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Thats not fair, +cralias ^^

BioWare May Still Change Mass Effect 3's Ending

Publisher 'considering your feedback' and has not made a decision.

BioWare has provided a new statement about the ending of Mass Effect 3, noting that it is considering fan feedback and has not yet made a decision about altering it.

Following comments from director Casey Hudson last week, the official Mass Effect Facebook page has now posted the following statement:

"We are aware that there are concerns about a recent post from this account regarding the ending of the game. In this post it was stated that at this time we do not have plans to change the ending.

We would like to clarify that we are actively and seriously taking all player feedback into consideration and have ruled nothing out. At this time we are still collecting and considering your feedback and have not made a decision regarding requests to change the ending.

Your feedback and opinions are of the utmost importance to us. We apologize for any confusion this has caused. Our top priority regarding this discussion is to keep communication with you, our loyal fans, open and productive."

Previously, the game's ending has been so controversial that fans have joined together to form a massive petition asking BioWare to change it.

IGN

Bioware considering changing Mass Effect 3 ending

Studio says it is "actively and seriously" taking all feedback into consideration,

with no decision made yet regarding end to space-bound role-playing game.

Will gamers get a new Mass Effect 3 ending? BioWare hasn't ruled it out. Writing on the official Mass Effect 3 Facebook page last night, the company said it has not yet decided whether or not it will offer fans a new ending to the space-faring role-playing game.

"We would like to clarify that we are actively and seriously taking all player feedback into consideration and have ruled nothing out," reads the statement. "At this time we are still collecting and considering your feedback and have not made a decision regarding requests to change the ending."

Mass Effect 3 launched on March 6 to a warm critical reception and heat from users regarding the game's ending and its day-one downloadable content, From Ashes. Regarding the end to Mass Effect 3, executive producer Casey Hudson said last week that he wanted the game to be memorable, admitting that the conclusion was intentionally designed to get gamers talking.

Members of the Mass Effect community have formed the charity petition called Retake Mass Effect ChipIn fund, collecting PayPal donations for the Child's Play charity as a way of encouraging BioWare to make alternate Mass Effect 3 endings.. As of press time, the fund has amassed over $67,000.

Concerning the From Ashes DLC, Hudson has defended the content, noting that work did not begin on the ware until after the developer finished Mass Effect 3. Electronic Arts later revealed that parts of the DLC were included on game discs.

GameSpot

Don't do it. BioWare. Don't do it

Mass Effect 3 Easter Egg - Blasto the Hanar Spectre "movie" - Blasto 6: Partners In Crime :rofl:

Starring:

Blasto - hanar Spectre

Chief - volus... well, Chief

Booben - "badass" elcor C-Sec agent

Booben's sister

and some angry vorcha...

Badassfully: easily the most interesting [useless] mix of species Mass Effect has to offer :laugh:

"Spawn of questionable parentage!" - :rofl:

Why would you not want them to change the ending? It is terrible.

The ending was intentional. It was MEANT to be that way. Its not like it was an accident or just poor writing. They could have planned for this. People are only upset because of the lack of significance the rest of their choices had on the ending. And even if that is the case, this does not make the ending bad. The only other viable complaint is the lack of closure we get. But that is only minimal seeing as all plot points that matter are concluded, all characters fleshed out to their fullest and enough of a glimpse at the results to keep us wondering. I think people are taking this way too harshly and have allowed hype to heighten the expectations to an astronomical level that the ending couldn't help but end with people raging.

The only valid suggestion anyone has made that I know of for fixing the ending was adding the construction of a new Mass Relay to the after credits cinematic. Instead people have just decided to hop on the cop-out band-wagon of it being a hallucination which just ignores the ending rather than tries to make sense of it.

The game didn't break any established canon, it didn't ruin any image of any of the characters and honestly I'm fine with that. Halo: Reach decimated the canon of Halo and no one seemed to care about that. Yet just because people didn't get the "16" different endings people are breaking down and throwing the disc into the trash (literally or figuratively)?

Its not like it was an accident or just poor writing. They could have planned for this.

They rewrote the entire ending and implemented it in a few months after the script leaked. It's hardly what I'd call "masterful writing", not from a dialogue standpoint nor from an imaginative one.

People are only upset because of the lack of significance the rest of their choices had on the ending. And even if that is the case, this does not make the ending bad.

I'd say quite a few people from the Bioware Social forums could've written a better, more detailed and more engrossing ending in 15 minutes. The lack of imagination, combined with a completely laughable explanation of what controls the reapers and why left "a few" people jaded.

Hurr durr I created machines that kill everyone to prevent your machines from killing everyone. Seriously, what.

They rewrote the entire ending and implemented it in a few months after the script leaked. It's hardly what I'd call "masterful writing", not from a dialogue standpoint nor from an imaginative one.

