Mass Effect 3 Extended Cut Ending Is ‘Part of the Canon’ in Legendary Edition

When Mass Effect: Legendary Edition launches in May, it will include all of the content from the original Mass Effect Trilogy and its DLC — including, BioWare confirmed, the Extended Cut’s additional fourth ending.

Speaking to IGN, project director Mac Walters said the decision stemmed from a desire to include as much of the DLC content as possible within the collection as if players had downloaded that content from the outset.

“For the people who had an extended cut, that became the experience for them, and so that will be the experience for everyone who is playing the Legendary Edition as well,” he said. “And ultimately…you finish a game and there are things you wish you had been able to do or things you want to add on, and to me that Extended Cut was that opportunity to add a little bit more love and a little bit more context around the ending. So to me that is part of the canon.”

Mass Effect 3’s endings were famously controversial upon release, with director Casey Hudson defending the game at the time. The subsequent Expanded Cut was released to add more context to those endings: ” It does not fundamentally change the endings,” read a 2012 press release, “but rather it expands on the meaning of the original endings, and reveals greater detail on the impact of player decisions.”

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Walters also confirmed to IGN that Mass Effect: Legendary Edition would not only include content added to the original games later via DLC, but would also include a few small, brand new tweaks to gameplay — specifically to certain boss fights that were unnecessarily frustrating for players. As an example, Walters pointed to the fight against Asari Matriarch Benezia in Mass Effect 1.

“A lot of people were very frustrated due to a number of things: there’s the lack of cover in that fight so you’re constantly getting flanked; her ability to almost immobilize you almost right off the bat,” he said. “So tuning some of those. Not so much that the fight isn’t still a hard fight — it should be a hard fight — but just so that you couldn’t be knocked completely on your back right away.

“And also, just on the frustration side of it, adding in discrete autosaves at certain points as well. I believe in that one specifically you had to backtrack quite a ways if you lost that fight, and now if you lose it first time, you just start over with the fight; you don’t have to go through all the scenes. So things like that. And then it would vary depending on the boss fight what we would try to do, a lot of times it’s around just making sure the player has enough cover and then tuning things accordingly.”

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Today, BioWare announced that Mass Effect: Legendary Edition will launch on May 14, 2021 for PS4, Xbox One, and PC, and while it is forward-compatible with next-gen consoles, the studio also confirmed today it does not currently have plans for a dedicated next-gen release or optimization patch.

Legendary Edition includes all single-player base and DLC content from the original Mass Effect trilogy, remastered with improvements such as better framerate and 4K Ultra HD optimization. It’s available for pre-order now using our pre-order guide, and you can read our first impressions of the collection here.

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Rebekah Valentine is a news reporter with IGN. You can find her on Twitter @duckvalentine.

Quantic Dream’s David Cage Discusses New Montreal Studio and Unannounced Game

Quantic Dream, the studio behind AAA narrative adventures like Heavy Rain and Detroit: Become Human, has long been one of France’s most famous video game developers. Now, they’re expanding into North America with the announcement of a new studio in Montreal, Canada.

Founded by David Cage in 1997, Quantic Dream has made a name for itself with story-driven, graphically sophisticated titles, most recently with Detroit: Become Human. For its Montreal studio, Square Enix Montreal founder and Eidos Montreal alumn Stéphane D’Astous has been tapped as General Manager for the new location.

Yohan Cazaux, Project Lead Designer on Assassin’s Creed Valhalla, will also join as Gameplay Director for a new, unannounced project in development at Quantic Dream.

IGN spoke exclusively with Quantic Dream founder and CEO David Cage, Co-CEO Guillaume de Fondaumière, and D’Astous about the new Montreal location, Quantic Dream’s goals for the location, and its future now that it is a third-party studio.

