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Bioware General (Mass Effect/Dragon Age/Other)

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 20th, 2021, 5:11 pm

https://www.masseffectlaunch.com

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"BioWare have partnered with Idea Planet Launch to create the first-ever collectible Citadel replica."

"This is an e-mail they sent out this morning: Hey there, We’d like to say thanks for your interest in the launch of our The Citadel Awaits program. We’re on a mission and are excited to have you join us on this journey! The past two years have been a labor of love for us…..we approached BioWare late summer of 1999, and have been collaborating with them ever since to design and engineer the first-ever model replica of the iconic Citadel. We’re prototyping now, and we’re targeting to launch our pre-sell campaign on October 19, 2021. By signing up for updates, you’ll be one of the first to receive a sneak peek into our development process, hear from our designers, and have access to exclusive content never-before offered to Mass Effect fans. Be on the lookout for email updates and links to access exclusive content (and be sure to whitelist our address so we don’t end up in your spam folder). Thanks again and talk soon, The Idea Planet Launch Team."
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 20th, 2021, 5:11 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 20th, 2021, 5:12 pm

https://www.youtube.com/watch?v=MYfiFN2POfU

"This is a recreation of My Most Sarcastic Powerpoint Ever™. This presentation was created early in Joplin as we were trying to merge tech stacks with Mass Effect Andromeda. If you saw THAT presentation, you may be surprised by the conclusions I reach in this one. Gamedev is hard enough WITHOUT sharing between teams but as you see in this rant, there may be reasons why you shouldn't. Sharing isn't just for Programmers. One of the biggest area of potential improvement is design."
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby SciFlyBoy » August 21st, 2021, 12:38 pm

It's amazing how Kasumi has a power that sneaks up behind someone and takes them out, but Thane doesn't. I'm sure that's on a long list of game play mechanics that could have been for Thane.
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » August 24th, 2021, 12:36 am

Huh. I don't think I ever actually used Thane. What was his special ability?

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TTTX » August 24th, 2021, 11:48 am

Vol wrote:Huh. I don't think I ever actually used Thane. What was his special ability?

according to the wiki shredder ammo.
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:41 pm

https://www.youtube.com/watch?v=TZhtObe6HnQ

I remember the leaked script also had Daro'Xen experimenting on refugees on the Citadel and trying to hack the Geth after the Rannoch missions, and Shep and Tali track her down, and the player could decide to either kill her or imprison her. That would have been a big deal.

I also recall Xen even makes a unique remark to a romanced Tali during the confrontation, "Are you sleeping with him, Tali? Did someone get her induction filter popped on Pilgrimage?"
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:42 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:42 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:43 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:43 pm

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Looks like a lot of people still have Dextro Fever. :lol:
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:43 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » August 24th, 2021, 5:44 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 1st, 2021, 8:01 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 1st, 2021, 8:01 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 1st, 2021, 8:01 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 1st, 2021, 8:02 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 3rd, 2021, 3:34 pm

https://twitter.com/GambleMike/status/1 ... 6380146688

https://ea.gr8people.com/jobs/168147/te ... -franchise

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"The next Mass Effect game is hiring a franchise Technical Director! This is a senior technical role and will help us bring our vision of the Mass Effect future to life. You will be the most senior engineering lead on the next installment in BioWare’s acclaimed Mass Effect franchise, and a contributing leader to BioWare studio strategy. You want to help us deliver industry-leading games."

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"BioWare seems to be using Unreal 4 for The Next Mass Effect game; Mike Gamble who is the project director for the Next Mass Effect game tweeted that they are hiring a Technical Director to work on the new game. In the job description it says they must have experience working on Unreal Engine 4+."
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Deano » September 3rd, 2021, 8:03 pm



If this is true that's absolutely huge in my opinion, Bioware employees were vocal in the difficulties in using frostbite for an RPG. And personally it's one my biggest gripes with ME:A & DA:I (less so DA:I), the amount of times I've moaned about when contemplating the games makes me exited for this.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » September 7th, 2021, 12:25 am

5+ years for a technical lead seems a bit too little. Though I imagine in practice, they'd always get veterans. I've heard other sources claiming they're gonna use Unreal too, which would be great. I think. At this point, wouldn't the studio now be more used to their bootleg Frostbite than Unreal?

