Mass Effect 2 Unofficial Guide
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The Beauty of Mass Effect 2 Ending
The Beauty of Mass Effect 2 Ending Mikhail Aristov∗ December 24, 2016 Abstract This paper analyzes the narrative design in the endgame sequence of the 2010 action role- playing video game Mass Effect 2. Its final levels, collectively titled as \the Suicide Mission", are modeled as a puzzle with multiple solutions, whose availability depends on the number and type of resources the player had previously obtained throughout the main game. The paper examines how the designers incorporate narrative flavor into their puzzle design while translating ludic developments into a cohesive narrative experience that feels compellingly interactive despite its technical linearity. Finally, it suggests a set of recommendations for using the design patterns pioneered by Mass Effect 2 to improve future interactive narratives. 1 Introduction The Mass Effect series of role-playing video games is produced by the Canadian video game developer BioWare. The first three games, comprising what the fans refer to as the \Mass Effect original trilogy" or the \Shepard trilogy" (after its customizable protagonist), were released between 2007 and 2012 for Microsoft Windows, PlayStation 3, Xbox 360, and Wii U platforms. Spanning almost the entire seventh generation of video game consoles, the trilogy had become one of the hallmarks of science fiction video gaming, and its evolution over the years had both influenced and been influenced by the development of the 3D action RPG genre as a whole. The second game of the trilogy, Mass Effect 2 was released on January 26, 2010 for Microsoft Windows and Xbox 360 in North America and marked a major departure from the gameplay conventions of the original game, which were largely informed by BioWare's own Knights of the Old Republic (2003) and, through it, by Wizards of the Coast's pen-and-paper Star Wars Roleplaying Game (2000) and their third edition of Dungeons & Dragons (2000). -
Freedom's Progress
KILLSWITCH1968’S MASS EFFECT 2 GUIDE v1.00 Freedom's Progress Tech Damage Heavy Weapon Ammo Main Floor Garrus’ Apartment On dead mech outside Veetor’s shack M-15a Battle Rifle 2nd Floor Garrus’ Apartment POST NORMANDY Grunt’s Recruitment Sniper Rifle Damage Shops Top of stairs after waves of Krogan. Omega Krogan Vitality Kenn’s Salvage Computer by Warlord Okeer Heavy Weapon Ammo Heavy Skin Weave Optional Missions Shotgun Damage Omega Omega Market Struggling Quarian Stimulator Conduits Batarian Bartender Model – Cruiser Turian Archangel: Datapad Recovered Sniper Rifle Damage The Patriarch Fornax After Garrus’ and Mordin’s Recruitment Only Harrot’s Emporium Datapad Recovered Visor Model – Geth Ship Normandy Hack Module Normandy: FBA Couplings Capacitor Chest Plate Normandy: Serrice Ice Brandy Normandy: Special Ingredients Citadel Zakera Café Citadel Ascension Novel Crime in Progress Revelations Novel Krogan Sushi Sirta Foundation Medi-Gel Capacity N7 Missions Life Support Webbing Wrecked Merchant Freighter Saronis Application Eagle Nebula → Amun → Neith Tech Damage MSV Estavanico Damage Protection Hourglass Nebula → Ploitari → Zanethu Rodam Expeditions Lost Operative Sniper Rifle Damage Omega Nebula → Fathar → Lorek Heavy Pistol Damage Explore Normandy Crash Site (DLC) Submachine Gun Damage Omega Nebula → Amada → Alchera Off-Hand Ammo Pack Hahne Kedar Facility (after MSV Strontium Mule) Aegis Vest Titan Nebula → Haskins → Capek Citadel Souvenirs Abandoned Research Station (Wrecked Merchant Space Hamster Freighter) Illium Skald Fish Eagle Nebula → Strabo →Jarrahe Station Model – Normandy SR1 Eclipse Smuggling Depot Model – Destiny Ascension Hourglass Nebula → Faryar → Daratar Model – Sovreign (after Collector Ship ) Horizon Mordin’s Recruitment Heavy Skin Weave Assault Rifle Damage On dead collector after first husks Quarantine after 1st barricade of mercs. -
The Burden of Queer Love
Press Start Burden of Queer Love The Burden of Queer Love Brianna Dym University of Colorado Boulder Abstract Video games are a unique narrative and interactive experience that allow players to construct their own fantasies through play. The fantastical possibilities a video game could explore are nearly limitless. However, a game’s design often precludes certain imaginative routes, shutting down one fantasy in favour of another. Games close out possibilities through actions as small as character design (gender, race, ability) and restrict imaginative interpretations to serve a narrow audience. Game developers design play that prioritizes hypermasculine narrative experiences, and players that do not align with this identity must condition themselves to play that excludes fantasies or alternate