Mass Effect
This upcoming January (in theory) Bioware will release Mass Effect 2. It’s something I’m looking forward to, since I enjoyed the original game. That being said, there are some pretty critical flaws. Flaws I hope not to see repeated in the sequel. I realize that: A) Nobody really reads my reviews, and even if they did - Bioware is not among my readers; and B) It’s a little too late in production to change anything anyway.
But that’s not going to stop my bitc– I mean critiquing.
Yes, there are many things to love about Mass Effect. That’s why it won awards and there’s a sequel being released. While I’m still jaded that the game is defined as an RPG first and FPS second, that is more the fault of the cut and dry definitions in genres than Mass Effect. If you ask me, I very passionately argue that Mass Effect is FPS first and foremost, with RPG elements. Yes you shape your story and place skill points in trees, and yes you can pause combat and do actions - that is pretty much the game world’s definition of RPG. But, it’s not *really* an RPG. Honestly, the spending of skill points and managing of equipment is just a basic evolution of gaming. Leveling up has been around since the dawn of gaming, why FPS took so long to use it to advance character traits is beyond me. While you dictate how good or evil your character is, that is actually a mechanic that I find more in the Action/Adventure genre of gaming more than RPG. I guess where it gets blurry is the fact that RPG games stemmed from Dungeons and Dragons very early on. Currently tho, all games are pulling straight from DnD mechanics - but NOT from RPGs. Make sense?
Look basically, there’s just too much evolution of gaming to narrow down things so casually. It happened to music too, you’ve SEEN how big the Rock section is at stores right? But, what I’m getting at is that there is absolutely no way you should ever consider Persona 3 in the same category as Mass Effect, and the following year: Tales of Vesperia and Fallout 3 (I’m looking at you X-Play!).
So now that we’re past that (your angry “It’s a damn RPG game” emails I’m sure will be riveting), lets talk about what Mass Effect 2 needs desperately changed. What’s very funny about this, I’m taking a few pointers from RPGs. If Mass Effect really WAS an RPG, these things really would’ve been standard.
Standby Characters
The Good
Standby characters have meaning. It’s nice to see you get quests from characters chilling out by your car. It’s also really good to have those characters have issues that can’t be resolved by main plot lines, and above all, are optional. Yay for making your characters have personality.
The Bad
Really it just comes down to equipment and skills. I like to prepare, and even switch things up. I really don’t like Wrex hanging back with a “Lancer I” assault rifle, when I’ve got a “Hurricane IX” in my bags taking up space (subsequently taking up limited amount of slots). I also don’t like to land on a planet to put him in my party just to spend his unused skill points. It’s a small quibble, but honestly, it’s a very newbish mistake. To have your standby characters stats only accessible by putting them in your party adds up to annoying load times for no apparent reason. Why you can’t manage all your squad from the squad screen is a simple question. Also, the locker idea for managing equipment, while a valid attempt, only irritates the matter more. To literally divide every single member into their own locker is trivial and, again, waste of time. Why I can’t manage my whole party from the equipment screen, again a simple question.
Well, maybe for the realism of “you can’t give weapons to your friends hanging out on the ship while your mid battle on the planet”. Fine, that’s a realistic viewpoint. But it’s stupid. I still can’t SWITCH to the party member can I? So it doesn’t do me any good to give them something, other than to free up inventory. Freed up inventory - not overpowering. Or, if that was too much to ask, even having one equipment/status station for the entire party and not just one character at a time with a ridiculously stupid tooltip saying “(insert name of person currently on screen) Left Trigger”, Really? You have the toggle function telling me to toggle to the SAME PERSON on screen and even give me a cute error beep when I press it. I feel a headache emerging.
Also, say I wanted to use my 5 million spare credits to buy my backups some armor and weapons. I either have to take them to the merchant with me (6 spare members mean 3 trips), write down who has what on my own, or literally run between the vendor and the lockers checking each piece (counting on the fact the vendor even HAS something they want). This being a waste of time is a gross understatement. Why they can’t shrink down that huge vendor screen to make room for all your characters is, again, unnecessarily annoying.
The reasons these points are such a big deal: RPG element is a diverse party you can choose between members. If you’re going to give me people I can switch out, and then give me the wonderfully wonderful advantage of group leveling (everyone levels at the same rate regardless if they’re in the active party - LOVE it), let me switch out members more freely. Right now, spare party members get in the way more than anything.
The Dialogue
The Good
The wheel is a great design. In a simple and yet in depth way they managed to make in game conversations versatile and important. By also placing answers in specific locations, you don’t have to play a guessing game whether what you said is actually what you meant. After all, there are several conversations where the short statement I chose sounded nothing like what the actual reply is. But, knowing where the intentions lie on the dialogue wheel counteracts any negativity I feel about the misleading shortened statements. Honestly the dialogue in Mass Effect is a wonderful strong point of the game they did right. Except for one small thing.
The Bad
The role of X button vs. A button.
