The Mass Effect series is a trilogy of sci-fi action RPG’s from Bioware.
I played about halfway through the first game when it came out five years ago before getting
distracted. If you’ve been following gaming news you’re probably aware there
has been a bit of a backlash about the ending to the third game, which perversely
has renewed my interest in the series.
As such I’m going to attempt
a play through and review of the entire trilogy. My goal is less a “buy/pass”
breakdown of the game and more a study of how the design has evolved from
iteration to iteration. I’m also curious about the ability to carry my save
from game to game.
The Mass Effect series has the almost unique property of allowing you
to import your saves from one game to the next, in theory remembering major
choices you’ve made and adjusting the game world accordingly. A few old school
RPG’s like the Wizardry series would
let you import an old party into a sequel, but nothing with such a dramatic
effect on the game world and story. It’s a tremendously cool idea and I’m eager
to see if Bioware was able to implement it successfully.
Captain on Deck
Mass Effect
puts you in the boots of Commander Shepard, a capable soldier of variable
appearance, gender, and background. Aside from the usual facial customization
you can also chose between six different combat classes, each wielding a
different mix of weapon, tech, and biotic skills. Weapon skills are self
explanatory and Tech skills do things like strip enemy shields or overheat
weapons. The Force-like biotic powers are especially fun to use, sending
enemies and objects hurtling about or floating helplessly through the air.
Biotics reduce even giant alien bugs to physics props. |
With character creation complete Shepard is launched into a tale of
rogue secret agents, murderous machine intelligences, ancient alien legacies,
and (of course) the fate of the galaxy. The opening mission does a solid job of
establishing the setting, stakes, and primary antagonists. It’s a strong enough
start but the pacing stumbles a bit after the gunfire dies down and you’re sent
to the seat of galactic government, the enormous Citadel space station.
The Citadel is mostly
elevators and un-interesting side quests. Fortunately these are also largely
inconsequential can be safely ignored. If you can put up with an hour or two of
running back and forth, elevator riding, and petty politicking you’re ultimately
handed your own ship and sent back out into the wider galaxy. In classic
Bioware style you’re given a list of major plot missions and the freedom to
tackle them in any order.
Strange New Worlds
It’s a big galaxy out there,
with plenty of unexplored worlds. Almost every system has a planet you can land
on and explore, both on foot and in a powerful APC called the Mako. The Mako is
incredibly durable but handles like nothing you would expect from an armored
vehicle, bouncing around like a giant chunk of Styrofoam and grinding up almost
90 degree inclines. It’s more goofy than annoying most of the time but feels
very arcade like compared to the rest of the game.
The Spice must flow... |
Unfortunately most planets
outside of the core story missions aren’t worth the trip. Mass Effect’s unexplored
worlds are barren, featureless wastelands that feel like they were cranked out
in five minutes with a random terrain generator. Only the Mako’s own improbable
physics model makes it possible to clamber up and down the obnoxiously hard to
navigate valleys and mountains. There’s little to do but prospect the
occasional mineral node for a marginal reward and try not to get eaten by the
rare giant sandworm, which have the charming habit of randomly emerging
directly underneath your tank for an unavoidable one-hit kill. Many of the
alien sky-scapes are quite pretty though.
You can also shoot through
the same few rooms over and over again. I’m not kidding. Each unexplored
world’s “dungeon”, whether a pirate base, rogue genetics lab, or lost colony,
has the exact same layout. I understand development resources for peripheral
content are limited, but this level of blatant recycling is ridiculous.
Be prepared to see this room a lot if you do any side quests. |
Set to Kill
Combat is a significant part
of Mass Effect, and unfortunately
this is not the very best third person shooting you’ve ever seen. The cover
system gets the job done but could be tighter. Weapons, especially sniper rifles,
are aggravatingly inaccurate until you’ve made significant upgrades to your
skills and equipment. You can pause at any point to shuffle equipment, queue up
powers, and give commands to your teammates, which keeps things from getting
too out of hand.
Enemies with rocket launchers
or special tech or biotic powers can be dangerous but don’t coordinate with
each other. In outdoor areas they’re sniper bait, if you don’t simply vaporize
them with the Mako’s cannon. Indoors foes are a bit better about using cover
but still tend to trickle towards you a few at a time, letting your squad pick
them apart piecemeal. Victory yields the expected XP, levels, and points
applicable towards improving Shepard’s skills.
This guy picked a bad day not to call in sick. |
The character development
system isn’t the most complex but still allows a degree of flexibility and
specialization. Improving an active skill usually also provides a passive
bonus, and there are never quite enough points to get everything you want. Squad
mates level up at the same time Shepard does, so you never need worry about
characters falling behind.
