Tag Archives: mass effect

March 2012 update

Wow, a lot has happened in a month.

Finished replaying Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords: How Many Subtitles Can We Add. I played TSL with the Restored Content Mod (1.7), and, because of it, the game was amazingly good–better than the first one, even. I played these to remind myself of the references that I’d been seeing in Star Wars: The Old Republic back in Dec/Jan, but since finishing those two games, I haven’t really had much time to hop back into SWtOR.

Instead, I went to the Digital Media and Learning conference, March 1-3 in San Francisco. It was good, but the most progressive and interesting stuff came from panel talks and hallway conversations, imho, not the keynote or plenary sessions. I think this has to do with who I am, as the main events were a lot of proselytizing to teachers and policy makers. While the conference was happening, I started a Google doc to take DML 2012 collaborative notes (like the previous two years and at other conferences I attend). This year, we got some pretty good coverage (thanks to Cathy Tran and Kat Schenke).

Hung out in San Francisco *during* Game Developers Conference, March 5-9, and, as luck would have it, someone gave me their pass on Wednesday since they were leaving early. I totally squandered it and mainly went to the expo, but I did see a really great talk by Rich Lemarchand. The energy at GDC put DML to shame, and surprisingly, the innovative game play and talks that I did go to I felt were better and more substantial than those at DML. Too bad, it costs 17 times more to go to GDC than DML.

Was introduced to Draw Something, the mobile game where you and a friend guess what each other are drawing, kind of like Pictionary. I love how it’s encouraging a lot of people who don’t normally “do art” draw and be creative. It’s pretty much taken over as my idle activity of choice, leaving my twitter feed languishing.

Played Mass Effect 3, March 11-18. (Massive) spoiler warning!!!

 

 

Spoilerz aheadz!

 

 

There’s a bit of controversy over the ending. I thought the ending took away player agency in a way that was dissatisfactory, not letting me make choices that I thought Commander Shepard would make. (The most awesome rewrite of the ending is, by contrast, very satisfactory, and I’ll pretend that’s how it ended.) The synthesis ending is completely bizarrely space magic. And when I think about the whole game, I am a little disappointed that so much of if felt like I was just hitting a button to continue to watch the cutscenes play out. In many cases, there wasn’t really a choice to make, and most of the cutscenes felt like Bioware was just dotting Is and crossing Ts, methodically tying up loose ends from the previous two games.

These activities and events have basically prevented me from attending to my inbox, and it will take me a while to go through everything I marked with a star to check out later.

 

Mass Effect 2

Major spoilers follow:

Last month I played the original Mass Effect again and completed every side-mission so that I could export the save game for Mass Effect 2. Mass Effect 2 features a ton of little nods to your decisions in the original, but, in the end, I’m not sure if it’s really all that well implemented. The problem is that I bonded or bought into the role-play of my projected identity (Gee, 2003) of my version of Shepard in how the commander became emotionally attached with various party members that when I met up with those party members in the sequel, I was disappointed with how interactions with them were treated.

For example, in my version of Mass Effect, Ashley Williams started out relatively xenophobic but loosened up towards the end as I explored her feelings with her through dialog. When I met her in ME2, though, it just seemed like she reverted to her old self, as if we didn’t become close friends at all. Most glaringly, though, was the way my Shepard interacted with her lover from the first game, Liara T’Soni. In ME2, they exchanged maybe two lines that referred to their past relationship, kissed once, and then that’s it. The rest, I assume was just scripted for any Shepard incarnation, based off of Liara’s dealings with the Shadow Broker. I know there’s a comic book prequel to ME2 that details what Liara was doing between the events in the two games, so maybe her experiences while Shepard was away were traumatic enough to warrant her distanced emotion, but *Shepard* doesn’t know anything about those details (even if I did via reading the comics), so it would make sense for them to at least spend a couple of more sentences on how the events affect their relationship.

