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Mass Effect Movie Rights Purchased

Film producer Avi Arad has bought the film rights to Bioware’s cinematic Xbox 360 RPG Mass Effect, according to a report.

Mass Effect Movie Rights Purchased Mass Effect Movie Rights Purchased

Mass Effect Wallpapers

Browse our gallery of Mass Effect wallpapers!

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Mass Effect PC Patch

BioWare revealed that they were working on a patch for the PC version of Mass Effect. While speaking with a BioWare rep at New York Comic Con, we learned the release window for the patch.

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EA Announced Mass Effect 2

Although we all knew a sequel to Mass Effect has been in the works since the first game was developed, earlier this month EA made official the release of the much-anticipated sequel.

EA Announced Mass Effect 2 EA Announced Mass Effect 2

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Mass Effect 2 Achievements revealed

December 28th 2009 | Posted by admin

If you’re neither a Mass Effect fan nor an Achievement whore, then the Mass Effect 2 achievements being revealed shouldn’t interest you, but if you’re both, like me, then you’re probably drooling already.

The first Mass Effect hit all the basics of achievements: complete a certain activity a specific amount of times, storyline and side missions, achieve a certain level, multiple playthroughs, party configurations, and collecting. The sequel contains similar achievements, although a lot less certain amount of action achievements, no more renegade or paragon achievements and more exploration missions.

One interesting change in the achievements is the “Power Gamer” achievement in Mass Effect 2 is only reaching Level 30 opposed to Level 50 in the original. The “Paramour” achievement returns, indicating another PG-13 romp.

There are no secret achievements, so be warned there may be spoilers.

Missing in Action (5 points)
Save your crew from an overwhelming attack

Very Elusive (10 points)
Return to active duty

The Convict (10 points)
Successfully recruit the biotic Convict

The Krogan (10 points)
Successfully recruit the krogan

The Archangel (10 points)
Successfully recruit Archangel

The Professor (10 points)
Successfully recruit the Professor

The Quarian (10 points)
Successfully recruit the quarian

The Justicar (10 points)
Successfully recruit the Justicar

The Assassin (10 points)
Successfully recruit the Assassin

Friend or Foe (10 points)
Obtain geth technology

Colony Defense (25 points)
Defend a human colony from attack

The Prodigal (10 points)
Gain the loyalty of the Cerberus Officer

Ghost of the Father (10 points)
Gain the loyalty of the Cerberus Operative

Catharsis (10 points)
Gain the loyalty of the biotic Convict

Battlemaster (10 points)
Gain the loyalty of the krogan

Fade Away (10 points)
Gain the loyalty of Archangel

The Cure (10 points)
Gain the loyalty of the Professor

Treason (10 points)
Gain the loyalty of the quarian

Doppelganger (10 points)
Help the Justicar resolve her mission

Cat’s in the Cradle (10 points)
Gain the loyalty of the Assassin

A House Divided (10 points)
Hack a geth collective

Ghost Ship (25 points)
Complete the investigation of a derelict alien vessel

Suicide Mission (50 points)
Use the Omega 4 Relay

Mission Accomplished (125 points)
Save humanity throughout the galaxy from certain annihilation

Against All Odds (15 points)
Survive suicide mission

Insanity (75 points)
Complete the game on the “Insanity” difficulty level without changing the setting

No One Left Behind (75 points)
Keep your team alive through the suicide mission

Long Service Medal (75 points)
Complete Mass Effect 2 twice, or complete it once with a character imported from Mass Effect 1

Paramour (50 points)
Successfully pursue a relationship with a teammate

Head Hunter (10 points)
Perform 30 headshot kills with any weapon on humanoid targets

Brawler (10 points)
Shoot and kill 20 enemies while they’re knocked back by a punch

Big Game Hunter (10 points)
Thresher Maw defeated

Tactician (10 points)
Hit 20 different targets with multiple biotic powers to combine the effects

Master at Arms (15 points)
Kill enemies with 5 different heavy weapons during the game

