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I'm about to do another full play through (3rd time woo) and I wanted to try changing up Shepard's origin stuff. I've always gone with earthborn/sole survivor in my previous saves since it just felt right, plus I feel the sole survivor origin lends more conflict to working with Cerberus since they're responsible for Shep's squad dying on Akuze.
Experience the epic sequel to the 2009 Game of the Year. In Dragon Age II, you are one of the few who escaped the destruction of your home. Now, forced to fight for survival in an ever-changing world, you must gather the deadliest of allies, amass fame and fortune, and seal your place in history. This is the story of how the world changed forever. The legend of your Rise to Power begins now.
The Reapers are a fictional fleet of sentient starships that serve as the main antagonists of the Mass Effect trilogy. The design of the Reapers was inspired by H. P. Lovecraft's Cthulhu Mythos deities. Within the series, the Reapers cause galactic-level mass extinctions every fifty-thousand years. The Reapers and their technology are capable of brainwashing organic life through a mind control process called indoctrination. The Reapers employ servants who are often altered into synthetic-organic life forms.
The Reapers are colossal entities which reside in dark space, the vast, mostly starless space between galaxies, where they hibernate and remain dormant for recurring cycles of fifty thousand years.[3] As part of their perpetual plan for the galaxy's organic species, the Reapers set up the Citadel and created the docile Keepers as its caretakers; it is in fact a giant mass relay, the mass transit devices used by starships to traverse the galaxy in the Mass Effect universe. The Reapers allow organic life to develop, with the Citadel serving its purpose as a hub for the intergalactic species of the Milky Way galaxy, until they are ready to harvest it.[4] Upon invading through the Citadel at the conclusion of every extinction cycle, the Reapers quickly deliver a decapitation strike to the major population centers and leaders of organic civilizations, crippling their ability to react. The Reapers then isolate each star system by controlling the galaxy wide mass relay network and engaging a war of attrition with the remnants of galactic civilization, hunting down any survivors via records kept at the Citadel. In dialogue with Commander Shepard, Sovereign states that they do not refer to themselves by the term "Reapers", but rather it is a name given to them by the Protheans, who lived in the cycle immediately preceding the current one.
Mass Effect 3's Leviathan DLC reveal that the Reapers' origins began more than one billion years before the events of the Mass Effect series, when the Milky Way galaxy was controlled by a species called the Leviathans.[3] Observing a repeating cycle in which their contemporary civilizations would collapse after creating synthetic lifeforms that turn on their creators, the Leviathans seek to break this cycle by, ironically, creating a synthetic intelligence called the Catalyst.[3] The Catalyst was intended to bridge the differences between organic and artificial life, and to preserve organic species at any cost. The Catalyst eventually came to a conclusion that conflict is inevitable, and decided to achieve this by harvesting organic civilizations at their peak, shortly before they are responsible for their own downfalls, and absorbing their genetic material into new lifeforms that it can maintain and preserve forever.[3] The Catalyst begins with its own creators, the Leviathans, transforming them into the first Reapers and beginning the war its creators had tried to avoid.[3]
The interior of a Reaper is depicted in one level in Mass Effect 2 that takes place within a derelict Reaper which had been disabled by a mass accelerator weapon millions of years prior.[10] In this level, Commander Shepard has been tasked with investigating the loss of contact with Cerberus scientists analyzing the Reaper's remains, which is adrift in space.[10] The design team considered the context of the level's backstory to be an opportunity to solve a design issue of walking within a creature that is not built for that purpose, as they reasoned that the Cerberus team would have built platforms for ease of navigation.[10] Given the assumption that Reapers are a machine species that would have a sense of logic to their internal layout, the team also concepted drawings showing massive holes which have been blasted and melted into parts of the hull and remain unrepaired, to help decide how alien to make the Reaper's interior.[10]
A "proto-form human Reaper" encountered as the final boss of Mass Effect 2 provides insight into how the Reapers replenish their numbers, as it is the end product of harvested organic DNA which have been processed to make a new Reaper.[11] According to Derek Watts, the game's Art Director, the concept of the "Reaper Baby" or Reaper-Human Larva was originally proposed by project director Casey Hudson, and the team decided to reference Sovereign from the first game to tie this creature to the same Reaper visual language.[11] To reinforce the idea that its construction is incomplete, the team exposed a lot more of the Reaper-Human Larva's interior components and structures.[11] Watts admitted that the art team struggled to finalize the creature's visual design based on Hudson's ideas; multiple concept drawings including one resembling a giant human fetus was considered but discarded for not being adequately threatening, and that last minute modifications to the final iteration were still necessary in order to fulfill the "level of creepiness" and combat requirements desired for the boss fight.[11]
