success.
everyone considers it their duty to point their finger at Mass Effect: Andromeda and call it a bad game. But guys, you seriously expected something different from this game? After all, in fact, the Mass Effect series went downhill much earlier
What I want to note. Yes, maybe the third part is bad and immensely stupid… not logical, meaningless… but… (not even that)… BUT there was continuity and a residual effect. How could you not be happy when you see old Grunt?? When Liara reminds you of your glory moments in Parts 1 and 2? When the bald girl, who survived real hell and was helped in the first part, sincerely thanks Shepard and gets better? When, out of pity, you put to sleep a batarian terrorist who despises Shepard? When… yes, there are a lot of these “whens”. And everyone has their own, which was incredibly captivating and incredibly pleasing. Each letter of gratitude brought pleasure and the realization that previous deeds were not forgotten, and the game characters believed in you. Because of this, one could turn a blind eye to various stupidities. And that’s exactly what Andromeda doesn’t have.
Sorry, of course, dude, but based on your preferences, I’m one hundred percent sure that you simply have to like all parts of Call Of Duty. The shooting is “decent” and the plots are crooked enough for you to come up with them yourself.
This is if you play on medium difficulty. On high difficulty, without the correct use of biotics + engineers, placed correctly in tactically determined places, there is nothing to do. I’m not a fan of high complexity, but there is a person who is very passionate about this and has been buzzing my ears about it. And yes, the player is driven by the story, this is a story-driven game.
Because I’m playing through the game on a high difficulty level, and I had the experience described above. I don’t know who told you what, but for the purity of the experiment, try playing ME3 yourself on high difficulty. At least just try to complete the prologue-Mars-DLC of Javik-Moon of Palaven.
Therefore, it is very difficult for me to imagine where there could be “difficult” battles at your “not high” difficulty level.
Why the hell did you think of something there if the task of explaining everything belongs to the screenwriter??! In ME1-2, the developers put their soul into EVERY element of the universe, even the gameplay mechanics of the transition from an overheating weapon to a thermal charge are logically explained!
Tell me honestly, you opened the Code? It’s just that at least this factor will distinguish a Mass Effect fan from a person who just liked the project and that’s it, he doesn’t see any shortcomings in it. Just because.
There’s nothing dumb about it. We make assumptions: the Protheans had an idea that they could not implement. Perhaps, due to the structure of their society, they could not come to an agreement, or simply did not have time to collect the necessary resources, or realized the threat TOO late. If you pay attention to the first Mass Effect, the planet Ilos, they say that they didn’t have time to do a lot and were almost waiting for death, building something like an ark. Technology can be placed anywhere. Their shuttle could easily have crashed on Mars. Reapers are merciless)
Thanks to this consumer attitude towards the product, all sorts of Mass Effect: Andromeda and other nightmares in great series come out. I apologize in advance, but I’m on fire because most of what you tried to justify is nonsense. The Protheans had a lot of ideas, in ME3, as well as in the video, it says in plain text that they didn’t have time build a forge. What the hell is the shuttle, if the Protheans had the largest empire in the world, their base was on Mars. And also, you may not believe it, but in ME1-2 they directly say that the Protheans studied people and observed their development.
They were advanced, suppressed everyone, but could not survive. Why? One can only guess. Or ask Javik if he doesn’t know much about it.
Probably because from each devoured race a new representative appeared in the ranks of the Reapers, representing the destroyed race. This is mentioned in ME2-3. Representatives of the Prothean race devoured by the Reapers – Collectors. The representative of the human race was supposed to be the Proto-Reaper from ME2.
The Prothean War – when their modified brothers entered the battle, becoming Collectors, they weren’t ready. This was one of the reasons why the Reapers were able to push through the enemy’s defenses in such a long, incredibly long war. Javik himself speaks about this and there is no need to think about anything here.
the planet was probably mastered, and as usual, they completely forgot that there was once a Prothean heritage there. Remember the attitude towards the past in our time. People don’t change 😉
… What? The planet was abandoned? W… Wha… Around the Prothean outpost, a priceless artifact full of knowledge and unique information, the Alliance built its own base. We run along it, if anything. And if anything, we find the bodies of scientists from the Alliance there. No, they didn’t die because “bad” humanity abandoned the planet, they killed Cerberus. No, seriously, there’s no need to think anything through here. Man, no, really, you play like games? The screenwriter already wrote everything himself. I wrote complete nonsense, but still, you don’t need to take anything from your head!
Not a fact. There wouldn’t be enough resources. Have you seen how much you had to travel around the galaxy to put together THIS?? The best scientists, engineers and hard workers from all over the Galaxy worked, trying to figure out how it should work. And you drove people here)
What prevented the Alliance from simply starting construction?? We see the layout, the basis, the basis of the Horn in the cutscene even before the middle of the game. That is, at a minimum, practically without quarians and asari "naked" The Alliance practically set the shape of the Horn with its own hands. It’s corny, okay, fuck it, the Alliance didn’t have to build the Forge until the Reaper theory was confirmed. But no one, no one, provided a plan in case “What if this bad Specter is right, and?». This is not plausible at all and does not agree with the people of our time!