Merciless (10 points)
Make 20 enemies scream as they fall or are set on fire

Overload Specialist (15 points)
Disrupt the shields of 25 enemies

Warp Specialist (15 points)
Warp the barriers of 25 enemies

Incineration Specialist (15 points)
Incinerate the armor of 25 enemies

Operative (15 points)
Complete a mission discovered by scanning an unexplored world

Agent (50 points)
Complete 5 missions discovered by scanning unexplored worlds

Prospector (5 points)
Retrieve mineral resources by scanning and probing a planet in the galaxy map

Explorer (10 points)
Visit 100% of the planets in an unexplored cluster

Power Gamer (10 points)
Reach Level 30 with one character

Scholar (15 points)
Unlock 15 new Mass Effect 2 codex entries

Technician (15 points)
Obtain 10 technology upgrades

Weapon Specialist (15 points)
Fully upgrade a weapon

Scientist (10 points)
Complete any research project in the Normandy’s laboratory

Fashionista (5 points)
Personalize your armor in your quarters on the Normandy

Power Full (15 points)
Evolve any power

Highly Trained (15 points)
View all advanced combat training videos at Shepard’s private terminal.

News

Details Emerge On How Imported Saves Work In Mass Effect 2

December 28th 2009 | Posted by admin

One of the coolest features that Mass Effect 2 will bring with it when it is formally is released, is the ability to import characters from the first game. Many are wondering how exactly that could possibly work? Well we now have an answer. You won’t be starting the game as the high level character class from the first game. Instead you will get a slight boost to your stats and abilities when you boot up Mass Effect 2.

The report comes from a forum post by Bioware’s Chris Priestly, who explains, “If you finished ME1 as a high level character you will receive greater bonuses than those who finished at lower levels. Ex, if you finished ME1 as a level 35 character, you will receive a bonus, but if you finished ME1 as a level 50 character, your bonus will be larger.”

It was also revealed that Mass Effect will also include a New Game+ option. This will allow you to start a new game retaining all your stats, abilities, and equipment after a complete play through. This all sounds great, and is just making me want to play the game even more!

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BioWare Evasive Concerning Mass Effect 2 On PS3

December 19th 2009 | Posted by admin

The more these guys refuse to say “no,” the more everyone becomes convinced that a PlayStation 3 version is inevitable.

BioWare has already released their first game on a PlayStation machine – Dragon Age: Origins – and they’ve followed this by saying they will continue to work with the PS3. If you combine this with the fact that EA is now involved with everything they do, the common question posed to BioWare these days is: “will Mass Effect 2 come to the PS3?” They never say it is but to help fuel speculation, they also never deny the possibility. This has happened again during a recent Polygamia interview with BioWare’s Andrew Cho, where he first dodges the question by saying they’ve spent two years working on the Xbox 360 and PC versions. When pressed, he replied:

“We definitely want to give as many people as possible a chance to play the game. The Unreal engine is cross-platform. I think maybe the only platform it doesn’t work on is the Wii.”

See, now that makes perfect sense. I’m really not sure why EA wants to keep this a secret but it seems obvious that Mass Effect 2 is PS3-bound. It may not launch at the same time as the 360 and PC versions, as Dragon Age did, but I just refuse to believe one of the biggest – if not the biggest – game publishers in the world would voluntarily cut out about 25 million consumers who might want to purchase ME2. This is why the big boys don’t do exclusivity. It essentially makes zero business sense. So just spill the beans already!

News

Mass Effect 2 Interview With VGD

December 15th 2009 | Posted by admin

Will it be on the PS3 or won’t it? Will Shepherd be in one piece by the finale or won’t he? Will you be able to jump twixt the sheets with the entire cast, or just its female members? Questions hang round Mass Effect 2 like bits of shrapnel in zero-G. Here are answers to a few of them, care of game producer Adrien Cho.

VideoGamesDaily: So, Mass Effect 2. The first one was obviously a highly acclaimed game, but it came out in the midst of a lot of exclusive content on Xbox 360. Do you think it got a fair share of the attention?

