Tumgik
#mass effect thoughts
dreams-of-an-escapist · 4 months
Text
My current dive into the Mass Effect fandom actually almost maybe 7 years later than the last one was??? Crazy!
But I have to say - I'm not pleased at all how omegaverce tendencies bled into the Shakarian and other turian pairings/headcanons.
I don't like how people started to HC turians way more animalistic over the years. It just feel wrong. They weren't showed like that in canon. And it feels particularly wrong considering there was "aliens are like talking animals" racist view pointed out in canon in fact.
+ Turians are avian/reptilian so I can see where "mating for life" headcanons come from because some birds do that. ( even if I myself find the concept somewhat depressing).
Buuuuut knots????? They aren't canine for fuck's sake, they are not even mammals. Yes they are compared to cats often because they kinda look cat-like but cats don't do knotting. Marks go in the same category too - coming from omegaverce.
I don't like omegaverce as a concept in general even if I read it sometimes. So I'm displeased about omegaverce slipping itself almost everywhere in fandoms.
But it kinda feel especially wrong about attributing such qualities to turians and therefore making them more "beastly". Makes me really uncomfortable and leaves a bad taste in my mouth.
24 notes · View notes
masseffectdiary · 1 year
Text
My “renegade” Shepard playthrough experience
Meet Iva Shepard, Earthborn, ruthless. It’s a screenshot from the last mission on Earth. 
Tumblr media
It took me some time to even start on this journey, because when I play a game I want to be a hero hero if you know what I mean. Yes, being a renegade still gets things done, but it doesn’t have the same flare to it. And most of the things in the renegade option are against my own nature as a human being. Until this playthrough I mostly followed the paragon path (I lost count, but it was definitely more that six playthroughs) and did a couple in the middle playthroughs, where I chose both paragon and renegade options (but those were too boring to even talk about). However, this time I honestly did my best to follow the renegade path, I even got the glowy eyes and all. But I didn’t do the true renegade and here’s why.
As you can see, my renegade bar was high enough to get the scars showing and I didn’t remove them to make her different from my other Shepards, I guess.
By the way, getting the Blood Dragon armor in Mass Effect 3 was one of my best decisions in this playthrough. It suited her perfectly and just looked amazing.
Besides choosing mostly renegade dialogue options I also tried to make different decisions in the game. Like killing the Rachni queen or not helping the sick batarian or letting Garrus kill Sidonis. Those choices weren’t personally satisfying at all. As for renegade dialogue options I couldn’t make myself choose most of them when talking to squadmates, I just love them too much. And not hugging Tali after she finds her father dead or not shaking Anderson’s hand? I refuse to play Shepard who doesn’t do that.  And I will never have Shepard betray Wrex and side with the salarians. Nope.
Just for experience when playing the Omega DLC I agreed with Aria on everything and got her kiss in the end. 
Tumblr media
Yelling at the quarian tribunal in renegade was also kinda fun, because Tali most certainly didn’t deserve all that nonesense.
Renegade Shepard was quite a fitting pair for Garrus, to my mind. But Garrus romance is a whole separate thing to talk about.
Tumblr media
Throwing a wild party in the Citadel DLC is the only viable option, to my mind, renegade or paragon. The dainty quiet party is relaxing but definitely not what these people need.
All in all, it was quite fun to try this path, but I will never do it again. I’m glad it exists, though. Not everyone wants to be a hero hero, right?
Thank you for reading and as a bonus here’s a message to Shupurd from Grunt.
Tumblr media
9 notes · View notes
jacensolodjo · 1 year
Text
I am however kvelling over the Jack in Armor mod I found lol even if it isn't quite the armor I'd have picked for her lol
2 notes · View notes
turianhousewife · 1 year
Text
We Needed more On-screen Spectres
Tumblr media
I just got done replaying Mass Effect 2, including its seminal DLC Lair of the Shadow Broker, and this replay highlighted a feeling of absence that had been ticking in the back of my mind. We needed more Spectres.
This thought was of course sparked by the introduction of Tela Vasir, her ruthless dedication and despondent attitude were particularly electrifying, and the questions she opens up about the Mass Effect universe. What intrigued me most was the political interplay for the Spectres as a representation of their own respective species*, and how that might play into conflict between the aims of a species government in contrast with the aims of the hegemonic council.