And then someone is surprised that the industry is in trouble =/
RGB, how much is intertwined in this sound for the heart of a DOS coder..
By the way, I’m playing through Andromeda and it’s quite a blast. Got to the Hangar, funny guys. I laugh from the team, especially when I tried to romance Suvi – it’s something with something. So far the game is based on the story-driven principle, I hardly touch any side effects.
Sorry, of course, dude, but based on your preferences, I’m one hundred percent sure that you simply have to like all parts of Call Of Duty. The shooting is “decent” and the plots are crooked enough for you to come up with them yourself.
And also, you may not believe it, but in ME1-2 they directly say that the Protheans studied people and observed their development.
Probably because from each devoured race a new representative appeared in the ranks of the Reapers, representing the destroyed race. This is mentioned in ME2-3.
That’s something I didn’t know after going through) Unless I missed the “Leviathan” DLC, although it was interesting to find out where the Reapers got this particular form from, so I went to Wiki.
Representatives of the Prothean race devoured by the Reapers – Collectors. The representative of the human race was supposed to be the Proto-Reaper from ME2.
… What? The planet was abandoned? W… Wha… Around the Prothean outpost, a priceless artifact full of knowledge and unique information, the Alliance built its own base. We run along it, if anything. And if anything, we find the bodies of scientists from the Alliance there. No, they didn’t die because “bad” humanity abandoned the planet, they were killed by Cerberus. No, seriously, there’s no need to think anything through here. Man, no, really, you play like games? The screenwriter already wrote everything himself. I wrote complete nonsense, but still, you don’t need to take anything from your head!
It’s just that at least this factor will distinguish a Mass Effect fan from a person who just liked the project and that’s it
Well, call me. I never liked digging up the plot so much and persistently looking for flaws in it. If I don’t see any inconsistencies on the first playthrough, everything is ok. But I didn’t see them.
1) The law of the genre; 2) Too expensive production; 3) Inertia of the ruling structures giving the order to start.
Thanks to this consumer attitude towards the product, all sorts of Mass Effect: Andromeda and other nightmares in great series come out.
I am not a master at analyzing plots, the degree of fascination, measuring involvement with a ruler and accurately hitting inconsistencies. I can rate “I liked the story” or “I didn’t like the story”.
By the way, yes, you at least launched Andromeda in order to brand it in advance, being led by the masses of people?) Otherwise I’m actively going through it now, I don’t give a damn about what they say on the Internet. I want to see it myself.
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And again I was filled with rays of happiness towards this wonderful game. After the second patch of 500MB (the first patch was just 1.7GB) all saves were lost, as if hinting that you haven’t spent enough time in the game and seen enough of our delights.
Changelog is simple… you can look at this modest list for yourself
Tom Clancy’s Splinter Cell Blacklist Game Updates, Version 1.02
August 2013
Fixes for issues causing the game to crash
– Fixed a bug that caused the game to stop working when running on certain monitors in DX11 mode.
– Fixed a bug that led to excessive RAM usage when running the DX11 constant buffering system.
– Fixed a bug that caused the game to freeze when the controller was disconnected during loading.
– Fixed a bug that caused the game to freeze in the equipment selection menu.
— Fixed a not very common error that led to the loss of connection with the host in a network game.
– Fixed a bug that caused the game to stop working during loading after the death of the main character in the tunnel.
– Fixed a bug that caused the game to freeze in co-op mode after searching for connected computers and losing connection.
— Fixed a bug that caused the game to freeze in the equipment selection menu when selecting a tricopter.
– Fixed a bug that caused the game to freeze while loading a co-op session.
– Fixed a bug that caused the game to crash after tooltips appeared in the lobby.
– Fixed a bug that caused incorrect audio playback during preload.
– Fixed a bug that caused the game to crash when using exclusive models in co-op mode.
– Fixed a bug that could cause the game to freeze when using pause while watching an in-game video.
– Fixed a bug that caused the game to crash when using a fragmentation grenade.
— Fixed errors related to scoring in missions about fugitive agents.
— Fixed control errors during interrogations.
— Fixed bugs with missing tooltips when interacting in co-op mode.
– Fixed a bug that caused players to end up in an area outside the play area in some missions.
— Fixed a bug that led to loss of control over a character in an alley in a mission with Kobin.
— Fixed the operation of the data capture task system when one of the teams achieves the maximum result.
— Fixed errors that led to incorrect rebirth when moving to another area.
— Fixed a bug that led to loss of control over the character when passing through a door on one of the maps.
— Game vulnerabilities in the “Spies and Mercenaries” mode have been fixed.
— Fixed a bug that caused the spy to disappear from the map.
— Fixed a bug that led to the loss of control over the mercenary.
– Fixed a bug that caused the found intelligence to “stick” to the weapon.
— Fixed a bug that caused the door to be displayed incorrectly on one of the co-op maps.
— Fixed bugs that led to collisions with invisible objects.
