Sweet Mass Effect cosplay from Salt Lake Comic Con

Mass Effect Cosplay from Salt Lake Comic Con: Double the Shepard, Double the Firepower

Some pretty handy Mass Effect cosplay from Salt Lake Comic Con here, and yes, the obvious thing must be said first: double the Shepard.

Commander Shepard is one of those characters who works extremely well in cosplay because the design is built around strong visual signals. N7 armour. Military posture. Tactical gear. A rifle that looks like it could ruin a Krogan’s afternoon. You do not need a giant backdrop of the Normandy or a glowing Reaper in the sky. Once the armour and stance are right, the Mass Effect reference lands immediately.

Commander Shepard Mass Effect cosplay at Salt Lake Comic Con with N7 armor and sci-fi rifle
Commander Shepard cosplay at Salt Lake Comic Con, complete with N7-inspired armour, squad energy, and a rifle that looks ready for a suicide mission.

Why Shepard Works So Well as Cosplay

The great thing about Commander Shepard cosplay is that it can work in several forms. Male Shepard, female Shepard, custom Shepard, armour-heavy Shepard, casual Normandy crew Shepard, battlefield Shepard. The character was always partly a player projection, which means cosplay has more room to breathe than it does with a completely fixed character design.

That flexibility is baked into Mass Effect itself. Shepard is a soldier, a diplomat, a disaster magnet, a galactic problem-solver, and sometimes the only person in the room who seems to understand that the giant ancient murder machines are, in fact, a serious issue.

Cosplayers get to choose which version of that idea they want to bring forward. The clean military commander. The battered veteran. The renegade with bad ideas and excellent aim. The paragon who somehow still ends up shooting half the room. It all fits.

Cosplay note: Shepard is not just a costume. Shepard is a role. The armour gives you the silhouette, but the attitude sells the character.

That Rifle Looks Pretty Badass Too

The Commander on the left has the right idea. A good Mass Effect weapon prop immediately changes the whole energy of the costume. Without it, you have a strong sci-fi armour build. With it, you have someone who looks like they are about to take cover behind a waist-high crate and start making galaxy-altering decisions.

Mass Effect’s weapon designs sit in that sweet spot between clean military hardware and space-opera fantasy. They do not look as chunky as Gears of War weapons, and they are not as mythic as Halo’s Covenant arsenal. They feel like sleek future combat tools, built for soldiers who spend half their time fighting mercs, husks, geth, Cerberus troops, and whatever else the galaxy decides to throw into the hallway.

That is why the rifle helps this cosplay so much. It gives the group a sense of mission. They do not just look like fans posing at a convention. They look like a squad that has somewhere to be, probably somewhere exploding.

A Sweet Ground Crew

The original caption had it right: that is a sweet ground crew. Mass Effect has always been about the squad as much as Shepard. Garrus calibrating things. Tali carrying half the emotional weight of the galaxy in a visor. Liara connecting archaeology, biotics, and galactic secrets. Wrex being Wrex. The Normandy never felt like a simple vehicle. It felt like a moving home for people who really needed one.

That team feeling is what makes group cosplay work. Even when the costumes are not all from the same exact scene or armour set, the shared visual language pulls them together. N7 colours, tactical poses, hard sci-fi gear, and that general “we have seen some things” energy all help sell the Mass Effect universe.

And honestly, if two Shepards turn up at once, who is going to complain? The Reapers are not going to defeat themselves.

Read Article →

Bioware announce a new Mass Effect game is coming

Some random ME fan art
Bioware signals a new Mass Effect game is on the way.

In the midst of two dudes retiring, Bioware managed to announce two things related to the Mass Effect franchise.

The first thing is more DLC is on the way. The second is a full ME game is coming:

"Executive Producer Casey Hudson and his team are coming off an amazing eight-year run with the Mass Effect trilogy. But they’re not done yet. We are releasing more multiplayer content and we have more single-player stories coming throughout the next six months, including Omega which is coming in the Fall.

But the Mass Effect universe is vast, and Casey and our teams have plans for another full game. “Where to go next?” with such a project has been a question a lot of us have been asking, and we’d all love to hear your ideas."

