Author - Jerry Paxton

DCS World 2.7 Launch Video Released

We are delighted to announce the release of DCS 2.7 Open Beta

This has been a long time in the making and, while we don’t usually put out press releases for version upgrades, we truly believe that this is a game changer. The main improvement in 2.7 is the clouds. Realistic clouds and weather provides for a super immersive flying experience.

This latest update to DCS World Open Beta has the substantial range of new features and improvements included. Some of the highlights are new cloud technology, new piston engine propeller technology and a wide array of new features for the Hornet and Viper. We promise to keep you updated on all the progress to 2.7 and thank you in advance.

You will notice in the attached that there are over 20 pages of notes in the change log alone. There are so many other new and improved things in 2.7.

There are some things that are still very much work in progress. For example, if you are flying with a pixel density at 1.0 you may notice a little bit of cloud “jiggle”. That said, there is no doubt that on the whole there is so much that is good, if not awesome, about this patch we think you will enjoy it immensely.

These are the highlights:

  • Introducing a new cloud system with presets.
  • Introducing the new WWII propellers technology.

New campaigns:

  • DCS: Black Shark 2 Pandemic campaign by Armen Murazyan.
  • DCS: A-10C Operation Persian Freedom by Ground Pounder Sims.
  • DCS: P-47D Wolfpack Campaign by Reflected Simulations.

DCS World New Features

  • Labels. Added new small neutral dot label.
  • Mission Editor (ME). Added quadrangular trigger zones.
  • ME. Updated payloads window design. Mouse interactive view. Double RMB to reset position.
  • ME. Updated weapons and stores naming.
  • ME. Added ability to place all Player/Client Aircraft on ground without parking spot
  • Several changes in graphics effects.
  • Missions created in DCS 2.7 are incompatible with old DCS versions.

Options. System:

  • Added new adjusting sliders: Forest Details Factor, Scenery Details Factor.
  • Added new Clouds quality selector dropdownlist.
  • F11 Free Camera. Added control with classic WASD keys.
  • Campaigns. Added a campaigns main window background, that can be selected via Options –> Misc. –> Theme dropdown list.
  • Added basic barrage option for FLAK and AA guns. (fire at point with altitude selection)

https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.0.4625/

And we have a 50% sale running to May 2nd:

https://www.digitalcombatsimulator.com/en/shop/

World of Warships Update 0.10.3 News

Wargaming, developer and publisher of the widely popular, free to play naval combat game World of Warships (WoWS), has today launched Update 0.10.3 to live servers with a whole host of new content to sink into. Check out the video update HERE:

Introducing: The German Destroyers

Headlining this update are the brand new German Destroyers which hit early access for players to take the helm and test out the new arsenal. In this first phase of the rollout, tiers VII to IX will be available, with tier X to be made available in future updates.

Players will be able to captain the Tier VII Z-31, Tier VIII Gustav Julius Maerker, and the Tier IX F. Schultz. The scourge of the Cruiser class, these ships will have incredibly accurate main battery guns with powerful AP shells, good HP pools, and long ranged torpedoes to take down heavily armoured targets.

The Return of the Hamburg Dockyard

The Hamburg Dockyard is back, and with it a brand new Tier IX German destroyer to build: the IX ZF-6. Construction of this ship comprises 22 phases, the first four of which focus on the development of schemes and diagrams before the actual build process begins. The IX ZF-6 will be unlocked with War Paint camouflage, a Commander with 10 skill points, a Port slot, and a commemorative flag. For more details of the IX ZF-6, and the other German Destroyers coming to World of Warships, see the full patch notes HERE.

Italian Battleships: Full Release

With the release of this update, the all-new Italian battleships finally launch out of early access and will be available for all players to research. For a full overview of the tech tree, and the ships which have been making waves over the past two updates, see the full patch notes.

Alongside the barrage of new content in this update, the team has made a number of visual enhancements and quality of life improvements to the Commander’s interface, as well as updated Daily Rewards.

More details on everything above can be found HERE

USC Games Expo Announced for 2021

USC Games, North America’s No. 1 game design program, collaborating with long-term partner, Jam City—will feature the game designers and developers of tomorrow at their annual USC Games Expo, the largest school-hosted gaming event in the world. Building on last year’s highly successfully livestreamed event, returning host Geoff Keighley, will launch the multi-hour event that will premiere on May 15th, 2021 at 12PM PST on twitch.tv/USCGames. The show will feature over 70 games made entirely via distributed development by students and teams spread across the globe.