— Fixed errors in the functioning of the game when colliding with boxes.
— Fixed a bug that caused some game objects to “fall through” the map.
— Fixed a bug that led to loss of control over a character stuck in a corner with a crossbow.
— Fixed a bug that led to incorrect use of spy weapons.
– Fixed a bug that caused loss of control over the character in the transition area in co-op mode.
— Fixed a bug that led to loss of control over the character when losing connection in co-op mode.
— Introduced game balance changes affecting frontal attacks.
— Reduced likelihood of errors when changing the leader.
— Fixed a bug that made it impossible to exit the game when several players simultaneously tried to change the leader.
— The procedure for switching between games has been optimized.
– Game launch speed has been increased.
– Improved controller detection https://players-palace-casino.co.uk/mobile-app/ when connecting multiple input devices.
– It is now possible to use a gamepad even if the game window is not active.
— Eliminated the possibility of false repeated clicks of the “use” button/key. Now holding this button will not cause a series of different actions.
— Fixed a bug where the character could go into sprint mode that cannot be switched off.
— Fixed incorrect display of tricopter explosion.
– Fixed a bug that caused the optical sight to be displayed when playing in-game cutscenes.
— Added support for widescreen monitors with non-standard aspect ratios.
– Now, when playing in very high resolution, characters are displayed correctly in the equipment selection menu.
— Optimized memory allocation for the flash buffer and stencil and depth buffers.
— Fixed an error in saving the state of broken cameras when reloading the map.
— Fixed a bug that caused the animation of targets to not change after appearing on the map.
— Fixed display of mercenary animations.
— Fixed an error that occurred when working with unsupported screen resolutions.
— Removed the second “Back” button in the cache menu.
— Fixed incorrect references to the Joy1 and Joy2 buttons that occurred when playing with the keyboard.
– The message displayed after using the tricopter has been corrected.
— Fixed automatic centering of the mouse pointer when purchasing items.
– Fixed an issue that caused UI gauges to not appear when using the "Mark and Eliminate" feature.
— Fixed a bug that caused the interface to stop responding to commands when upgrading weapons in the equipment selection menu.
– Fixed a bug that caused the controller selector to blink if the game window is not active.
— Fixed a bug that caused the mouse pointer to disappear from the screen when playing at a resolution lower than the standard one for a given monitor.
– Now objects that have not yet been unlocked are displayed correctly in the equipment menu.
– Weapons are now located correctly in the loadout menu.
– Restored the preview function in the co-op lobby.
– Game parameters are now displayed correctly during the countdown to the start of the game.
— Fixed errors in displaying tooltips in the “Agent unavailable” mode.
– The Leaderboards menu is now displayed correctly.
– Fixed a bug where when hovering the mouse over SMI and then playing the animation, the sound effect would play in a loop.
– Changed the sound of the tricopter operating in co-op play.
– Fixed a bug that caused the sound to turn off in the pause menu in co-op mode.
– Now when you reconnect the input device, the sound plays correctly.
— The save system has been optimized.
– Damaged save files are now processed more efficiently.
— The engine has been optimized to run on computers with earlier generations of AMD processors.
Tom Clancy’s Splinter Cell Blacklist Game Updates, Version 1.01
August 2013
Fixed game crash errors.
— On the results report screen.
– When loading a game in co-op mode.
— When using the keyboard shortcut Alt+Tab.
— When using the Alt+Tab keyboard shortcut in Windows 8.
— When using the Alt+Tab keyboard shortcut on computers with multiple video cards.
— Fixed errors when minimizing the window.
— Fixed errors in textures and texture data processing.
– Fixed a bug when freeing thread memory.
– Fixed sound playback bug.
— Fixed display error at resolution less than 2×2
— Fixed a bug related to the “loss” of the device.
— Fixed a bug on “Paladin”.
— Fixed an error when loading data.
— Fixed a bug related to escorting and protecting an ally with a flash drive/intelligence.
– Fixed a bug with the user interface and the loading process deadlocking.
– Fixed a bug related to freezing during the loading process.
— Fixed a bug opening the door to the corridor leading to the tunnel.
— Fixed an error on the host’s server when playing on the “Particle Accelerator” map.
– Fixed a bug at the Raven base.
— Fixed a bug where the results report screen froze in a network game.
— Fixed a “stuck” bug in the ShadowNet interface.
— Fixed a bug after falling into an elevator shaft.
– Fixed a bug after falling down the stairs.
– Fixed an error after going to the desktop.
– Fixed a bug related to multi-threaded physics.
— Fixed an error when rebooting from a checkpoint.
Control
– Fixed error activating vision modes.
– Activating a controller no longer allows keyboard and mouse controls.
– When using a mouse and keyboard for mercenaries, capturing instead of killing is no longer a priority function.
— In the statistics section in a network game, if input is blocked, you can now use the “Back” button.
— Fixed an error in restoring default settings for the gamepad.
— Fixed an error connecting the controller to the SMI screen.
– Fixed mouse position update bug.
– Scroll bars can now be controlled using the mouse.
