Wednesday, February 11, 2015

Mass Effect 3 (2012) Review: Beating a Dead Horse Edition



Lucas Versantvoort / February 11, 2015

After the success of Mass Effect and the even bigger success of Mass Effect 2, everyone was awaiting with baited breath the game that would conclude the story of Commander Shepard in stunning fashion. And in 2012, the game hit store shelves and sure enough, the game was memorable, though for other reasons than an ardent Mass Effect fan might hope.
            The story starts with Earth being attacked by the Reapers. You escape Earth in the SSV Normandy with your crew and spend all efforts on gathering as many allies as possible. Depending on your decisions in previous games, this might prove easier/more difficult than anticipated. It is up to you to try to make everyone see the bigger picture, that focusing on their own little quarrels doesn’t matter much if the Reapers wipe everyone out in the process. This amounts to you helping the other species and garnering favors and securing promises of aid against the final assault against the Reapers. Meanwhile, Cerberus, the organization you helped in the previous game, has turned against you, its leader (TIM) having a plan of his own of ‘ending’ the Reaper threat. Eventually, you are informed of an ancient Prothean superweapon that might prove key to wiping out the Reapers and saving the universe.
            So…the story. Is it any good? I’m going to go with the always highly useful answer of ‘yes and no.’ It is true that several sections are incredibly potent, but it’s offset against a plethora of narrative issues: drivel like Shepard’s nightmares about the one kid he couldn’t save on Earth. Puh-lease… You mean to tell me that after two games of allowing you, the player, to decide Shepard’s character through dialogue options and so on, now you’re going to actively write him as a dramatic character? I’m sorry, but it doesn’t work that way. What if someone’s renegading? After pragmatically killing of hundreds of enemies—and sometimes entire species— in cold blood over the course of two games, making Shepard go all emo about one boy just doesn’t work dramatically. I also remember this clichéd missions featuring a bomb on Tuchanka where the Turian Lieutenant Victus sacrifices himself to redeem his honor and save the rest and of course he goes out with a one-liner: “Victory, at any cost.”  I can almost hear the solemn trumpet solo in the background…
On the other hand, what the game does positively nail is the feeling of things coming to an end now that the Reapers have finally showed up. Even when I was just strolling through the Citadel, I had the feeling that I should get my ass moving and save the Universe. There was this constant air of melancholy permeating every second of the game. And that’s precisely the feeling that, for better and for worse, BioWare was going for with this entire game. It’s the same deal with Final Fantasy XIII: there’s little to no exploration, because the main characters are fugitives. In Mass Effect 3, the Reapers are killing everyone, so there’s little to no time for sightseeing (no exploring the homeworlds of the Turians and Asari); there’s only a race against time to gather as many allies as possible and defeat the Reapers.
            All in all, the story is flawed (to speak nothing of the ‘radically different’ endings), but there are times, as I said, when it gets it completely right. The perfect example is the chapter involving the Krogan. This is where everything comes together, where the gameplay is tense, the storytelling is tight and the choices are meaningful. You can let Mordin sacrifice himself for the good of the Krogan future, or, if you did certain things beforehand, can save him as well. You can confront Mordin with your worries about future Krogan aggression and fatally wound him, etc. The great thing here is that it feels like a self-contained chapter that has a clear beginning-middle-end structure and builds on the themes connected to the Krogan and Salarians. It all comes together wonderfully. More importantly, it’s emotionally satisfying.
Speaking of which, that’s another problem with ME3, the fact that it has to tie everything together and make sure your that all your choices made in the previous games matter. It sounded ambitious when BioWare first announced its plans of letting you transfer saves from one game to the next, but in practice, it’s clear BioWare bit off more than it could chew. Rather than having all your previous choices make a real difference, they don’t mean a lot in the end, a fact emphasized by their being given a number of War Assets. Remember the huge decision at the end of ME2? Whether or not to destroy or save the Collector base? All that does in ME3 is give you a measly few War Assets…whoop-dee-fuckin-doo. That’s the problem when you’ve created a canvas as big as this: it becomes impossible to make all the player’s choices matter without most of them feeling inconsequential in the bigger scheme of things. The direct consequence is that you become more easily aware of the underlying machinations of what triggers what event. You quickly identify certain short scenes as being a little reward for you having done something in one of the other games. It doesn’t exactly enhance the narrative flow when you’re like “oh okay, he shows up, because I did this in ME2.” You instinctively realize it doesn’t really matter. Minor characters make little more than glorified cameos for one scene and are never seen again. It’s the same thing that plagued ME2. To save or not to save the Council; that was the big question at the end of ME and all it meant in ME2 were a few pointless scenes featuring the Council, that’s it. It didn’t change anything substantial.
