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Developed by BioWare, the creators of the critically acclaimed “Star Wars®: Knights of the Old Republic” and “Jade Empire,” comes an epic space saga exclusively for the Xbox 360 video game and entertainment system that spans the entire galaxy. “Mass Effect” combines a deep story with intense, sci-fi tactical combat. Through high-definition graphics and an amazingly realistic and innovative conversation system that allows for lifelike interaction with the voices of scores of digital actors such as of Seth Green, Marina Sirtis and Lance Henriksen, “Mass Effect” provides an immersive gameplay experience never seen before in a video game.
Published by Microsoft Games Studios, “Mass Effect” is an epic sci-fi action RPG that places gamers at the centre of a conflict that will decide the fate of the universe. Assuming the role of an elite human Spectre agent, Commander Shepard, players are entrusted with keeping galactic law and order and are charged with uncovering a terrifying truth. Faced with morally challenging decisions that will affect the future of all races, players must travel across an expansive universe to stop a threat so great it could destroy all life in the galaxy. With its exciting blend of rich story lines, intense squad-based combat and crisp high-definition gameplay, “Mass Effect” is destined to be one of the most gripping game experiences ever.
“‘Mass Effect’ is like playing a movie! The magic of video games bridges science fiction, intense combat and intriguing story lines to create an emotional connection between players and their characters,” said Jeff Bell, corporate vice president of global marketing for the Interactive Entertainment Business at Microsoft. “The Xbox 360 platform allows developers to create rich and engaging stories not found on any other console. ‘Mass Effect’ is the latest example of our commitment to bringing original and captivating titles to fans everywhere.”
Hailed by critics as one of the best games of 2007, “Mass Effect” has already garnered significant and effusive praise from the industry, punctuated by accolades from some of video gaming’s most respected publications. These include Game of the Month honours from Electronic Gaming Monthly and GamePro magazines, and a perfect score of 10 out of 10 along with an Editor’s Choice Award from Official Xbox Magazine, which described “Mass Effect” as “a transcendent experience, the new standard-setter for what a game can be.” In addition, the title has earned some of the industry’s highest honours, such as “Best Console Game” and “Best Role Playing Game” from the 2007 Game Critics Awards.
“We set out to redefine the video game experience with ‘Mass Effect’ and create an immersive, highly interactive game that draws players into a compelling universe,” said Ray Muzyka, chief executive officer for BioWare Corp. “‘Mass Effect’ creates an emotional connection between players and the characters they encounter, and Xbox 360 provided us with the perfect platform to tell this incredible story.”
“Mass Effect” is an action RPG available exclusively on Xbox 360. It is also available as a Limited Collector’s Edition, which includes a fiction book titled “Galactic Codex: Essentials”; an art book titled “A Future Imagined”; a bonus DVD featuring four exclusive documentaries about the creation of this epic game titled “Inside BioWare”; and 10 songs from the game’s soundtrack.
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“Mass Effect” is an epic science-fiction action and role-playing game (RPG) experience. Players assume the role of an elite human Spectre agent, Commander Shepard, entrusted with keeping law and order in the galaxy. The player uncovers a threat so great it could destroy all life in the galaxy. As the only human Spectre, Commander Shepard’s job is complicated by the fact that no one will believe the word of a human, a race not fully trusted by the other alien races. However, the galaxy must be convinced of the grave threat at hand or all life could be exterminated.
Players will travel across an expansive universe to piece the mystery together. As they discover and explore the uncharted edges of the galaxy, they come closer to an overwhelming truth — learning that the placid and serene universe they know is about to come to a violent end and that they are the only being who can stop it. Throughout Shepard’s exploits, players will face morally challenging decisions that will impact the future of all races, and how humans are ultimately viewed on the galactic stage.