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TTTX » September 8th, 2021, 6:57 am

Vol wrote:5+ years for a technical lead seems a bit too little. Though I imagine in practice, they'd always get veterans. I've heard other sources claiming they're gonna use Unreal too, which would be great. I think. At this point, wouldn't the studio now be more used to their bootleg Frostbite than Unreal?

considering how hard time BW had with Frostbite (not to mention the experts on the engine lives in europe so getting technical support is hard at best, impossible at worst considering the Fifa team gets dips on the help first) and all three games are really not that great at best 2 of them are okay I can see why they want to go back to an engine that is easier to work with, it is also easier to find and get help with then it is with frostbite and not to mention Frostbit is a very specialized engine and difficult to work with and has probably cost EA a lot more then have saved from using Unreal in the first place.

you can see why they want to go back to an engine with a proven track record.
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » September 9th, 2021, 12:53 am

Wait, seriously? Their engine experts lived on a different fucking continent than all their main studios? Yeesh.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby TTTX » September 9th, 2021, 5:23 am

Vol wrote:Wait, seriously? Their engine experts lived on a different fucking continent than all their main studios? Yeesh.

if I remember correctly it's Dice's engine who are located in Sweden you know the people making the Battlefield series.

https://en.wikipedia.org/wiki/DICE_(company) found the wiki about the studio who created the frostbite engine.

so yeah, it's pretty easy to see why the frostbite engine hasn't really caught on in EA and have been causing more issues the solutions for the obvious reasons of the engine was made for first person shooters and basically nothing else, but EA wanted to save money on not buying paying for the use of unreal and thought "Ge we have our own engine, let's use that it's basically the same thing" not understanding how game engine works and especially how the frostbite engine works.
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 12:42 am

https://www.swtor.com/info/news/article/20210908

"Behind the Scenes Look at SWTOR: System Design: Heya SWTOR Community! I’m Bryant Wood, a Systems Designer on Star Wars: The Old Republic. With our 10th anniversary coming up, I wanted to join the fun and offer you a tour of Systems Design along with my love for the best kept secret in gaming.

Systems Design on SWTOR is the connective tissue between the amazing parts of the game. We develop what are known as game loops. You can think of game loops as repeating tours through parts of the game; like a Daily Area, your Weekly Conquest, or the path to item rating 306. These loops allow players to create and complete goals, engage and interact with other members of the community, and experience the cool things the team has made! The Systems team works to ensure invested effort and time surrounding the player experience are appropriately balanced.

A key component of these loops are goals. When you log into SWTOR, there is something that players are hoping to accomplish. For some players it’s to experience an epic story, with them at the center. Others want to flex their creative muscles in decorating. Or they might want to show your skill against other players, testing how well you can compete. All of these are great player goals, and we try to accommodate as many goals as possible when making systems.

To help with this process we often look at 3 kinds of goals; short, medium, and long term. Short term goals are things that will give players an immediate reward. They might be as quick as killing an enemy and getting a nice item or they may take you a few days. Either way, short term goals allow you to always have an accomplishment around the corner. Medium term goals give players something on the horizon, something that can be finished next week. These require commitment but bring a bigger sense of accomplishment. Long term goals are why you’ll be playing all month. They allow players to really invest in their character, hopefully for a reward they can be proud of!

Using Galactic Seasons as an example, short term goals are driven by Priority Objectives, medium term goals are driven by Weekly POs and the ability to see your next few levels, and long term goals are driven by Level 100, the rewards surrounding it, and the Galactic Seasons Token Vendor. By using all 3 goal types, we can create experiences that players find fun and engaging for years to come.

A goal without a plan is just a wish, so how do we make sure players aren’t just dreamers? We use systems to guide their journey! Any goal we present should be visible and accessible, like a path through the forest. Let’s look at a current existing feature in SWTOR that we would like to improve in the future as an example of this journey philosophy. We have a large catalog of great looking items, but do you know where to get them all? If my goal is to get a specific decoration, how do I go about doing that?

One step of the plan is to look at the Source on the item, which can be found in the description on its tooltip. The Source briefly tells you where the item comes from which is great, but there could be more details provided. Players could be asking the following questions: What mode do I play on? Does it come only from a certain boss? Do I have to do something special to get it? We don’t want to answer all the questions (solving puzzles can be fun!) but we never want to leave a player without the information they need. As SWTOR grows we want to turn our collection of items into a collection of achievable goals for our players, with solid paths on how to complete them.

When working towards a goal we want to do things that progress us the furthest. This collection of the best things to do is something we call the optimal path. This can bring players through various parts of a game and show off fresh and exciting content. It can also tell a player to do one activity over and over again. On the Systems team we review these optimal paths and work to adjust them to reduce negative player experiences such as boredom or burnout. We always want players to experience the fun of SWTOR without having to choose between fun and making good progress toward their goals.This is why examining optimal paths is essential. We can use these paths to guide players into different content and this level of player experience touches on one of our philosophies for our 10th anniversary. SWTOR has released a lot of content in its life and we want to encourage players to experience the full breadth of the game without taking them away from parts they love most.

In full celebration of our 10th anniversary I’d like to step away from my role as a System Designer and speak as a Game Developer. I want to let you in on an industry secret, the best part of making games.

It’s you. Seriously.