In the original trilogy, the Reapers' ground forces primarily consist of synthetic-organic creatures who were converted from harvested organic bodies. In the first two Mass Effect games, these creatures are primarily derived from humans impaled on spike-like Reaper structures called "dragon's teeth", and are called "husks". Mass Effect 2 introduced several variants of the husk unit: these include the scion, made up of several husks strung together in a grotesque manner, and the praetorian, a large monstrosity designed with numerous Husk heads visible inside its chest cavity to add a horrific and menacing feel.[10] Reaper ground forces in Mass Effect 3 also include horrific, twisted versions of the series' other extraterrestrial species, including asari, batarians, krogan, turians, and the rachni, a sentient race of telepathic insectoid beings long thought to be extinct.[12] These enemy types reflect the major fronts during the Reaper invasion in series lore, and help inform the team's approach of designing enemies that are under the command of the Reapers but are not themselves Reapers; the goal is to maintain the series' signature squad-based combat as opposed to directly pitting Shepard in an implausible fight against a colossal Reaper capital ship which is typically at least two-kilometres long.[12] There are however certain sequences in Mass Effect 3 which involve smaller versions of Reapers landing on planets to do battle with Shepard.[13] This class of Reapers, known as Destroyers, are 160 metres high and are given Sovereign's unused design of a leaf insect nymph silhouette.[14]
According to the developers, the challenge of providing a unique look for these creatures inspired a wide variety of concept pieces, though some were eventually abandoned due to animation concerns, and certain enemy units that did not come with details on how it looked or how it fought were often repurposed for later content; for example, the praetorian's design is finalized to be floating instead of walking as it needed to be inserted into combat levels where the player could be attacked from above while taking cover. Other units like the pariah were cut from the main game, as their original ability to teleport around the battlefield were causing issues with the Mass Effect 3 physics engine.[10] The large size of the Reaper assets themselves presented a technical challenge for the team to keep them running in the engine without sacrificing visual fidelity.[15]
A number of ending sequences involving the Reapers were considered for Mass Effect 3 but abandoned. A very early idea involved Shepard being a willing subject of modification by Reaper technology, which echoes the character arc and downfall of Saren, the primary antagonist of the first Mass Effect who received extensive cybernetic alterations from the Reapers.[16] The Illusive Man was originally intended to be the final boss fight, with the character transforming into a Reaper creature much like Saren at the end of the first game.[17] Other ideas for an ending revolved around the Reapers' attempts to stop organics from utilizing dark energy due to its cumulative entropic effect that would hasten the end of the universe, or to prevent the universe's inevitable descent into the opposite of the Big Bang by focusing their attention on organic species with biotic potential.[18]
The Reaper Sovereign is first mentioned in the novel Mass Effect: Revelation, which takes place 18 years before the events of the first Mass Effect game, where it is discovered by the turian Spectre Saren Arterius. In the first game, Sovereign is first sighted taking off to space when Shepard's team arrives at a settlement in the human colony of Eden Prime. A hologram of Sovereign is later encountered at Saren's base on the planet Virmire, where it declares itself the vanguard of a looming, unstoppable Reaper invasion. When Shepard encounters the Prothean Construct Vigil, it states that the motives for the Reapers' endless cycles of genocide, their origin and their habitation in dark space are all unknown to the Protheans, but suggests the Reapers go into hibernation in the void between galaxies so organic species will not stumble upon them when dormant. During the geth invasion of the Citadel led by Saren, he uses a Prothean Conduit to gain access to the Citadel and enable Sovereign to activate the Citadel mass relay.[19] The player can then either attempt to kill Saren or appeal to Saren to fight his indoctrination, which if successful will prompt him to commit suicide.[19] Shepard would later fight a revived and transformed Saren, who is possessed by Sovereign through his grafted cybernetics and resembles a husk with a turian silhouette. Upon defeat of the Sovereign-manipulated Saren, the Reaper loses its defenses and is destroyed by the combined might of the Citadel's defenders.
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