Offizielles Update zur Demo Information
Today we are very pleased to announce the release date for the
upcoming Mass Effect 3 Single Player and Multiplayer demo. Please check
out the FAQ below for details on when it will be available and
information you need to know.
When is the demo for Mass Effect 3 being released?
The demo for Mass Effect 3 will be released on February 14, 2012. Timing may vary by platform and geographic region.
What platforms will the demo be on?
The demo will be on Xbox 360, PS3 and PC platforms.
What are the system requirements for the PC version of the demo?
Minimum Spec:
OS - Windows XP SP3/Vista SP1, Win 7
*Supported chipsets: NVIDIA 7900 or better; ATI X1800 or better.
Please note that NVIDIA GeForce 9300, 8500, 8400, and 8300 are below
minimum system requirements, as are AMD/ATI Radeon HD3200, HD3300, and
HD4350. Updates to your video and sound card drivers may be required.
CPU - 1.8 GHz Intel Core 2 Duo (equivalent AMD CPU)
RAM - 1GB for XP / 2GB RAM for Vista/Win 7
Disc Drive - 1x speed
Hard Drive - 15 GB of free space
Video - 256 MB* (with Pixel Shader 3.0 support)
Sound - DirectX 9.0c compatible
DirectX - DirectX 9.0c August 2009 (included)
Recommended Spec:
OS - Windows XP SP3/Vista SP1, Win 7
CPU - 2.4 GHz Intel Core 2 Duo (equivalent AMD CPU)
RAM - 2GB for XP / 4GB RAM for Vista/Win 7
Disc Drive - 1x speed
Hard Drive - 15 GB of free space
Video - AMD/ATI Radeon HD 4850 512 MB or greater, NVidia GeForce 9800 GT 512 MB or greater
Sound - DirectX 9.0c compatible
What content will be included in the Mass Effect 3 demo?
There are two sections in the Mass Effect 3 demo, both included as part
of a single download: The single player section includes 2 areas: the
opening level featuring the Reaper attack on Earth, and a level further
into the game where Shepard travels to an alien home world to seek
their assistance in the war effort. This will be approximately 1 to 2
hours of content.The co-op multiplayer section includes 2 maps: Slum
and Noveria. This section will be open to players who have qualified
for the early multiplayer access as of Feb 14, and will then open up to
all players on Feb 17.[/b]
How do I qualify to play the co-op multiplayer section before Feb 17?
The early access program for the demo’s multiplayer section begins on
Feb 14, 2012To gain access to multiplayer in the demo any time between
Feb 14 and when it opens up for everyone on Feb 17, a player must have
met one of the following criteria:
Own Battlefield 3 and have activated BF3’s Online Pass. Logging
into the demo using the EA Origin Account linked to that Online Pass
will automatically unlock the multiplayer section of the demo. Note
that you do not have to enter a code anywhere – if you have activated
your BF3 online pass, the multiplayer section of the demo will be
unlocked for you when the demo goes live.Participate in an early access
program that will be announced on Feb 7, 2012 – watch this site for
more details.
Is there a way to verify I am qualified for the early access to co-op multiplayer?
Starting Feb 7, 2012 there will be a form on www.masseffect.com which can be used to verify if your EA Origin Account has been assigned early access privileges.
Can Mass Effect 3 co-op multiplayer be played split-screen?
No – the co-op multiplayer in Mass Effect 3 is online only.
What languages will the demo be in?
• In-Game Voice Languages: US-English
• In-Game Text Languages: US, FR, IT, DE, ES, RU, PL
Can I import saves from Mass Effect 2? Does the demo create a save game for the full version of Mass Effect 3?
The demo does not support save importing and does not create a save game for the full version of Mass Effect 3.
What character class can I play in the demo? Can I customize my character?
All six classes from the full game are included: Soldier, Vanguard,
Sentinel, Engineer, Infiltrator and Adept.Players will be able to create
a male or female Shepard, customize their appearance, and level up
their character’s abilities and powers.
Will the demo feature the ability to set player initial player
experience options by selecting “Action, “Role-Playing”, or “Story”
settings?
Yes.
Is Origin required to play the PC version of the demo?
Yes. You will need to download and install the Origin Client (Link) and have a valid Origin account.
Will playing the Mass Effect 3 demo spoil the main game story for me?
The single player section of the Mass Effect 3 demo is taken from the main game and therefore by definition could be
considered to contain spoilers. The multiplayer section of the demo does not contain spoilers.
How long will the demo be available?
The multiplayer section of the demo will be deactivated March 5, 2012 The single player demo will continue to be
available past game launch (for a number of months – exact date for the demo to be taken offline is TBD).
Does the demo support Kinect on Xbox 360? In what languages?
Yes, the Xbox 360 demo of Mass Effect 3 does support Kinect
functionality. The demo will have the same Kinect voice command
language support as the full game: English (American, Australian and
British dialects), French, German and Italian.
If you have further questions, please ask them below and get ready to play the demo of Mass Effect 3! 
http://social.biowar..../index/9006820
How BioWare saw a chance to differentiate Mass Effect 3 with Kinect (interview)
Aaryn Flynn has a lot riding on Mass Effect 3, the sci-fi shooter and role-playing game that debuts on March 6. Flynn, the general manager of game developer BioWare‘s studios in Edmonton, Canada, and Montreal. As such, his teams have been in charge of one of the biggest games of 2012.
If it’s a hit, Electronic Arts,
the parent company of BioWare, will reap the benefits with sales of
millions of copies at a time of the year when game sales are relatively
weak.