“While remote instruction during the pandemic has created challenges, our students adapted and gained needed experience in decentralized production,” said Director of USC Games and Chair of the USC School of Cinematic Arts’ (SCA) Interactive Media & Games Division (IMGD), Danny Bilson. “We’re ecstatic that the inimitable Geoff Keighley and long-term partner Jam City are back on board as we showcase our students’ outstanding work, made under extraordinary circumstances, to industry, family and the Trojan community.”

Continuing the “global” theme, an additional live encore of the Expo will stream that evening PST to coincide with daytime in Asia. All interested attendees can register on uscgamesexpo.com for event updates, with North America attendees who RSVP eligible to win prizes, including game codes, during the stream itself.

“The USC Games Program is undoubtedly one of the most innovative, respected, and successful in the country, teaching both creative and technical skills that are paramount to creating successful games and thriving in a gaming workplace. We’re thrilled to see the digital event retain all of the magic, and excited to experience the incredible games that will be presented. It’s been Jam City’s honor to support this program every year and help foster top gaming talent in Los Angeles and across the country,” said Chris Dewolfe, Co-Founder and CEO of Jam City.

This is the fifth year USC Games has held an Expo, which covers the video game development programs offered by USC’s Viterbi School of Engineering and the USC School of Cinematic Arts. The program has been ranked No. 1 in North America for Game Design for eleven years by the Princeton Review. The Expo will also feature the first hands-on for the 10 projects being developed in its capstone course, the Advanced Games Program (AGP).

Those AGP titles are:

Beat the Beat Up (Oculus VR)

Beat the Beat Up is a VR action/rhythm game where you fight to the beat as the star of your very own Bollywood blockbuster! The neighborhood Don has sent out his goons to terrorize the locals, and just like any good desi hero, you are the only one that can stop them. Prove that you’ve got what it takes to impress the critics, including one voiced by Bollywood star Abhay Deol (Zindagi Na Milegi Dobara, Dev.D, Happy Bhag Jayegi). Rack up your score, clear the streets and save the village as you Beat the Beat Up!

Corporate Clash (Mobile IOS/Android)

Become the Richest CEO of 2250! Corporate Clash is a casual mobile strategy game where players are the CEO of a futuristic company that makes widgets for robot consumers. Deal with the twists and turns thrown at you by your factory, employees, investors and other demanding groups. Pollute to cut costs but irk environmentalists, or raise prices and upset your customers? Whatever you do, don’t get fired…but don’t worry, just like real life, as a CEO you’ll always fail upwards and continue navigating the life of one of the high-powered trillionaire executives of the future!

Crescendo (PC/MAC)

Crescendo is a 2D combat action game, where you conduct a musical world through your actions. Travel through an eerie fairy tale setting teeming with music and battle the monstrous personifications of an orchestra. Grab your baton and prepare for a fantastical symphonic adventure!

Detour Bus (SteamVR, Oculus Rift/Link)

Detour Bus is a VR construction-comedy game where players build winding highways around themselves to take the Flowers family on a psychedelic road trip across post-infrastructure America. Snap together random road pieces to traverse groovy landscapes, avoid hazardous obstacles, and prevent corrupt Senator Joseph McCarthief from turning all freeways into pay-to-drive tunnels!

Larger Than Light (PC)

Traverse shadows by manipulating light in the 2.5D puzzle platform game, Larger Than Light. Escape a haunted school as the sibling duo: Skia the shadow, who can move across other shadows on the wall, and Lux the lightbulb, who can manipulate the size and placement of shadows for his younger sister to platform across. A single player will control both characters, getting them to work together to break away from the otherworldly force trapping them in their school while overcoming their bitter sibling rivalry.

Leechbug (PC)

Leechbug is a Real-Time Strategy Combat game where players take on the role of the Leechbug, a robotic symbiotic parasite who exists in an alien seascape. Your home is under threat from a polluting force that’s also sapping the will of your fellow undersea denizens. Use your powers of possession to free your friends, control their unique abilities synergistically to engage in combat, and reach the surface of the ocean to rescue your underwater world!

