Monday, February 10, 2014

Late to the Party: Finishing Mass Effect 3

2007 was a good year. I graduated high school, started college, and received what I still believe to be one of the greatest RPGs put out in recent years: Mass Effect. The premise was simple: you were a space marine chosen as the first human Spectre—elite agent of the galactic Citadel Council. Mass Effect had a fully fleshed out world that could give the Star Wars Extended Universe a run for its credits. Unique alien races with developed cultures and histories and a bounty of planets to explore. Yes, the exploration could be tedious and even frustrating in standard definition, and though it wanted to be a third-person shooter, the combat mechanics made the firefights clunky. But I loved it and regardless of the “improvements” that the sequels made to the mechanics, the inaugural game remains my favorite in the series.

I looked forward to carrying Jim Shepard—my Shepard—over to Mass Effect 2. I didn’t expect any heavy decisions from Mass Effect to interfere with my Mass Effect 2. Some familiar faces returned, and those faces that didn’t were missed. The endgame was suitably epic with its “suicide mission,” despite the narrative’s insistence on reminding me that this was a SUICIDE MISSION (caps lock necessary). But regardless, I lost some characters I wasn’t attached to, saved those I was attached to, and wondered what the big bad Reapers had left to throw my way so I could take it out in typical American Earthling fashion.

Unfortunately, the canon of Jim Shepard ends there.

I played through the first two Mass Effect games on the Xbox 360. I played through 3 on the PC. To put it succinctly, the combination of price and poor reception for the ending barred me from buying it immediately, and the superior performance of the game on PC only complicated my decision further. My excitement stayed strong long enough for me to play the demo upon its release. The gameplay felt identical to Mass Effect 2, which was expected, but the glaring issue of characters having undergone some sort of brainwashing that changed them entirely. Urdnot Wrex (who died in my first playthrough of Mass Effect) was best-buds-chummy with Shepard, a far cry from his respectful-but-still-gruff demeanor in Mass Effect 2. Already, Mass Effect 3 was shaping up to be a bizarre continuation of a beloved series for me.

Finally, I gave in when the game was cheap enough on PC. Already, a friend of mine was playing it and another avenue for gaming and socializing was enticing. Unfortunately, there was no easy way of moving my save file from my Xbox 360 to my PC, so Jim would have to be remade from scratch. I began with character creation, trying to be as close to Jim Shepard as I was before. I thought I’d get some options to craft the backstory as I had at the beginning of Mass Effect 2 when I tried to start a new game. No such luck. So far, my Shepard was my Shepard in name only.

Even without the issues stemming from this not being my Shepard, inconsistencies in both gameplay and narrative manifested quickly: no sign of or reference to Urdnot Wrex, who was alive as far as I knew from my last playthrough. Instead, he has been replaced by his brother who sounds and acts like Wrex 1.0 than Demo Wrex. My conversation options seemed more limited in that opportunities to choose what Shepard was going to say were infrequent compared to previous games. Bioware did a lot to make the game accessible to not only newcomers to the Mass Effect series, but to role playing games in general. Starting a new game in Mass Effect 3 is not just creating a new character. It’s tailoring the whole game experience. Decide you don’t like fighting but you like some story? They’ll dial back the combat for you. Find story a buzzkill? We’ll minimize the cutscenes and let you maim ‘til your heart’s content. All of this would be admirable had they done this in the beginning.


I’ve spoken to some who’ve come to Bioware’s defense. Yes, it expands the audience. But someone who plays Mass Effect 3 as their first exposure to the series is not going to be happy when they go back to game one. Why can’t I dive sideways? Why does my gun keep overheating? Where’s the reload button? Why won’t Shepard stay in cover? There was a different mindset behind Mass Effect than its sequels. Maybe it was EA’s evil influence or just an overzealous move to improve the original’s weaker mechanics. What is inarguable is that Mass Effect is the weird grandpa whose worldview seems backwards to its son and grandson, Mass Effect 2 and 3. But I was there with the weird grandpa from the beginning. I understand his worldview. 2 and 3 need to get the hell off my lawn.

1 comment:

  1. There is an easy way to import your 360 game save to PC, actually. Not that it made Mass Effect 3 any better, of course. There's a save editor you can download, import from X360, and export to PC. I played through all three games on the 360 and there's a bug involving Tali's loyalty quest in ME2 that really soured my experience on top of it all. Apparently, if you use the renegade option during Tali's trial in ME2, you complete her loyalty quest but the save file doesn't get marked as having it completed. Do you get the alternate costume? Sure, but it makes it impossible to unite the geth and quarians in ME3 because, according to ME3, you never did her loyalty quest.

    I agree with pretty much everything you've written about the series. The biggest drawbacks for ME2/3, for me, is the fact that it went from RPG with a little action to action game with a little RPG. There's a stupid amount of handholding in the latter two games and you only get experience for completing missions, not for taking out enemies or completing objectives. Yeah, the Mako handled like a hot dog in a room full of KY (the lubricant, not the state) in ME, and there wasn't much variation between the planets, but it at least seemed like an exploration game.

    Rather than populating the planets and reworking the Mako controls, Bioware opted to remove most of the Mako sections and force you to "probe" planets for minerals/gases. It was bad in ME2, but infuriating in ME3. I had to spend 2-3 hours looking at a walkthrough because there is no way I'd have been able to complete the side missions in ME3.

    AFAIK, the only way to "create" a backstory for Shepherd in ME2 is if you buy the PS3 version that comes with an interactive, albeit lame comic. You make almost all of the important decisions there. When I played through ME2, originally, I just played it on the PS3. It wasn't until after ME3 had come out that I decided to play through all three again.

    Also, ME singularity is the best video game power in existence. Inanimate objects are affected by it, so even if you ran into a boring room, you could pop a couple of singularities and watch tables/chairs fly around. Not in ME 2/3, with its pseudo-Gears-of-War bullshit. The idea that all weapons used the same type of ammo would have been okay if I could've gotten it anywhere except from pillaging corpses. Heavy weapons were nothing more than a gimmick and I found myself using them very rarely due to the way their ammo worked.

    Finally, my biggest gripe by far: war assets only becoming available in single-player after playing multiplayer. I can't connect my 360 to Xbox Live for nefarious reasons, which means some SP content gets locked out. Even if I hadn't modded my firmware, I'd be stuck with footing an Xbox Live bill to complete a primarily single-player game I spent $60 on. There's no doubt in my mind EA had a lot to do with the steep decline the series took.

    I just typed a lot more about Mass Effect than I ever intended.

    p.s. Wreav sounds like a potato. I'm sorry you had to deal with him instead of the vastly superior Wrex.

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