I think I've said it before - Casey Hudson better get his 'scripting' right with any new game.....
Read Article →

Mass Effect writer interview: John Dombrow

krogan concept art mass effect
Nicked from the Bioware Blog. The cynic in me suggests this was released to take some heat off Casey Hudson but it's probably just part of Bioware's community reach programme..... either way it's a very good insight into a video game writer's frame of mind and sense of purpose.

Who are you and what is your role at BioWare?

I’m John Dombrow and I’m a senior writer on the Mass Effect 3 team.

What is the best part about your job?

Having the job! When Mass Effect 1 came out in 2007, I was a BioWare fan like so many others. I ran over to Gamestop on release day and snagged a copy because all the previews I’d seen about the game looked amazing. I remember playing it and thinking “Wow, this Garrus guy is cool” or “This Wrex guy sure is a bad-ass” and then pondering all the questions that Mass Effect 1 posed like “I wonder what’s going to happen with this genophage problem?” Or “What were Protheans really like?”

So jump ahead to 2010 when I’m working on Mass Effect 3 and I got the writing assignments for bringing closure to the genophage issue, writing Wrex, writing Garrus, and writing our Prothean squadmate, Javik. And BioWare was going to pay me to do that? Wow. It was a dream come true, taking the passion I felt as a fan of Mass Effect 1 and applying it as a writer to Mass Effect 3.

What does an average day look like for you?

That depends on what stage we’re at in the project. Early in Mass Effect 3’s development it was all about meetings and brainstorming, trying to hash out the basics of a mission as we gradually worked our way towards a more detailed vision. All of that happened on paper. Then once we had approved mission documents and moved into production, the day was spent writing scenes, revising them, going to review meetings as the mission gradually took shape – artwork, level design, combat, cinematics, audio, VO dialogue –all of that started to work its way into the mission, getting more and more refined as we went. I’d play my missions constantly, assess what was working and what wasn’t, make adjustments, and so on. Then once everything was at a more finalized state, it was all about polish and bug-fixing, ironing out the kinks, trying to make it as perfect an experience as you can. The trick is you could have several missions that were your responsibility, so you’re doing all of this across multiple missions which could all be at various stages of the process. Writers at BioWare quickly learn how to juggle!

Can you tell us about one of your proudest moments working in game development?

Lately, that would be experiencing the Tuchanka genophage mission. I had spent so much time thinking about it and then writing it, that to finally see it in all its final glory, with finished cinematics, music and sound FX, was incredible. I was so proud that we’d hit all the emotional beats we had hoped to hit and successfully brought closure to a complex issue with all the characters fans had come to love. Even better, was seeing the fan reaction to the mission. As a writer you hope that maybe once in your career, no matter the medium, you’ll emotionally move people, and I was so proud to see that was happening to players when they finished this mission. And I stress “we” because a mission of that size, scope, and ambition doesn’t happen in a vacuum. It’s a true team effort.

I had an awesome level designer, Dave Feltham, who was in sync with the story, the themes, and what the mission was all about and how to pack with all these amazing action moments. Boyd McKenzie’s artwork was incredible, and then I worked with two great cinematic designers, John Ebenger and Richard Boisvert to bring the scenes alive, along with our cinematics team that handled the Reaper vs. Thresher Maw fight. Then another writer, the very talented Patrick Weekes, who had created Mordin in Mass Effect 2, got involved in shaping and writing Mordin’s final goodbye in this mission to give him a proper sendoff (along with one last chance for Mordin to sing a song). Add the final touches with sound and music from our audio department, and all cylinders were firing. There’s pride in that – pride in knowing you and your colleagues have brought your “A” game to the table, infused it with all your own individual talents, and created something whose sum is greater than its parts.

What’s a geeky thing about you?

I like to go back once in awhile and play old Infocom text adventures. Zork, Hitchhikers Guide to the Galaxy, Lurking Horror, Planetfall – I still get a kick out of them. There’s something about a blank cursor waiting for you to make your move that gives you the illusion of total freedom.

Do you have any advice for those wishing to get into the video game industry?

Find what you’re good at and then keep getting better at it. Whether it’s writing, designing levels, creating sound FX, doing concept art – you’re only as good as your product. You should play games all the time, see what works, what doesn’t, and learn from the successes and failures of others. But also be realistic – you’re not going to land your first job in the industry as Lead Designer. Be prepared and willing to work hard starting from the ground floor, improve your craft, and eventually you can get where you want go.

If you weren’t working in the industry, what would you be doing?