In the LotSB DLC itself, Vasir herself attempts the murder of Liara T'Soni in aims of defending the Shadow Broker. While not officially smiled upon by the council, Vasir had used Shadow Broker intel to defend the citadel itself from countless threats, which of course extends to the council too. She also calls out Shepard for working with Cerberus, and that conversation can go down different routes depending on your Shepard's background.
Tumblr media
What Tela Vasir exposes is just how complicated the relationship between the spectres and their supposed governing body can be. It's a placating lie to say that the spectres are controlled by the council. Galactic politics never was, and never will be that simple. And it's in these complications and crossing relationships that a great opportunity for writing lies.
I hope in the future of Mass Effect we get more expansion on the dubious loyalty of Spectres. I think a lot of great conflict can organically come from exploring the issues they expose in the Milky Way Galaxy.
Footnote:
*a great deal of focus is put on the burden of representation that spectres bear for their species, whether it be how Shepard is cornered into being the face of humanity, or how Saren is referred to as a shame for the turian people.
6 notes · View notes
felassan · 4 months
Text
Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
2K notes · View notes
evilmiku · 1 year
Text
need more dialogue options in games to be "okay"
like thats all
10K notes · View notes
milkywayes · 4 months
Text
Tumblr media
there's only room for one on the door normandy float. [prints]
2K notes · View notes
lizardsexposed · 1 month
Text
Honestly the fshepard garrus romance really feels the most organic and real to me because of how symbiotic it really is. It becomes really apparent they both rely on each other at points. Garrus really goes from needing a morality check to being the morality check over the course of the games.
I also really enjoy the fact that the relationship essentially opens with them going to a ‘friends with benefits’ dynamic and never actually is that. The relationship is always emotional support first and the rest comes very secondarily.
They also have such a pre-existing dynamic that the romance only builds upon that and doesn’t actually change it at its core.
599 notes · View notes
shepsfishtank · 6 days
Text
it is so funny to me that garrus vakarian canonically loves EDM. like he literally should have been at the club
453 notes · View notes
ozziyo · 11 months
Text
Tumblr media Tumblr media Tumblr media
hi i'm joker welcome to jackass
2K notes · View notes
halorvic · 4 months
Text
Tumblr media
#sars cov 2#covid 19#i've interacted with 4 different friends/acquaintances in the past month alone who have all been hospitalised after having a stroke#(and in one case multiple strokes)#one who i visited in hospital over the weekend had a (unmasked) nurse coughing up a lung in her room 👍#and one of them who had to undergo surgery also had to be moved to a different hospital#bc the ward they were keeping him in was full of confirmed covid patients 👍👍#idk how many times it needs to be said before it gets through people's heads but VACCINES ARE NOT ENOUGH#and encouraging ppl to rely solely on them when there are already plans to jack up the prices so you have to KEEP PAYING for boosters#for an ONGOING mass-disabling event is so laughably unrealistic and absurd and flat-out demonic#you need to mitigate the actual spread of covid by WEARING A MASK + fighting for CLEAN AIR/proper ventilation in public spaces!!!!!!#ppl are so eager to forget the whole 'break the chain of transmission' thing and how effective masking is and so this is where we're at#'i got infected and infected other ppl who might die or become permanently disabled but it's no big deal bc no one else wears a mask#so if /i/ didn't infect them someone else would have anyway so it's not my fault and really its got nothing to do with me and my choices'#if everyone is responsible then no one is responsible - that's how it works right?#it's no wonder some ppl go rabid at even the sight of someone wearing a mask and minding their own business#ppl seeking treatment for unrelated conditions/illnesses and then dying from covid caught in hospitals#due to lack of npis/basic mitigation measures - no regulations no accountability#we truly live in a hell (''new normal'') of our own making#anyway none of this is new news at all i mostly thought it might be good to share the info graphic abt signs of stroke#covid has been given free reign and chances are increasing as to how likely you'll encounter it happening to someone you know at some point#also heart attacks and pots and alzheimer's etc etc etc
490 notes · View notes
m1lkteaboi · 19 days
Text
Dealing with some bad art block still. So heres a lil thought I had whenever Kaidan would corner my Shepard and kept asking him to be straight.