Hey, no pressure. We had a chance to sit down with Flynn at the preview of the game at a press event near the Consumer Electronics Show
in Las Vegas. The sci-fi title wasn’t disappointing. It is the third
game in a series where the Earth and all of humanity is threatened by a
galaxy-wide invasion of beings known as the Reapers. The game has
cinematic visuals, a deep story, and — in something that is new this
time around — voice controls through Microsoft’s Kinect motion-sensor
for the Xbox 360 game console. Flynn, of course, says it is the best
game in the series, as the entire galaxy is in a state of war.
Here’s a transcript of our interview with Flynn.
GamesBeat: Tell us about your role.
Flynn: I’m the studio general manager for BioWare’s Edmonton
and Montreal studios. Both of them paired up to create the game.
Edmonton has always done the Mass Effect series and we added Montreal
during the development of Mass Effect 2. It was a new place to draw on
creative talent. That team has grown to more than 60 people and they
are all part of the Mass Effect 3 team.
GB: So what has it been like doing the development of this series?
Flynn: The team is a little bigger now because we are being so
much more ambitious with Mass Effect 3. We have to do an amazing
single-player campaign. We have to do multiplayer. We have to do
Kinect.
GB: How far back did you start to think about integrating Kinect?
Flynn: It’s been about nine months for Kinect. It launched
during the middle of the development of Mass Effect 3. After it came
out, I was playing Kinect with my kids. Microsoft reached out and asked
what BioWare could do with Kinect. We started working with Microsoft
and hit upon this idea of voice recognition as something that would be
technically feasible to do. Kinect has a good applications programming
interface for this. It really fit into what we were trying to do. It
was authentic to the experience. Mass Effect has squad mates. It has a
system for conversations. And speaking in voice seemed to be the right
thing to do. It worked with the brand. It all worked out.
GB: What about the gesture side of Kinect? Did you experiment with that?
Flynn:
We looked into it. But unfortunately, it has a lot more technological
requirements. We also weren’t sure the gestures fit in with the
authentic experience. The good news is voice worked out very well.
GB: Couldn’t you have done something minimal like using your arm to throw a grenade?
Flynn: The technology was a barrier there so we discounted it pretty early.
GB: It seems like reaction time is very quick with the voice commands.
Flynn: Yes it is. I don’t know what the actual timing is. The
Kinect software is quite good and so it does pick up on what you are
saying very quickly. Mass Effect 3 is a very responsive game and so it
can respond quickly to that verbal command and turn it into a command
that the game can execute.
GB: You’ve played the game with and without Kinect. Can you actually play faster with Kinect?
Flynn: I’m not sure you end up playing faster or slower. It’s
more about what suits the player. There are those people who are very
quick with their fingers and love to pause the game and go into the
menus. They set up their commands. Then are those who are more focused
as Shepard and want to be immersed in the action as they issue commands
to their squads. It’s another way to play it.
GB: Is it a fixed vocabulary or a large one for the voice commands?
Flynn: When a character has a specific action that is important
to that character, we have to create a unique command for that
character. The nice thing is that with Kinect, you can chain your
commands together very nicely. So while one is doing something, you can
have the other character do something else. You can build a tree of
complex commands, and that is quite immersive. We have dozens and dozens
of commands. We’ll publish a list at some point.
GB: I think I recall that voice recognition works better with a fixed list of commands.
Flynn: Technologically, there is a list of commands in the game
for sure. But we are looking for fan feedback to see what the players
like to do.
GB: Wouldn’t it be interesting if you could change the names of the characters?
Flynn: That might be interesting. I think what it would come
down to is that we would have to work with Microsoft on that. But
that’s the kind of feedback we like to hear. When the game gets out, we
can respond.
GB:
With the Kinectimals game, you can rename your pet and it will respond
to your voice when you call its name. Tell me about trying to wrap
this game up?
Flynn: The team is very hard at work. When the series was
imagined a decade ago, it was imagined as a trilogy. The first two
games were the building blocks for this big game. To be on the cusp of
closing it out is quite a feeling. It’s an amazing moment because we
are thinking about whether people will like it and what kind of
feedback we will get. The team is putting everything they’ve got into
this game.
GB: Is it as long as the other games?
Flynn: Oh yes. It’s at least as big. I would hesitate to put a
number of hours of game play, because you can play it any way you like.
It’s probably bigger. There is more to do. There is multiplayer mode.
We brought back the role-playing game elements. You can have a lot of
fun customizing your armor, weapons and your character. You can enjoy
how your character will be more and more unique.
GB: The overall message is that the game is faster action and more shooter-like?
Flynn:
I wouldn’t say that. I would say the action is intense because the
story setting is intense. The entire galaxy is under threat from this
Reaper invasion. I can’t imagine a more intense backdrop than the entire
galaxy being at risk. That has given us the chance to do amazing set
pieces, like the green thresher maw (a big monster) attacking a Reaper.
There are lots of those things in the game. The Atlas is one of the
bigger enemies we’ve ever had in the game. By bringing back the RPG
elements from the first game, it is more customizable and deep. The
story is just amazing. There are more human, emotional stories. We’ve
had a lot of fun doing that. You realize how much emotion is wrapped up
in this kind of environment when things are falling apart.
GB: It seems like Kinect enables you to play faster?
Flynn: In that sense, that’s correct. A lot of players will
find they can control Shepard and don’t have to pause the game. It’s
more fluid and immersive.
GB: So you can get rid of the command wheel entirely?
Flynn: Certainly you can do that. I haven’t had to do it because I can use verbal commands all the way through.
http://venturebeat.c....ect-interview/
Modifié par Lady Of Darkness, 18 janvier 2012 - 02:39 .