Working in a creative medium like games, I believe game developers put a piece of our souls into our work. Players then take these souls and breathe their own life into it through play, transforming the game into something entirely different. There’s no better feeling than seeing the amazing things players create using our designs. The excitement when we announce a new expansion. The effort you put in to clear new content or achieve new rewards. The expression on your faces when you can’t believe we did that. These reactions are my goals being achieved and make the work even better than I could imagine.

You, the player, put the true life into SWTOR and make the game what it is and that motivates me to improve and build better systems for you to enjoy. I look forward to creating more memories with you all and experiencing the world of SWTOR!"

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 12:43 am

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 12:44 am

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 12:44 am

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 12:46 am

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 12:46 am

https://venturebeat.com/2021/09/03/mass ... -5-unreal/

“BioWare built the first three Mass Effect games on Unreal, which is a bundle of tools that devs can license from Epic Games to put together new games. For Mass Effect: Andromeda, BioWare switched to EA’s Frostbite, which developer DICE originally created for its Battlefield shooters. But Mass Effect — and BioWare’s followup Anthem — lost something in the transition from Unreal to Frostbite, and that was apparent in elements like ambient world animation. Where a nightclub in the original Mass Effect would have dozens of dancing characters, Anthem’s characters would remain motionless and still until you approached them.

For EA, however, Frostbite’s appeal was about saving money. Since it owned the tech, it wouldn’t have to make any licensing arrangements with Epic or other outside firms. I’ve reached out to EA for comment. I’ll update this story with any statement the company might provide.

Mass Effect is still years away, and BioWare wants to stay ahead of the tech curve. Frostbite’s appeal has obviously waned within EA, especially with the Mass Effect team once again looking at Unreal.

It’s easy to draw a line from a successful Unreal game to EA becoming more open to the idea of working on that engine once again. And that likely is a factor in the decision to explore the possibility of using Epic’s software kit on a future entry of BioWare’s space opera. But a larger consideration is that EA wants BioWare armed and ready for building a modern Mass Effect game years from now. That means accepting that Frostbite could end up extremely out of date by the time work starts in earnest on Mass Effect 5.

BioWare is currently working on Dragon Age 4. That game is still on track for a 2023 release, according to my sources. That would likely mean we wouldn’t see Mass Effect 5 until at least 2025. And even in that optimistic scenario, Frostbite could look creaky and ancient compared to something like Unreal Engine 5.

The reality is that BioWare is researching all kinds of cutting-edge graphical and technical features that it could implement into Mass Effect 5. And it could easily end up in a situation where the only real viable and cost-efficient way of accomplishing that is by going with Unreal. But at the very least, BioWare wants to maintain technical parity with the industry, and so it’s going to familiarize itself with Unreal even if they end up sticking with Frostbite in the end.”
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 10th, 2021, 8:46 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 17th, 2021, 7:05 pm

"Starchild-Be-Gone: A straightforward alternative to the dream sequences and ending of LE3, with a focus on removing the Starchild and all the narrative problems that come with him."

[[ "Does Mass Effect 3's ending still bother you? Are you tired of a holographic tween insisting that synthetics and organics can't get along, even though you just brokered a peace in the principal synthetic/organic conflict of your cycle while watching your AI companion develop respect, rapport, and romance with her organic crewmates?

Have you ever been faced with becoming a galactic dictator, murdering an entire race, or non-consensually Reaperizing all life, and thought to yourself, "there's got to be a better way"?

Well, now there is! Starchild-Be-Gone (SBG) is a comprehensive revision of LE3's ending with three goals in mind: skip over all mention of the Starchild, his "problem", and the solutions he provides; provide an alternative Destroy ending that doesn't sacrifice EDI or the Geth; and preserve as much of the base game's reactivity to your choices as possible. As an optional install, SBG also removes the Starchild's appearance in a vent in the prologue, as well as dramatically shortening Shepard's dream sequences such that he doesn't appear there either.

If you're interested in spoilery specifics on the ending, highlight the text below:
Hackett's radio dialogue indicating something is wrong and that the Crucible isn't firing has been removed.
The elevator of light, reveal of the Crucible chamber, and Starchild conversation have all been removed.
The Destroy ending is automatically chosen and initiated.
The initial Destroy ending cutscene has been altered to remove all scenes of Shepard shooting the tube. If applicable given your choices, the flashbacks of Anderson, fallen squadmates, and Shepard's love interest are still present.
The cutscene of the Citadel firing the Reaper-destroying energy wave, Joker breaking off, and the effects of the wave play and reflect your choices as normal. EDI may now appear on the Normandy's bridge with Joker, provided she was not in the squad in London and vaporized due to extremely low EMS.
The cutscene of the Normandy on the jungle planet may now include EDI, provided she survives London. If Joker was encouraged to pursue a relationship with her, he escorts her off the Normandy and they embrace.
The Destroy ending epilogue plays and reflects your choices as normal. A slide depicting Geth and unmasked Quarians on Rannoch may appear here, if you brokered peace between them.
The memorial scene plays and reflects your choices as normal. Provided she survived London, EDI's plaque no longer appears on the memorial wall. Still working on getting her to physically appear in this scene, though." ]]

https://www.youtube.com/watch?v=jBRgWWLpCj8
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 17th, 2021, 7:05 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 17th, 2021, 7:12 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » September 19th, 2021, 1:04 am

"BioWare.com site main page update showing the new DA franchise logo and DA4 concept art in the background of this section, which links to current job openings."