In terms of gameplay, the game suffers from/enjoys the same features that separated ME2 from the first game. Just like ME2 was more of a shooter than an RPG, ME3 symbolically does away with all RPG elements and goes into full-on Gears of War mode and never looks back. Oh sure, BioWare may have claimed they’d introduce “added RPG elements,” but the simple fact is that no one in their right mind would consider this an RPG. Even the classes themselves aren’t truly unique enough to provide for radically different gameplay styles. In the end, it all boils down to moving and shooting, getting behind conveniently placed cover and shooting, and so on…
Ugh...
            And don’t even get me started on War Assets, a feature with which you can keep track of the support you’ve gathered throughout the game (individuals, armies, technology and so on). What baffles me is that it flat out tells you the minimum number of points necessary to even get access to one of the main endings. It’s so immersion-breaking it defies belief. So let me get this straight, you spend three games immersing yourself into this universe and all these characters and prepare for the coming onslaught of the Reapers and now you get a system that blatantly tells you when you are ready to defeat the Reapers, the almighty species against which victory is nigh impossible? Yeah…do you see how that doesn’t really fit into an emotional storyline where you desperately fight to save the universe and everyone in it? What kind of computer is even able to predict this, anyway!? I understand that a game in the end is entirely ‘technical,’ that it takes into account certain variables and that you are assigned a certain ending as a result and all that, but how about we don’t confront the gamers with this emotionally inert nonsense? You’re supposed to effectively suppress aspects of game design, not shove it into people’s faces. Right after reaching the minimum amount of points necessary, I remember thinking, “well, no matter what I do, I guess I’m now able to defeat the Reapers.” Not exactly the kind of emotional response you’d want to get out of a dramatic narrative. What's worse is that you need to compete online for assets, otherwise you can only gain 50% of all assets. So, 50% is gained through single player, while the rest through online multiplayer and iOs/Android apps. I was furious when I first discovered this, cuase it felt my single player experience was being fucked around with by needless online components.
            Other things that left a bad taste in my mouth are little things like BioWare’s decision to increase Ashley and Liara’s cup sizes for what I’m sure was a very valid reason with lots of narrative implications. Even worse is the inclusion of Jessica Chobot as reporter Diana Allers who you can take with you on the Normandy, so she can ‘broadcast the truth to the people’ and all that. You can romance her, but it’s just a fling, so why would you? For those of you who don’t know, she was involved with IGN at the time, which casts an all the more dubious light on not just her casting, but on the notion of ‘objective video game journalism.’ Just this casting choice alone can easily make me dislike the game as a whole, depending on my mood. BioWare also screwed up side quests, more specifically the giving of objectives. Most side quests involve only going to some planet and find some object or something, but the objectives don’t necessarily state which planet you’re supposed to go to and even when they do, you’re not told exactly where it is. Apparently, you’re supposed to just wander the galaxy and hopefully stumble upon the right planet at some point. How do you screw up something as simple as side quests? Another “new and exciting” feature was that you could give voice commands through Kinect with a headset. How anyone could think this is what gamers want is beyond me. Because you know…sometimes I look at my controller and I think, “man, I wish I could just do away with all those buttons and just talk to my TV, because that would definitely increase my immersion into the game world and raise my enjoyment levels by at least 100%.” The entire notion is just ridiculous, a failed attempt at blurring the lines between your living room and the game world.
Just...wow...
            For what it’s worth, there were enough good moments to warrant my purchase of Mass Effect 3. The attempt here was obviously to create a stunning, emotionally compelling, cinematic finale and they somewhat succeeded. But for every compelling moment, there were things that annoyed me: the fact that ME2’s teammates can’t join you on your ship (BioWare instead obsessively focused on ME’s cast and gave ME2’s cast a couple of cameos for good measure), the lack of conversations with your teammates, the immersion-breaking War Assets, the lack of differences between classes, Diana Allers, the fucking cup sizes, the relatively boring new characters, the obvious appeasing of the LGBT community by shoving gay romances into the proceedings (I have nothing against gays, but it’s weird how Shepard and Kaidan can all of a sudden ‘bat for the other team’ even though this was never implied in previous games, not to mention how underwritten Steve Cortez was), EVE’s hot cyborg body, the dream sequences, not to mention the endings themselves…and that final screen... BioWare tried and occasionally succeeded, but they bit off more than they could chew here.

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