Adrien Cho: I thought actually Microsoft was a really good publishing partner, they really supported us, and they recognised what a unique IP Mass Effect became. And they helped foster that, and allowed us to do a lot of different things. And with a sequel now I think we’re able to branch out more with EA to an all-new audience. So I felt that we’re only going to be able to reach out to more people with the new game, hopefully people who didn’t get a chance to play Mass 1. One of the goals was to say “hey, give it a try – we’ve made everything a little more accessible, combat, the shooter aspects of it.” We want people who’ve never even played an RPG, who don’t consider themselves RPG players, but are maybe drawn towards the sci-fi aspects of it, the shooting aspects of it… This game will hold up with the best shooters out there, and you get some real cool role-playing elements as well.

We like a man who knows the value of beer.
VGD: With the greatest respect to the Old Republic guys, I feel like their title and many others in this genre has this sterile feel to it. Whereas with Mass Effect, the environment is much deeper, much richer.

Cho: I’m so proud of our art team. The end product is just amazing.

VGD: All these effects, all these lighting and filter tricks – you just don’t get that level of quality in many PC titles…

Cho: I think we really pushed the hardware a lot in Mass 1, and the great thing about Mass 2, with all aspects of Mass 2, is that we’re even more familiar with it. So from a gameplay side, from a design side, to the writing, we’re able to squeeze even more out. By the time we shipped Mass 1, we started to plan for Mass 2, and we immediately knew the areas where it was like “hey, I think we can do this better, we can get more detail in it.” And you can just see the environments, they’re absolutely amazing, like – you get this expanse of city out here, the flares, the buildings…

VGD: I like the grain effect in the distance.

Cho: Yeah, the fog – even the small stuff, seemingly the background stuff is just as detailed, if you look at the walls…

VGD: This is Unreal Engine 3 tech, right?

Cho: It’s Unreal. We’ve really pushed Unreal. I don’t recall a game using Unreal tech that looks quite like ours, and I’m really proud of what we’ve achieved with the art style.

Probably not one of the good guys.
VGD: And you were an artist originally, so presumably you’ve had a personal investment in this aspect of the product.

Cho: I was lead tech on Mass 1, and I continued to do that role a bit into Mass 2, but I evolved into more of a production role, and I gave up the tech/art role too a good friend of mine. But early on when we started Mass 2, one of the things we felt we could improve upon was the blurred textures. That’s part of the nature of the technology we’re using, but I was like “we’re going to solve that problem.” So I bet my friend – the lead cinematic animator – a case of beer that we will fix that problem. I’ve got a lot riding on that! [laughs] Aside from the pride, I’ve got some beer to make sure that the game looks a high def and as polished as possible.

VGD: It’s nice to know there are some people at BioWare who relax enough to drink! I met the Dragon Age team last year, and I can’t see those guys getting pissed and talking about what they’re going to do in the sequel.

Cho: Well, we’re people too! We like playing games, and we like going out for a drink. I think that keeps us relate-able to the audience, too – we have to listen to the people who play our games. And it’s no longer a “nerd” culture, we’re branching out to larger audiences, and we like watching movies, we like listening to the same music you guys do!

Either that’s alien gore or they’ve been reduced to throwing custard pies.
VGD: What would you say was your chief responsibility this time round, as a producer?

Cho: One of the fun things of my job for Mass 2 was ensuring that things get done on time and efficiently – lots of times an asset goes through several different hands, so the joy is making sure that whole process isn’t blocked. I’m still able to take a lot of my tech experience and fill in the gaps, so to speak, but I get a lot of joy in seeing a character developed on time, passed onto animation and then coming to life in a cinematic, all running smoothly. Because if those assets ever get delayed, ultimately that has an impact down the line – you might not have a great-looking character, or as great-looking a character. But if you can help in a production capacity to ensure that things are delivered to the best quality and also on time…

VGD: Do you think that’s where some projects in the industry that have bags of potential end up going wrong? Because the glue that holds development together is missing?