worlds that align with their experiences. This essay explores attempts by game development studio BioWare to create video games that are inclusive of gay, lesbian, and bisexual players by writing queer romantic narrative subplots into their games. While BioWare’s attempts are certainly not malicious, they fail time and time again, game after game, to break free of the hypermasculine and heterocentric culture dominant in the gaming industry. Instead, BioWare appropriates queer experiences and construes them as a burden to the player so as not to displace the fantasies of male, heterosexual gamers. Keywords LGBTQ identity; marginality; BioWare; queer game studies Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. -
UPDATE GAM Far Cry 3 V.1 Frozen Hear Dark Shadow Manhunter
UPDATE GAME Far Cry 3 V.1.01 - RELOADED = 3DVD AUTORUN Frozen Hearth = 1DVD Dark Shadows Army of Evil = 1DVD Manhunter = 1DVD Hitman Absolution - SKIDROW ( NO STEAM ) = 3DVD AUTORUN Empire Earth 3 = 2 LEGO Harry Potter Years 1-4 (2010) = 2 LEGO Lord of the Rings = 2DVD AUTORUN Scribblenauts Unlimited = 1DVD Family Guy Back to the Multiverse = 1DVD Premier Manager 2013 = 1DVD Sonic Adventure 2 = 1DVD Space Colony HD = 1DVD Doctor Who The Eternity Clock = 1DVD FIFA Manager 13 - PREMIUM PACK EDITION V.1.0.1.0 = 2DVD AUTORUN Agricultural Simulator 2013 = 1DVD Borderlands 2 Complete Edition V.1.2.2 ( NO STEAM ) = 3DVD AUTORUN Haunted = 1DVD Real Heroes Fire Fighter = 1DVD Iron Sky Invasion V.1.1 = 1DVD The Lost Chronicles of Zerzura = 1DVD Assassins Creed 3 V.1.01 - OFFLINE = 4DVD AUTORUN GAK PAKE LOGIN2 UPLAY Stained = 1DVD Fly’N = 1DVD F1 Race Stars = 1DVD Louisiana Adventure = 1DVD NOX = 1DVD Panzer Corps Afrika Korps = 1DVD The Sims 3 Seasons - RELOADED = 1DVD Call Of Duty Black Ops 2 - SKIDROW ( NO STEAM ) = 4DVD AUTORUN Stronghold HD = 1DVD Stronghold Crusader HD = 1DVD Into the Dark = 1DVD Red Johnsons Chronicles = 1DVD Sine Mora = 1DVD Rocketbirds Hardboiled Chicken = 1DVD Edna and Harvey Harveys New Eyes = 1DVD Emergency 2013 = 2DVD XCOM: Enemy Unknown = 3DVD Zoo Tycoon 2 = 1DVD 007 Legends FIX SOUND = 2DVD AUTORUN Painkiller Hell and Damnation = 1DVD Cognition Episode 1 The Hangman = 1DVD Chaos on Deponia = 1DVD Medal of Honor Warfighter V.1.0.0.2 = 4DVD AUTORUN Dishonored = 2DVD AUTORUN Need for Speed Most Wanted 2012 = 2DVD AUTORUN -
UNIVERSITY of VAASA School of Marketing And
UNIVERSITY OF VAASA School of Marketing and Communication Multidisciplinary Master’s Programme in Communication Harri Huusko “Direct intervention is necessary” Interesting character creation through narrative elements in Mass Effect Master’s Thesis in digital media Vaasa 2018 1 TABLE OF CONTENTS IMAGES AND FIGURES 2 ABSTRACT 3 1 INTRODUCTION 5 1.1 Objective 7 1.2 Material 9 1.3 Method 11 2 MASS EFFECT AS A ROLE-PLAYING GAME 13 2.1 Single player role-playing games 13 2.2 The world of Mass Effect 16 3 NARRATOLOGY IN GAME STUDIES 25 3.1 Traditional narratology 26 3.2 Studying game narratives 33 3.2.1 Narrative in role-playing games 39 3.2.2 The narrative appeal of Mass Effect games 45 3.3 Close-reading game narratives 50 4 CHARACTER NARRATIVES IN THE MASS EFFECT SERIES 55 4.1 Commander Shepard 58 4.2 Urdnot Wrex 69 4.3 Tali’Zorah nar Rayaa 74 4.4 Emotional character narratives 80 4.5 The binding of character narratives 84 5 CONCLUSION 88 WORKS CITED 93 2 IMAGES Image 1. First encounter with the ancient Reaper machines. 17 Image 2. Normandy ambushed by an unknown enemy in Mass Effect 2 (2010). 19 Image 3. Commander Shepard floating in space, with air coming out of the suit 20 Image 4. Reapers shown ascending upon the city of Vancouver etc. 22 Image 5. Appearance options for Shepard, as seen in Mass Effect 2 (2010). 60 Image 6. Pre-service history selection in Mass Effect 1 (2007). 61 Image 7. The narrativized interface, as seen in Mass Effect 1 (2007). -
Me2galacticchecklist.Pdf
MASS EFFECT 2 GALACTIC CHECKLIST By Teryx – Version 1.7 – January 24th 2012 Name: ________________ Shepard Missions marked with a (1 ) symbol Thanks for downloading this file. I hope it helps you keep track of your game and experience and may be different (or may not even be enjoy each of your playthroughs of Mass Effect 2 to the fullest. Please feel free to contact me with Class: ________________ available!) depending on choices any corrections, suggestions or requests by e-mailing me at at [email protected]. made in the first Mass Effect. - Teryx Playthrough: ___________ Xbox Live Gamer Tag: Teryx | BioWare ID: Pteryx Latest version and updates can always be found at http://masseffect.shockfront.net Missions/Assignments Mission Found Done Normandy: Serrice Ice Brandy Loyalty Missions Acquired: Speak to Dr. Chakwas in the Medical Bay (Become available for recruited squad mates after completing Horizon) Upgrades: Medi-Gel Capacity (Reward) ; / Jacob: The Gift of Greatness Normandy: Special Ingredients Takes Place: Rosetta Nebula > Alpha Draconis System > Acquired: Speak to Mess Sergeant Garner on the crew's 2175 Aeia ; / quarters deck ; / Upgrades: Heavy Pistol Damage (Heavy Pistol) Omega Miranda: The Prodigal Omega: Batarian Bartender Takes Place: Crescent Nebula > Tasale System > Illium Acquired: Buy a drink from Forvan, the bartender in the Upgrades: Submachine Gun Damage (Submachine Gun); ; / lower level of Afterlife ; / Medi-Gel Capacity (Eclipse Merc) Omega: Packages for Ish Jack: Subject Zero Available: After Horizon Takes -
