My love of the Mass Effect series brought me to BioWare in 2012. I’ve connected to it on an emotional level I never thought possible with video games. I still recall the pivotal moments throughout the trilogy with fondness, and think about all the time I spent with the Normandy crew, laughing, crying, and saving the universe.
If you’re craving more single-player adventure in Thedas, look no further. Dragon Age: Inquisition – Jaws of Hakkon lands on PS4 and PS3 today. You’ve no doubt traveled many miles in the boots of your Inquisitor and waged war against demons, dragons, and all manner of elfroot. But there’s so much more to see and do.
Dragon Age: Inquisition is finally here! *Deep breath* After working with this team for the last two-and-a-half years, I’ve been looking forward to this day as much as you have. I saw the game for the first time back in November of 2012, and I remember how impressive it looked. I thought to myself, “If it looks this good now, what’s it going to look like when it launches?” Well, that time has arrived, and I couldn’t be more proud of what this team has accomplished.
Dragon Age: Inquisition is a huge game with vast lands to explore and many things to do. In fact, on my personal completionist playthrough, I logged 20 hours of game time discovering the world of Thedas before even completing the first major quest in the game! Yes, Inquisition is indeed massive.
Dragon Age: Inquisition, the latest chapter in BioWare’s sweeping fantasy saga, wastes no time beginning its urgent, world-splitting story. Truth be told, the developers have sewn a great amount of detail onto the main menu alone. Starting a new game catapults the idyllic scene of a snowy peace summit into utter devastation. And that’s just the menu.
I’m Ryan Warden, the External Producer for Mass Effect Trilogy. I’ve been with BioWare for almost nine years now – lately I’ve been working to help bring you Mass Effect Trilogy for PlayStation 3, and today I’m honored to be able to write a post for PlayStation.Blog!
We began work on Mass Effect Trilogy in earnest last April, shortly after Mass Effect 3 had shipped. The trilogy was complete, but there was a slight complication — there were people who had missed out on one (or more) titles in the series. Clearly this included PS3 owners, who had never had the chance to play the original Mass Effect. Mass Effect Trilogy was a great opportunity to rectify that!
We partnered with Edge of Reality, an external team with whom we’ve worked on many previous projects.
The BioWare team loves Commander Shepard as much as the fans do, so after we shipped Mass Effect 3, we were excited to start creating additional content that would expand on Shepard’s adventures during the Mass Effect 3 experience. Downloadable content gives us an opportunity to do just that— it gives us the chance to write new chapters that add to Shepard’s legacy without disrupting the consistency of the full game. We approach DLC differently depending on whether it’s single player or multiplayer content, but with both, we aim to hit an extremely high quality bar to make sure the fans continue to get the full Mass Effect experience.
For multiplayer, we consider Mass Effect 3’s offerings to be more of a service than a product you purchase. We always said that we wouldn’t do multiplayer in our games unless it was done properly, and supporting it fully well after launch is something we are committed to.
“Shepard’s story came to a close at the end of the game,” BioWare Producer Mike Gamble told the crowd at EA’s Summer Showcase last week. “But there are more stories we want to tell in the Mass Effect universe.” Leviathan is Mass Effect 3’s first story-focused DLC, and in addition to introducing new characters, weapons, and combat challenges it promises to expand on what we know (and what we don’t) about the most feared beings in the universe — the Reapers.
Set during ME3’s harrowing Reaper invasion, the expansion tasks Commander Shepard with tracking down an elusive entity that, according to legend, may wield the power to defeat a Reaper. Trouble is, nobody’s actually seen it.
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