Cho: Yes, because you have to look at the project holistically, and if there’s an imbalance – maybe you’ll have the best audio ever, but if no-one ever paid attention to the gameplay, what’s the point because nobody’s going to play your game, nobody’s going to hear your audio! So you kind of have to make sure equal attention is paid to all areas of a project, and to then allow each to shine as well, to have the opportunity to do the best they can, but to also keep the focus on – to say “we are together as a team, working on this one objective”. We definitely want people to bring their best, but to make sure everybody works well together.

The Collective mean business.
VGD: Last year you showed me the PC version of Mass 1, which obviously made a bunch of improvements on the Xbox 360 game. Will there be a discrepancy between versions this time round? Or will you bring the same stuff to both?

Cho: Definitely, it’s a very tight integration. We learned a lot about usability from PC development on Mass 1, and the great thing is with Mass 2 is that it’s a parallel development. So they’re sharing things and if they don’t work out so well on one platform or the other, or work out really well, we can seamlessly integrate those changes onto both. So there’s not necessarily an advantage or disadvantage with one.

VGD: You guys are working with EA Montreal on this as well.

Cho: Yeah, this is the first game we’ve started developing using a small subsidiary studio out there – BioWare Montreal – and they were helping out on all aspects of the game from cinematics to mission development to level art and character.

VGD: But it’s mostly an internal BioWare project.

Cho: Yeah – it’s not so much EA Montreal out there as BioWare Montreal. And we shared a lot of resources with EA Montreal but it was a brand new team we brought into Montreal made up of a lot of people from BioWare.

The turians are as grumpy as ever.
VGD: You guys are among the foremost interactive storytellers out there, and characters are obviously key to a good story. Can you tell me how the characters and gameplay interact in Mass Effect 2?

Cho: That’s a really lovely question! [laughs]

VGD: I try.

Cho: Mass Effect 2 is kind of the dark second chapter of the trilogy. Like the good sequels – Empire Strikes Back, Terminator 2, Star Trek: Wrath of Khan…

VGD: Back to the Future? I’m a fan of number two.

Cho: Sure.

VGD: You going to give me another one?

Cho: Even Lethal Weapon 2! And we’re going to ignore all the bad ones, like Matrix 2. There’s tons of bad sequels. But yeah, it’s a lot darker in tone. The premise is that you as Shepherd have to fend off the threat from the Collective, this new enemy, and you’re basically going on a suicide mission. You kind of know you’re not going to make it out. But you’re going to recruit this badass team of commandos to increase the chances of success of the mission. Not necessarily survival, the objective is to complete the mission.

So in doing so you’re really getting this band of assorted characters throughout the galaxy who all have different strengths, unique abilities that will really pan out how the final game will play out. And I can’t spoil too much, but you really want to make sure you have the right person to so that all aspects of your mission are covered. It’s kind of like a Special Ops team, and if you can go in there without your sniper or your recon guy, the chance of the team succeeding will fall.

Mass Effect 2’s cover system is being billed as a real step forward from that of the first.
So a lot of the game is involved with tracking down these rogue characters, convincing them to join your mission. Sometimes they’re not interested, because they have their own drives so you have to somehow get them to join your cause. Sometimes you have to do something out of your way, because you need that person for the end goal. In Mass 1, there was a lot of grey area, it wasn’t always “good versus bad” – for the greater good, you had to do some bad stuff, you might have to kill some people.

VGD: Sounds like being a games critic sometimes.

Cho: I prefer to think of Jack Baeur. Making those difficult decisions…

VGD: Chuck an FBI agent in a ditch to save LA, right?

Cho: Right, so there’s a lot of really cool gameplay elements that come out, but I can’t – I’d love to tell you about some of the things that happen! But you will be pleasantly surprised. The player who wants to be the bare minimalist, just wants to plough through the core, they’re going to have a very different game to the person who took a lot of time and discovered how deep it is. And I’m just going to say one person’s going to come out with a different ending to the other person…

VGD: There’s a lot of speculation about the fate of Shepherd, about whether he’ll come out intact the other end…

Cho: I’m not going to ruin it for you, but Shepherd can die in this game. And I’m going to leave it at that. [laughs] There’s definitely some dire consequences for the player if they don’t do certain objectives. Sometimes I think we’re pampering gamers too much. Just recently, a game like Demon Souls is fantastic because when you die, and you fail, it’s not because the game was cheap it’s usually because you didn’t do something properly.

