With the influx of information coming in about ME2 from E3 2009 it's as good a time as any to start this thread. Here I'll post anything of interest I come across on the 'net about the sequel, official channels or otherwise. I have decided to leave this thread open for now, so feel free to post your thoughts or tidbits but do try to keep the spam to a minimum.
First and foremost, BioWare has updated their Mass Effect page to reflect the oncoming sequel. You can find an assortment of neato information on new things at [url="http://masseffect.bioware.com/"]the official site[/url], including pre-order information and profiles on new areas and characters that you will be experiencing throughout the game.
You can also pre-order at [url="http://www.amazon.com/Mass-Effect-2-Xbox-360/dp/B001TORSII"]Amazon.com[/url] and some GameStop locations (check with your local retailer to find out more). As of right now (6/6/09) there is no official release date aside from "early 2010". BioWare's Chris Priestly addresses the "release date" matter on some sites [url="http://meforums.bioware.com/viewdevposts.html?topic=680221&forum=144"]here[/url], saying they are simply estimates and no time frame has been officially announced yet.
What is going on in ME2?
Naturally BioWare doesn't want to spoil all the surprises, but they have been surprisingly generous with the current premise of the game. ME2 supposedly takes place two years after the siege on the Citadel. In that time a new threat has emerged and is attacking the civilized races of space. You, as Commander Shepard, are to undertake what is presumed to be a suicide mission. You'll be collecting the most hardcore characters of the galaxy to assist you, but even then the situation looks bleak.
What is happening with the squad members?
As of right now BW is being very tight-lipped about your team aside from the fact there will be 12 joinable squad members (see the official FAQ). We do know of at least three confirmed NPCs who will be potential hire-ons.
From the iPhone tie-in game we have two new squadmates, Jacob and Miranda. Jacob is a biotic soldier and survivor of Eden Prime. Miranda is still an unknown, but from E3 footage of her abilities we can deduct she is a sentinel-like class. She also dons a Cerberus logo on her shirt, indicating her affiliation with them. They are featured in the E3 demo [url="http://e3.g4tv.com/videos/38775/Mass-Effect-2-Preview-Hands-On/"]here[/url] as Shepard's squad.
One of the specialists you will encounter is Thane, [url="http://www.gamersyde.com/leech_11528_en.html"]a drell assassin[/url] (hit 'see the stream' - warning: spoiler content in the link). He looks suspiciously like Abraham Sapien if you ask me.
What about the original squad?
Presumably to appeal to new gamers that have not played ME1, BioWare hasn't shown much about the first game's content or characters. As such this has lead to a lot of worry about their presence in the sequel. However, there have been several promising signs.
In the June issue of OXM an ME2 exclusive talks about a "former squad member proficient in sniper rifles" making an appearance. Given there were only two characters capable of using sniper rifles, and the article used the prefix 'he', we can assume this is Garrus Vakarian.
Several official screenshots on the main site include a female quarian that looks like Tali (same pattern on her veil, coloration of clothing) but Christ Priestly points out that it's "highly unlikely Tali is the only female quarian in the flotilla". As such we don't know if it's Tali or not.
As for the fate of your romances, Mr. Priestly has recently stated that Liara, the romance of the "official" Shepard, [url="http://meforums.bioware.com/viewdevposts.html?topic=680711&forum=144"]makes an appearance[/url] in some [url="http://e3.gamespot.com/video/6211391/"]recent teaser footage[/url]. He goes on to add that Liara would be replaced by Ashley or Kaidan respectively in that scene dependent on your choices (supposing you romanced anyone). How much of a role the romance will play in the story is unknown.
Anything else of interest?
In addition to the numerous tweaks of combat there have been some official announcements on the official forums.
According to developer Brennan Holmes [url="http://meforums.bioware.com/viewdevposts.html?topic=680749&forum=144"]medi-gel is gone for good[/url]. He states this was done as a way to get the players to think more tactically in combat.