Disappointment in how ME ties into ME2 aside, there’s a bigger problem I had with Mass Effect 2. (I should say, right off, though, that I did like ME2; I just thought it could’ve been better.) The bigger problem is that there’s not really much of an epic plot going on. Things don’t lead to other things. Piecing together a mystery was a great plot in the first game; it’s barely there in the second game. Instead, the majority of the game is spent recruiting more and more party members and then going on unique missions for each one to unlock their special ability, presumably a reflection of their augmented loyalty to Shepard. There’s no sense of urgency, really. You don’t meet party members along your desperate journey to fight the bad guys (which worked really well for almost all the previous BioWare games such as Baldur’s Gate, Knights of the Old Republic, and the first Mass Effect). Instead the game is about recruiting them and getting them set-up the way you want before eventually going through a mass relay to fight the bad guys. It just didn’t feel like there was a point to it, especially since you can only take two party members with you on a mission. Getting more than half a dozen seemed superfluous.

A funny thing I noticed: it’s actually very similar to Dragon Age: Origin‘s plot, though DA:O seemed less linear than ME2. You have to get the Dwarves to join you, for example, but before that you have to resolve an internal conflict they’re having, and you have many options for how that conflict is resolved. In ME2, you recruit NPCs by helping them with whatever they’re currently working on, but you don’t get much of a say in how it’s done. What tied Dragon Age together really, really well, was the betrayal theme underlying the whole game. ME2 doesn’t have a one-word theme that resonates as strongly, I don’t think…

Other things about the game:

  • I liked how the relationship between Joker and EDI evolved to the point where they started having some pretty good chemistry and banter between them.
  • I liked most of the new party members pretty well, especially Jack, Miranda Lawson, and Mordin Solis. The DLC party member Zaeed Massani was alright but not really a fully realized NPC as the others are. No dialog with him at all, really, though he does have some interesting one-liners in various situations.
  • The opening prologue was extremely effective and moving. The rest of the game, not so much.
  • Finally, oh man, the scanning planets for resources part of the game sucked ass. I think I even like roaming around barren landscapes in the bouncy, bouncy Mako better.

Still, this was the second in a planned trilogy of games. Arguably, it’s the lull before the climactic finale, building up anticipation for something big. I suppose I’ll hold onto my save game until then.

Gee, J. (2003). What video games have to teach us about learning and literacy.

Mass Effect: brief thoughts on my replay

Getting ready for Mass Effect 2, coming out on the 26th or thereabouts, I replayed Mass Effect this past weekend. Apparently, choices made in the original game affect conditions in the sequel, and I wanted to make sure I had all my projected identity* ducks in a row. It’s a good game. Combat is more visceral than the other Bioware games since its in real-time and works like a FPS (with RPG stats affecting aim and damage, etc, a la Deus Ex).

Driving around in the Mako, exploring various planets, is slightly tedious, but it’s good fodder for the compulsion to complete achievements and collect shit. I’m well-trained for that kind of gameplay from WoW, which I both find interesting in a “hmmm…” sort of way and despise in a “goddammit, why do I do it?” sort of way. (Something about the game playing me just as much as me playing the game can go here. :p )

It’s unfortunate that there’s no agency involved with finding a cure for the krogan genophage, but others have surmised that it needed to be saved for a later game in the trilogy. Can’t have the hero resolve *all* the galaxy’s problem in one go, after all.

One question (and major spoilage): at Noveria, in the research facility, the asari kills the security guard blocking the way to Shepard and then tries to kill Shepard, on orders from Matriarch Benezia. Ok, that’s fine. Shepard reports this treachery to the security chief and then proceeds to deal with the rachni situation in the Hot Labs. Upon returning from the Hot Labs, the whole security force goes ballistic and ambushes Shepard, again, on orders from Benezia. WTF? If they were working for Benezia all along, why’d the asari have to kill one of the guards?

*See Jim Gee’s What Video Games Have to Teach Us About Learning and Literacy, specifically the chapter on Arcanum, for a primer on projected identity. 🙂