— Fixed the correct position of the scroll bar in the friend team list and fixed errors in assigning function keys.
— Fixed a bug that did not allow hand-to-hand combat in certain locations.
– Fixed data capture priority bug.
– Fixed a bug related to loss of control of data input when disconnecting the controller during boot.
– Fixed a bug that prevented changing weapons during the countdown.
— Fixed a bug in the elevator.
– Fixed a bug related to using the Windows key.
User Interface
— Hidden mouse pointer between movements.
– Removed select button when mouse and keyboard are default controllers.
– When connecting a mouse, clicking works correctly in the co-op lobby.
— Fixed a bug related to skipping tooltips when moving the mouse.
– Desktop option added to competitive/co-op mode.
– Fixed a bug related to selector flickering when using a mouse/keyboard.
— Fixed a bug related to overlapping text in chat.
— Fixed a bug in the gadget user interface.
— Clan tags are displayed in text chat.
— Fixed a bug in mouse interaction with the image brightness slider.
— Fixed a bug related to the lack of tooltips for keys.
— Fixed an error displaying messages in the game “Agent is unavailable”.
— Fixed a bug with the location of the return button.
– Fixed display error when disconnecting the controller.
— Fixed a bug related to the lack of a button to skip hints.
– Fixed bugs related to learning buttons.
— Fixed a bug in displaying text in the progress menu.
– Fixed a bug where the UI would disappear when setting the settings to default.
— Fixed a bug in video settings.
— Fixed an error updating modes when previewing a task while viewing the list of modes.
– Fixed errors in the boot menu.
— Fixed bugs related to incorrect display of geographical hints.
– Fixed a bug related to flickering icons.
Graphics
– Fixed bugs related to incorrect camera movements when moving the mouse and exiting SMI.
– Fixed a bug related to slowdown when SSAO and MSSA parameters are enabled.
– Fixed a bug related to flickering objects.
— Fixed a bug with white outlines appearing in MSAA mode.
— Fixed an error in the operation of vision modes when working on shadows.
– Fixed a bug related to the appearance of black squares in DX11 when MSAA mode is enabled.
– Fixed a bug related to flickering of the AO field in DX11.
– Fixed bug related to bullet flickering in DX11.
– Fixed a bug related to character highlighting in DX11 in SSAO.
– Fixed bugs related to the appearance of black textures in DX9.
— Fixed bugs related to flickering when processing shadows.
– Fixed bugs related to the laser beam.
– Fixed bugs related to refresh rate.
— Fixed errors related to the display of characters on the personalization screen in MSAA modes.
— Fixed bugs related to the operation of dynamic textures.
– Fixed a bug related to the incorrect size of the main screen when starting the game for the first time.
Optimization
— Optimized game performance on low-performance processors.
— Optimized game performance on systems with multiple video cards.
– Fixed frame rate drop errors.
Configuration
— Optimized detection of outdated drivers.
— Adjusted resolution selection in accordance with system check.
Other
— Fixed bugs in music playback in competitive modes.
– Fixed audio playback error when using Alt+Tab keys while playing a video.
– Fixed bug unlocking achievements.
— Fixed errors when awarding points for help.
— Fixed errors in displaying game lists.
— Fixed data replication errors when playing online.
You spared the rachni queen. Rescued Ashley. Transferred the Collectors base into the hands of the Illusive Man. Or you didn’t do any of this. BioWare keeps the main story of the Mass Effect series within a clear framework, but players can influence the nuances of the story with their decisions. The result is an army of fans, each with a special connection to their own Commander Shepard and a unique perspective on the events of the Mass Effect universe. Man or woman, hero or renegade, soldier or adept – Shepard’s image is made up of a huge number of decisions made in Mass Effect 1 and 2. But while these decisions often have galaxy-wide impacts, nothing you’ve done before can change the grim picture Shepard faces at the start of Mass Effect 3: the Reaper invasion has begun. A full-scale war with these sentient machines forces Shepard to answer for his actions and see what has been said since the very beginning of the trilogy.
Mass Effect revolves around a conflict of galactic proportions; Entire worlds and civilizations are at risk, and their fates depend only on Shepard. This scale amusingly contrasts with the rather modest size of the place where the adventures of the Normandy and its crew begin. The Mass Effect series is being developed at BioWare Studios, located in Edmonton, Alberta. The building is connected to an ordinary three-star hotel – the view from the office window, which is shared by studio founders Ray Muzika and Greg Zeschuk, only overlooks the restaurant and fountain in the lobby of this hotel. However, these unremarkable settings served as the launching pad for one of the gaming industry’s most ambitious and respected franchises. This is where the Mass Effect trilogy began, and where Mass Effect 3 and the battle to save the galaxy are currently being developed.