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Nihlus Kryik
The first character to be introduced is Nihlus Kryik, one of the Citadel Council’s most decorated Spectre agents. His skills are unquestioned, but his attitude is not. A confidant of Saren, the main villain in “Mass Effect,” Nihlus has learned a trick or two from the master. Eventually, he stepped out of his mentor’s shadow and established himself as one of the Council’s top agents. Since then, Nihlus has completed countless missions as a Spectre, each one more difficult and dangerous than the last. Though his methods aren’t as brutal as Saren’s, he will not hesitate to efficiently and thoroughly eradicate anything or anyone that stands in his way, so watch out.Nihlus Kryik is one of the Citadel Council’s most decorated Spectre agents. Born in a small mercenary outpost outside Hierarchy space, he learned the hard way to fight for anything he wanted. His father died when he was 16, and his mother forced him to join the turian military. His outsider status made life difficult; though he was always at the top of his class, his superiors and peers never truly accepted him.
As a soldier, Nihlus’ skills were unquestionable. His attitude, however, often got him in trouble. On several occasions, he disobeyed direct orders to do what he thought was best. Although his instincts were usually proven right, his notoriety grew. Even when he single-handedly routed an enemy patrol, and saved his squad from ambush, his commanding officers berated him for his recklessness. His military career seemed to stall before it even began.
After being reassigned to a new squad for the third time, Nihlus was introduced to Saren Arterius, a fellow turian and a Spectre. Saren was impressed with the young soldier. He befriended Nihlus and offered to mentor him. Within a year of meeting Saren, Nihlus was asked to join the Spectres.
Free from the restrictions of military procedure, Nihlus excelled in his new role. He quickly stepped from his mentor’s shadow and established himself as one of the Council’s top agents. Since then, Nihlus has completed countless missions as a Spectre, each one more difficult and dangerous than the last.
Cool under pressure, Nihlus has an uncanny ability to find an enemy’s weakness and exploit it. Though his methods aren’t as brutal as Saren’s, he will not hesitate to efficiently and thoroughly eradicate anything or anyone that stands in his way.
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Game Features:
● Incredible sci-fi RPG with a rich, engaging story line. On a distant planet an amazing discovery is made. Players must determine the fate of the galaxy as they lead an elite tactical strike force in an effort to stop an entity so malevolent that it threatens to tear apart the very fiber of galactic civilization. “Mass Effect” will take players to new depths for an action role-playing game, where they will be faced with morally complex decisions that have significant impact on the fate of all life in the galaxy. Players must succeed in their quest — no matter what the cost.
• Chance to explore uncharted worlds and uncover a mystery that defies imagination. In addition to the main story arc of the game, players will be able to visit a large number of uncharted, unexplored planets and locations that are side quests independent from the main story. At any time during the campaign, a player can choose to explore one of these locations and have the opportunity to discover new alien life, resources, ruined civilizations and powerful technologies.
• Varied squad-based combat. “Mass Effect” features a varied real-time, squad-based, tactical combat system. This allows players to play the game as they want to with a focus more on action or adding in deeper levels of strategy. Players will enjoy intense, challenging and exciting third-person action-squad-based combat. Players and their squad-mates will be able to engage the enemy with ranged weapons and covering fire, biotic powers/science-based magic, and tech powers — all of which will be accompanied by amazing visual and physics effects that will add tremendous excitement and drama to the battlefield. Whether they utilize powerful biotic powers or the latest in military hardware, players will be well-equipped to take on whatever comes their way.
• Incredibly lifelike digital actors in a video game. “Mass Effect” will feature a huge cast of incredibly realistic non-player characters (NPCs), enemies and party members. Each of the characters encountered will have true-to-life facial and body movements. A revolutionary advanced dialogue and AI system gives them engaging personalities, creating individuals so convincing they will seem like the first true “digital actors” ever found in a video game. The resulting experience is one where players will feel like they are part of a rich, living world. To further the experience, “Mass Effect” will feature the voice talents of Seth Green, Lance Henriksen, Marina Sirtis and Keith David, well-known and respected Hollywood character actors.
