BioWare announces final Mass Effect 3 single-player DLC

BioWare has announced the final batch of single-player DLC for Mass Effect 3, titled Citadel, with the developer promising players an “emotional ride with their favourite characters.”

Citadel promises to bring fan-favourite characters along for “one final, sentimental journey” in Commander Shepard’s trilogy, including Miranda, Garrus and Wrex.

The file size of the content is so big Xbox 360 owners will be required to download it in two chunks, having to pay 1200MSP for the first part and then getting the second for free. Citadel will not function on the Xbox 360 without the first pack.

PC and PS3 users will get all of Citadel in one download. The pack will be released on March 5 for $14.99/1200MSP.

“When a sinister conspiracy targets Commander Shepard,” wrote BioWare community manager Chris Priestly on BioWare’s forums, “you and your team must uncover the truth, through battles and intrigue that range from the glamour of the Citadel’s Wards to the top-secret Council Archives. Uncover the truth and fight alongside your squad-as well as the cast from the original Mass Effect and Mass Effect 2.”

Alongside Garrus, Miranda and Wrex, BioWare has also teased a return for Liara, James and Kaidan in the pack’s screenshots.

After players have finished the main chunk of content, Citadel will contain an additional hub to explore, promising both mini-games and additional story content.

“When the adventure is over, reconnect with your favorite characters from the Mass Effect Trilogy, try your luck at the Citadel’s Silver Coast Casino, blow off steam in the Armax Combat Arena, or explore and furnish Shepard’s own living quarters on the Citadel. With unique content and cinematics featuring your friends and romance interests in the Mass Effect trilogy, Mass Effect 3: Citadel offers one final chance to see the characters you have known for years and rekindle romances.”

“The team has poured heart and soul into Mass Effect 3: Reckoning and Mass Effect 3: Citadel. As the launch of these chapters near, the feeling around the studio is bittersweet,” said executive producer Casey Hudson.

Alongside Citadel, BioWare also formally announced the previously-rumoured Reckoning multiplayer pack, which will be released for free on February 26.

“Newfound allies join the multiplayer war for survival in Mass Effect 3: Reckoning,” said Priestly. “The Geth Juggernaut, Female Turian Raptor, Talon Mercenary, Alliance Infiltration Unit, and more take up arms to stop the Reaper threat. Smash your enemies with the Biotic Hammer as you lay waste to the battlefield as the Krogan Warlord.

“Wield 7 new weapons for multiplayer, including the Geth Spitfire Assault Rifle, Venom Shotgun, Lancer Assault Rifle, and amplify your arsenal with new equipment and weapon mods featuring the Geth Scanner and Assault Rifle Ultralight materials.”

BioWare is now working on a new Mass Effect game alongside Dragon Age III: Inquisition.

For more Mass Effect 3 information, check out GameSpot’s previous coverage.

Turbo: Super Stunt Squad Screens

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“Turbo: Super Stunt Squad Screens” was posted on Thu, 21 Feb 2013 11:00:03 -0800

Starting From Scratch – Final Fantasy XIV: A Realm Reborn

What does Final Fantasy mean to Square Enix game producer Naoki Yoshida

When Yoshida recently presented his plans for the upcoming re-release of the critically drubbed Final Fantasy XIV, he called out immersive graphics as a franchise hallmark. He mentioned fantastic storytelling. And he spoke to the series’ sustained worldwide success and fandom. What he didn’t mention was the ever-evolving gameplay that makes each installment play so differently from the last. The presentation focused so much on graphics, actually, that it was difficult not to wonder: Has Square Enix actually learned the lessons taught by the disaster that was Final Fantasy XIV’s initial release After all, beautiful visuals were one of the few ways in which the game excelled, so my heart sank as I heard about lens flare and watched comparison videos showcasing new, fancy graphical effects.

This is how the world ends–with a bang. Definitely a bang.

As it turns out, Square Enix seems to have learned a great deal from their online mistake, and Yoshida had no qualms about admitting the original game’s poor quality. I asked him how it felt to take over the troubled project in late 2010. His initial reaction at the time “Well–at least it can’t get any worse.” In time, that trepidation turned to excitement, culminating in a realization that he had an opportunity to destroy a world and allow a new one to rise from its ashes. And what better way to annihilate the remnants of a disastrous past than with the giant fireball that will end the first era of Final Fantasy XIV

It was clear upon first starting A Realm Reborn that this was a very different game from the Final Fantasy XIV of yore. There were marked quest-givers, proper waypoints, easily-identified vendors, and normal hotbars. As a gladiator from the human-like Hyur race, I slashed and hacked my way through a variety of fantastical monsters, pressing the number keys as I would in any number of traditional online role-playing games. I came up against colorful winged Zizes (apparently these giant birds have made their way over from Final Fantasy XI) and defeated humongous gnats on my travels through the vibrant and eclectic pathways. It felt fluid and comfortable, in contrast to the clumsy mess I played in 2010.

Final Fantasy XIV: A Realm Reborn isn’t trying to be different from other MMOGs–it’s just trying to be different from Final Fantasy XIV as it currently exists.

Quests didn’t just have me fighting–they had me dancing with sylphs and searching for the missing, among other tasks. None of it was groundbreaking, but then again, Final Fantasy XIV’s original means of breaking ground was to make the game as impenetrable as possible. The dungeon run I participated in was equally accessible and enjoyable. One of the original release’s better elements was its flexible jobs system. Because I could draw on skills inherent to other jobs, I was able to heal teammates and fling poison at the monsters we encountered, in addition to standing my ground in a tank role. Proper group invites, auto-attacking: it was all there, making for an adventure unhindered by the original Final Fantasy XIV’s broken interface logic.

That isn’t to say that what I played was much different from many other games, and I pressed Yoshida on his choice of combat styles. With games like Tera, Wizardry Online, and the upcoming Neverwinter shooting for an action-game feel, why not shoot for a combat system less typical than the tab-targeting, hotkey-pressing standard The decision, in part, was made not just to stay true to Final Fantasy’s turn-based ways, but also to accommodate console players, who will be playing on the same servers as PC players.

Oh yes–remember the PlayStation 3 version of Final Fantasy XIV A Realm Reborn will at last make good on the promise of a console version of the game, and though I didn’t get to play that version, I was treated to some side-by-side comparisons, along with a lengthy video explaining how each button on the DualShock 3 functioned. Yoshida’s goal is to give console players “the full MMO experience without the UI fuss,” and he proclaimed that A Realm Reborn will be the first online RPG in which the console version sports a completely separate interface from the PC version, fully tailored for the PS3.