Tag Archives: ME3

N7 Day

Just though to make my own little contribution to N7 day by posting the group photo of my last ME3 play through. The memories…


Still, I would have liked an ending that was a bit different… just saying…

Mass Effect 3 Patch 4

It has been a while since there were any updates to the game (other than the DLC’s). High time some bugs get fixed. The full list of bugs fixed are available here.

The list was a bit random so I though I’ll group it a bit better (if possible)


Single player

– Fixed Shepard’s shadow from not appearing after entering and exiting an Atlas
– Fixed a rare crash in the final mission level involving the firing of the Cain at the Hades Cannon.
– Fixed an issue with Ken/Gabby and Tali/Garrus ambient dialogues not triggering in Normandy engineering

Power evolution changes

– Sabotage power evolution 6 increased tech damage bonus no longer stacks
– Incinerate power evolution 5 now gives a damage bonus to frozen and chilled enemies
– N7 Shadow Sword Mastery power evolution 5 and 6 now apply to Shadow Strike damage

Character ability fixes

– Krogan Vanguard Rage bonuses now work properly
– Asari Justicar passive power evolution 3 power damage and force bonus now works properly
– Fixed Asari Justicar from not being able to activate Biotic Sphere within range of large enemies
– Fixed Flamer power of Vorcha from being activated simultaneously with the Reegar Carbine
– Fixed Atlas rocket applying damage over time on N7 Paladins using the Omni-Shield


– Fixed weapons with natural piercing from having their damage reduced with piercing mods equipped
– Particle Rifle no longer replenishes ammo from ammo boxes and supply pylons
– Fixed SMG Ultralight Materials Mod not having impact on power recharge speed
– Fixed Armor Piercing Ammo not applying penetration bonus to secondary weapon
– Krysae no longer ignores enemy shield gates
– Fixed various weapon sound-replications for clients
– Fixed an issue with ammo boxes causing players to be unable to fire weapons after attempting to refill grenades
– Fixed an issue with the Krysae Sniper rifle not functioning properly on squad members (Firefight pack)
– Fixed seeking projectile powers occasionally failing to impact targets even though it appeared to impact

Enemies and NPC

– Fixed pathing for Banshees so they don’t get stuck in a teleport routine
– Fixed dropping Retrieve Objects that could potentially fall under the level
– Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving
– Fixed an issue that caused the Retrieve Objective wave to not recognize the recovery of the object when it enters the retrieve zone
– Fixed Decoy that was blocking the use of ladders to NPCs and squadmates
– Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
– Fixed issue where enemies in Stasis surviving a biotic detonation would become un-synchronized for clients
– Fixed an issue that caused the Retrieve Objective wave to not recognize the recovery of the object when it enters the retrieve zone
– Fixed issue in which enemies surviving a detonated Stasis blast became invulnerable

Multiplayer maps

– Fixed an issue with Firebase Jade giving partial extractions when all players are already inside the extraction zone
– Fixed automatic revive at a specific spot in Firebase White
– Fixed a crash on Firebase Rio caused by heavy melee

Lobby, menu etc.

– Fixed an issue with Private Lobbies not staying private after the match has begun
– Fixed an issue in which purchasing multiplayer card pack purchases would not complete
– Fixed icons of powers disappearing from the Character Screen
– Fixed an issue with talent points remaining after a character promotion

Disconnects, unplayable maps

– Fixed quitting/disconnecting while holding Retrieve Object that could cause the Retrieve Object to disappear
– Fixed users logging off or disconnecting during gameplay from not being able to return online until rebooting the game
– Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards


– Fixed tutorial tip that didn’t properly display an unbound command
– Fixed an issue in multiplayer where if a character has DLC weapons equipped, and the DLC associated to the weapons is deleted, the weapon loadout screen displayed no weapons
– Fixed the Encumbrance Bar from not updating correctly for the Earth DLC weapon mods
– Fixed player death camera beginning before a sync kill is complete
– Fixed Leviathan DLC Weapon Mods not carrying over to New Game +
– Fixed the health bar position of Tactical Scan on Swarmers
– Fixed bleedout effect that was disappearing when another player used an Ops Survival Pack

Exploits Fixed

– Fixed an exploit that allowed players to be invincible and invisible to enemies
– Fixed an exploit where players were able to use rockets from other weapons

PS3 Only

– Fixed an issue on PS3 where after accepting an invite, a player could get stuck in a multiplayer screen by entering the store from the promo screen and then exiting without purchase
– Fixed a crash when pressing PS button during the game’s boot sequence

PC Only

– Fixed the hint popup to update mouse left click and right click bindings
– Fixed an issue that made Origin users display their game as joinable when their game is full
– Fixed a crash on Firebase Rio caused by heavy melee

Xbox Only

– Fixed a rare crash (black screen) on Xbox 360: Upon booting up the game and attempting to reach the title screen, players will now be able to get to title screen to recover their save games. Progress to locked achievements will be reset. Achievements already unlocked will remain unaffected.