• Character customization and deep role-playing systems. Players will be able to choose from and customize a variety of stunning character appearances at the start of the game, and can increase various statistics that will have an impact on their performance during gameplay. The reward system in “Mass Effect” is deep, well-integrated and extremely engaging. New equipment, weapons and armor that are acquired during the course of the story will change the appearance of the characters.
“Mass Effect” will give players a huge breadth of additional customization options for their characters, weapons and vehicles. Talents and abilities will be upgradeable, and advanced talent options will become available at higher levels. Weapons and vehicles will be customizable to include various effects, abilities and upgrades. Each character class will have unique talents and abilities that will increase in power as the player progresses through the game.
• Next-generation gaming defined. “Mass Effect” takes full advantage of the Xbox 360 hardware, providing players with exciting new experiences, including high-definition graphics on an epic scale, and amazingly realistic characters who bring the world to life. Players will be immersed in a massive universe of unbelievable scale, meet characters who feel real, and most important, interact with them. As the future of gaming goes online, premium downloadable content and recognition of achievements will be available via the Xbox LIVE® service.
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The Alien Races of Mass Effect
One of Mass Effect's most original and engaging feature is the extensive characterizations and back stories.
Here is the breakdown:
Systems Alliance Office of Naval Intelligence
ONI-6078-A1: Xenological Threat Assessments
The Turian Hierarchy
The turians are the greatest threat to Alliance interests. While the batarians are more openly hostile, they are a second-rate power. The Hierarchy is powerful, stable, and proactive in suppressing perceived threats. There is continued friction between jingoistic human and turian organizations, who wish to “settle” the diplomatically-resolved First Contact War.
Political Factors
The government is a hierarchical meritocracy, with promotion based on the assessments of superiors and peers. Orders from above are rarely disobeyed. Each member of the Council of Hierarchs commands an entire star cluster.
It should be noted that the Treaty of Farixen, which the Alliance signed to gain an embassy on the Citadel, restricts our number of dreadnought-mass warships to 1/5th that of the turian fleet.
Economic Factors
The turian economy is vastly larger than ours, but cannot match the size and power of the asari. For many years, development was hampered by cultural disinterest in economics. When the turians accepted the volus as a client race, business development improved.
The military is supported by a well-developed infrastructure. Manufacturers such as Armax Arsenal and the Haliat Armory produce advanced, reliable equipment.
Cultural Factors
Turians are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age 15 to 30 serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker.
Biological Factors
Turian genetic code is based on dextro-amino acids. If they attempt to ingest human food, which is based on levo-amino acids, they may enter anaphylactic shock. The army that occupied the Alliance colony of Shanxi in the First Contact War imported all its food, at great logistical expense.
Systems Alliance Office of Naval Intelligence
ONI-6078-A2: Xenological Threat Assessments
The Asari Republics
The asari are a moderate threat to Alliance interests. Their economic power and diplomatic reputation allow them to wield persuasive influence. Fortunately, their military is barely more than a collection of local warrior bands. Soldiers are well-armed and exceptionally skilled, but do not possess sufficient organization for large-scale military campaigns.
Political Factors
The asari have no government per se. Policy is decided through the ebb and flow of public opinion in a sprawling but well-organized electronic democracy. The closest analogue to an executive decision-making body is the opinion of the Matriarchs. In a crisis, the public turns to the experience of these millennia-old “wise women” for advice.
Economic Factors
The asari possess the largest single economy in the galaxy. They have extensive trade and social contacts. Craft guilds, such as those of the cities Serrice and Armali, hold a virtual monopoly on advanced biotic technology. Given their political influence, an embargo by the asari would prove disastrous to the Alliance.
Cultural Factors
Because of their long lifespan, asari are more comfortable with observation and study than immediate action. In diplomacy, this manifests in a tendency to centrism. The asari seek to maintain stable balances of economic, political, and military power. They prefer to work their will through cultural influence. They believe that their ideals and beliefs will inevitably shape the general galactic culture.