When BioWare first announced Mass Effect, the goals that the developers set for this project seemed unattainable. Not only was it marketed as a three-part story before the first one even saw the light of day, but the concept of decisions whose consequences carry over from game to game has never been done on this scale. But immediately after the release of Mass Effect, it became obvious that BioWare was capable of keeping its word. The game was hailed as a cinematic sci-fi masterpiece, and the even greater success of Mass Effect 2 only strengthened the series’ reputation and won the hearts of many newcomers. Now, when the epic story is coming to an end, all the achievements of the previous parts are about to bear fruit. “This is exactly what we wanted going into the trilogy,” says executive producer Casey Hudson. “Think about all the decisions you’ve made: each one leads to a long list of amazing moments that are, in fact, what Mass Effect 3 is all about.”.
Return of the Hero
The plot begins with the arrival of Commander Shepard on Earth in connection with the proceedings regarding the events of the recently released Mass Effect 2 DLC "Arrival". Only a few months have passed since the end of the suicide mission to neutralize the Collectors base, but the leadership of the Alliance is still not sure whether to believe Shepard’s words regarding the imminent attack of the Reapers. Although players have experienced the fury of these ancient machines firsthand, most inhabitants of the Mass Effect universe consider the Reapers to be an old story that poses no real threat. But everything changes at the same moment when intelligent cruisers launch a massive attack on Earth, easily capturing key areas.
“The action begins with footage from different places around the world – New York, London, Japan. You see what’s happening first by getting reports from major cities, says Hudson. “Then you look out the window and make sure that the enemies have reached here too.”.
Shepard knew this would happen sooner or later, but it was time to tell the Council "I told you so."!" No. The brutality and effectiveness of the Reapers’ attack is astonishing. This is not a battle that Earth’s forces would be accustomed to fighting – it took the coordinated effort of an entire fleet to destroy the Sovereign at the end of Mass Effect, and it was just one Reaper. Now hundreds of his kind are invading Earth and nearby systems. "This is the full-scale invasion you’ve been trying to prevent all along," Hudson says. – They captured the Earth and began to conquer other parts of the galaxy. "Mass Effect 3 will be about a full-fledged galactic war.".
Plan
As an invasion force seizes the cradle of humanity, Shepard quickly realizes that the battle for Earth is lost. The only hope is to flee, gather allies and organize a counterattack to retake the planet. “It’s a bit of a sad moment; you must give up and go on the run. This is what the first level is about: can the hero escape to fight another day, and what is the right decision here?? – Hudson says. – The answer to this question is your main task as a player. How to stop something that is unstoppable?»
In previous games, your goals became clear quite early on. Find and stop Saren. Assemble a team and destroy the Collectors. In Mass Effect 3, you know you have to retake Earth, but the path to victory isn’t very clear at first. You won’t be lucky enough to find some kind of Reaper shutdown button lost in the darkness of space; you will have to gain the advantage while fighting off the constant attacks of the Reapers throughout the galaxy.
“There will be an evolution in your plans to escape the Reapers,” Hudson says. “You’ll start with one idea, which will evolve—there will be distractions—and in the process you’ll shape your plan to where you want it to be.”. Shepard will adapt the plan to new information you gain along the way to your final goal, but one thing will remain the same: you will need help.
Old war, new allies
In Mass Effect 2, Shepard traveled the galaxy recruiting special individuals. This won’t be enough in Mass Effect 3. Given the scale of the threat, you must rally entire civilizations and come up with a plan to stop the Reaper invasion.
While no one wants the Reapers to win, winning the support of an entire race is no easy feat. For many inhabitants of the galaxy, helping Shepard, abandoning all other matters, will only end in destruction at the hands of another threat. For example, in search of allies, Shepard will visit the homeland of the salarians, where he will find them up to their necks in a conflict related to the krogan genophage (this problem was widely covered in the first game and is addressed in the sequel). On a similar principle, the nomadic quarians are trying to regain control of their home planet, captured by the geth centuries ago. In both cases, there is a possibility of losing to the other side, and so Shepard is faced with the task of resolving these conflicts in order to free up resources and gain support.
But don’t even expect to win the galaxy’s loyalty by completing a series of kill-and-fetch quests. These storylines have been gradually developed since the beginning of the series, and the issues addressed in them are truly complex. “We identified all the different situations that would occur,” Hudson says. – What if, in solving these problems, you could unite all possible allies under your banner?? Perhaps in some cases this is not possible. Or maybe you won’t be able to figure out what the solution should be.".
In short, Shepard will need help from anyone who offers it. Sometimes this help will come from old friends, and sometimes from a completely new, unexpected side. However, each group covering Shepard raises the stakes, and rather than put the lives of the Normandy crew on the line, Shepard may be forced to sacrifice an entire civilization to end this war.
On the battlefield
Mass Effect 3’s narrative follows directly from Mass Effect 2, and the same can be said for its gameplay. Although the combat has been heavily reworked since the first game, players can expect a more familiar feeling this time around. “Given the reception that Mass Effect 2 has received from fans and critics—with all the enormous, thorough changes we’ve made—I think there’s reason to believe that the formula we’ve come up with has been successful,” Hudson says. “Now, it seems to me, we can loosen the reins a little in this regard.”.