It goes back to that learning mechanism of “Well, I tried this – it didn’t work. I’m going to try something different.” And I think that’s going to be something in Mass Effect 2, we don’t want it to be a cakewalk, you want a challenge. I think gamers want a more sophisticated game, they don’t want a breezy game where you see all the cinematics and just put in your hours and play it through. So definitely there’s some serious consequences. Delicious consequences! You’ll have to play to find out.

Tech modules on both arms? Smart work.
VGD: The interview surely can’t get any better than “deliciously”.

Cho: Devilish?

VGD: That’ll do. You’ve expanded the universe a lot for number two. Can you tell me about that as an artistic process? The Old Republic guys are obviously going off the Star Wars universe, there’s a lot of material for them to pull from, but you guys have had to create it all yourselves…

Cho: The art direction is absolutely fabulous in this game. While its challenging to come up with new worlds to explore, it’s definitely a lot of fun too, and I think that out-balances the challenging aspects. And at the same time we’re also marrying that with understanding the technology better, now that we’re really familiar with Unreal technology, we’re able to say “hey, you know what, we can start to push those boundaries and give you those worlds we weren’t sure how to make in Mass 1”.

So making a sequel’s always fun because you look at what the end product was, and then you look at very focussed changes and in terms of art, we definitely realised that there were certain things we really wanted to do in Mass 1, and now we’ve got that experience we’re able to deliver it. We’ve only shown a small, small sliver of some of the incredible environments players get to visit. The art and environments sometimes take a second place to all the story-telling – we talked about digital acting, all the gameplay, shooter aspects – but it’s just as important a component, and sometimes I wish people would stop shooting, take a look at the amazing environments they can interact with. No other game can offer such a variety of believable, immersive environments. And we give you a ton of those!

Biotic skills are as lethal as ever.
VGD: I think what puts some people – I don’t want to say “gamers” – off investing time in something like this is the duration of the story. Do you think there’s a market for taking all the writing and cut scenes here and producing it as a digital movie?

Cho: Like a Kojima production? Where if you cut out all the gameplay what we’re really watching is a two hour movie? [laughs]

VGD: Or a thirty hour movie! It strikes me that some of the cinematics in games like this and Metal Gear Solid – maybe you’re a sci-fi fan who can’t be bothered to play the game because it’s not your genre, or whatever, but you’d still like to see that material. Do you think it would be worth catering to those consumers?

Cho: I think it’s an interesting idea, but it would be missing out on part of the experience. If Mass Effect was purely a movie, I’m sure it would be a very exciting two hour movie, but what’s awesome about playing a videogame is that you drive that, and while you have these terrific, often mind-blowing cinematic moments throughout the game, there are also moments that a movie doesn’t give you. Movies are very passive and this medium is a lot more participatory, and I wouldn’t want to be spoon-fed the story, I’d want to be the one who’s making those decisions, and if you remove that I think you lose a very important aspect of the game.

VGD: But what about from a recap perspective? Say somebody gets Mass Effect 2, and they don’t want to play Mass Effect 1 because they don’t have the time. Shenmue 2 did that – they stitched together all the cinematic stuff from number one so that people just coming in knew where they were at.

Cho: Well we knew a lot of fans would want to carry over their own save games and characters from Mass Effect 1, but we also knew that we wanted a large new audience, who might not be familiar with Mass Effect 1. So accessibility and understanding the universe was a huge consideration from the design and development of Mass 2, maybe not so much where we cut together all the clips, but it’s certainly a consideration we had that we wanted people to be jumped in right away, be familiar with the universe without having played 60-80 hours of Mass Effect 1.