Now some bad news for players who have spent countless hours building up the commander in preparation for ME2: Christina Norman, a senior programmer, has confirmed that [url="http://meforums.bioware.com/viewdevposts.html?topic=680892&forum=144"]Shepard's level/build will not be carried over to the sequel[/url]. It has also been mentioned that even imported Shepards will encounter a new "character creation" screen and will reselect their class/appearance.
Concerning a "reload" animation some fans noticed in combat footage Preston Watamaniuk clarifies that this [url="http://meforums.bioware.com/viewdevposts.html?topic=680714&forum=144"]the discharging of a heat sink[/url], and certain classes gain benefits for managing hot weapons properly.
In a particularly insightful number of posts Brennan Holmes [url="http://meforums.bioware.com/viewdevposts.html?topic=680659&forum=144"]talks about the weapons system[/url] and how it has changed. Presumably characters will already be proficient in the weapons of their respective class and can tinker around with some non-proficient weapons. Now you will not be carting around the standard group of 4 guns but only will carry those you need. One demo shows a new party member with two pistols in her radial menu rather than the standard pistol/assault rifle/sniper rifle/shotgun line up.
Speaking of the weapons, we have gone from 4 categories of guns to a whopping 19. Miss Norman explains [url="http://meforums.bioware.com/viewdevposts.html?topic=680233&forum=144"]here[/url] that classes will still have access to their traditional weapons (an Infiltrator has access to pistols and sniper rifles) in addition to several new types of guns. The claim is that each gun "handles" differently and will fill unique to the player. These also include large guns like missile launcher and mini nukes (Fallout 3 anybody?), but the devs assure us that there are heavy restrictions on more powerful guns.
That's all for now. I'll tack on any further points of interest I come across as I see them.
Mass Effect 2 News and Confirmed Tweaks
Mass Effect 2 News and Confirmed Tweaks
"There are worse things in the world than serving the whims of a deadly sex goddess." - Zevran
More stuff from the mods and devs on the official forums for those of you not keeping tabs.
Writer Patrick Weekes addresses some concerns that Mass Effect 2 may be [url="http://meforums.bioware.com/viewdevposts.html?topic=681545&forum=144"]"too dark"[/url] for fans of the original. According to Weekes, ME2 has enough moral ambiguity in the decisions that Shepard will face to have BioWare staff "yelling in the hallways about which one was ACTUALLY RIGHT". He goes on to assure that the writing team hasn't forgotten the lighthearted moments either, and promises that the heaviness will be broken up by bouts of humor.
Preston Watamaniuk talks about the [url="http://meforums.bioware.com/viewdevposts.html?topic=681256&forum=144"]introduction of new alien species[/url], including the feral Vorcha and Thane's race called the Drell, and how their introduction to ME2 provides a narrative. The explanation of how two new types of aliens emerge chronologically only 28 years after humanity when humans didn't come around until hundreds of years after the last sentient race - the elcor - is explained as them being a part of other areas of the galaxy. IE, non-Citadel space, which is why they were never encountered in the first game.
Curious about the conversation interrupts that were promised for ME1 but never implemented? Patrick Weekes explains in extensive detail how the interrupts in ME2 [url="http://meforums.bioware.com/viewdevposts.html?topic=680918&forum=144"]work and their impact on the conversations[/url]. In short, Shepard can perform an interrupt in certain cutscenes and dialogs by hitting the designated button when a signal flashes. 'Paragon' interrupts will always be featured on one side the screen while 'Renegade' ones will appear on the other. Weekes goes on the say that the interrupts are intended to be intuitive (the player can generally predict when they are coming/what Shepard will do), and the general plot will not be adversely effected if the prompt is missed.
Liked the look of the Scorpion armor on your character but sacrificed that for the protective qualities of Colossus gear? It's been vaguely promised that you'll have [url="http://meforums.bioware.com/viewdevposts.html?topic=681040&forum=144"]more control[/url] over the look of your equipment.