Pelota (PC)

Pelota is an action-packed online 2-/4-player sports game that brings an ancient sport into the interactive medium. Players will be immersed in a vibrant mesoamerican setting as they master the game’s novel physics-based mechanics to get the game ball through a vertical hoop, using everything they have—except their hands–in order to win the favor of the gods.

Snowshoe Thompson (PC)

Explore the snowy Sierra Nevada mountains in The Trials of Snowshoe Thompson, a skiing expedition game set in the 19th century about an immigrant traversing the elements and laying the groundwork for what would become the US Postal Service. During 1856, Snowshoe Thompson sets out to aid his new community as a mailman cross-country skiing across the Sierra Nevada mountain range, connecting the wild west with the wider world.

Sweeping the Ruins (PC)

Sweeping the Ruins is a two-player co-op strategy and combat game that let’s players engage in asymmetrical combat with an overpowered behemoth inside a dark and deep dungeon. Armed with no weaponry, two players will rely on their wits and use environmental traps to work in tandem to take down the beast. Players will need strategic coordination, situational awareness and teamwork to defeat the massive enemy and prevent the destruction of their nearby homeland.

Wheelin’ & Mealin’ (PC)

Wheelin’ and Mealin’ is a two-player co-op driving and cooking game that combines the best of both worlds to create a unique blend of interplay between tooling around a bright, colorful cityscape and cooking fantastical dishes. Players can maneuver a souped-up race car and immerse themselves around a fantastical city to create crazy dishes that satisfy their customers in order to rise to the top of the restaurant world!

E3 Unveils Media Partners for 2021 Digital Event

E3 today announced it has joined forces with IGN, Future Games (PC Gamer and GamesRadar), GameSpot, Polygon, IGN China and Game Bonfire to extend its reach to video game fans worldwide. With additional media and distribution partners to be announced, E3 2021 will provide an unmatched experience with new levels of access for fans around the globe with major publisher showcases, press conferences, thrilling reveals, extended livestreams and special guest appearances, available free online for all attendees.

The all-digital experience runs from Saturday, June 12 through Tuesday, June 15. Media, creators, industry professionals and fans are encouraged to visit the E3 2021 website for the most up-to-date information.

The team at E3 will work hand in hand with media partners to integrate and cross promote programming and coverage within the E3 experience. This includes coordinated broadcasts, wide coverage, media talent participation and original programming, among other features.

“We are focused on ensuring that E3 continues to be the most innovative and collaborative event in the video game industry, so enlisting some of the industry’s biggest media partners to help deliver the highly-anticipated news, reveals and more is crucial to a successful showcase,” said Stanley Pierre-Louis, President & CEO of the ESA. “Each media partner will be instrumental in driving E3’s reach to more fans than ever before. With this year’s digital format, we’re looking to provide our audiences with exciting and unique ways to experience the magic of E3.”

To evolve E3 in an ever-changing digital world, the ESA brought on a new team of industry veterans who understand the impact, opportunities and diverse appeal of E3 as the central stage for creating global conversations around the video game industry. Designed and supported by Paragon Creative Agency, 360 Live Media and SmithBucklin, E3 2021 will be a reimagined and engaging digital experience.

Visit www.e3expo.com for more updates about E3 2021, including participating partners, registration dates, portal and app details, and more.

WRC 10 Announced with Trailer

As the FIA World Rally Championship prepares to celebrate its 50th season in 2022, NACON and development studio KT Racing are unveiling WRC 10, the latest instalment of the official video game of the championship. Building on the success of WRC 9, in which over 200,000 special stages are played every day, the French studio and publisher are adding a range of improvements and new features for this anniversary edition. With WRC 10 you will relive the most intense moments of the Championship, from 1973 to the present day! NACON who has become a key player in racing games publishing over the last few years will make additional surprises and announcements in the upcoming days.

50 years of rallying

To celebrate 50 years of the competition, WRC 10 offers a unique anniversary edition, bursting with new features and driving thrills. A retrospective mode offers players the chance to relive 19 events that have shaped the history of the Championship. These challenging special stages put drivers’ skills to the test by imposing conditions specific to each era. Drive six historic rallies, including the legendary Acropolis Rally (Greece) and Rallye Sanremo (Italy), with over 20 of the WRC’s most iconic cars: Alpine, Audi, Lancia, Subaru, Ford, Mitsubishi, Toyota… With more content than ever, fans will love WRC 10 and its homage to 50 years of rallying.