Biological Factors
The unique asari reproductive system naturally inclines them to biotic abilities. In fact, lack of biotic ability will exempt a young asari from military service. Asari biotic commandoes are more powerful than the best human adepts, and possess skills we cannot emulate.
Systems Alliance Office of Naval Intelligence
ONI-6078-A3: Xenological Threat Assessments
The Salarian Union
The salarians are considered a moderate threat to Alliance, but share certain similarities in mindset. They are politically liberal, often at odds with the conservative turians and centrist asari.
It is universally acknowledged that the salarians possess the finest intelligence services in the galaxy. Our own counterintelligence agencies are constantly uncovering salarian agents and cyberwarfare incursions.
Political Factors
The political structure of the salarians is almost medieval, and largely incomprehensible to outsiders. Political power is wielded by millions of cloistered female dynasts, who shape policy among themselves with little input from males. These clan leaders spread their influence through a tangled web of intermarriages and personal negotiation. Annoying one clan leader has a high risk of irritating ten more – or a hundred more.
Economic Factors
The salarian economy is the smallest of the three Council races, but still far larger than the Alliance. It is based on “bleeding-edge” technologies; salarian industries are leaders in most fields. They make up for a lack of military quantity by holding a decisive superiority in quality.
Cultural Factors
Salarian culture wholly embraces the concept of the preemptive strike. They find the idea of a declaration of war foolish, and the idea of waiting for a known enemy to attack preposterous. In every war they have ever fought, they have struck first and without warning.
Biological Factors
The salarian metabolism works nearly twice as fast as that of humans, giving them faster reflexes and superior mental agility. They adapt to unexpected and rapidly developing situations with preternatural swiftness. By human standards, salarians seem hyperactive and restless. By salarian standards, we seem sluggish and dull-witted.
Systems Alliance Office of Naval Intelligence
ONI-6078-A4: Xenological Threat Assessments
The Illuminated Primacy (Hanar)
The hanar are an inoffensive third-rate power, and considered a minor threat to the Alliance. They have little interest in interacting with other cultures, due to a cultural obsession with manners and politeness that verges on monomania.
Political Factors
The hanar government is a benign theocracy. While tolerant of other creeds, the official state religion is the worship of the “Enkindlers” – the Protheans. There are many Prothean ruins on their homeworld, and hanar believe the elder race civilized their ancestors. It is difficult for a hanar to view the Protheans as an actual race rather than idealized mythological figures.
Economic Factors
Few hanar are willing to deal with other species. Economic contacts are limited to a handful of trade stations on their borders. Due to this self-imposed isolation and the unique physiology of the race, their economy is small and isolated from the rest of the galaxy. Few standard technologies (designed for bipedal and fingered species) are available in their space, and they produce very few goods that are useable by others.
Cultural Factors
The hanar are reserved and polite, with ancient customs dictating all aspects of conversation. They find the speech of other races to be rude. Most consider other species to be uncouth barbarians and lack the patience to “unlearn” their tendency to take offense. It is strongly recommended that Alliance personnel avoid direct contact with hanar, and defer to specially-trained diplomats.
Biological Factors
The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on mass effect contra-gravitic levitation packs. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each.
Systems Alliance Office of Naval Intelligence
ONI-6078-A5: Xenological Threat Assessments
The Vol Protectorate
On their own, the volus are a minor threat to Alliance interests. However, several hundred years ago they became a turian client race, exchanging their mercantile prowess for turian military protection.
Political Factors
The turians left the volus government independent. The Hierarchy is content to let them rule themselves as they wish, so long as they pay their taxes and contribute auxiliary units to the turian military. The volus will support the turians in any war they might pursue, and vice-versa.