A similar thing happened with Halo 2 and while many were enraged by the event it barely anyone even remembers it these days and still regard Halo 2 as the best Halo game. In fact, Halo 2 was basically remade in 9 months from the ground up as well as having its story partially rewritten and extended due to the engine being completely useless on the Original Xbox. This isn't an unheard of situation.

Hurr durr I created machines that kill everyone to prevent your machines from killing everyone. Seriously, what.

Such an outlook on something is poor practice. We can easily narrow something down to a simple statement like that just to make it look worse than it is.

The mere fact that the created rebel against the creators. The Krogan are a great example, not just the Geth. It comes down to the fact that this chaos would inevitably destroy the universe and thus the Reapers were created to keep that situation from evolving. What you have accomplished in the end of Mass Effect 3 is giving the races of the current cycle the ability to choose their destiny for themselves, rather than having it controlled by the Reapers and by association the Catalyst. I see it as the final choice that gives back freedom to the galaxy.

A similar thing happened with Halo 2 and while many were enraged by the event it barely anyone even remembers it these days and still regard Halo 2 as the best Halo game. In fact, Halo 2 was basically remade in 9 months from the ground up as well as having its story partially rewritten and extended due to the engine being completely useless on the Original Xbox. This isn't an unheard of situation.

Such an outlook on something is poor practice. We can easily narrow something down to a simple statement like that just to make it look worse than it is.

The mere fact that the created rebel against the creators. The Krogan are a great example, not just the Geth. It comes down to the fact that this chaos would inevitably destroy the universe and thus the Reapers were created to keep that situation from evolving. What you have accomplished in the end of Mass Effect 3 is giving the races of the current cycle the ability to choose their destiny for themselves, rather than having it controlled by the Reapers and by association the Catalyst. I see it as the final choice that gives back freedom to the galaxy.

Krogan? There was only one created Krogan, Grunt. Unless something was learned in ME3 that I don't know about.

Krogan? There was only one created Krogan, Grunt. Unless something was learned in ME3 that I don't know about.

As I understand it, they weren't created like the Geth were created, but they were "manufactured" so to speak. They weren't capable of space travel until the Salarians dropped in and gave them mass effect technology in exchange for using their numbers them against the Rachni. Then they rebelled when the Salarians declared them a pest and deployed the genophage.

As I understand it, they weren't created like the Geth were created, but they were "manufactured" so to speak. They weren't capable of space travel until the Salarians dropped in and gave them mass effect technology in exchange for using their numbers them against the Rachni. Then they rebelled when the Salarians declared them a pest and deployed the genophage.

Maybe you learn about that in ME3 but they never talked about the Krogan (pre Grunt/Okeer) being manufactured.

Also the ME wiki doesn't mention anything about them being created (again, pre Grunt/Okeer):

http://masseffect.wi...com/wiki/Krogan

Warlord Okeer is the one who was trying to create a pure Krogan, and that was only very recently in the Mass Effect timeline.

As I understand it, they weren't created like the Geth were created, but they were "manufactured" so to speak. They weren't capable of space travel until the Salarians dropped in and gave them mass effect technology in exchange for using their numbers them against the Rachni. Then they rebelled when the Salarians declared them a pest and deployed the genophage.

Sort of, what the Salarians did was "uplift" them (similiar to what the Protheans were doing with the Humans, Asari, Salarians etc), to use them as a weapon against the Rachni. The Krogan became a problem because they were adapted to a extremely harsh environment (reason for high birth rate, greatly increases chances of survivial) and when taken out of that environment they florished too well due to the harsh environment adaptations. It's not a case of created rebelling from creator, but more forcefully taking a species out of their naitive environment when they are not ready. That is my take at any rate anyway.

Sort of, what the Salarians did was "uplift" them (similiar to what the Protheans were doing with the Humans, Asari, Salarians etc), to use them as a weapon against the Rachni. The Krogan became a problem because they were adapted to a extremely harsh environment (reason for high birth rate, greatly increases chances of survivial) and when taken out of that environment they florished too well due to the harsh environment adaptations. It's not a case of created rebelling from creator, but more forcefully taking a species out of their naitive environment when they are not ready. That is my take at any rate anyway.

Yeah, that's exactly how I understood it too. All that was learned during Grunt and Mordins missions in ME2.

Sort of, what the Salarians did was "uplift" them (similiar to what the Protheans were doing with the Humans, Asari, Salarians etc), to use them as a weapon against the Rachni. The Krogan became a problem because they were adapted to a extremely harsh environment (reason for high birth rate, greatly increases chances of survivial) and when taken out of that environment they florished too well due to the harsh environment adaptations. It's not a case of created rebelling from creator, but more forcefully taking a species out of their naitive environment when they are not ready. That is my take at any rate anyway.

Krogan/Geth uplifted/created, found dangerous and are sterilized/destroyed. Resentment builds and eventually the persecuted/created will rebell against those who have been the object of their hatred.