Even more immersive

The physics, which have already been praised by critics and drivers in WRC 9, have been further improved to offer players an even more realistic experience. Control of aerodynamic forces, the turbo and braking have received particular attention on all surfaces, so that WRC 10 recreates ever more accurate and intense driving sensations. Immersion has also been increased with a completely reworked audio design for this new edition. Experience rallying as if you are there!

Create your own team

The hugely popular Career mode has also been improved with a new livery editor and the chance to create your own team. You can now apply your own colours to championship cars to complement the 52 official teams of the 2021 season. Take up the challenge with your own custom team! Produced alongside Automobilist.com, world-renowned for its automotive poster designs, NACON is also revealing the game’s packshots:

With WRC 10, the leading off-road racing simulator is reinventing itself once more! Finish the 2021 season atop the podium and relive the most intense moments at the wheel of iconic cars to celebrate 50 years of the competition.

  • 6 historic rallies, including Acropolis, San Remo, Germany, Argentina…
  • Over 20 legendary cars, including Alpine, Audi, Lancia, Subaru, Ford, Mitsubishi, Toyota…
  • 4 brand-new rallies: Estonia, Croatia, Belgium and Spain
  • 52 official teams of the 2021 season (WRC, WRC2, WRC3, Junior WRC)

WRC 10 will be available on September 2, 2021 on PlayStation®4, PlayStation®5, Xbox One, Xbox Series X|S, PC and on Nintendo Switch™ at a later date.

Army of the Dead Gets An Official Trailer

ARMY OF THE DEAD takes place following a zombie outbreak that has left Las Vegas in ruins and walled off from the rest of the world. When Scott Ward (Dave Bautista), a displaced Vegas local, former zombie war hero who’s now flipping burgers on the outskirts of the town he now calls home, is approached by casino boss Bly Tanaka (Hiroyuki Sanada), it’s with the ultimate proposition: Break into the zombie-infested quarantine zone to retrieve $200 million sitting in a vault beneath the strip before the city is nuked by the government in 32 hours…

ARMY OF THE DEAD is directed by Zack Snyder (who also served as director of photography) with a screenplay by Snyder & Shay Hatten and Joby Harold from a story by Snyder. In Select Theaters May 14 and on Netflix May 21, 2021

GORD Announcement Trailer Released

Covenant, a new Polish game development studio founded by former CD PROJEKT RED and 11 bit studios producer Stan Just, is thrilled to announce its first game. Gord is a single player, adventure strategy title set in a grim fantasy world inspired by Slavic folklore. The unique survival, quest, and city-builder elements will keep players on their toes as they play through the procedurally generated scenarios. Gord will be available on PC and is launching in 2022. Check out the announcement trailer below for a look into the dark fantasy world:

Gord is a single player, adventure strategy game featuring developing societies, eerie forbidden lands, and remarkable mythical creatures. Players complete quests and manage a populace whose personal stories and well-being impact the fate of the settlement.

Key features:

  • Adventure strategy in a dark fantasy setting – Lead the people of the Tribe of the Dawn as they venture deep into forbidden lands and ensure the survival of your populace in a grim fantasy world inspired by Slavic folklore.
  • A unique city-builder with survival elements – Grow your gord from a humble settlement to a formidable fortress while your population is constantly at risk from enemy tribes, gruesome monsters, and mysterious powers that lurk in the surrounding woods.
  • AI-driven quest system to ensure lots of variety – Side quests and random encounters will send you off into the wilderness to hunt down legendary creatures, uncover secrets about the Ancients, or vanquish a nasty scourge.
  • Custom scenarios with procedural level generation – Choose from a variety of primary objectives, select the level size, the intensity of raids, the environment you’ll play in, the types of enemies you’ll face, starting resources, and even the severity of the weather.
  • Impactful Sanity and Burden systems – Every aspect of your settlers’ lives – from illness and hunger to the death of their kin – can impact your villagers’ psychological state.
  • Unleash powerful Incantations – Spells vary in nature – some are offensive while others are defensive – but they all help to tip the battlefield in your favor.
  • Uncover the world’s mysteries in The Chronicle – Pages torn from The Chronicle will be scattered throughout the game’s landscapes, giving dedicated players an additional challenge of discovering lore that explains the Gord universe.

Be sure to add Gord to your Steam Wishlist and keep in touch with the latest news at the links listed below, where in the coming weeks the developers will share more info about the game while shedding light on what makes their studio special and worthy of its recent “Great Place to Work” award.