PC users who employed cheats to beef up their Shepard might be facing a good bit of frustration when trying to import the commander to the sequel: Chris Priestly and Brennan Holmes both admit that "cheated" protagonists [url="http://meforums.bioware.com/viewdevposts.html?topic=680744&forum=144"]may not transfer properly[/url] to ME2 and cause a corruption in savegame data.
Concerning the nuke gun featured in the combat demos and the small-scale mushroom cloud that has become the source of much debate, several of the devs promise that [url="http://meforums.bioware.com/viewdevposts.html?topic=680647&forum=144"]if big guns aren't your thing[/url] you'll have plenty of other options to choose from. What's more, they elaborate on the restrictions of the hardest-hitting weapons of your arsenal: evidently these guns do not use the mass accelerators that give infinite ammo to your standard pistol or assault rifle, and limited munitions, one-use weapons, and collateral damage will keep Shepard from nuking out the entire enemy base.
Writer Patrick Weekes addresses some concerns that Mass Effect 2 may be [url="http://meforums.bioware.com/viewdevposts.html?topic=681545&forum=144"]"too dark"[/url] for fans of the original. According to Weekes, ME2 has enough moral ambiguity in the decisions that Shepard will face to have BioWare staff "yelling in the hallways about which one was ACTUALLY RIGHT". He goes on to assure that the writing team hasn't forgotten the lighthearted moments either, and promises that the heaviness will be broken up by bouts of humor.
Preston Watamaniuk talks about the [url="http://meforums.bioware.com/viewdevposts.html?topic=681256&forum=144"]introduction of new alien species[/url], including the feral Vorcha and Thane's race called the Drell, and how their introduction to ME2 provides a narrative. The explanation of how two new types of aliens emerge chronologically only 28 years after humanity when humans didn't come around until hundreds of years after the last sentient race - the elcor - is explained as them being a part of other areas of the galaxy. IE, non-Citadel space, which is why they were never encountered in the first game.
Curious about the conversation interrupts that were promised for ME1 but never implemented? Patrick Weekes explains in extensive detail how the interrupts in ME2 [url="http://meforums.bioware.com/viewdevposts.html?topic=680918&forum=144"]work and their impact on the conversations[/url]. In short, Shepard can perform an interrupt in certain cutscenes and dialogs by hitting the designated button when a signal flashes. 'Paragon' interrupts will always be featured on one side the screen while 'Renegade' ones will appear on the other. Weekes goes on the say that the interrupts are intended to be intuitive (the player can generally predict when they are coming/what Shepard will do), and the general plot will not be adversely effected if the prompt is missed.
Liked the look of the Scorpion armor on your character but sacrificed that for the protective qualities of Colossus gear? It's been vaguely promised that you'll have [url="http://meforums.bioware.com/viewdevposts.html?topic=681040&forum=144"]more control[/url] over the look of your equipment.
PC users who employed cheats to beef up their Shepard might be facing a good bit of frustration when trying to import the commander to the sequel: Chris Priestly and Brennan Holmes both admit that "cheated" protagonists [url="http://meforums.bioware.com/viewdevposts.html?topic=680744&forum=144"]may not transfer properly[/url] to ME2 and cause a corruption in savegame data.
Concerning the nuke gun featured in the combat demos and the small-scale mushroom cloud that has become the source of much debate, several of the devs promise that [url="http://meforums.bioware.com/viewdevposts.html?topic=680647&forum=144"]if big guns aren't your thing[/url] you'll have plenty of other options to choose from. What's more, they elaborate on the restrictions of the hardest-hitting weapons of your arsenal: evidently these guns do not use the mass accelerators that give infinite ammo to your standard pistol or assault rifle, and limited munitions, one-use weapons, and collateral damage will keep Shepard from nuking out the entire enemy base.
"There are worse things in the world than serving the whims of a deadly sex goddess." - Zevran