Many of the improvements are quite subtle and will only be obvious at first glance to those who remember Mass Effect 2’s combat well. Improved cover mechanics will allow Shepard to maneuver more easily while remaining protected from enemy fire, and peeking from behind cover has been optimized. Shepard’s new move, the roll, adds dynamism to firefights, as does the ability to jump over rifts or low objects (without having to hide behind them first). Additionally, the introduction of stairs allows you to create multi-level areas without the need for giant inclined planes, giving more scope to the fight areas without them feeling like square arenas with cover thrown in here and there. But the best thing is that weapons are no longer tied to classes, so every character can now use any weapon.
Improvements have also been made to the artificial intelligence of opponents. In previous games, your enemies’ behavior didn’t vary much. They all took cover and occasionally leaned out to fire a couple of bullets. In Mass Effect 3, opponents will carry out joint attacks. “They’re aware of each other, they’re flanking each other, and they’re a lot more aggressive,” Hudson says. “On the battlefield, each of them has a very specific role, and they, like chess pieces, work together much better, because each has their own special tactics.”.
If you think that the features mentioned are standard for most third-person shooters, then you are right. However, it’s worth keeping in mind that the original Mass Effect’s gunplay was more about numbers than player skill – a reminder of the game’s RPG roots. “We realized that since our battles are in the style of shooters, then they will inevitably compare us with the best shooters in the world. So we had to rise to the right level,” Hudson admits. “Now, with Mass Effect 3, we can seamlessly complete this evolution with the necessary improvements.”.
Back to RPG
Some fans https://clemensspillehalcasino.co.uk/bonus/ of the original Mass Effect complained that the sequel strayed too far from its RPG roots by focusing too much on action. Although Mass Effect 3 takes the action-oriented approach of Mass Effect 2’s combat, the developers admit that they feel the need to rekindle the RPG spark of the series. To achieve this, BioWare isn’t going back to the old Mass Effect design groove; instead, the studio is adding more depth and customization to an already existing model.
In Mass Effect 2, Shepard died and was restored almost from scratch, which gave BioWare a plot-justified reason to reset and rework the skill system. This won’t happen again. In Mass Effect 3, you’ll pick up roughly where you left off in the previous game. “You’ll start the game with some of the very basic skills you’d have in Mass Effect 2, but they’ll start to evolve very quickly,” Hudson explains. – This is where we added more different options. We know that people wanted not only the ability to allocate skill points, but also a little more choice in the process.". This means that, for example, a biotic ability like Singularity can develop into several different forms as it improves; this time we will not be limited to two options at the end of the linear development.
The emphasis on choice is also evident in the field of weapons, which now have numerous possibilities for customization. You can get different barrels, sights and materials to improve your arsenal as you see fit. These modifications will not only provide tangible benefits on the battlefield, but will also change the appearance of your weapons, so you can give your favorite gun the look you like. “People are right when they say that we need to increase variety in the chain of actions: from buying materials in a store to customization; this leads to unique things and emotional attachment to them,” says Hudson. This system will allow Mass Effect 3 to restore some of the personalization that was in the first game, without having to wade through an exorbitant inventory or carry around dozens of different upgrades.
Know your enemy
The Reapers are no longer some mysterious threat lurking in the outer reaches of space. They started a war, and Shepard directly confronts them throughout Mass Effect 3. Not to say that every enemy encountered will be a giant cruiser (Shepard will most likely still take out random groups of mercenaries), but the Reapers and their troops are now your main enemies.
“You used to only see a few Reapers, but now you literally come face to face with them,” says Hudson. “You’re in the same space with them, fighting ships a mile long.”. Obviously, Shepard can’t take out hundreds of Reapers in a one-on-one battle, but that doesn’t mean players won’t have to get their hands dirty. How exactly you will destroy these unstoppable enemies will remain unknown until the game’s release.
Just as formidable as his opponents, Shepard will be able to get some help from unexpected places. We happened to see a scene where Shepard rides at the head of a column of Krogan transport workers, and at that moment the Reaper, who came out of nowhere, begins to destroy everything and everyone. A damaged turian fighter crashes onto the convoy, destroying Shepard’s vehicle as the giant enemy creeps closer. Faced with a hopeless battle on foot, Shepard seemed about to die, but at that moment a thresher bursts out of the ground and grabs onto the Reaper. Shepard runs in the shadows of the titanic creatures as they fight each other; the thresher gains the upper hand, wrapping itself around the Reaper and pulling the synthetic into the sand. The battle seems to be won, but lasers erupt from the ground, subtly hinting to Shepard that it is time to run away as quickly as possible.
“We want to bring that same scale throughout Mass Effect 3,” says lead cinematic animator Parrish Lay. “We created all these characters, this plot, this universe, and we feel like if we don’t make the most of it, our efforts will be in vain.”.
And, as if fighting the Reapers themselves weren’t enough, we’ll have to deal with their minions. In Mass Effect 1 and 2, the player fought with the so-called huskies. These cybernetic monsters are the result of implanting Reaper technology into people and extracting their biological resources for other uses. Unfortunately for Shepard, the Reapers can do this to almost every race in the galaxy, from bipedal species like turians and batarians to more beastly ones like the Rachni and Klyxeni. Twisted versions of familiar creatures make up the bulk of the Reaper ground forces.