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The Relationship Between Quantic Dream Montreal and Paris

Quantic Dream games have been lauded for innovations in technology and visual storytelling. As such, there’s often a long time between the release of Quantic Dream titles. Cage says that despite opening a new, “human-sized” studio, the goal isn’t simply to make games faster:

“With this opening, we are following a long-term vision to seek the best and most experienced talents having specific expertise, people who are passionate and want to work on innovative and ambitious AAA games. Our goal is not to expand, nor accelerate cadence and become a ‘factory’ with this new studio.”

D’Astous agreed, adding, “Time and schedule are obviously an important factor in developing AAA games, but please do not think by adding a second studio we will cut the dev phase in two. The ambition of our next game is great and we will release it when it is ready, as we have all other games that were released from Quantic Dream.”

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Rather than two studios, D’Astous says Montreal and Paris are “one unified body located in two regional hubs.” As such, the two offices will collaborate on “the same new unannounced AAA title.”

“We have structured the relationship between the two entities so that they work together as one team with a distinctive core perimeter on both sides in order to build this project together,” D’Astous says. Something that helped the process of collaboration — not just between Montreal and Paris, but all Quantic Dream developers — were the new COVID-19 protocols that allowed the studio to recruit new talent who didn’t want to live in Paris but can still collaborate with the studio remotely.

Quantic Dream Goes Multi-Platform

In 2020, Quantic Dream announced that after 12 years the studio will no longer be make PlayStation exclusive games, instead returning to multi-platform development. Although developing for a single platform allowed the developers to focus on optimizing for one piece of hardware and controller, Cage says the studio’s internal tools and pipelines were using their PC engine, so multi-platform development is not new.

The challenge is actually in next-gen game development, which Cage says requires new pipelines and new tech. “This is the reason why we keep investing in our infrastructure… we are always looking for the best talent to reinforce our R&D department, which today is 60 staff strong. We also secured funding to compete with the best AAA studios in the world.”

As part of this commitment, Cage says Quantic Dream renewed its motion capture studio, added a 7.1 surround sound studio, and is building a high-end photogrammetry studio.

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When asked what about next-gen tech Cage finds exciting to work with, he says that it’s actually lighting which excited him the most. “As cinema showed, [lighting] is a language by itself. Hardware always had heavy constraints that altered the quality of real-time rendering, but it feels like the present generation of consoles will see a real gap in this area with new features like ray-tracing.”

Other focuses include improved AI, dynamic destruction, more interactive environments, and even increased crowd sizes. “We’ve reached a point where the limits will be the imagination of the developers,” Cage says.

Quantic Dream’s Unannounced AAA Game

But what about the new unannounced AAA game? Will it be a similar narrative-style game as past Quantic Dream games? Details are being kept hidden, but Cage tells IGN that he and the developers are interested in new genres and directions.

“As a designer, my professional journey made me discover that I really enjoy telling interactive stories in which players are the heroes, that creating emotion in a game is something challenging and fascinating, that I love to create meaningful experiences questioning players’ moral values… But I also believe that there are other ways of telling moving and emotional stories that we haven’t tried out yet, and I am really interested in exploring new directions.”

At 51 years old, Cage says he is not at the stage in his career where he wants to “milk the cow, and just make more games in the style that we created in the past.”

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“Each game has its own language, its own voice, and repeating things that worked in the past is not necessarily a good recipe to move forward,” says Cage. “You can expect a continuity in our intentions, but we also want to continue experimenting and trying new ideas. This is what our team really likes, and I think what our fans also expect from us.”

D’Astous says that with the studio’s next game, “we hope, will demonstrate our ongoing pursuit to craft superior-quality and innovative games enjoyed by millions.”

As a Third-Party Publisher

Quantic Dream also announced in 2019 that it will work as a publisher as well as a developer. Guillaume de Fondaumière says the Montreal location will help Quantic Dream set up a publishing presence in North America so that the studio can release both internal and third-party titles worldwide.

“We are interested in publishing games in any genre, as long as they are original and creative, and that they stand out,” says de Fondaumière. “We offer these studios funding and publishing capability, of course, but most importantly perhaps, also creative and development support, access to our infrastructure and expertise in different technical and artistic fields, and much more.”