Certificate for Approving the Dissertation
MIAMI UNIVERSITY The Graduate School Certificate for Approving the Dissertation We hereby approve the Dissertation of Kevin J. Rutherford Candidate for the Degree: Doctor of Philosophy Director (Jason Palmeri) Reader (Michele Simmons) Reader (Heidi McKee) Reader (Kate Ronald) Graduate School Representative (Bo Brinkman) ABSTRACT PACK YOUR THINGS AND GO: BRINGING OBJECTS TO THE FORE IN RHETORIC AND COMPOSITION by Kevin J. Rutherford This dissertation project focuses on object-oriented rhetoric (OOR), a perspective that questions the traditional notions of rhetorical action as solely a human province. The project makes three major, interrelated claims: that OOR provides a unique and productive methodology to examine the inclusion of the non-human in rhetorical study; that to some extent, rhetoric has always been interested in the way nonhuman objects interact with humans; and that these claims have profound implications for our activities as teachers and scholars. Chapter one situates OOR within current scholarship in composition and rhetoric, arguing that it can serve as a useful methodology for the field despite rhetoric’s traditional focus on epistemology and human symbolic action. Chapter two examines rhetorical history to demonstrate that a view of rhetoric that includes nonhuman actors is not new, but has often been marginalized. Chapter three examines two videogames as sites of theory and practice for object-oriented rhetoric, specifically focusing on a sense of metaphor to understand the experience of nonhuman rhetors. Chapter four interrogates the network surrounding a review aggregation website to argue that, while some nonhumans may be unhelpful rhetorical collaborators, OOR can assist us in improving relationships with them. -
Mass Effect Saga Não Utiliza Destiny Points, Ado- Do De Frio, Calculista E Brutal
C APÍTULO III 1 TRAÇOS HERÓICOS CAMPAING SOURCEBOOK DBOHR PADAWAN BESSA DM RAFAEL Turian Agent .............................................. 20 Sumário Themes Talent Trees ......................................... 20 Special Theme Talents ...................................... 23 Introdução ...................................................................5 Capítulo III Capítulo I Traços heróicos ................. 25 Espécies ................................... 6 Event Background ........................................ 25 Asari ................................................................. 7 Occupation Background ............................... 26 Drell ................................................................. 8 Planet of Origin Background ....................... 26 Humanos ......................................................... 9 Krogan ........................................................... 10 Traits & Passions ............. 28 Quarian .......................................................... 11 Usando Traits e Passions .............................. 28 Salarian .......................................................... 12 Traits e Passions famosos ............................. 28 Turian ............................................................ 13 Traits e Passions ordinários .......................... 28 Traits .............................................................. 28 Capítulo II Chaste/Lustful ........................................... 30 Classes Heróicas .................15 Energetic/Lazy........................................... -
Mass Effect 2 Insanity Guide Version