Not only is Shepard battling a terrifying army of Reapers, he’s also being hunted by his former employer. “Cerberus is here to stay,” Hudson teases. “Whereas in the last part you worked closely with them, now they are among those who want to stop you.”. The organization’s motives for starting the hunt for Shepard are carefully hidden by BioWare, and players will not learn the truth until they play Mass Effect 3 themselves.
Putting the team back together
Of all the questions that fans have about Mass Effect 3, perhaps the most persistent and loudest is "Who will return to my team?"Over the course of the series, players have become attached to certain of Shepard’s companions, a fact that BioWare does not lose sight of.
If all the characters from previous games return as permanent party members, the new faces will get lost in the crowd… and the party selection screen will turn into a garbage dump. The trick is to give players a satisfying resolution to the relationships they’ve been building, while also tying it to the role the character will play, from cameo to mainstay.
"It’s a pretty broad task and it varies from character to character," Hudson says. – Some characters will form the core of the story. They are members of the squad. The entire structure of the plot, in a certain sense, is based on them. Others will be simple party members, and you can decide whether to take them with you or not… Someone will appear for the duration of several missions, but for this time he will be part of the party. And someone will appear only as a cameo.".
Don’t worry that BioWare forgot about the Legion, your romance with Ashley, or the fact that you didn’t lose anyone in the attack on the Collectors base. While we don’t know the exact role of these characters, they wouldn’t be introduced into the Mass Effect universe only to be immediately scrapped. You can be sure that you will see all the main characters in one capacity or another (see tab for more details).
Choice and its consequences
The popularity of the Mass Effect series is based not least on the fact that it became one of the first signs in the field of player decisions. Instead of just dealing with decisions that affect one game, BioWare has promised that your actions will affect subsequent installments. But how can you take into account such a large number of variables and not lose face to the player??
“We have a system that now calculates options and branches much faster, playing different branches in parallel,” says Ley. “Say, in one big video you saved so-and-so, but didn’t save so-and-so, and you had an affair with so-and-so – this system can calculate the sequence of these events to the end, building a cut-scene so that it matches your decisions.”.
The attack on the Collectors’ base at the end of Mass Effect 2 used a similar technique, but only for one sequence. Since your personal version of the galaxy will play such a large role in Mass Effect 3, the technology has been polished and now works much smoother – no more noticeable loading while the game tries to figure out what decisions you made.
You will also notice the consequences of your decisions outside of cutscenes. For example, if Garrus died during Mass Effect 2, he will not miraculously resurrect. He’s no longer there. If Garrus survived, then he will be able to join Shepard and, perhaps, give him a special task to complete. But players shouldn’t feel cheated if they lost a few comrades in previous installments; The developers’ goal is to reward players for how they enjoy playing the game, not to bully them by withholding content. “It will be different, but not worse,” says Hudson. – That’s the fun of multiple playthroughs. It won’t happen that something simply doesn’t exist. You will see what is different, what has happened and what has changed.".
Interview with Casey Hudson
We spoke with the executive producer of Mass Effect 3, who was at the very origins of the franchise.
IN.: Mass Effect 2 took the series in a darker direction. With the galaxy on fire, should we assume the trend will continue??
ABOUT.: Perhaps. I don’t want to say that there is an atmosphere of helplessness there, but given the scale of the threat, the thought is constantly present in my head: “How can we win??"It will take a lot of joint efforts, you will have to give it your all. Mass Effect 2 was stylizedly dark – cold, sleek, whereas here it feels more like an all-out war. You have no time for excesses, and there is no confidence in victory. Deep down you know that sooner or later everything will come to an unpleasant point, and losses will not be avoided even if you win.
IN.: Can you say anything about why Shepard thinks the Reapers can be stopped??
ABOUT.: At their core, such stories must be somewhat hopeless. Then you start finding reasons to believe. But if I reveal this reason now, then the story will not have the desired effect during the game, because you are waiting for this moment X. So we’re keeping quiet about this.
IN.: But there are certain parts of this plan that BioWare is keeping secret?
ABOUT.: Exactly.
IN.: The Illusive Man was a central figure in Mass Effect 2… what can you say about his role in the new game?
ABOUT.: He will be in Mass Effect 3. He is one of the main characters in our setting, and this is proven again in Mass effect 3. Overall, all the main characters are there – considering they survived.
IN.: If all characters can use any weapon, then how does a class like Soldier stand out from them??
ABOUT.: There is still balance in the skill area. Even if you make weapons universal within classes, there are still class abilities, such as biotics or technical skills. But the soldier also stands out because only he can carry all types of weapons at the same time. Other classes can choose any weapon they like, but they won’t carry more than two or three guns with them, unlike a soldier.
IN.: Will the distribution of Shepard’s skill points transfer from ME 2?