Quantic Dream is already working with Jo-Mei studio on Sea of Solitude: The Director’s Cut and Red Thread Games on Dustborn.

Fostering a Healthy Studio Culture

In 2018, investigative reports alleged that Quantic Dream’s Paris office fostered a toxic corporate culture.

One of the most damning allegations was from the studio’s head of IT who filed a complaint that claimed photoshopped images of employees featuring racist, sexist, and homophobic elements were created by some staff and distributed around the office.

A Paris Labor Court awarded a former employee €7,000 who was photoshopped doing a Nazi salute. In a statement, Quantic Dream said the fine was for a “security obligation,” and not over any deterioration in working conditions for the employee. Though Le Monde quoted the judge in the tribunal chastising Quantic Dream’s management for “remaining passive in the face of this more than questionable practice[.]”

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When asked how Quantic Dream will foster a healthy work environment in its new studio, Cage first said that “all allegations about our studio have been indisputably proven wrong by verifiable facts, independent audits, the French Labor Court, state agencies, independent journalistic investigations, and by our employees themselves.”

Cage says Quantic Dream has built a diverse team who are also shareholders in the company, owning 10% of the capital – a benefit that will be extended to its Montreal employees.

Nevertheless, Cage says that the employees at Quantic Dream have a variety of tools to build a healthy work environment. There are dedicated representatives who accept any issue anonymously, and there is a third-party anonymous investigation into the company every year.

As for the new studio, Cage says there will be a dedicated human resource team “operating locally whose mission is to specifically ensure that any workplace issues that may arise are dealt with in a swift and professional manner.”

Management will also undergo harassment training in both Paris and Montreal “to be best prepared, to better know, to identify, and to best react to such incidents, if they ever were to happen at our studio.”

“We are very proud of our team spirit, our collaborators are very attached to the studio, its ambition, its projects, its culture of excellence through passion, and work through friendships,” Cage says. “These are some of the values that we will share with our studio in Montreal.”

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Matt T.M. Kim is a reporter for IGN.

Justice Society: World War II – Exclusive Trailer Debut

IGN is excited to debut the first trailer for Justice Society: World War II, due out later this year on Blu-ray and Digital from Warner Bros. Animation and Warner Bros. Home Entertainment.

Produced by Warner Bros. Animation, DC, and Warner Bros. Home Entertainment, the movie is officially described as a “time-skipping World War II thriller” that sees Barry Allen’s travel back in time thanks to his first encounter with the Speed Force.

You can watch our exclusive trailer debut for Justice Society: World War II in the player below:

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This is the 42nd entry in the DC Universe Movie franchise and the first to feature this Golden Age superhero team. The Justice Society previously appeared in various live-action incarnations on television in Smallville, The CW’s Arrowverse, and Stargirl.

Justice Society will make their live-action big-screen debut in Black Adam, starring Dwayne Johnson.

As detailed in our explainer on DC’s Justice Society of America, they are “a classic Golden Age superhero team — the first superhero team actually — that was born out of the minds of Sheldon Mayer and Gardner Fox. The team debuted in 1941’s All-Star Comics #3 — predating the Justice League by almost two decades.”

This official synopsis sheds some additional light on the new animated film’s plot:

“Justice Society: World War II finds modern-day Barry Allen – prior to the formation of the Justice League – discovering he can run even faster than he imagined, and that milestone results in his first encounter with the Speed Force. The Flash is promptly launched into the midst of a raging battle – primarily between Nazis and a team of Golden Age DC Super Heroes known as The Justice Society of America. Led by Wonder Woman, the group includes Hourman, Black Canary, Hawkman, Steve Trevor and the Golden Age Flash, Jay Garrick. The Flash quickly volunteers to assist his fellow heroes in tipping the scales of war in their favor, while the team tries to figure out how to send him home. But it won’t be easy as complications and emotions run deep in this time-skipping World War II thriller.”