Banging on the door trying to get into the industry. Failing that, when I was a kid I seriously wanted to be director of the CIA. I’m not sure why, but I had this phase where that seemed like a legitimate career goal. Now I think back and wonder – huh? What was I thinking? Because I had it all planned out – I knew how I was going to win the Cold War, which countries I’d recommend we invade, where I was going to send my spies on missions, and how I was going to read all the top secret files about UFOs.

What are you currently playing, reading, or listening to?

I’m playing Skyrim followed by more Skyrim. Very addictive game. Book-wise, I’m in the middle of reading Guillermo del Toro’s third novel of his vampire trilogy, The Night Eternal. As for music – I’m pretty much a movie soundtrack guy most of the time. I find soundtracks provide the best inspiration for writing. Everything I did in Mass Effect 3 was inspired by some particular piece of movie music. And when I get tired of that, there’s always the aforementioned Patrick Weekes, who will gladly burst into song and give us all a Mordin tune whenever we ask for it.
Read Article →

Movie references found in Mass Effect

mass effect star trek


Movie references found in Mass Effect



The entire Mass Effect game series is brimming with easter eggs and references to other games, movies and other popular culture. Here's a few movie nod though I think I've missed a whole heap of in jokes, direct lines and what not.

The Matrix

Joker refers to humans being organic batteries “Great this is where it starts, when we're all organic batteries guess who they'll blame?". This is in reference to the artificial intelligence EDI being freed of her programming locks.

A Spacey Odyssey 2001

Joker again. “What?! You're crazy! You start singing Daisy Bell and I'm done!" – The computer HAL 9000 sang Daisy Bell when it was beingdeactivated after going insane (or rampant perhaps). This itself was a reference to the IBM 7094 which was the first computer to sing and it sang the same song.

The Princess Bride

Commander Sheppard tells a C-Sec official that he was "just mostly dead." This was after Cerberus brought him back to life.


In the original ME, Commander Shepard tells a Krogan that the mine shift is collapsing and will surely kill them all. The Krogan replies, "Exhilirating, isn't it?", a direct reference to Klingon Kruge's response to Captain Kirk in Star Trek III: The Search for Spock.

If you take Sheppard to the Citadel and go to the bar on level 28 you can ask for a drink. The bar tender will pour you a tasty beverage. Shepard will exclaim 'This is green!'. This is a direct reference to Scotty's line from the original Star Trek movie.

ME2 - If you find yourself on Zakera Ward talking to Avina, can ask her why this area is more run down. She says "Asari futurists theorize that poverty will never truly be overcome by society until the invention of Cornucopia technology. A machine that can create anything the user desires. Such objects sadly do not exist out side science fiction literature" This is mostly potentially a reference to the replicator devices from Star Trek.

Star Wars 

In ME3, when Sheppard helps the Cerberus scientists escape, the line "The first transport is away.." is uttered and is a reference to the Rebels escaping the ice planet Hoth


The Hunt for Red October

During a ME3 mission with Tali, Joker activates the stealth drive saying "the only way they'll notice us is if everyone starts singing the Russian national anthem."

Battlestar Galactica 

OK it's a TV reference but while leaving the Geth Dreadnought Joker says "Just waggle your wings or something so I know which one is you" This is reference to the original Battlestar Galactica episode titled 'The Hand of God.'

What else is there? Leave your thoughts in the comments !
Read Article →

Star Wars references in the Mass Effect trilogy

miranda and yoda


Star Wars references found in Mass Effect



During my Mass Effect 3 run through I noticed a sweet Star Wars reference and thought it might be a good idea for a post so here's what I've found and what other kinds of easter eggs and reverential nods people have found in the campaign of the three games in the series.

The Original Game
  • There are several instances of "I have a bad feeling about this."  being uttered.
  • The Krogan Wrex say's "It's a trap" after being ambushed by Geth.
  • Upon seeing the Sovereign, the line "Look at the size...", is dropped, a probable reference to the New Hope when Luke sees the Death Star for the first time.
Mass Effect 2
  • Miranda's loyalty takes leads you to docking bay 94, which is the same number for the docking bay the Millennium Falcon was found in A New Hope.
Mass Effect 3
  • When Sheppard helps the Cerberus scientists escape the line "The first transport is away.." is uttered and is a reference to the Rebels escaping the planet Hoth. In fact the whole scene is a homage.
  • A lot of the characters that can be found in the Docks on the Citidel have the costumes and colours that appear to be inspired by the Star Wars universe - such as the orange jump suit Luke Skywalker wears in Empire Strikes Back.
  • If you look at the Rachi ravagers (the ones with sacs) side on, they kind of look like those Droideka robots that 'roll' around in The Phantom Menace, kinda:

And if you liked all that, why don't you check out some Star Wars cosplay or just skip to Princess Leia in a bikini...