ABOUT.: We always have to look for a balance, as we don’t want to torture players who haven’t played the previous games. On the other hand, there should be some kind of reward for doing certain things in the past. In general, we must continue to lead the character through the story from the very moment when we left him, but with an eye on new players, although there will be certain bonuses for past achievements.
IN.: After the Mako in Mass Effect and the Hammer in Mass Effect 2, will you be including vehicles in Mass Effect 3??
ABOUT.: I think it will be more like Mass Effect 2, where this gameplay element is not critical. We have a lot of ways to make the game fun – it doesn’t have to be like anything we’ve done before; we will dilute old ideas with a pinch of something new.
IN.: What about planet scanning??
ABOUT.: Well, we’ll change this part of the game. We haven’t really thought about what we’ll do with it yet, but it will be very different from what you saw in Mass Effect 2. We had unexplored planets and Makos, planet scans and N7 missions; this part of the gaming experience is always important – non-linear exploration of the galaxy, doing different things. But in Mass Effect 3 we’ll change that again.
IN.: How will you introduce new players to the events of previous parts?
ABOUT.: We’re going to do something similar to what we did with the PS3 version of Mass Effect 2. We’ve introduced a "Previously in Mass Effect" element that, even after importing saves, you’ll see. It’s just that then you’ll just see all the decisions you made. But if not, this element will periodically pause and ask you what you would do… essentially a save maker that will take you to the main game and tell you what’s going on.
IN.: Some of the original Mass Effect choices, like the fate of the Rachni queen, didn’t have much of an impact on ME2. We will see the consequences of such decisions in the threequel?
ABOUT.: There are certain choices you could make in Mass Effect 1 – and the comic book in the PS3 version – that will have pretty significant consequences in Mass Effect 3. Various things could happen, and you will have access to equally different things, and they will affect your ending. This is what we wanted to do from the very beginning; from the very first game, making decisions that can change everything on the way to the final.
IN.: The ending of Mass Effect 2, where Shepard dies, could only be achieved by trying very hard. Given the stakes in Mass Effect 3, will players have to work harder to get the "good" ending??
ABOUT.: We create the game so that your probability of success is approximately the same. We have a set of different endings, which is similar to the situation with Mass Effect 2, but it will still work a little better. After all, this is our big ending; it is quite unpredictable – many factors are intertwined. It’s not that hard to get the worst ending here. You just need to make the appropriate decisions.
End
All things Mass Effect aside, there’s one thing that’s sure to excite and frustrate fans of the series in equal measure. This is the end. The war that began when we first played Mass Effect in 2007 is reaching its climax, and we’re about to see the galaxy change because of our decisions.
"The great thing about Mass Effect 3 is that it’s going to be harder to make because of decisions made in previous games, but that’s what it’s all about," Hudson says. The layouts of the decisions from the first two games are exactly what fans are waiting for, but on the other hand, it will all be complete. The end of the trilogy means that developers no longer have to worry about series continuity; BioWare no longer has to think about how Shepard’s choices will affect the next installment. Players will feel the pressure of what’s at stake because they could lose it all. The result is an explosive finale with plenty of breathtaking moments and twists that are sure to show why Commander Shepard is one of the leading heroes of this generation of consoles.
Personally, I’m obsessed with these dudes! From guys, of course, too. 🙂 And I didn’t expect to see the fact that these characters would suddenly find themselves together, and even start beating each other like crazy, even in erotic nightmares. Chris from Resident Evil vs. The Incredible Hulk! Trish from Devil May Cry vs Doctor Doom, Wolverine vs Ryu (or Ken, always confused them). The main difference from previous parts? Beauty.
In short, open your mouth and look:
1. Trailer
(There was a Flash player, but since 2020 Flash is not supported by browsers)
2. Gameplay
(There was a Flash player, but since 2020 Flash is not supported by browsers)
Best comments
maybe I’ll buy a console https://netbetcasino.uk/withdrawal/ for this game because I really love fighting and I’d like to beat up the Hulk for Dante just like in 2008 where the game dm 4 beat up the game the incredebal halk
There are many promotional videos for this game, I only showed one. My favorite video is Deadpool vs Dante. Two thugs with sabers and guns destroy some room, performing stunts in the style of “I Know Kung Fu”! The shot is especially good when they stand with pistols in their hands, aiming at each other’s faces – Deadpool squints in his signature way, and Dante grins in his signature way in response… And why am I not Miller’s son?! 🙁
Good! Even at forty I’ll still be beating my children, playing as Sub-zero or Wolverine! Only in a terry robe and with a cigar in his teeth. 🙂
interesting) I just don’t understand why we see the old Dante here, when in DMC he is presented in a new role?? Capcom, WTF.
Well damn, the last crossover or whatever it’s called came out a long time ago, but they invented so many heroes here and there. Damn I want it too, but my 5 point senses it’s like with DC Vs. MK will be
and one more thing, a schoolboy won’t understand))
I also just saw the trailer for the new DC… Let’s see what the plot is, and what kind of guy was jumping around, maybe the namesake? 🙂
God forbid that this was a younger second cousin on his father’s side who was lost in childhood… otherwise the death of the series would come(