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How to make the best weapons and armor in Mass Effect: Andromeda

#nofilterMass Effect: Andromeda’s menus are their own game, taking the form of a traditional folder hierarchy, burying types and subtypes of armor, weapons, and modifications beneath layers of garish UI. Milky Way weapons are the most vanilla of the bunch, looking and behaving most like their real life counterparts. Remnant weapons are all erratic energy weapons that don’t use ammo, but can overheat if fired continuously for too long (remember Mass Effect 1?). The more teams out, the more resour

By | March 25th, 2017|companies|0 Comments

How Mass Effect: Andromeda builds on the series’ legacy

In its closing moments, Andromeda made me feel the way I felt when I finished Mass Effect 1 for the first time. Mass Effect 1 was where you met Garrus, but Mass Effect 2 is where he picked up a cool scar and became your best friend. If Mass Effect 1 is defined by invention and Mass Effect 2 by reinvention, then Mass Effect 3's job was to consolidate everything that came before it into a coherent whole. It inherits Mass Effect 1's sense of scale but applies greater craft to the creation of a smal

By | March 24th, 2017|companies|0 Comments

The designers of Dishonored, Bioshock 2 and Deus Ex swap stories about making PC’s most complex games

We put together a roundtable of familiar faces, all of whom have had a major hand in exploring or creating immersive sims. When I look at what games can do that other media can't, I instantly go right to the immersive sim. Immersive sims often go very fast, and very loud, but generally only if you trigger the right sequence of actions. Because one of the defining characteristics of the immersive sim for me is that it's about roleplaying not roll-playing. On the next page, our panel share stories

By | March 10th, 2017|companies|0 Comments

Blizzard’s Mike Morhaime on esports, diversity, and which Overwatch characters he ships

Mike Morhaime Mike Morhaime co-founded Blizzard as Silicon & Synapse in 1991. The co-founder and CEO of Blizzard Entertainment, Mike Morhaime, is a huge fan of esports. We got to have a chat with him about Blizzard’s development process, the future of esports, his favourite moments in the history of StarCraft, and—ahem—which Overwatch characters he ships. Diversity is and will be a problem in esports for a long time—do you feel like these games do more than others to improve diversity in esports

By | March 10th, 2017|companies|0 Comments

Revisiting the renaissance with Assassin’s Creed 2

We’re introduced to Ezio Auditore da Firenze, the historical protagonist of Assassin’s Creed 2, the moment he’s born. When designing Assassin’s Creed 2, Ubisoft Montreal first looked at reviews of the original to determine which areas needed to be improved. Work began on Assassin’s Creed 2 in early 2008 and, thanks to the tireless efforts of 300+ developers, it was released in November 2009. It was really tight.”Given this merciless schedule, it’s remarkable how well Assassin’s Creed 2 turned ou

By | March 9th, 2017|companies|0 Comments
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