I want to read it too.
this is including all the DLC from back then? … I remember tali’s line after spending then night together …she basically catches every non-lethal cold possible but says she’d do it again
Now I might be wrong but didn’t she have news that she doesn’t get to tell Shepard at the end that either comes out and says she’s pregnant or makes suggestions she is?
AFAIK this includes absolutely all DLC from all of the games save one DLC. Apparently there was one DLC made by another company and the code was lost. I think it was a minor DLC though and won’t be missed.
Also…spoilers. There are some here who have never played this.
Will do. I wish this new combo was $29.99 or something. Anyway, I’ll probably pay full price and just get it straight away.
For three full games plus all the DLC for all of the games for an all-time classic upgraded to 4k and otherwise polished…
$60 seems fair. You will definitely get your money’s worth out of it.
While the jankiness of the combat never bothered me in the first one, the RPG-style inventory bloat did. That’s probably the biggest barrier for me to play anything other than the second one again.
I find it weird that inventory is what puts someone off a game but if it helps they have made some improvements. Whether that is enough for you I do not know:
Inventory management improvements
- Items can now be flagged as “Junk”
- All Junk items can be converted into Omni-gel or sold to merchants at once
- Inventory and stores now have sorting functionality
SOURCE
“Pinnacle Station” was DLC for the first game, and it was nobody’s favorite. It’s for hardcore completists only. (The other major DLC for the first game, where you’re tasked with stopping a group of asteroid-flinging batarian terrorists, is pretty good.)
I didn’t even know the first game had DLC.
At a certain point, I started exploring the game to see just how many different variations the designers had considered. For one example, it’s genuinely impressive to discover the wide range of options the game offers to navigate the corporate bureaucracy on Noveria and escape their HQ in the Mako. All paths lead to the same general outcome, but there are lots of wrinkles that help support your concept of your character and reflect your approach to the story. (And a few of them have further small ripples down the road.)
This gets into a whole meta-experiential thing, where you’re consciously pushing the limits of the game as a game rather than just sinking into the narrative, so YMMV. Personally, I love this stuff, and the flexibility of the world state is why Mass Effect sets the standard in its category for me.
Well, it didn’t help that I was doing it on PS3. Might have been more palatable on PC. I’ve just played lots and lots of games with tedious inventory management and I never really saw what that brought to the first game as opposed to the sequels. Though I’m sure it didn’t help that I played the second one first, having gotten it for “free” at the time with a PS Plus subscription. In any case, as silly as it sounds, it’s a barrier to wanting to replay it versus some other game.
I played it on Xbox 360, and I agree — the original inventory management system in the first game is so wholly terrible that it creates a barrier for enjoyment, at least unless/until you establish some “clean up as you go” inventory habits after every major battle or dozen or so loot crates. I’m looking forward to seeing how the “mark as sale/trash” mechanic improves things.
Oh yeah. The first game means a return of the magic goo.
I didn’t think the amount of vendor trash was any worse than other popular games like Fallout New Vegas, for instance.
My biggest gripe about Mass Effect 1 was probably the stupid bug (on the Xbox) where the difficulty of the hacking puzzles was always fixed to one level each time I loaded up a save rather than matching the stated difficulty of each individual puzzle (Easy/Medium/Hard).
Heh, I considered that a useful exploit, actually. Whenever I’d load up a game in progress, I would make a point of looking for an easy puzzle lock first, so all the subsequent puzzles would be easy regardless of the stated difficulty.
There’s a new blog entry from the developers with a detailed review of the visual improvements they’ve made, including side-by-side screenshots and a two-minute comparison video.
It heavily features the first game, which isn’t surprising because that’s where the polish work is most immediately visible. That suggests they didn’t mess too much with the second and third games, at least not in a way that jumps out in this kind of an overview.
I just want to zoom in when I’m shooting in the Mako like the PC people could…
Hopefully the Mako’s suspension is a little less…enthusiastic.
They have said the Mako is “heavier” now. Still pretty bouncy it seems, just a bit less so than it was.
So they’re adding an effect to increase it’s mass?
I do not know how they did it but that is how it was described in some video I saw where they talked about it.
In theory it should not be hard. The game, presumably, has some kind of physics engine in it that tells it how things fall in the game. Jump off a high ledge and the engine tells the game how you fall.
A bouncy Mako is just a falling Mako. Something pulling it down and its enthusiastic suspension pushes it back up. I am guessing they tweak those numbers to make it seem that the Mako is heavier. Or the engine might even have a mass variable for objects so they actually dial-up the Mako’s weight in the game and it responds as if it was “heavier”.
In the end, they say, it just drives as if it were heavier (read: less bouncy). From video I saw it still looks pretty bouncy to me. We’ll have to wait and see. At least we know they tried to do something about it.