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Vol » September 20th, 2021, 12:14 am

Huh. That sucks. Didn't know Beamdog was where one of the founders ended up though. As of the last time I was able to contact him, Troodon was working there in fact.

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 20th, 2021, 4:15 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 20th, 2021, 4:16 pm

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 20th, 2021, 4:16 pm

https://www.nexusmods.com/masseffectleg ... n/mods/542

[[ "This mod will change how the encounter design works for Saren in all 3 encounters in the game. You can select between Enhanced or Classic versions of every encounter upon installation.

Enhanced:
The Enhanced versions of each battle contain smaller changes to the Geth Spawn Wave design so that it triggers less throughout the fight, and makes it easier to focus on Saren. Think of it as a compromise between the more gamified encounters of Legendary Edition and the classic encounters which did not even have Spawn Waves during the battles.

Classic:
The Classic versions of all 3 fights are made to match how they were in Mass Effect 1: No more Geth Spawns. It's you, your team and Saren duking it out. BioWare slightly altered Saren's movement in the Tower fight, so using this classic version you can now enjoy the changes minus the Geth spawns.

Bonus:
For both the Enhanced and Classic versions of the final boss encounter you can optionally choose to restore a deleted scene, that has been reworked and put back into the game.

The overall idea was to have a halfway or complete restoration of how the Saren encounters were in the non-Legendary Edition game from 2007, and the extra cutscene was just a discovery I made along the way. Enjoy!" ]]

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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 20th, 2021, 4:17 pm

https://www.youtube.com/watch?v=urjx2lqq3KQ

"In Mark Darrah’s “Memories and Lessons - Sonic Chronicles: The Dark Brotherhood” video there is some insight into the cancelled projects Mass Effect: Corsair and Jade Empire 2 & Revolver (and into why they ended up never coming into being) at the following timestamps: 28:48 Mass Effect: Corsair / 31:51 Jade Empire 2 – Revolver."
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 20th, 2021, 4:17 pm

https://venturebeat.com/2021/10/14/drag ... -releases/

[[ "Dragon Age 4 is coming to PlayStation 5, Xbox Series X/S, and PC, but it will not get versions for PlayStation 4 or Xbox One. This isn’t too shocking, but it does show that developers like BioWare are ready to leave the last-gen consoles behind. This news comes from the LinkedIn profile for Dragon Age’s lead player designer at BioWare (hat tip to Faizan Shaikh). But I’ve also separately confirmed that EA is planning the game only for the new-gen systems.

The reason for that discrepancy is that the market is shifting quickly. As time marches forward, developers and publishers see diminishing benefits from straddling generations. Supporting older hardware can introduce complications for developers who need to get their games running on old, slow CPUs and GPUs. This is something that is causing problems for Battlefield 2042 in particular. But the reality is that the audience that is most likely to spend money to buy new games is moving on quickly to PS5 and Xbox Series X. By the time Dragon Age 4 is ready, the new consoles will have a sizable audience capable of turning games with blockbuster budgets into games with blockbuster sales." ]]
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Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 20th, 2021, 4:17 pm

https://twitter.com/masseffect_peom/sta ... 7203970054

"Fun fact: Originally, during the flashbacks on Eden Prime, you were supposed to play as Javik in an elaborate gameplay sequence which culminated in a Harbinger-Collector boss fight. While none of this remains in the files, leftover subtitles tell an interesting tale."

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Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 21st, 2021, 5:24 pm

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"Fenris and a team of Inquisition agents race to prevent the Venatori from unleashing a power that will reshape Thedas in this canonical continuation of BioWare’s dark fantasy RPG! Will they be fast enough to outrun their own pasts and stop what’s coming? Collects Dragon Age: Dark Fortress #1-#3. In Shops: Oct 20, 2021."
"Drive me closer! I want to hit them with my sword!"

User avatar
Dragaros
Posts: 58257
Joined: August 6th, 2016, 2:46 pm

Re: Bioware General (Mass Effect/Dragon Age/Other)

Postby Dragaros » October 21st, 2021, 5:24 pm

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"Drive me closer! I want to hit them with my sword!"



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