Playpulse ONE Combines Exercise Bike and Game Console

We’re extremely excited to introduce Playpulse ONE, a game-changing combination of exercise bike, video game console, and entertainment system that makes working out more fun.

Seamlessly integrating virtual entertainment with the workout, Playpulse ONE is the fitness device for anyone that wants a workout routine you will look forward to – both gamers and non-gamers alike.

75% of American households own a video game console. Meanwhile, according to the World Health Organization, 81% of adolescents are unhealthy and inactive. 73% of Americans want to be more active but struggle with motivation and lack of time.

Our mission at Playpulse is to use the magic of virtual entertainment to make anyone look forward to their next workout. We believe this will have a massive societal impact by unlocking more active communities – fostering joy and enthusiasm around healthier lifestyles.

Tech first: Playpulse ONE has a high precision pedal sensor integrating pedaling with the gameplay. Handlebars with game controllers and heart-rate sensors combine immersive gaming with measurable exercise results. With a 24” multitouch computer and a dedicated graphics card, the ONE is able to run 3D games with online multiplayer for truly social workout experiences.

Playpulse ONE offers a rich library of video games, entertainment, and fitness content. Users can stream their favorite show – if they keep the pace up – or the screen goes dark (optional). For the fitness purists we’ve made Playpulse Studio – also filled with gamification elements to make your desired workout program more exciting.

The core Playpulse experience is in the exercise gaming. Playpulse ONE will ship with four games made with Unity 3D, in addition to several new games and experiences currently in development. In the future, Playpulse will create an open API for third party developers to create new and exciting experiences.

Launch Games & Apps

  • Pedaltanks – Capture the flag and win the war in this epic multiplayer online battle arena (MOBA) game. Pick your own tank, each with different stats and abilities. Then start to pedal and use the strength of your tank to cooperate with your teammates and beat the opposing team!
  • Bumpercars – What do you get when you put Bumper Cars in space? An epic arcade game. Bump your way to victory by knocking opponents off the tracks. Watch out though, your opponent get smarter every minute and are constantly finding new ways to attack. How long can you outsmart them?
  • Heat Street – Navigate colorful worlds, wisely use power ups to gain tactical advantage, and find the best shortcuts to beat the opponents. Keep your cool though, if you push your vehicle too hard it might just overheat and you`re out of the race. Each vehicle has unique statistics and power ups suited for its personality.
  • Helios – a roguelite runner. Explore new worlds with Helios, your trusted spaceship. Collect valuable resources and upgrades as you pilot your ship across planets. Find the best paths and watch out for obstacles as you work your way through the different segments of your planetary exploration. Sure, Helios is a rugged ship, but there’s a limit to the beating it can take. Hit too many obstacles and you’ll have to start over.
  • Playpulse Studio – Our exercise app for people who just want to get the workout done. Choose between different workouts and let Playpulse guide your workout – automatically adjusting the resistance and showing you what speed to aim for. Create goals and monitor your progression and fitness.
  • Streaming Gamification – integrated with the streaming service of your choice using your personal subscription. Have the screen go blurry or dark if you`re not maintaining the exercise intensity you’ve set for the episode!
  • Platform Exercise Goals – In the Playpulse client you can create customized personal milestones for any workout goal you want to achieve. Exercise 4 days a week for a month? Bike the equivalent of Route 66, or London to Paris? Hit level 20 in Pedaltanks? Unlock all characters in Heat Street? Create your own goals and monitor your progress in our client!

The ever-growing content library is made available via Playpulse LIVE, the bike’s subscription service, which is included for free the first six months when pre-ordering a bike. Following the trial period, it’s an optional $19.99/month.

Pre-order with a limited 40% off/discount is now live at https://playpulse.com/ for a limited price of $1199.00 (MSRP $1999.00).

To follow our journey, please visit our Facebook and Instagram.

Knott’s Announces Re-Opening for May 21st

It’s official: Knott’s Berry Farm is reopening its gates next month as the theme park safely resumes regular operations with limited capacity and new reservation requirements. The park will reopen to season passholders May 6, with plans for a grand reopening to the general public on May 21 for a summer-long, Knott’s 100th Anniversary Celebration. “The Knott’s Family Reunion” looks to reunite family and friends in a safe and fun environment after a year-long closure due to COVID-19.