New stuff

– Players can no longer grab Geth Pyros over cover (Nooooooo !)
– Attempting to equip similar weapon mods will now present a ‘Slot Occupied’ message
– Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%
– All Batarian and Krogan kits will now stagger less than other kits
– Ops Survival Packs now grant a one second damage immunity when consumed
– Singularity power re-designed (see link for details)
– Melee creatures will now completely ignore pets (drones, decoys, etc.) rather than just having a chance to ignore them
– Krysae no longer ignores enemy shield gatesKrysae no longer ignores enemy shield gates
– Concussive Shot changes (see link for details)
– Marksman will instantly reload weapon ammunition when activated
– Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
– Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage.
– Successfully extracting from a match gives 10% bonus credits. This reward does not depend on your squad members – you must extract personally to get the reward.

Mass Effect 3 Extended Cut sound track

For those that somehow missed it. The ‘sound track’ for the Extended cut is now available for download – for free (as far as I can tell).

Go grab it here.

Mostly it is just rework pieces of existing tracks from the already existing sound track. I like it though. Gives you a more ‘in depth’ feeling of the final few minutes of the game/story. There are 7 tracks in this download:

  1. Wake Up
  2. An End, Once And For All – Extended Cut
  3. A Future That Many Will Never See
  4. I Will Watch Over The Ones Who Live On
  5. I Am Alive An Im Not Alone
  6. We Fought As A United Galaxy
  7. Resolution

Thanks BioWare (or whomever released it). You scored some more browny points with me. Now the Earth DLC is next in line.


That Extended Cut

[ Spoiler warning if you haven’t played it yet ]

Well, most players of ME3 now probably tried out the ‘new’ Extended Cut with the ‘new/not so new’ ending to the story. My take on this is a bit more complex. It is not a major flop but neither a fantastic success. Overall I think it is better – actually much better than the original way they ended the game but there are a couple of ‘holes’ that need plugging. Mostly small questions or blatantly ‘duh’ issues.

Lets begin with the ‘run to the beam’ scene. Explaining how your squad mates that were with you at the start of the ‘run towards the beam’ got to the Normandy was explained a bit better. But at the same time it was a bit cheesy and opens the question – Aren’t there a damn Reaper shooting at you guys while the Normandy openly comes and land right in front of it! I mean really, that would be the ideal target for a Reaper or the Normandy could have taken out the Reaper… and then immediately after the Normandy leaves the Harbinger starts shooting again… Very convenient. How do you explain that one??

The extended dialog options with the Catalyst was done well. Even though I don’t really agree with the ‘facts’ as he/it stated. But it does help picture the story behind the ‘story’ and even raises some new questions – especially about the actual origin of the Reapers and Catalyst itself. Obviously they went over the rails somewhere and lost ‘focus’ about their actual intended ‘goals’. The fact that the Catalyst was aware of the Crucible but choose to ignore it is also a bit naive – I think. And why could it not take action itself for a new ending of the cycle considering all the other ‘smart’ and powerful things it was doing??

As before I first choose the destroy option (will try the others later) and there is still that ‘hint’ that Sheppard might have survived. I don’t know if this is part of it but when the crew of the Normandy place the names of their fallen friends/leaders the name plaque for Commander Sheppard is never actually seen being fixed to the wall. Instead, it is hold up close to the wall and then the scene ends with the Normandy taking off again (but I thought it crashed…).

The epilogue given by Adm Hackett does give a sense of a more ‘positive’ future despite the destruction and many deaths. I particularly liked the image of the Krogans with their babies and children. But what about Palaven? Or did the Turians suffer too much and were completely destroyed? Also, what about the Salarians?