Either way, its man messing with things they shouldn't be and creating/advancing life to a point that they can't control it any longer.

Oh, and depending on whether or not the female Krogan survives, Wrex/Wreav will plot to take over the other races without her around.

Krogan/Geth uplifted/created, found dangerous and are sterilized/destroyed. Resentment builds and eventually the persecuted/created will rebell against those who have been the object of their hatred.

Either way, its man messing with things they shouldn't be and creating/advancing life to a point that they can't control it any longer.

Oh, and depending on whether or not the female Krogan survives, Wrex/Wreav will plot to take over the other races without her around.

EDIT: Obviously I cannot read :p scratch what I said in this post previously.

It doesn't seem that simple to me though though, the Protheans also meddled and advanced life beyond what it was ready for and because of them the Asari, Salarians, Hanar and Humanity (and others) were able to evolve to what they are now. Also to me the Geth did not rebel, it did not need to end in war it could of been peaceful. Except the Quarians didn't like their slaves thinking for themselves and tried to exterminate them and the Geth defended themselves. The Geth do not hate or resent and are more then happy to allow the Quarians to live on their homeworld, the Quarians exiled themselves. The Krogan are a different matter, I agree to the most part what you say about them and not surprised if they plan to conquer the galaxy if you cannot save the female. They are a war like race and thanks to the Turians/Salarians they know only war and the hatred/resentment is a result of the genephage and not their uplifting.

A similar thing happened with Halo 2 and while many were enraged by the event it barely anyone even remembers it these days and still regard Halo 2 as the best Halo game.

In other words the story was so insignificant that no one even remembers it any more, which essentially means it was badly written and unimaginative - then again it being Halo, that's hardly a surprise.

This isn't an unheard of situation.

Whilst it may not be unheard of, I have yet to hear of a situation where it improved the game.

Such an outlook on something is poor practice. We can easily narrow something down to a simple statement like that just to make it look worse than it is.

The mere fact that the created rebel against the creators. The Krogan are a great example, not just the Geth.

Both of which were optionally fixed by Shepard in the storyline, which completely debunks the theory that you cannot get the races to work together - especially the Geth that originally spared the Quarians by letting them go. Hardly something a ravenous murdering synthetic bent on the destruction of all life would do?

I see it as the final choice that gives back freedom to the galaxy.

Destruction of all methods of interstellar transportation means freedom? You certainly have an odd concept of freedom.

News; I get it, you like Bioware, however Bioware doesn't need you to defend them. They can stand up for themselves and defend their actions on their own, you don't need to wear your shining knight armour and parade for them. They don't give a ****.

Who'd have thought the end of a war that tore up the entire galaxy and pretty much destroyed the home systems of 4 races would lead to anything but a happy ending where everything continued as if nothing had happened?

The people complaining about the ending of Mass Effect 3 are the same people that complained about Dragon Age 2 dumbing everything down and treating it's players like children. Bioware can't win.

Who'd have thought the end of a war that tore up the entire galaxy and pretty much destroyed the home systems of 4 races would lead to anything but a happy ending where everything continued as if nothing had happened?

The people complaining about the ending of Mass Effect 3 are the same people that complained about Dragon Age 2 dumbing everything down and treating it's players like children. Bioware can't win.

You have absolutely no idea why the endings are bad, or why so many people hate them.

In other words the story was so insignificant that no one even remembers it any more, which essentially means it was badly written and unimaginative - then again it being Halo, that's hardly a surprise.

Not a real argument. Halo was known for its campaign before Halo 2. Halo 2 destroyed that campaign. The only thing that kept Halo 2 going was its multiplayer. Mass Effect lacks such a "phenomenon" which is why more people will remain outraged longer.

Whilst it may not be unheard of, I have yet to hear of a situation where it improved the game.

My point isn't that it improves the game, but that people are getting mad over something that has happened more than once in the past. If people would just not expect perfection then maybe they wouldn't be so disappointed with what they get. Halo 2 destroyed my ability to be hyped for a game and since then I have yet to be truly disappointed by a game unless it was mechanically broken.

Both of which were optionally fixed by Shepard in the storyline, which completely debunks the theory that you cannot get the races to work together - especially the Geth that originally spared the Quarians by letting them go. Hardly something a ravenous murdering synthetic bent on the destruction of all life would do?

Yet this already demonstrates the incorrect decision of the Catalyst and that there are exceptions to the rule, all events that greatly influence what decision you make at the end (many of these decisions stemming back to the first game). And here we are assuming that these decisions don't matter when in fact they provide an entirely different context to the final decision.

Keep in mind that unless you are Paragon you CANNOT save both the Geth and the Quarians. It is one or the other.

Destruction of all methods of interstellar transportation means freedom? You certainly have an odd concept of freedom.