Justice Society: World War II’s voice ensemble is led by Stana Katic and Matt Bomer, who made their DC Universe Movies debuts starring opposite each other as Lois Lane and Superman in the 2013 film Superman: Unbound.

As you can see from the full cast list below, Katic and Bomer are not reprising their Superman roles in Justice Society: World War II:

  • Stana Katic (Castle) as Wonder Woman
  • Matt Bomer (Doom Patrol) as The Flash
  • Elysia Rotaru (Arrow) as Black Canary
  • Chris Diamantopoulos (Silicon Valley) as Steve Trevor
  • Omid Abtahi (American Gods, The Mandalorian) as Hawkman
  • Matthew Mercer (Critical Role, Overwatch) as Hourman
  • Armen Taylor (JoJo’s Bizarre Adventure: Golden Wind) as Jay Garrick
  • Liam McIntyre (The Flash, Spartacus, Justice League Dark: Apokolips War) as Aquaman
  • Geoffrey Arend (Batman: Hush) as Charles Halstead/Advisor
  • Ashleigh LaThrop (The Handmaid’s Tale) as Iris West
  • Keith Ferguson (Overwatch) as Dr. Fate
  • Darin De Paul (Overwatch, Mortal Kombat Legends: Scorpion’s Revenge) as Franklin Delano Roosevelt

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Behind the scenes, Butch Lukic serves as Supervising Producer with Sam Register as Executive Producer. Jim Krieg (Batman: Gotham by Gaslight) and Kimberly S. Moreau (Batman vs. Teenage Mutant Ninja Turtles) are producers.

Justice Society: World War II is directed by Jeff Wamester (Guardians of the Galaxy TV series) from a screenplay by Supernatural’s Meghan Fitzmartin and Jeremy Adams.

Included with the purchase of Justice Society: World War II is the new animated short Kamandi: The Last Boy on Earth, one of four newly announced DC animated short films.

Mass Effect: Legendary Edition Doesn’t Include Multiplayer, Here’s Why

Mass Effect: Legendary Edition collects the trilogy of games into one convenient place, bringing together over 40 pieces of DLC to make it a complete single-player experience. However, one notably missing aspect of the original trilogy is Mass Effect 3’s multiplayer, which didn’t make it into Legendary Edition because of the amount of work that would have been required.

According to project director Mac Walters, restoring the multiplayer component of Mass Effect 3 would have been a significant undertaking, comparable to updating the entirety of the first game.

“At least at one point in time, everything was on the table and ultimately we looked at what it would take to [add Mass Effect 3’s multiplayer]–it obviously had a lot of challenges,” Walters explained. “You look at everything from what you do with cross-play–because that’s kind of an expectation now–what do we do with people who are still playing multiplayer now, how do we honor that, how do we bring them in, can we somehow bridge that gap? And, of course, these aren’t insurmountable challenges–they’re all things that we could do to fix that problem and get multiplayer in there.

Continue Reading at GameSpot

Mass Effect: Legendary Edition Improves Female Shepard’s Character Model

Mass Effect: Legendary Edition represents a chance for BioWare to retroactively fix things with Mass Effect and Mass Effect 2 that the studio didn’t account for when first developing those games. As we learned while attending a presentation for the remaster, that includes the depiction of female Commander Shepard.

“We definitely wanted to make sure that we were able to bring her back as an option in the trilogy,” environment & character artist Kevin Meek said. “In fact, that was one of the very first things we did.”

Meek cites female Shepard as one of the few characters in Mass Effect 3 who stands to use some improvements in Mass Effect and Mass Effect 2. “We’ve done another pass on her where we’ve done everything from slightly modifying some larger forms of her face or adding some medium and fine details like wrinkles and pores and specular breakup,” he said.