Another thing never mentioned explicitly is what happened to the ‘people’ that were on the Citadel before it was taken over by the Reapers? What became of people like Bailey and the rest of C-Sec? Did they somehow escape before the take-over or hide away only to be killed when the ‘red’ ending blew up the place?

Then one thing that keeps on bugging me is why do/did the Catalyst look exactly like the boy Sheppard saw just before leaving Earth? That ‘smells’ of the indoctrination theory to me.

I still think the ending could have been a bit different but at least it is an improvement. At least now there is possibility of a continuation of the whole ‘Mass Effect universe – even though the Reaper threat has been removed. I’m sure there are other threats that will soon take its place 🙂

Hope for ME3

This may be just a hoax or misunderstood info but apparently there might be a different ending for ME3 (in the works) after all – or at least a better explanation of why certain things happened the way they did.

Look at this screenshot.

There is some possible explanation why the ending was so ‘bad’ and how they possibly changed it just before the final release to give themselves more time to complete the ‘real’ ending – called something like ‘The Truth’. They do mention release dates of April/May which have passed already…

There is also mentions of more Multiplayer character classes like the Prothean Adept and Vanguard. Well, perhaps this is just grabbing at straws for hope but it may just give some hope for the Mass Effect story line/universe after all.

But perhaps the best option would be to just have some ammo (like Grunnt would say. I don’t need luck – I have ammo)

ME3 war assets

Well, I started a second play-through of the game to try and ‘max’ out everything I could or do it as best possible. In the process I discovered a few ‘mistakes’ I made during the first attempt – like loosing Miranda (don’t ask me how I managed to to that).

As far as alien assets I got all the possible fleets including both Quarian and Geth fleets. Previously I could not for the life of me get both – had to choose between them. It turns out you have to leave the Rannoch missions until the very end so your Paragon/Renegate is high enough to choose one of the ‘overriding’ dialogue options. In the first iteration I even managed to get Tali to commit suicide… ouch!

Another thing I discovered that I didn’t know before was that the Omega missions are not accessible if you have Mordin and the Genophase cure saved since Maelon isn’t required to get the possible cure anymore. I happened to have both so I missed the Omega mission(s) again. Then there was the pleasant surprise to have Miranda survive her Horizon mission. Again I managed to miss the critical dialogue decision the first time that managed to ‘save’ her.

So in the end I managed to gather a war asset strength of just below 8000 (7978). I promoted a couple of multiplayer ‘squads’ as well that helped and I could have tried to add some more if I wanted.

Of course to actually make use of all those assets you must play the multiplayer (each day to keep it 100%). I’ve started to really like it but there are a couple of things I could suggest they add to the multiplayer ‘experience’ – like having the ability to invite friends from in the game (say on the lobby screen or just after finishing a good game where you were impressed by someone).

I also like the new multiplayer manifest pages they added (e.g. mine). They should also add stats on your kills as well as kill count per weapon/power. This could make it useful to see what weapons/powers you do the best with so you can enhance it or improve how you play. Of course, this is also useful to see how your friends are doing and how you all can compliment each other.

A couple of screenshots of the war:

The fleets arrive!

This sequence really is the epic high-point of the whole ‘Mass Effect’ series. The moment you/Shepard worked to hard to achieved. Pitty it turned out to be all for nothing…

And starts to move towards Earth…

Open fire!

Engaging the Reapers

Fighters enter the battle…

Fighters start to move around

The Reapers starts returning fire!

Alliance ship gets blown to hell (and back)

Chaos, blood and guts and more chaos!

This is not war – this is carnage and the Reapers are feasting…

Update: Well I’ve finished the game again – this time with fleet strength maxed out so that when I chose the ‘destroy’ option (don’t get me started about the bad ending again…) that hidden/secret video clip plays hinting that Shepard may still be alive. To be honest – that is more like I would have liked the game should have ended… Alternatively, a clip of Shepard and Garrus meeting at the bar (in heaven) should have been played… (ok but Garrus is not dead yet in ‘my’ game’s ending…).

ME3 ending – more

Wow, there are some really good comments out there that summarise the ‘problems’ we (the fans) have of the Mass Effect 3 ending (that isn’t an ending many times and for none..)

See this: ‘All That Matters is the Ending, Part 2: Mass Effect 3

I could not say it better myself…

Although Bioware is within their rights to do whatever they like with their ‘game’ I sincerely hope that they consider doing something to change/improve the ending in such a way that all parties (they included) could be happy about it. Admittedly, that won’t be easy but what needs to be done needs to be done. They started the line now they have to hold it!