No, you are again only stating things in a poor light to make your opinion sound more correct. Freedom goes beyond movement through the galaxy. They now have the right to a FUTURE. Without your choice they would have been doomed to destruction. And you're worried about the equivalent of freeways being lost?

News; I get it, you like Bioware, however Bioware doesn't need you to defend them. They can stand up for themselves and defend their actions on their own, you don't need to wear your shining knight armour and parade for them. They don't give a ****.

I'm not parading, I'm just sick of idiots getting angry at the ending because they expected far too much. In fact, its the fans themselves who could be said to have ruined it by leaking the information and they have the audacity to **** and moan about this? I still have yet to see anything canonical that is broken by the ending which means it doesn't warrant this much hate. It doesn't destroy the storyline, its just a less than satisfactory ending. You have yet to give me any REAL arguments, only obvious rhetoric.

Stop using Halo 2 as an example. Halo 2 is not the end of the Master Chief story arc. Regardless of how bad Halo 3 was, Halo 2 was still not the end.

Mass Effect 3 is the END of the Shepard story arc. THAT is why the ending is complete garage.

This topic is now closed to further replies.
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    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
    • [Price Drop] PDF Expert for Mac v3 is still half off by Steven Parker Today's highlighted deal comes via our Apps + Software section of the Neowin Deals store, where for only a limited time you can save 42% on PDF Expert One-Time Purchase. PDFs remain the best way to transmit documents, but editing them isn't possible with standard Mac software. PDF Expert changes that, allowing you to edit PDF text, images, links, and outlines quickly and easily. Typo in a contract? Easy fix. Need to rework a complete section of a document? No problem. PDF Expert provides a series of essential functions that will transform the way you work with documents on your Mac. It recognizes text and OCR, makes edits, and fills out forms. And with the “Enhance” feature powered by AI, it will fix distortions, remove shadows and improve contrast so that even difficult-to-read documents look great. EDIT Change the text. Easily fix typos, update numbers, or add entire paragraphs Insert images. Update logos in a contract or add a new graph to a report Add links. Enrich your PDFs by linking to other pages or external websites ANNOTATE Highlight the important. Make the most valuable content stand out at a glance Comment on PDFs. Add text to PDFs, insert pop-up notes & write your thoughts in the margins Add stamps. Review documents with our set of stamps or create custom stamps for any workflow ORGANIZE Merge PDFs. Combine multiple files into one PDF document Manage pages. Add, delete, rearrange, or rotate PDF pages with ease Split PDFs. Extract pages from PDFs & save them as separate files CONVERT Convert to PDF. Turn JPG, PNG, Word, PPT, and Excel to PDF PDF to Word. Convert PDFs into editable Word documents PDF to image. Turn PDFs into JPG or PNG images PDF to Excel. Convert PDFs into Excel spreadsheets PDF to PPT. Save PDFs as PowerPoint presentations PDF to text. Convert PDFs into editable TXT files FILL OUT Fill out PDF forms. Easily fill out PDF forms by just clicking on them Sign documents. Add your signature to a PDF in a few clicks. Let customers sign documents with handy one-time signatures Redact PDFs. Blackout or erase confidential information from your documents RECOGNIZE TEXT OCR text in PDF. Recognize the text, so you can search, highlight & copy it Enhance scans. Fix distortions, remove shadows & improve contrast Crop & split pages. Split double-page scans into separate pages & remove undesired margins Good to know: Length of access: Lifetime Redemption deadline: redeem your code within 30 days of purchase Access options: Mac Max number of device(s): Unlimited usage on personal macOS devices Version: PDF Expert 3 for Mac (macOS) Updates: Get continuous support and bug fixes. Additional new features may come at an extra cost. PDF Expert One-Time Purchase normally costs $139.99, but you can pick it up for just $69.97 for a limited time, that represents a saving of $70 (50% off). For a full description, specs, and license info, click the link below. Deal Price One time cost now only $69.97 (was $139.99) Although priced in U.S. dollars, this deal is available for digital purchase worldwide. Support queries If you have queries or need support for any of the Neowin Deals, please use the contact form here. Neowin Deals are managed and sold by StackCommerce who represent Neowin on an affiliate basis. We post these because we earn commission on each sale so as not to rely solely on advertising, which many of our readers block. It all helps toward paying staff reporters, servers and hosting costs. Other ways to support Neowin Whitelist Neowin by not blocking our ads Create a free member account to see fewer ads Make a donation to support our day to day running costs Subscribe to Neowin - for $14 a year, or $28 a year for an ad-free experience Disclosure: Neowin benefits from revenue of each sale made through our branded deals site powered by StackCommerce.
    • Indeed - drives me mad - usually because Refresh is hidden in the full menu.
    • Firefox has had rounded corners for many years. I take it you're not a fan of modern browsers?
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