Update 6 - Comic-Con Event Livestream:
It should be here: http://masseffect.bioware.com/me3/game/biowaretv/
This should be switching back to Mass Effect in a few moments to my knowledge: http://www.bioware.com/biowaretv
So apparently there's an announcement coming on Saturday with a livestream.
As a warning, the livestream does also contain uh... well, I'll let you see for yourself.
Originally Posted by BioWare
Mass March on San Diego Comic Con
At 6:00PM Pacific on July 23, 2011 we ask you, the people, to march on Comic Con with us.
We will supply everyone with Omniblades. You bring your voice, your passion.
At the end of the march Commander Casey Hudson will announce something significant for all the Shepards out there.
The march starts at the BioWare Base located at the Gas Lamp Hilton which is directly across from the convention hall.
If you can't join us in person you can watch the march and announcement here:
You do not need a Comic Con badge to take part, so visit the BioWare Base and join the Mass Effect March.
Originally Posted by rozay
Casey Hudson released a new picture of Vega for reaching 10,000 followers:
So either BioWare is thinking about having an incredibly early demo or Mass Effect 3 is actually getting a beta.
Originally Posted by Lifejumper
"Lots of questions on the CE appearances image. It's an early mockup for color - faces etc aren't final, in particular James and Liara."
"Also lots of questions about Ashley. We've only showed her in a jacket outfit & its CE variant. She will also have full armor and helmet."
Atlus Mech Developer Diary: http://masseffect.bioware.com/me3/game/biowaretv/
Click on Episode 7 to see the footage.
Better look at Vega and some of the alternate costumes.
I fucking hate that I'm going to have to do an Ashley playthrough.
Level Design/Art Interview Excerpt:
Originally Posted by CVG
What sort of interaction is there between the gameplay guys and your team?
DA: It's a lot of back and forth. We let the designers know exactly what's important to us on the art side - maybe the way the sun hits inside a room or something that we just don't want to lose - and design will work with us exactly how to keep that.
We have a lot more integrated cover, so you don't walk into a room and immediately know there's going to be a combat there. It's about making these spaces feel natural and not forced. It shouldn't ever feel forced, by gameplay or art - it really should be this perfect marriage.
NL: Yeah, you don't want to walk through a room and go, "okay nothing's going to happen here. There's no cover for me here," and then you walk around the next corner and you just see a sea of these chest-high things - you basically see the fight ahead.
That's something few cover-based shooters get right.
DA: Yeah, you play a game like Gears of War and they just have sandbags everywhere, and we really don't want to do that. We really want to get away from arbitrary things placed just for the sake of gameplay.
BioWare tend to build spaces that often feel like they exist only to have a fight in, not to live and work in. How important is it to fix that?
NL: Absolutely important. All the departments are involved now - we'll have writers and combat designers in and we'll really talk about the history of the places.
DL: We're really pushing the variety within the levels, so you're not walking into the same room just decorated differently. We're really trying to push each room as a functional space. A hallway has a function for people working there, and we're just trying to really make sense of it in the game.
NL: I'm doing something right now where I've built the environment as an undamaged structure, and then I start smashing bits up. We try to design the architecture first before we blow it up, rather than just having a box and cramming destroyed bits in it. We're really thinking about how someone from the future designed this building, and whether it functions well. Then we blow it up!