Tumblr media
275 notes · View notes
jacensolodjo · 10 months
Text
I'm still in mourning of that one flight jacket mod I had for Brent Shepard. Like if that one modder is out there I miss your flight jacket mod it was inspired and I hope you have it on a hard drive somewhere when bioware took their mod database offline lol. because i lost it when MY hard drive died
Like. I know he's a Marine not Air Force which predominantly wear them but he looked so good in the flight jacket.
Tumblr media
0 notes
mostmagical · 6 days
Text
I really love the detail of garrus always being that one step behind shepard... and not in the literal "got your back" sense (though of course I love that too), but in the figurative "just short of crossing the finish line" sense. like ME1: when you meet garrus, he's already been on this saren case, he's just been unable to get anyone to take it seriously. in walks shepard, and shepard is able to do all these things garrus couldn't quite do: becomes spectre, is taken (somewhat) seriously, goes on galaxy-wide chase to take down saren. wins. garrus has always been trying to do "right" in a way that makes sense, and here's this human that just already knows how and DOES IT.
then ME2, garrus is still on this quest to do right. he manages to put together a team, but ultimately, this enterprise is a failure too. he just can't quite make it. but that's when shepard arrives, picks garrus up, and in one day defeats the gang leaders that garrus has been after for MONTHS. also important to note without getting into the whole religious symbolism of it: his team is 11 people, with garrus himself being the 12th. by the end of ME2, shepard successfully accomplishes their goal with a team of 12 total. 12 followers. 12 disciples. I'm not getting into it. but. just look at those numbers. you know what I'm trying to say.
by ME3, garrus DOES make it over this finish line. he DOES get his promotion and people respecting him. but it sucks. after years of striving to get to the finish line, to cross that mountain, he gets there and it's so much pressure. but the wonderful thing is, now instead of being a step behind, he's shoulder-to-shoulder with shepard, which allows for the open communication and support that the two of them get to have because he GETS IT. he was watching the whole time from behind. he's seen all the highs, and the lows, and now in the low low, he knows what it's LIKE. it's like this wonderful full circle moment where he's able to support the person he's looked up to for so long.
169 notes · View notes
Text
Oh boy, do I feel weird about the genre of posts about Garrus that I see at least a couple times a week, praising him for "dropping everything in his life to join Shepard" and "never questioning Shepard".
Firstly, this is not true.
Garrus joins Shepard in ME1 because he is a cop who is tired of being constrained by the law. He quits his job because of the vibes he gets from Saren and because he wants to stick it to his boss. He also wants to kill a guy so badly that he vibrates with that need.
Garrus joins Shepard in ME2 because he was a bad leader, created a situation that killed all of his teammates, then got badly wounded and had to be evacuated, and again wants to kill a guy so badly that he vibrates with that need.
He joins Shepard in ME3 because the fucking turian Primarch is on board, and the Normandy, being the most advanced ship in both the human and turian fleets, is a spearhead in a war against the Reapers.
It's never just about Shepard, and it was never meant to be just about Shepard, and that's a good thing! Is it really that romantic to strip Garrus of all agency, of his own personal life and needs? To say "he dropped everything" is to degrade him to the level of Shepard's accessory. Maybe don't do that? And secondly, Garrus not questioning Shepard, not challenging them, and Shep and Garrus both enabling each other is a bad thing, you know? This romance is not healthy, it was never meant to be healthy. Garrus is a very, very gray character (he's literally the only one who supports Shepard's decision to kill Mordin and sabotage the genophage cure). You can't "fix" him, you can't make him a paragon, and to treat him as such is to strip him of his personality.
Garrus is an ends-justifies-the-means kind of guy, he's an "I need to kill someone and I don't care how many lives it takes or ruins" kind of guy, he's the kind of guy who will always put his own goals ahead of you and your comfort, and since you like him so much, maybe you should respect that?
Just sayin'.
188 notes · View notes
aceouttatime · 2 months
Text
Tumblr media Tumblr media
Alliums, for your patience.
Artfight revenge time! I've got @lunargazing-png's Kara and Azailick here on a little Citadel date after work <333 I had a blast drawing these two, and their story is super cool--if you haven't, go check them out!
197 notes · View notes