MASS EFFECT 2 INSANITY GUIDE VERSION: 1.0 WALKTROUGH BY SYED RUBAYYAT AKBAR AKA KOSHAI Contact: [email protected] LEGAL INFORMATION This guide cannot be reproduced under any circmstances except for personal, private use. It cannot be used in any form of printed or electronic media involved in a commercial business. This guide may not be placed on any website or otherwise distributed publicly without my express written permission. The follow websites are authorized to use this guide: www.noobfeed.com Use of this guide on any other website or as part of any public display is strictly prohibited and a violation of copyright. Lets start!! As I finished Mass Effect 2 on Insanity and I basically remember some of the tactics that I used during the game, I thought why not I share it to you all, since I know most of you have played Mass Effect 2 and some of you want to play on insanity. I have not written any walkthroughs before so I don’t know how I am going to write so let’s see. SPOILER WARNING: This article is only for those who already finished Mass Effect 2 once. Introduction Mass Effect 2 is an Action RPG game centering on the character Sheppard with a sci-fi setting. The story is set where the Mass Effect 1 left off. If you played Mass Effect 1, you can import your character to Mass Effect 2 and there will be slight changes in the storyline based on how you progressed in the first Mass Effect. In order to play insanity mode, I would rather advise you all to play Mass Effect 2 in normal or easier difficulty mode. -
The Expanding Storyworld: an Intermedial Study of the Mass Effect Novels Jessika Sundin
Stockholm University Department of Culture and Aesthetics The Expanding Storyworld: An Intermedial Study of the Mass Effect novels Jessika Sundin Master Thesis in Literature (30 ECTS) Master’s Program in Literature (120 ECTS) Supervisor: Christer Johansson Examiner: Per-Olof Mattsson Spring Semester 2018 Abstract This study investigates the previously neglected literary phenomenon of game novels, a genre that is part of the increasing significance that games are having in culture. Intermedial studies is one of the principal fields that examines these types of phenomena, which provides perspectives for understanding the interactions between media. Furthermore, it forms the foundation for this study that analyses the relation between the four novels by Drew Karpyshyn (Mass Effect: Revelation, 2007; Mass Effect: Ascension, 2008; Mass Effect: Retribution, 2010) and William C. Dietz (Mass Effect: Deception, 2012), and the Mass Effect Trilogy. Differences and similarities between the media are delineated using semiotic theories, primarily the concepts of modalities of media and transfers of media characteristics. The thesis further investigates the narrative discourse, and narrative perspectives in the novels and how these instances relate to the transferred characteristics of Mass Effect. Ultimately, the commonly transferred characteristic in the novels is the storyworld, which reveals both differences and similarities between the media. Regardless of any differences, the similarities demonstrate a relationship where the novels expand the storyworld. Keywords: Drew Karpyshyn, William C. Dietz, Mass Effect, BioWare, storyworld, video games, digital games, intermediality, transmediality, narratology, semiotics 2 Table of Contents 1. Introduction ………………………………………………………………………….…. 4 1.1. Survey of the field …………………………………………………………...………..… 5 1.1.1. Novelizations …………………………………………………………….…….……. 5 1.1.2. -
Mass Effect! Action! Drama! War! Romance!
Story: In the year 2148, explorers on Mars discovered the remains of an ancient spacefaring civilization. In the decades that followed, these mysterious artifacts revealed startling new technologies, enabling travel to the furthest stars. The basis for this incredible technology was a force that controlled the very fabric of space and time. They called it the greatest discovery in human history. The civilizations of the galaxy call it... --------------------------------------------------------------------------------------------------------------------------------------------- Intro: Element Zero! You're going to be hearing that term (or eezo) a lot from now on. It'll be used to justify faster-than-light travel, energy shields, even glowy space psychic people. Why? Because you get to spend the next 10 years in the sci-fi adventure setting of Mass Effect! Action! Drama! War! Romance! You will begin your adventure in the year 2181. For the record, the first Mass Effect takes place in 2183, Mass Effect 2 takes place in 2185, and Mass Effect 3 kicks off in 2186. You get a few years to get yourself ready for the impending Reaper (sentient starship) invasion. You might even be able to stop it yourself. Remember, you probably know information (or can learn it by just reading the Jump) that could save a lot of lives if you can get people to believe you. Cerberus' (human supremacist organization headed by the Illusive Man) antics, the Collectors, all of that information could be resolved with less fuss if you can get the word out to the right people. You'll have to survive though. Good luck with that! Go join up with Shepard, take things into your own hands, or use your information to change the galaxy. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic