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Seite / Datum Leseprobe
Gamingtarget.com
19.05.2008
Englisch
The first few items come as no surprise. There's the near-obligatory announcement of improved graphics that will include sharper textures for computers that can handle them. And of course the PC control scheme will use the keyboard and mouse, allowing players to control Shepherd with the familiar WASD layout. It gets a bit more interesting when you find out that the PC version will include a fully-mappable control layout and will even give players a set of hotkeys to go with their biotic skills. Biotic skills, in case you were wondering, are Mass Effect's version of spells/plasmids/biomods that give characters powers like throwing or lifting objects, powering up shields, or paralyzing enemies. There are “quick slots” where the player can put biotic skills to bind them to number keys, while weapons are bound to function keys. This might really speed up the pace of the shootouts, since players will no longer have to pause the game constantly during firefights to select weapons and skills.
Shacknews.com
13.05.2008
Englisch
Sure, Mass Effect certainly looks great on the PC, but veterans and newcomers alike ought to be most interested in how it plays. Utilizing familiar FPS controls, the game allows you to pull up the tactical HUD by holding the space bar at any time, giving you access to every ability at your disposal—including those of your squadmates.

It may sound like a meager addition to an otherwise decent game, but for those of us who've spent more time with PC first-person shooters and RPGs than elsewhere, it's a massive change of pace to gameplay. Combat feels more immediate and closely connected to the game's flow, and—as you might expect—everything moves smoother with a mouse and keyboard on deck.
Gamespy.com
08.05.2008
Englisch
The thought has definitely occurred to anyone who's played both MMOs and Mass Effect: "This game could use a hot bar!" BioWare and Demiurge agree, and have implemented one into the PC port. You get eight slots, all bound to your number keys, to which you can map abilities. Only Shepherd's abilities can be bound, though -- you can't control allies directly beyond issuing them commands via the tactical hud. One great side-effect of the keybinds is the quick-paced approach to combat that it enables. If you remember Mass Effect on 360 as being relatively subdued and methodical, you might enjoy the PC version's brisker take on running, gunning and biotic-slinging.
Ign.com
08.05.2008
Englisch
The controls have of course been redesigned for the keyboard and mouse, and it's simple to remap the keys to your satisfaction. Even better, there's now an eight-slot quick slot bar in the top-left corner of the screen where you can drag-and-drop powers and abilities for easy access, just like you would in World of Warcraft. This means combat feels a lot faster, as you do not have to fumble with the menu screens and interfaces to access different powers; they're at your fingertips already. And there is an aim assist that can be turned off or on, depending if you're more of an RPG fan who doesn't have lightning accurate reflexes, or more of a shooter fan who likes a good challenge.
Pcgames.de
02.05.2008
Deutsch
Bioware indes hat mit Mass Effect vieles gut gemacht - und macht es auf dem PC noch besser. Wir überzeugen uns anhand einer Beta-Fassung vom verbesserten Interface (siehe links), mit dem die Handhabung der Charaktere leichter fällt. Genau wie bei Jade Empire verkürzt die PC-Umsetzung von Mass Effect die Ladezeiten drastisch ("Wir machen da nichts Besonderes, das ist auf dem PC einfach leichter.", erklärt Diarmid Clarke auf Nachfrage) und sorgt für feinere Gesichter und Partikeleffekte. Auch wenn ein paar Dinge derzeit noch auf der "Zu erledigen" -Liste stehen, hinterlässt Mass Effect bereits einen guten Eindruck und fühlt sich nicht wie eine lieblose Portierung, sondern wie ein richtiges PC-Spiel an.

Fazit: Mass Effect wird großartig!
1up.com
23.04.2008
Englisch
With the PC version of Mass Effect, BioWare's at least trying to correct some of the superficial flaws. "You'll see a number of changes within the inventory interface to take advantage of the keyboard and mouse," says project director Diarmid Clarke, acknowledging that the Xbox 360 version's mass of button presses and confusing submenus would have been a bigger mistake on the PC than on its home system. "Being able to point directly at the screen with a mouse makes menus very easy to navigate -- and we wanted to take advantage of that."
Actiontrip.com
29.02.2008
Englisch
The first thing you'll notice about the PC version are sharper visuals and better overall performance. At this point, BioWare hasn't made a decision about the highest resolution (odds are they'll cap it at 1920*1200). It goes without saying that Mass Effect 360 was visually stunning and the game's 720p presentation worked just fine. Even so, certain issues seriously affected the player's immersion. For one thing, the Xbox 360 system frequently had a hard time loading textures on both character models and the environment. Waiting -- in some cases several seconds -- for the game to paint all the objects and characters with textures, had a tendency to ruin the experience. Such occurrences won't be much of a problem in the PC edition. Textures and landscape features will load faster than on Microsoft's console. In fact, it's likely that the developers will manage to remove this issue completely by the time the game hits stores shelves on May 6.
Tomsgames.com
21.02.2008
Englisch
Let's start with the graphics. BioWare demonstrated the PC version in action, and it's clear the game's visuals - which were pretty good on the Xbox 360 - are noticeably improved on the PC. After getting a tour of some different planets and environments, it's clear the PC version offers much more details, like dust particles and wind effects, and clarity. In addition, the PC demo had none of texture popping or other graphics glitches that sometimes plagued the original Xbox 360 version.
Gamespy.com
20.02.2008
Englisch
If the designers upgraded the 360 version's decryption mini-game to what was on show on the PC version today, though, it's doubtful any of you would be mad. Basically, they changed Simon to Frogger; rather than hitting buttons in sequence, you have to move a cursor between shifting barriers on a circular field in order to unlock loot-receptacles or hack mainframes. Think Frogger in a series in concentric circles. It's no less silly a contrivance, but at least it'll engage you a little bit more.
Ign.com
20.02.2008
Englisch
The game looks largely the same as it did before, though its visuals are noticeably sharper. BioWare hasn't decided on a maximum resolution yet, though 1920 x 1200 is likely, but even so the glowing red stars hanging in the sky on alien worlds, dust blowing across plains, and reflections of interstellar light on the Mako were rather striking. More impressive were the loading times, which appeared to be between one and five seconds. As far as texture pop-in goes, an issue that frequently occurred on the Xbox 360 version, it occurred far less frequently from what we saw, and when it did all the textures loaded in rather quickly. Also addressed were the lengthy elevator rides in the Citadel, which will now apparently be a bit shorter in duration.