Making leveling systems work
in a game this non-linear is tricky, and Mass
Effect attempts to remain challenging by having everything scale along with
you. XP and money rewards, equipment drops, and enemy strength all grow at the
same rate you do. This robs leveling up of some of its impact but Mass Effect’s free-roaming structure
makes it a necessary evil. It also keeps looting interesting by ensuring you’re
constantly finding slight upgrades, and you can conveniently recycle your old
junk into “Omni-gel”, a magic paste that picks locks, repairs the Mako, and
allow you to skip certain puzzles.
Engine Trouble
A few of the set pieces look
good, but many of Mass Effect’s environments are sparse and dull. The frame
rate was also surprisingly jerky at times for a five year old game. Loading
sequences disguised as painfully slow elevators are common.
For an armored vehicle the Mako can catch some serious air. |
Moving from technology to
design one of the minor but ubiquitous problems Mass Effect suffers from is a general lack of player feedback. It
can be hard to tell when you’re taking hits in combat, especially from
awkwardly animated melee enemies. The galactic map doesn’t tell you where
you’ve already been, and where side quest you’ve accepted can be found.
Character and power information is terse and vague. If an item gives me a bonus
of fifteen to power cooldowns, what
exactly does that mean? Fifteen seconds less? Fifteen percent? Does it
stack with similar effects? It’s a mystery.
Finally the equipment
interface is clunky. Equipping your team is a real chore, one that would have
been largely removed with a drag-and-drop paper doll interface. It’s still a
significant improvement from the original console interface but could have been
better implemented. Other PC specific upgrades, like hotkeys for player and
squad-mate powers, are more effective.
Away Team
Over the course of the game Shepard assembles a small group of human and
alien support characters. Two of them always accompany you in combat and they
can be chatted up between missions for tidbits about the Mass Effect universe. Voice acting is well above par and everyone
has a distinct personality and back-story, though as often as not it boils down
to complaints about their relationship with their parents.
Krogan, like Wrex on the left here, are fiendishly tough to kill. |
Your squad mates can
generally hold their own in combat. There’s an interface to micromanage them,
but I found it more trouble that it was worth and just let them do whatever
they wanted. They’re at their best when allowed to use their special powers
freely.
I particularly enjoyed how
biotic characters would yank enemies out of cover and leave them flailing
helplessly in midair. There’s no damage from friendly fire, which is good because squad
marksmanship is a bit less impressive. I had my aim thrown off regularly by allies
shooting me in the back of the head.
As you’ve likely gathered by now Mass Effect’s gameplay, especially
its combat, is a bit uneven. Never outright broken or bad, but some elements
(like biotics) work a lot better than others (enemy AI, the Mako, etc.) The
greatest strength of the game comes from offering interesting, difficult
choices without a clear cut answer and letting you resolve them as you see fit.
Prime Directive
Rather than the standard
good/evil dichotomy Shepard’s actions are broken down a bit differently.
Talking down a frightened civilian waving a gun at you is a Paragon action.
Punching the man unconscious or shooting him in the hand to disarm him is a
Renegade response. The Paragon and Renegade bars fill up independent of one
another, unlocking new and generally beneficial dialog options as they do.
Lets be honest. As a starship captain hitting on blue alien women is practically Shepard's job. |
It’s a well handled system.
Shepard never breaks character to act cartoonish evil or lawful stupid. Shepard
is a military agent on a save-the-galaxy mission, not a random adventurer or
mercenary, but how hard-ass, violent, or by-the-book Shepard acts is
up to you. You’re also free to approach each new situation on a case by case
basis. Unlike Bioware’s Old Republic
games there is no penalty for acting against your dominant “alignment”.
The choices you’re called
upon to make over the course of Mass
Effect have real consequences, including what major characters live or die.
Supposedly many of these consequences will carry over and affect the later
games in the trilogy. Having only finished the first game I can’t yet judge how
effective this is, but I’m looking forward to finding out.
The dialog is snappy and the
writing engaging, with bits of slightly self-aware humor when appropriate. It
holds to the level of quality we’ve come to expect from Bioware. Finally there
are a number of genuinely epic and memorable moments, especially towards the
last few hours.
Bouncing off into the sunset. |
In spite of some general
gameplay and technical clunkyness Mass Effect
is still able to get by and then some on the strength of its writing, its
characters, and the vivid sci-fi universe it creates. The sequels supposedly
tighten up many of the gameplay elements I’ve complained about, and I’m deeply
interested in seeing if Bioware is able to make my decisions feel meaningful
when I import my save into ME 2. I’ll let you know as soon as I finish.
Reasons to play: Galaxy
spanning adventure. Biotic powers are a hoot. Game asks you do make difficult
and interesting decisions.
Reasons to pass: Dull,
repetitive side quests. Moderately awkward combat. General lack of feedback.
Loading elevators everywhere.
Articles copyright James Cousar, games and images copyright their respective owners.
No comments:
Post a Comment