New and unforgettable experiences await in honor of the park’s 100 years of history and family fun for all. During the 100th anniversary celebration, guests can experience the brand-new Knott’s Bear-y Tales: Return to the Fair, a 4-D interactive dark ride that pays tribute to the classic attraction from 35 years ago. Guests also will have the opportunity to meet Knott’s all-new lovable costumed characters and enjoy special evening entertainment as Knott’s Summer Nights returns with live music, DJs and one-of-a-kind food and drink specialties. In addition, the theme park is planning a nightly ceremony featuring multiple attractions lighting up the evening and culminating in a special moment with the redesigned illuminated K-tower. Guests also will find festive new park décor, including special photo settings that pay homage to favorite attractions from the past and commemorative merchandise celebrating the park’s vast history. These are just a few of the many special surprises that can only come from your friends at Knott’s.

The anniversary celebration runs through September 6, 2021. In accordance with current state guidelines, capacity will be limited and available to California residents only with reservations required for both single-day visits and Season Passholders. Ticket sales and reservations will be available starting April 26.

All 2020 and 2021 season passes purchased through May 5, 2021, will be valid through May 5, 2022. Knott’s Season Passes are now available starting at $101 or six easy payments of $13.50 after an initial payment. Gold Passes are $135 or six easy payments of just $17.00 after an initial payment. Information regarding Soak City Waterpark will be coming soon. These offers end on June 20, 2021. Applicable taxes and fees apply. Payment plans are only available at knotts.com.

The safety and health of our guests remain our top priority. Knott’s Berry Farm continues to follow state, county and local health guidelines. There are several continued safety measures and operational changes established to ensure guests’ safety. Our current approach is listed on our park website. For more information on the park’s latest updates, please visit knotts.com.

For more information about this year’s milestone celebration, reopening, “Knott’s Bear-y Tales: Return to the Fair,” and Knott’s Season Passes, please visit knotts.com. Join the conversation at Knott’s this year using #Knotts100 #KnottsGrandReopening or #KnottsFamilyReunion.

More Details on Mass Effect Legendary Edition

Ever since we announced Mass Effect™ Legendary Edition on N7 Day and revealed a first look at it earlier this year, your passion and excitement have blown us away. Today, we’d like to give you more details on what you can expect to see in this remaster. You’ll find the latest information on the Legendary Edition, from gameplay tuning to rebalancing and more. Next week, we’ll provide an additional look at the remastering process with a strong focus on the visual changes across the trilogy.

Let’s get into it. Here’s what this post contains, in order:

  •  Combat Tuning (Mass Effect)
  •  Additional Gameplay Improvements (All)
  •  The Mako (Mass Effect)
  •  Unifying & Modernizing the Trilogy (All)
  •  Galaxy at War Rebalancing (Mass Effect 3)

“I don’t need luck—I have ammo.”

Combat Tuning

Combat in the Mass Effect trilogy has evolved across the series, with each game’s experience being different. We wanted to make the experience better across the board, but we didn’t want to unnecessarily change what our fans have come to love about each game. That proved a unique challenge, as the first game is quite different from the second and third in terms of gameplay and combat. Mass Effect was heavily influenced by traditional RPG mechanics, like the randomness of a dice roll and pen-and-paper stat building. As a result, weapons in Mass Effect often felt less accurate and reliable than the gunplay in Mass Effect 2 and 3.

We heard the consistent feedback that it was pretty frustrating to take a few shots with an assault rifle and suddenly have the reticle enlarge to span a large portion of the screen, so we looked at tuning the mechanics to provide better handling without outright scrapping the spirit of the original games.

In the first Mass Effect, accuracy (including reticle bloom and weapon sway) has been tuned across all weapons to allow players to maintain more consistent firepower while still managing their shots/overheat meter. We’ve also improved the aiming down sights (ADS) camera view to be tighter on combat so that ADS is more accurate (like the second and third games), and we’ve improved the aim assist to provide better precision. These small behind-the-scenes changes collectively make combat much “snappier,” putting more control into the player’s hands.

Abilities have also been rebalanced in the first game. For example, the “Immunity” ability now grants a powerful defensive buff that lasts a brief period of time instead of being a small buff that lasts indefinitely.

