"So let us introduce you to Sam Hulick. He’s relatively new to the composing sphere, having jumped into game composition with Capcom’s Maximo vs Army of Zin, but he’s come a long way since then. He’s one of the biggest minds behind the music of Mass Effect 1 & 2, and he shared a little wisdom of composition with us."

"BioWare's not one to shy away from intimacy in their games, even when it's caused controversy.

Mass Effect 2 is no different, allowing player-characters, both male and female, to romance members of their squad. Playing as a female protagonist, my Commander Shepard had the option to woo a few of the men on the team, as well as as a mono-gendered (yet decidedly feminine-shaped) blue alien Asari.*

However, through the course of the game my Shepard had eyes for only one character, the char..."

At last month's GDC, Kotaku discussed with Mass Effect 2's project lead Casey Hundson a rather unique topic: Miranda's tight outfit and ass.

Go to the source for the full article.

"After sitting down with BioWare’s Casey Hudson in Edmonton, Alberta Canada, and following up with the project director of Mass Effect 2 this past week, we now present you the third of our four-part series centering on BioWare's upcoming title. Check out the audio slideshow to hear from Hudson and his outlook on the Mass Effect franchise."

"After sitting down with BioWare’s Casey Hudson in Edmonton, Alberta Canada, and following up with the project director of Mass Effect 2 this past week, we now present you our four part series of the most intimate questioning you’ll see anywhere on the net. Check out the audio slideshow to hear from Mr. Hudson and his outlook on the Mass Effect franchise."

"Casey Hudson, Executive Producer of BioWare’s Mass Effect franchise, took a short break from the trenches to tell Critical Gamer what his team was most excited about and proud of regarding the company’s highly anticipated end of January release, Mass Effect 2.

“Probably the biggest enhancement that we’ve made for Mass Effect 2 is simply the moment-to-moment feel of the game. It’s faster, smoother, and more precise, and that makes the whole experience that much more exciting and immersive.”"

"BioWare PR previously stated the game is primarily a "shooter" because people are scared of the word "RPG." Apparently this is why regenerating health was implemented as well. Adrien Cho recently said a lot of gamers crave depth, however, and ME2 will definitely go that route. Can you comment on this fear of RPGs and any gameplay elements (including health regen) that may have been implemented because of it?

I’m not much one for worrying about exact genre labels, but like its predeces..."

""When you sit down for a chat with two of the top gaming developers in the video-game industry, there is no telling where the conversation might range. From the upcoming, and highly anticipated, Mass Effect 2, to the world of developer consolidations and who might play Sam Shepherd in a Mass Effect movie – if there is one – the topics were varied.

GameZone’s Dakota Grabowski had the opportunity for a sit-down chat with Dr. Ray Muzyka - CEO and General Manager, BioWare & Vice President, Ele..."

First it was hinted that Mass Effect 2 would be coming to PS3, then it was denied, then it was hinted at again.

And now Bioware have hinted at it once more. In a recent interview with Polish site Polygamia.pl (the English translation is in the right-hand column of the article) Bioware's Adrien Cho was asked whether Mass Effect 2 would ever be released on PS3. Cho did not confirm it outright, but his evasive statements indicate that it is a possibility.

Cho also talked about Mass Effe...

First of all, if you haven't already seen the new Mass Effect 2 teaser, go watch it. Now.

...Now that we've got that out of the way, enjoy 1UP's new question time with the guys behind it.

[ Discussion in the Mass Effect 2 Forum ]

"RM: From our perspective, now we get to play the games and just really enjoy them as consumers, and offer feedback from that perspective, at the early start of the ideation phase. We say, "What's our audience excited by? What's our aspirational fantasy? What are solving for here? What goals are we setting up for this project?" Then the team goes and they work on that. We play it throughout the process and give feedback whether the team's meeting the goals that they set out at the start of the..."