Economic Factors
Like the ancient Venetians or Dutch, the volus possess an economy out of proportion to their modest resource base. They are aggressive traders and industrialists with a keen grasp of exchange and finance. Many of the galaxy’s largest banks, holding corporations, and manufacturing cartels, such as the Elkoss Combine, are owned or managed by volus. They also regulate the Citadel’s complex galactic economy.
Cultural Factors
Since the dawn of their recorded history, the volus tribes have bartered resources, land, and even people to gain status. This culture of exchange inclines them to economic pursuits. Though some interpret the bartering of tribe members as slavery, it is, in practice, no more odious than arranged marriages.
Biological Factors
The volus homeworld has an ammonia-based ecology with a high-pressure atmosphere. To interact with the carbon-based species of the galaxy, the volus must wear full-enclosing pressure suits. Without them, they could not breathe, and might actually burst open.
Systems Alliance Office of Naval Intelligence
ONI-6078-A6: Xenological Threat Assessments
The Courts of Dekuun (Elcor)
While the elcor are territorial about any area they consider theirs, they have no interest in aggressive expansion. They have a small military and are no threat to Alliance interests.
Political Factors
The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and consulted at need. This makes elcor policies very predictable, provided one has done a great deal of research.
Economic Factors
The elcor economy is small, only slightly larger than the Alliance’s, but extremely well-developed. They see no point to rushing things, and are fond of making thorough, century-long development plans. They don’t need to trade for any resource – they have all they require to supply their own needs, and trade only in finished goods. Any attempt to embargo their space would be fruitless.
Cultural Factors
Elcor psychology is deliberate and conservative. They are incapable of making spur-of-the-moment decisions, and rely on sophisticated virtually intelligent combat systems. These autonomous war machines can choose between thousands of gambits developed and polished over centuries by elcor strategists.
Biological Factors
The massive bodies of the elcor cannot move quickly. Fortunately, they are extremely tough-skinned, and can carry incredibly heavy equipment. Elcor warriors don’t dodge incoming fire; they shrug it off or endure it. They don’t carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles.
Systems Alliance Office of Naval Intelligence
ONI-6078-A7: Xenological Threat Assessments
Quarian Migrant Fleet
The quarian Migrant Fleet includes several hundred warships, but due to their precarious existence, cannot be considered a creditable threat. The quarian military does not attack others; it defends the Fleet. Thus far, the Alliance has not been required to block quarian access to human-claimed systems.
Political Factors
The quarian government is an amalgam of ship-based representative councils and military dictatorship. Fleet operations are directed by the military. The Admiralty Board allows the civilian government to run society, but has the authority to overrule them in an emergency.
Economic Factors
The quarian economy exists at a subsistence level. The government is obliged to provide air, food, and water to every citizen to ensure survival of the species. The greatest quarian asset is technical ability. Quarians are skilled space miners, technicians, and mechanics, and are often hired by space industries seeking cheap, skilled labor. This frequently causes protests and riots among native workers.
Cultural Factors
The greatest influences on quarian culture are the creation and revolt of the geth and the loss of the quarian homeworld. In contrast to other races, quarians are reluctant to trust virtually- or artificially-intelligent machines, but they are far more likely to treat them as if they were living beings.
Biological Factors
Little is known of quarian biology. Like the turians, they possess a dextro-amino acid biology, and cannot consume human food. Outside of their own vessels, they always wear a protective, fully-sealed environment suit. No one has ever been allowed to board a quarian ship; they claim they cannot risk outside contamination.
Systems Alliance Office of Naval Intelligence
ONI-6078-AA: Xenological Threat Assessments
Appendix: Keepers
The “keepers” of the Citadel are not considered a threat by Alliance Intelligence. They appear to be genetic constructs, simple-minded biological androids created by the Protheans to maintain the structure of the Citadel station. When the asari discovered the Citadel, the keepers were already doing their duties. They continue to do so to this day, following apparently-instinctive routines and blithely ignoring the millions of aliens that have settled in their home.