The following overview lists gameplay changes we made specifically to the first Mass Effect, with the goal of bringing it a bit more in line with the rest of the trilogy:

  •  Shepard can now sprint out of combat
  •  Melee attacks are now mapped to a button press rather than automatically occurring based on proximity to an enemy
  •  Weapon accuracy and handling has been significantly improved
    •  Reticle bloom is more controlled
    •  Weapon sway removed from sniper rifles
    •  Aiming down sights/”tight aim” camera view has been improved
    •  Improved aim assist for target acquisition
  •  All relevant enemies now take headshot damage in the first game
    •  Previously some did not, including humanoid enemies
  •  Ammo mods (Anti-Organic, Anti-Synthetic, etc.) can now drop throughout the whole game
    •  Previously, these stopped dropping at higher player levels
    •  They are now also available to purchase from merchants
  •  All weapons can be used by any class without penalty
    •  Specializations (the ability to train/upgrade certain weapons) are still class-specific
  •  Weapons cool down much faster
  •  Medi-gel usage has been improved
    •  Base cooldown reduced
    •  Levelling benefits increased
    •  Increased Liara’s bonus to cooldowns
  •  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
  •  Some abilities have been rebalanced
  •  Weapon powers (i.e., those that are unlocked on each weapon type’s skill tree) have been improved:
    •  Effectiveness/strength is increased (duration reduced in some cases)
    •  Heat now resets on power activation

“If this is a war, I’ll need an army…or a really good team.”

Additional Gameplay Improvements

Beyond general gunplay changes, we’ve made some specific changes to encounters, enemies, and how you engage in combat. We found a few opportunities to bring the first game in line with the second and third games, and we also found some systems across the whole trilogy that needed a tune up.

Without spoiling too much for new players, one example is the boss encounter on Noveria. The boss room has been slightly reworked, keeping it very familiar but making it less cramped. You’ll also be much less prone to being thrown around by biotic abilities.

Other targeted combat updates we’ve made include:

  •  Squadmates can now be commanded independently of each other in the first Mass Effect, the same way you can command them individually in Mass Effect 2 and 3
  •  Some boss fights and enemies in the first game have been tweaked to be fairer for players but still challenging
  •  Cover has been improved across the trilogy
    •  Additional cover added to some encounters
    •  Entering and exiting cover is now more reliable
  •  XP has been rebalanced in the first game (details below)
  •  Ammo drops have been rebalanced in Mass Effect 2 (details below)

With combat comes XP. XP gained during the first game has been rebalanced for better consistency, especially towards the game’s end. Players who complete most aspects of the game should be able to more reliably get to higher levels on a single playthrough rather than needing to play through a second time to do so. Additionally, there is no longer a level cap on a first playthrough.

As a final gunplay change, we also tweaked ammunition in Mass Effect 2. We found that ammo was spawning too scarcely in the original game, so we’ve increased the drop rate for ammo in ME2, particularly when using a sniper rifle since that had a reduced ammo drop rate in the original release.

“It’s got heart, you know?”

The Mako

But of course, we’ve got to talk about the (in)famous M-35 Mako. This legendary vehicle from the first Mass Effect has been “calibrated” to perform better than ever. In the original game, the physics tuning for the Mako made it feel too light and bouncy, even at times becoming uncontrollable, but it’s now a much smoother ride while still being “loveable” like before. (Yes, you can still drive off cliffs to your heart’s content).

Its functionally has also been improved with faster shield recharging and new thrusters added to the rear, allowing for a speed boost when you’re inevitably trying to scale up the side of a near-vertical cliff. (We all do it.) This boost’s recharge is independent from the jump jets on the vehicle’s underside, so you can use both at once or separately.

These are the calibrations you can expect to experience when driving the Mako:

  •  Improved handling
    •  Physics tuning improved to feel “weightier” and slide around less
  •  Improved camera controls
    •  Resolved issues preventing the Mako from accurately aiming at lower angles
  •  Shields recharge faster
  •  New thrusters added for a speed boost
    •  Its cooldown is separate from the jump jets’
  •  The XP penalty while in the Mako has been removed
  •  Touching lava no longer results in an instant Mission Failure and instead deals damage over time

“Well, what about Shepard?”

Unifying & Modernizing the Trilogy

For the Legendary Edition, our goal was to tune up the trilogy and make it more consistent from game to game while honoring the things that made each unique.