Mass Effect 3 ending (or not)

Unfortunately I had to wait an entire week for the ending due to some ‘family responsibility’ issues so when I managed to actually get to the ending it was… well.. I’ll try to explain.

I’m aware of the whole ‘Retake Mass Effect’ movement and that many others feel that the game’s ending was, well, not exactly the best thing since sliced bread. Normally I would try to be a bit more ‘diplomatic’ or neutral but I have to (unfortunately) side with the complainers… Don’t get me wrong, I still think the game is easily one of the best games ‘out there’ but something, somehow just isn’t ‘optimal’.

If I have to summarize the way the ending made me feel it has to be sad, confusing or unfulfilled. The graphics are awesome – especially the space battle scenes. Most of the game (start, middle and up to close to the end) is really good. But the ending part left me confused, perplexed, unsatisfied. Let me try to explain (but it probably would be spoilers for some).

First of the ‘finale’ part of the game feels like just one big cut-scene with no real ‘options’. Yes, the Catalyst give 3 options but it is not implemented in ‘Mass Effect’ dialog style. The whole scene feels dreamy (or nightmarish). Shepard’s reactions/dialog really does not suit the situation – especially since I’ve always played the renegate path when I can. The character’s personality seems dull or boring with no real ‘fire’ left in the spirit like I’m used to. In fact, the most part of the second half of the game I was starting to get that impression that Shepard isn’t ‘Shepard’ any more. I suppose it was done to make the character more ‘human’ but it just doesn’t fit what we’re use to… It could also have something to do with the indoctrination theory that some people have. Who knows…

There is the whole ‘saying goodbye’ part you (Shepard) must do to each character before you enter the final battle grounds. It is almost like they (Bioware) are telling you that all/some of you friends/mates will be dying (which is probably true but why so obvious? The radio dialog of some woman panicking and not knowing what to do any more – why isn’t Shepard allowed to intervene?

Then, the final run towards the ‘beam’ – it doesn’t seem you can do anything useful other than running while people, vehicles and stuff around you gets blown up. What happened to your squad mates? How did Anderson get up to the Citadel before you? Considering he’s an older man which should be slower… Inside the citadel, you end up in a part that has never been discovered (or else someone might have figured out the place has it’s own AI). Somehow the illusive man also makes it to there (though he might be controlled by the Reapers…). You (Shepard) shoots Anderson! Like you are totally being controlled by the Reapers but somehow still have enough ‘willpower’ to argue with the illusive man (and kills him). There are more questions than answers…

Finally the Catalyst explains your options, but movement is still so slow and impaired I didn’t even see where the other options are (I wanted to kill the Reapers but somehow wandered too close to the ‘merge with them option’. In the last cut-scenes the Normandy is flying through a relay and then intercepted by the shock wave of the exploding relay network – crashing on some unknown planet. Joker and EDI (in my ending) gets out both already a mixture of organics and synthetics.. plus some squad mates that happened to be with Shepard just before the final ‘run for the beam’?? How on Earth did they get back to the Ship? Why were they not still in the fight above the Earth? These events might be specific to my choices or how I played the game but you get the general picture – Confusion. Story wise things just don’t add up.

For a game I was looking forward to for such a long time this is not the optimal ending I have hoped for. No, I didn’t expect that winning (destroying the enemy) was going to be the only option or that Sheppard must survive. It seems like none of the 3 options at the end is a true win in any way. Actually, in 2 of them the Reapers actually ‘Win’ while the other option is to go on without any technology at all (or restarting from scratch – literally, just to be able to make all the same mistakes all over again). The ‘story’ is left in a state that begs for more answers!

The things that made ME1 & 2 so great was the way your choices could make a difference to the ending of the game. With 3 it seems (feels like) you might as well have started the game standing next to the Catalyst giving you the final 3 options – because those are the only options that has any real influence on the ending. These options really ‘suck’.

With an ending like this it would be hard if possible at all to have any DLC’s that are meaningful. Nevertheless, this is still is great game if you look at the whole trilogy as one (with one ‘weak’ spot – almost like the Star Wars movies with their Eps 1,2 & 3. The ME3 ending is like Jar-jar… hehe)

Update: there are several articles, blogs etc where people are moaning about the issue. E.g. look at Ars Technica especially the comments…

Update: Also see my additional post