VGD: Adrien, thanks for your time.

Mass Effect 2 is out for PC and Xbox 360 next year on 26th January in North America and 29th January in Europe.

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Mass Effect 2 producer: devs “pamper” gamers

December 15th 2009 | Posted by admin

So it seems we’re all a bunch of mewling, puking crybaby halfwits who wouldn’t know a difficulty curve if it was rammed up our nostrils. That’s according to Mass Effect 2 producer Adrien Cho, who thinks new skool developers are letting the present generation of gamers off easy.

“Sometimes I think we’re pampering gamers too much,” he told us in an exclusive, one-on-one chatathon. “Just recently, a game like Demon Souls is fantastic because when you die, and you fail, it’s not because the game was cheap it’s usually because you didn’t do something properly.

“It goes back to that learning mechanism of “Well, I tried this – it didn’t work. I’m going to try something different.” And I think that’s going to be something in Mass Effect 2, we don’t want it to be a cakewalk, you want a challenge.

“I think gamers want a more sophisticated game, they don’t want a breezy game where you see all the cinematics and just put in your hours and play it through. So definitely there’s some serious consequences. Delicious consequences! You’ll have to play to find out.”

Delicious like a second-long, millimetre-wide window of opportunity in the rapid, chaotic movements of a “bullet hell” shooter boss, no doubt. We’re all over the idea of consequence, Cho. Bring the pain.

News

Mass Effect 2 Psychic Combat Details Revealed

December 1st 2009 | Posted by admin

Critically acclaimed videogame development studio BioWare, an Electronic Arts studio, has revealed new gameplay details from it’s highly-anticipated sequel to 2007’s widely respected Mass Effect. Due to arrive early in 2010, it appears that the psychic warfare has received a great deal of attention.

Overlooked by all but the most experimental players in the first title in favour of the rough-and-ready gunplay, players who choose the Adept Class at the beginning of Mass Effect 2 will find their biotic abilities offering more variety and much greater power. The example offered was the ability to direct certain powers around corners and send psychic blasts at precise angles to send enemies hurtling off ledges and into bottomless abysses.

Along with the revelation that more attention has been paid to the psychic combat element, BioWare has revealed that another familiar face will return in Mass Effect 2 alongside our protagonist, Commander Shepard. Previously witnessed in a hadnful of screenshots released from the sequel, Tali, the Quarian technology authority, has been confirmed as once again being available to join your party and assist with greater proficiency in electronics based tasks and offering another unique take on the mission at hand.

Mass Effect 2 is due for release in early 2010 on PC and Xbox 360, and will be available in both standard and Collectors’ Edition packages, the latter of which offers a number of bonus items including a 48-page hardcover “Art of Mass Effect 2” book, Issue 1 of the Mass Effect Redemption comic book,. Electronic Theatre will keep you updated with all the latest details on Mass Effect 2 and other BioWare franchises.

Source: http://electronictheatre.co.uk

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Mass Effect 2 System Requirements for PC Out

November 30th 2009 | Posted by admin

BioWare community director Chris Priestly has written on the company’s official forum about the minimum requirements needed to run the PC version of Mass Effect 2.

“The boxed/retail PC version of Mass Effect 2 will use only a basic disk check and it will not require online authentication,” he wrote. “This is the same method as Dragon Age: Origins. Digital versions will use the retailer’s protection system.”

He also revealed details on the kind of digital rights management (DRM) fans can expect from the new franchise. The only DRM requirement Mass Effect 2 will have is that the disc of the game must be in drive while one plays.

It’s a welcome relief for the fans, especially after digital rights management in The Sims 3.
The storyline of Mass Effect 2
The Mass Effect is a sci-fi adventure game. It is set in a universe inhabited by dangerous aliens and mysterious unexplored planets.

In this second chapter of the Mass Effect Trilogy, the evil army of Saren’s Geth soldiers has been defeated but the humans, who are still fighting to make their mark on galactic stage, are set to face even bigger perils.