For example, we’ve unified Shepard’s customization options in the character creator and even added some new options, like additional skin tones and hairstyles. You can use the same character creator code (seen bottom-left in the image below) across all three games, meaning your Shepard can now have a consistent appearance across the trilogy, or you can choose to change their appearance at the start of each title. Customization options and character appearances have also been improved with updated textures and hair models.

We’ve also added the Mass Effect: Genesis comics by Dark Horse into the base experience before Mass Effect 2 and 3 as an optional experience so players can make choices from previous games no matter where they choose to start.

Of course, the Legendary Edition includes a variety of additional enhancements. Here are some of the things you can look forward to:

  •  New unified launcher for all three games
    •  Includes trilogy-wide settings for subtitles and languages
    •  Saves are still unique to each game and can be managed independently of each other
  •  Updated character creator options, as mentioned above
    •  FemShep from Mass Effect 3 is the new default female option in all three games (the original FemShep design is still available as a preset option)
  •  Achievements across the trilogy have been updated
    •  New achievements have been added to the trilogy
    •  Progress for some achievements now carries over across all three games (e.g. Kill 250 enemies across all games)
  •  Achievements that were streamlined into one and made redundant were removed
    •  A number of achievements have had their objectives/descriptions and/or names updated
  •  Integrated weapons and armor DLC packs
    •  Weapons and armor DLC packs are now integrated naturally into the game; they’re obtainable via research or by purchasing them from merchants as you progress through the game, rather than being immediately unlocked from the start. This ensures overall balance and progression across ME2 and ME3
    •  Recon Hood (ME2) and Cerberus Ajax Armor (ME3) are available at the start of each game
  •  Additional gameplay & Quality of life improvements
    •  Audio is remixed and enhanced across all games
    •  Hundreds of legacy bugs from the original releases are fixed
    •  Native controller and 21:9 display support on PC, with DirectX 11 compatibility

“Consider yourself reinstated, Commander.”

Galaxy at War Rebalancing

As Commander Shepard, you’re tasked with the hardest mission of all: defeating the Reapers and saving the galaxy from annihilation. This comes to a head in Mass Effect 3 when the galaxy unites, but your choices from across the trilogy lead you there and determine who fights at your side. The Galaxy at War feature puts you in the heart of the Reaper War from the Normandy’s Combat Information Center, which has been rebalanced in the Legendary Edition. For example, Galactic Readiness is no longer impacted by external factors that aren’t part of the collection, like multiplayer or the old companion app for ME3. However, that doesn’t necessarily mean defeating the Reapers will be easy.

The more content you complete across the entire trilogy, the more likely you’ll be prepared for the final fights in its conclusion. If you only play Mass Effect 3, you’ll have to do just about every option available in the game to be eligible for an ending that doesn’t result in massive galactic losses. Playing the first two games and carrying over your progress is the most reliable way to get good results in the final hours of the Reaper War. For comparison, if you previously played ME3 with the Extended Cut (which included Galactic Readiness rebalancing), fully preparing for the final fight will be more difficult to achieve in the Legendary Edition. And on that note: the Extended Cut ending is now the game’s default finale.

However, readying your intergalactic armies will be made a bit easier by a number of critical bug fixes and backend improvements made to the Paragon-Renegade system in ME2; we resolved some legacy issues that inhibited accurate reputation stats from being displayed and outright prevented certain dialogue options from being selectable when they should have been. Because of this, key moments that have been notoriously difficult to achieve in ME2 (and impacted ME3) can now be completed more reliably, leading to better results in the story’s final act.

“You know, for old time’s sake.”

Getting to go back to the roots of the Mass Effect franchise—our roots, as a team now celebrating our 25th anniversary—has been an incredibly nostalgic and emotional experience for us, and we’re sure a lot of you will feel similarly when you get to play Legendary Edition! We’ve heard from so many of you that you want a way to play the original trilogy today, either for the first time or the…well, let’s just say “again.” We don’t need to keep count.

Returning to where it all began, as members of our team revisited the work they did over a decade ago, has been a bit surreal, but it felt like the right thing to do; a passion project from us to thank you for the many years of incredible support. (And maybe to help tide you over until the next game, too!) There’s more to come, including a deeper dive into the visual changes we’ve made, so stay tuned for that! Also, thanks for requesting this so much that you practically willed it into existence! It’s meant a lot.

From all of us on the Mass Effect team,

Good luck, Commander.