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Finscher

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Finscher

151

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1401

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#1  Edited By Finscher

@firecracker22: From what I've heard, the build quality on those are pretty cruddy. Decals not placed properly, painting errors, globs of glue, etc. And they're pretty fragile to boot. I've heard of about a dozen instances where they were damaged from the shipping process, despite all the packaging they come in.

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Finscher

151

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#2  Edited By Finscher
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Finscher

151

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#3  Edited By Finscher

@wumbo3000: Only for the demo, to cut down on the bandwidth requirements. Voice audio files take up a heck of a lot of space and consequently increase the download time, so it's not surprising that they cut down on as many as possible by ignoring possible past player actions and just focusing on a few.

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Finscher

151

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#4  Edited By Finscher

Lobbyists still want the bill they paid for. This will be back under a different name eventually. Hopefully it'll get its ass handed to it the next time, too, assuming that it doesn't get through this time anyway.

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Finscher

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#5  Edited By Finscher

@Brodehouse: They weren't actually a Systems Alliance unit. They were a sports team. Basically, Monday Night Combat was a real thing in ME canon.

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Finscher

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#6  Edited By Finscher
@FluxWaveZ: Don't get me wrong here; I agree with you. What they're doing with the voice-recognition stuff adds nothing of value to the game itself. I'm just trying to illustrate that Kinect allows them to do more than a simple microphone can. I won't be impressed by it until you can have full-fledged conversations with NPCs... so, probably in about three more console generations if that IBM thing is any indication.
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Finscher

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#7  Edited By Finscher
@FluxWaveZ: I think it's got something to do with pre-built voice recognition software. Microphones can convert sounds, but they can't interpret phonetic elements in any meaningful way. That sort of R&D is costly and time consuming for your average developer, and it often doesn't work. With Kinect's pre-existing software, however, developers can string together recognizable phonetic chunks and map them to specific commands so that the game knows how to interpret the signals that it receives from the mic. 
 
"concussive shot"   becomes a waveform, which Kinect then analyzes and converts to   "kənˈkʌsɪv ʃɒt"   (or whatever it uses in favour of the International Phonetic Alphabet) which in turn is mapped to the concussive shot power in the game.
 
The above process is made simple because all a dev has to do is string together bits of the IPA (and a few variations to account for different possible accents) rather than having to take the time to do all the groundwork for the conversion software themselves. If they had to convert directly from electrical impulses from the mic to identifiable language, that would take a heck of a lot longer. IBM has a supercomputer that takes up an entire building, and the best it can do is play a game of Jeopardy. Spoken language is not a simple thing for computers to work with.
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Finscher

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#8  Edited By Finscher
@EvilTwin: No. It will be that guy, but apparently they haven't had a chance to get him into a recording booth yet. He played Mordin in ME2, but the actor was clearly somebody else for the purposes of the demo.
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Finscher

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#9  Edited By Finscher

My impression was that Mordin was voiced by Mark Meer, the guy behind male Shepard. Say what you will about the voice they chose for the main character, he's pretty versatile. He also did the voices for all of the Vorcha in ME2.

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Finscher

151

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1401

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