Mass Effect Legendary Edition Changes Detailed By BioWare
Since the announcement of Mass Effect Legendary Edition, BioWare has provided an overview of some of what to expect from the neatly packaged trilogy remaster. The details provided have for the most part been surface-level info and insights into the development process, though the Dragon Age developer has now laid out all of the ‘gameplay calibrations’ made for Mass Effect Legendary Edition.
BioWare took to the official Mass Effect section of the EA website to reveal the massive amount of gameplay calibrations made for Mass Effect Legendary Edition. The topics covered include changes to the weapons & combat system, some much-needed changes to the Mako, character customization improvements, and overarching gameplay adjustments.
As previously reported, most of the weapon and combat changes implemented in Mass Effect Legendary Edition are specifically for the benefit of Mass Effect 1 in order to bring it more in line with the latter two games. To that end, weapon accuracy has been tuned across all weapons, and characters no longer suffer a penalty if they equip a weapon not specific to their class. Shepard can now (thankfully) sprint out of combat, and melee attacks are now activatable via button press rather than occurring based on proximity to an enemy.
Ah yes, the M-35 Mako, one of the most divisive elements of the original Mass Effect. If you don’t remember bumping into something, falling into a pit of lava, and having to restart your game from a save made over 30 minutes ago then you can consider yourself lucky. BioWare admits that the physics tuning for the Mako “made it feel too light and bouncy,” which the team resolved by making it feel “weightier” and easier to handle. Camera controls while in the Mako have also been adjusted, and new thrusters have been added for a speed boost that operate separately from the jump jets. Also, one of the more important changes is that touching lava no longer procs an instant Mission Failure, and instead deals damage over time.
While improvements have been made to each game that makes up Mass Effect Legendary Edition, BioWare’s overall aim was to offer a unified and modernized trilogy for both Mass Effect veterans and newcomers to the series to enjoy. To that end, Commander Shepard now has a much larger assortment of character customization options available to him or her right from the start of the series, with the now canon default femShep also playable right from the get-go. Achievements across the trilogy have also been updated, with the progress for some of the more generic achievements (such as killing a certain amount of enemies) carrying over from one game to the next.
As previously mentioned, there are also a few significant adjustments made within Mass Effect Legendary Edition that affects all three games. One such major change is that all weapon and armor DLC packs are now integrated into the trilogy and can be obtained via research or by purchasing them from merchants. As such, players will no longer get a lump of overpowered weapons and gear at the start of each game, which effectively balances all three games for all players. The Recon Hood (ME2) and the Cerberus Ajax Armor (ME3) are the two exceptions to this rule and are available at the start of their respective games. Last but certainly not least, audio across all three games have been remixed and enhanced, and BioWare has squashed “hundreds of legacy bugs” from the original releases.
Those that would like to read more can do so right here.
Mass Effect legendary Edition is slated to release on May 14th for PC, PS4, and Xbox One. The latter two platforms also offer forward compatibility for PS5 and Xbox Series X.
So, thoughts on the new breakdown from BioWare? Which of the three games are you most excited to replay, and why isn’t it Mass Effect 2? I kid, I kid. Let us know in the comments section below, and as always, stay tuned to Don’t Feed the Gamers for all the latest gaming and entertainment news! Don’t forget to follow DFTG on Twitter for our 24/7 news feed!
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Ryan "Cinna" Carrier2732 Posts
Ryan is the Lead Editor for Don't Feed the Gamers. When he isn't writing, Ryan is likely considering yet another playthrough of Final Fantasy IX. He's also the DFTG cinnamon bun.