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Why Mass Effect: Legendary Edition Doesn’t Use A New Engine

Mass Effect: Legendary Edition, a remaster of BioWare’s sci-fi trilogy, was not remade using Unreal Engine 4, the latest and greatest version of the popular game engine. As game designer Mac Walter explains, had BioWare chosen to go with Unreal 4, as opposed to sticking with Unreal 3, it would have too drastically changed the trilogy.

“One of the things we did early on, to sort of set some context, is we actually talked to the people at Epic and we said, ‘What would this look like if we brought it into Unreal 4?'” Walters told us during a presentation for the Legendary Edition. “And it very quickly became clear that that level of jump would really change fundamentally what the trilogy was, how it felt, how it played.”

As an example, Walters pointed out how Kismet–a visual scripting language in Unreal 3–has no exact equivalent in Unreal 4. “Which means every moment, every scene, everything would have had to have been essentially redone from scratch and we knew, at that point, that we’d really be taking away from the essence and the spirit of what the trilogy was,” he said.

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Mass Effect: Legendary Edition’s Release Date Is May 14

Mass Effect: Legendary Edition will launch on PS4, Xbox One, and PC on May 14, bringing BioWare’s much-loved sci-fi RPG series to modern consoles with a number of tweaks and upgrades that leverage more modern hardware. You can check out the debut trailer below.

All three games in the core series–Mass Effect, Mass Effect 2, and Mass Effect 3–will be available in the package, along with over 40 pieces of downloadable content, including special weapon and armor packs, campaign expansions, and more. All of this will be playable in 4K with HDR. Each game has been given a fresh coat of paint, with character models improved, high-resolution textures, new lighting, depth-of-field, and other visual bells and whistles. You can get more info in our article covering everything different in Mass Effect: Legendary Edition.

“It’s been an incredible journey revisiting the stories, characters and iconic moments of the Mass Effect trilogy, enhancing the experience for modern platforms while staying true to the spirit of the original,” said project director Mac Walters. “Remastering a game, let alone three, is a huge undertaking as there’s over 100 hours of gameplay included, but we wanted to do this for our fans as well as a new generation of gamers looking to jump into the iconic story of Shepard.”

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Mass Effect: Legendary Edition Changes The Original Trilogy In Several Ways

We recently attended an hour-long presentation in which BioWare showcased Mass Effect: Legendary Edition, the upcoming remaster of the studio’s sci-fi trilogy. During the presentation, project director Mac Walters, environment and character artist Kevin Meek, and producer Crystal McCord detailed the changes that the Legendary Edition would make to the original Mass Effect, Mass Effect 2, and Mass Effect 3.

Below, we go over those changes. You’ll likely notice that most of the adjustments to gameplay occur with the original Mass Effect, which makes sense as it’s the oldest of the bunch. That doesn’t mean ME2 and ME3 are remaining the same, though–both games get a nice facelift and see a few adjustments as well.

Mass Effect 1 Gameplay Changes

Alright, let’s talk about the big stuff: gameplay changes to modernize Mass Effect 1. In terms of combat, there’s improved aim assist with a stickier lock-on, allowing you to keep locked onto targets while strafing. There’s finally a dedicated melee button too, and though weapons have been balanced and tuned across the trilogy, the changes are most prominent in ME1. A huge change in combat is the removal of class-based weapon restrictions and aim penalties. So you still can’t train in weapons that your class isn’t specialized in, but you can now use them without being penalized.

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Watch The First Trailer For Amy Poehler’s New Netflix Movie, Moxie

The first trailer for Amy Poehler’s new Netflix movie, Moxie, has arrived. The movie features Poehler playing the mother of a 16-year-old girl who publishes a magazine in her high school that leads to a lot of drama and controversy around sexism and toxicity.

Here is the official description for the film, which premieres on Netflix on March 3:

“Fed up with the sexist and toxic status quo at her high school, a shy 16-year-old finds inspiration from her mother’s rebellious past and anonymously publishes a zine that sparks a school-wide, coming-of-rage revolution.”

Continue Reading at GameSpot