There is no known way to communicate with the keepers. Attempts to take them into custody for study cause the creatures to undergo a sudden “self-destruct,” with a form of acid being released internally. The affected keeper literally melts into a puddle of proteins and minerals in less than a minute.
No matter how many keepers die due to old age, violence, or accident, they maintain a constant number. No one has discovered the source of new keepers, but some believe they are grown deep within the inaccessible core of the Citadel.
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The limited collector’s edition will be offered through participating retailers, and will include the following bonus materials:
· A “Mass Effect” fiction book titled “Galactic Codex: Essentials”
o A 36-page guide to the “Mass Effect” universe, including a Citadel timeline and a guide to all non-human races, biotics and the key locations in the Perseus arm of the galaxy
· An additional “Mass Effect” art book titled “A Future Imagined”
o A 36-page collection of BioWare’s concept art for the game
· A bonus DVD of exclusive “Mass Effect” background material and additional content including:
o “The Vision of “Mass Effect” documentary
o “The Making of “Mass Effect” documentary
o “Interactive Storytelling” documentary
o “Inside BioWare” documentary
o 18 “Mass Effect” themed gamer pics (three unique sets of six)
o 16 dashboard themes (four unique sets of four)
o Ten songs from the “Mass Effect” soundtrack
o Five historical “Mass Effect” trailers from X05 through E3 2007 and the official TV trailer
o A demo for “Blue Dragon” and videos for “Lost Odyssey,” “Halo 3” and “Halo Wars”
o Design galleries featuring 600 concept images fully commented by the Art Directors
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PLAYER EDITORIAL:
”First off I am not the biggest fan of the RPG. I played Oblivion, it was amazing but the combat system (one attack, one block) left a bit to be desired for shooter fans. I am however not just a shooter fan either, Heck I like puzzle games. This game however does a bit for all (although the puzzles, if you can call them that are a bit easy).
I have never given a game a 10 (and probably never will) this game however makes me want to take a point away from my review of Halo 3. Not because it is not online (as that would be impossible) but because the story is so immersive it even blows Bioshock out of the water (no pun intended).
This game does however have a very high learning curve (the 18 page manual helps little with this). Make sure to take the tutorials (yes I hate instructions as well). Even after that it will take you a good hour of combat to fully understand the tactics you will need to succeed in the game.
From the creation of your own commander Shepherd you will be more than willing to go through this learning process. This game is huge, the choices are almost infinite, and the graphics are something to be in awe of on console & PC alike. You will find yourself getting attached to other characters in the game. It is truly like creating a path in your own sci-fi movie (a well written one at that).
Now for the bad bit, there are some slowdowns (although not as bad as some reviews make them seem). These are fleeting at best & do not get in the way. However the combat is hard to get your brain around at first, but is well worth it in the end. The only major flaw is your team AI. They need to be led like children most of the time. This is however an RPG and the game is paused as you give them commands (just be ready to do so).
In closing this is easily the most stunning game visually to come out on the 360, as well as having the best story line. Future patches may fix some of the slowdowns but I'm afraid the weak AI is there to stay. This one is a Buy!”- reverend AUSTIN
JIVE MAGAZINE RATING: 5 OUT OF 5
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Developer Information: BioWare is an electronic entertainment company that develops computer, console, handheld and online video games focused on rich stories and memorable characters. Since 1995, BioWare has created some of the world’s best-selling titles including the award-winning “Baldur’s Gate™” and “Neverwinter Nights” series, as well as the 2003 Game of the Year “Star Wars: Knights of the Old Republic”. Original BioWare-created IPs include the 2005 RPG of the Year “Jade Empire,” with next-generation titles “Mass Effect” and “Dragon Age™” currently in development. With studios in Edmonton, Canada, and Austin, Texas, BioWare is also hard at work on several unannounced projects including a new title for the Nintendo DS™, as well as a massively multiplayer online game. More information on BioWare can be found at http://www.bioware.com.
For more information, visit www.masseffect.com.
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