Once again player will be stepping into the role of Commander Shepard, travelling through the galaxy to put together a team of combat specialists and soldiers.

After assembling the team of best geniuses, mystics, and convicts, your mission will be to uncover the mystery behind the disappearance of many humans across the galaxy. Mission’s success or failure depends heavily on the kind of team you have put together.

This new version of Mass Effect 2 has a refined dialog system with stunning graphics. Numerous other improvements have been made to intensify the third-person shooter combat.

Minimum requirements for the PC
-15GB hard drive
-OS= Windows Vista SP1/ Windows XP SP3/ Windows 7
-1.8GHz Intel Core 2 Duo processor or equivalent AMD CPU
-1GB RAM for Windows XP/ 2GB RAM for Windows Vista and Windows 7
-1x Speed DVD ROM
-DirectX 9.0c compatible sound card
-DirectX 9.0c August 2008 included
-256MB Video card (supports Pixel Shader 3.0)
-Chipsets supported: ATI Radeon X1600 Pro or greater; NVIDIA GeForce 6800 or greater
Intel and S3 video cards are not supported in Mass Effect 2 officially. You would need updates on your video and sound card drivers.

NVIDIA GeForce 7300, 8100, 8200, 8300, 8400, and 9300 and ATI Radeon HD3200 or HD4350 are below the system requirements of the game.

If you want best results then make sure to install latest drivers for the audio and video cards.

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Mass Effect 2 Official Boxart Reveal… Again?!

November 30th 2009 | Posted by admin

Several months ago, Bioware unveiled the “official” boxart for their upcoming Mass Effect sequel… or so we thought. It looks like there has been a change of heart over at the development studio, because Mass Effect 2 has been given a brand new cover.

Those of you who plan on picking up the super-sleek collector’s edition need not fret, as this change is only being applied to the standard edition. While there has been no official word from Bioware as to why the boxart was changed, it is most likely due to their unhappiness with the initial art. If you ask me, I think they both are pretty ugly.

Mass Effect 2 hits stores on January 26 in the U.S., the 28th in Australia, and the 29th in Europe.

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Mass Effect 2 DLC Will ‘Kick Ass’

November 30th 2009 | Posted by admin

Mass Effect was very positively received, but when the downloadable content arrived, BioWare actually received quite a bit of criticism from their fans about its quality. This won’t be the case for Mass Effect 2 though, as they’re looking to really blow people away.

Speaking to Joystiq, Greg Zeschuk, the co-founder of BioWare, said that

We’ve learned a lot [from Mass Effect], and we’ll have pretty kick-ass DLC on both Dragon Age and Mass Effect 2. In large part, again, we can already play it, and some of it we go, ‘Wow, this is actually really cool stuff.’

Mass Effect is currently scheduled to arrive on the Xbox 360 and PC on the 26th of February, 2010 in North American, and the 29th of February in Europe.

News

Mass Effect 2 Collector’s Edition detailed

November 11th 2009 | Posted by admin

Electronic Arts and BioWare today announced a Mass Effect 2 Collector’s Edition brimming full of premium goodies, and available in “limited” quantities.

When Mass Effect 2 releases Jan. 26, 2010, gamers can pick up the Collector’s Edition and be treated to the game wrapped in a hard-shell “tin case, a 48-page hardcover �Art of Mass Effect 2 book, Issue 1 of the Mass Effect Redemption comic book, and a bonus DVD with behind-the-scenes and making-of videos.”

What’s more, and more vague for that matter, is the inclusion of “unique in-game weapons and armor,” only attainable through the purchase of the CE. What could it mean?!

We’re really excited to roll out this Collectors� Edition featuring so many unique items, including special Collectors Edition armor and weapons and content that will surprise Mass Effect fans,� said Dr. Ray Muzyka, co-founder, BioWare and Group General Manager of the RPG/MMO Group of EA. �The limited edition comic book and bonus DVD will really enhance and expand the overall Mass Effect 2 experience.�

Mass Effect 2 and the Collector’s Edition, release January 26, priced at $59.99 and $69.99 respectivley.