There were no Darth Vader film quotes that we could tell!
Read Article →

Garuss Cosplay from Mass Effect

garrus-cosplay-mass-effect
“Fighting a rogue Spectre with countless lives at stake and no regulations to get in the way? I'd say that beats C-Sec.”
Garuss. He's like the blue police man of the Mass Effect series. He's the dude with the sniper rifle that never misses. He's got Sheppard's back and is right behind his Commander which in the modern age can mean all   kinds of things.

Either way Garrus  Vakarian has proven to be a fan favourite for Mass Effect cosplayers and these pictures of Garuss in cosplay costumes are pretty much evidence of that!
Read Article →

ME3's Samara's model doing cosplay of Samara

rana-mcnear-cosplay-samara

Rana McAnear, was the actress who provided the model for Samara in Mass Effect 2. McAnear has gone a little life imitates art and is using her fine Samara features to take cosplay to some kind of meta- level.

You might have seen us feature McNear before on Gears of Halo. Apparently she now shaves her head for easier Asari hair tentacle application which sounds like real commitment to the cosplay cause!
Read Article →

What is the N7 that's on Commander Sheppard's logo all about?

n7 logo mass effect


What is the N7 that's on Commander Sheppard's logo all about?

N7 represents how far Sheppard has progessed through Interplanetary Combatives Training programme. What it means is that they are the best of the best at being a soldier.

Interplanetary Combatives Training (ICT) is the Systems Alliance's premier school for leadership and combat expertise. The Interplanetary Combatives Academy, is often known as "N-School" or "the villa," recruits officers from every branch of Earth's militaries to partake in grueling courses at Vila Militar in Rio de Janeiro.

The highest grade of training, N6, provides actual combat experience in combat zones throughout the galaxy. If the trainee survives these scenarios in "admirable and effective fashion," he or she finally receives the coveted N7 designation. N7 is the only ICT designation that may be worn on field or dress uniforms so it was sure amusing for Sheppard to find the Geth we know Legion wearing it in Mass Effect 2 - it was kind of an homage to the man.

If you've played through Mass Effect you'll recall that James Vega was asked to go through the ICT program.
Read Article →

The Asexual Sheppard


Here's a really interesting perspective of sex in the Mass Effect realm from a person who describes themselves as asexual. 

"Back when Mass Effect 2 was a few days from release, I loaded up a New Game Plus of my main career to make all the choices I wanted to stick with me for the sequel. It was going so well, until I discovered I had said one friendly thing too many to Liara and hadn't the time for a do-over. And so I was left with making one uncharacteristic Renegade dialogue option after another to deter the poor, virginal asari, who was only trying to help and didn't realize I was genuinely uninterested in having sex with her.

The infamous dialogue trees in the Mass Effect franchise preceed it. Bioware's Ray Muzyka calls it "emotional engagement." I call it "treating sex as the ultimate stage of a relationship." I'm not against participating in game romances; as much as I feel we burden the two franchises by constantly comparing Mass Effect and Dragon Age, it's true the two are siblings and yet one has vastly different ideas on relationships than the other. Dragon Age portrays romantic relationships which unfold over time, which deepen, and which face challenges. Sex is generally a part of that, but never to the extent it seems like the raison d'etre of pursuing some companionship in Mass Effect.

"Why so uptight?" you might be wondering. "Are you a prude or something?" Good thing you asked. For a while I thought that that was exactly where my discomfort stemmed from, although it didn't line up with the rest of what I thought I knew about myself. It took some lengthy self-discovery to realize that I just don't place sex and love in remotely the same category, and that I was hurting trying to convince myself I felt otherwise.

I categorize myself as panromantic asexual. I once described this on my blog as being "a hands-off Jack Harkness." I feel no compunctions about forming emotional relationships with people but I'm not interested in sex."

Read Article →

Search

↑ Top