To engage conversation - A button (X does not work)
To skip lines of conversation - X button (A does not work)
To select a response on the dialogue wheel - A button (X DOES work)
*sigh* Bioware, you were so close. Why did you allow the X button to be a response button? What’s that? Why is that flawed? For those of those who have previously beat the game, or just turn subtitles on and skim, you like to keep pressing X to advance the conversation. Unfortunately, the dialogue wheel could pop up at any time during the last phrase. I’m not exaggerating, I’ve seen it pop up at the beginning, middle, and end of the last line of conversation. The problem with this is since you’re hitting X to advance the story, you will now CHOOSE a response. This has actually resulted in me leaning my analog stick up and to the left during each conversation, just in case. My thumb is tired Bioware. This is such a stupid bug that can be fixed by simply un-assigning X as a response button during a conversation. I’m not spamming the button, it’s just really bad timing or really bad programming (with the irregularity of the dialogue wheel popping up, I’m going with the latter). Again, small complaint, but when you factor in how many conversations there are in this game and how integral they are to the experience, it’s actually a pretty big problem. Ask me how many times I’ve accidentally gotten a hostage killed because of it.
Cutscenes
The Good
They’re normally short and sparse, with most of the game revolving around interactive dialogue prompts where other games would just show a cutscene. It really makes the whole experience way more engrossing and creates a great atmosphere where you honestly feel that you ARE the protagonist, not just playing some AI controlled douche you tell to be less or more douchey at times.
The Bad
They.
Are.
Unskippable.
‘Scuse me while I sob in the corner. I can’t tell you how terrible it is to put unskippable cutscenes in a game, but I’ll try. It is, in my opinion, the worst implement in any game. It really is SuperMary’s kryptonite. It lowers replay value and adds to frustration on failures. Considering Mass Effect has their few and far between cutscenes right before boss/difficult fights, I see these scenes a lot. It’s incredibly frustrating to be forced to watch, at first wonderful, but after the 5th time, boorish and idiotic cut scenes before being allowed to play.
Look guys, there are a million buttons on a controller (don’t call me a liar) there are so many ways you can ensure that people do not accidentally skip a scene. Easiest? Take it from Xenosaga - hit the start button, pull up a prompt “Skip cutscene? Triangle = Yes, X = No”! TA-FREAKIN-DA!! It’s practically idiot proof. Practically. If someone’s that dumb to screw it up, they don’t deserve to watch it anyway ok!?
Galaxy(Travel) System
The Good
Pretty. Pretty music, pretty colors, pretty amazing source of information of things you can’t even interact with 1/3 of the time. The system you worked out was eye candy with a great source of useless, but nifty, information. It’s just pretty nifty.
The Bad
You have this huge Codex full of insignificant yet available knowledge - and didn’t find it necessary to give a list of what planets are in what nebula/clusters and what nebula/clusters are in what systems. Look, I get you want people to explore, but sending me on these wild chases skimming all these planets in different systems gets tiring. When you can really only interact with one planet/ship/asteroid/etc in a system, its pretty aggravating to try navigate after a while. “Somewhere in the Argos Rho system” Really? Couldn’t narrow it down? I mean it’s not like this is the future where we have logs of everything and everyone everywhere. I get loosing Saren, even tho he has this ship that kinda sticks out and everyone you meet has seen him before. Sure I can get that, but you can’t find a little harmless researcher in a some dig site in one system? Those archeologists sure are elusive with their huge mining facilities that stick out almost to space.
Just put the Codex to more use, I don’t need some narrator telling me about the usefulness of Omni-tools, but I do need to know which nebula/cluster and system the planet “Amaranthine” is on ok?! You already have this tree system embedded into entries in the Codex, it’s perfect for this sorta thing.
Mako
The Good
I get a car. It’s got rockets. It can run over things. Hell I can run over people and that just never gets old. Never. Nothing like hitting a guy going top speed, watching him fly like a rag doll, and a minute or so later you see him hit the ground while your experience window pops up with a sweet chirp. Ahhhh.
The Bad
It drives like shit. My 92 Geo Metro handled better than this. The steering handles like a cross between racing game controls and boat controls. If you’re outmaneuvering rockets, expect to take several hits. Not to mention the irregular geography from planet to planet. Some planets you can practically Spiderman up any mountain - almost scaling ceilings like Spiderpig. Other planets, if there is a slight bump Mako either spins uncontrollably or just can’t handle it and slowly slides back down to the bottom. I get that there are a lot of factors into why, I’m sure they developed it so well that some planets have rocks with less or more traction or wind may even play a factor. Very realistic. But quite honestly stupid. All of the plants basically look like a copy, paste, and resurface from each other, so no, I don’t give a rats ass about which rock holds better traction on what planet. I just want to get to the other side of this damn rock and you won’t let me without spending 10 minutes trying to drive straight uphill. Have you seen how advanced my ship is?! Where’s my damn hovercraft!? I mean come on - there’s wheels on this primitive thing, what year is this, 2120?
The Worst of the Worst : Equipment/Inventory/Vendors
This is the crux of my problem with Mass Effect. The whole system is terrible. Not bad, terrible. Most of my gripe with this game is dealing with an inventory system that feels dated and bloated.
Towards the end of the game, if you sneeze on a bug, you get 5 things in your inventory. It’s really sweet, but after a while I cry. The amount of time sorting through inventory is flat out ridiculous. The scroll speed is painfully slow. I mean slooooooooooow. Information on items is either too much or too little. I don’t need a paragraph explanation for a +110 shield mod, but gee I’d love to see how many mod slots the gear I’m currently wearing has when buying/selling. Look the whole thing is trash. The fact I have to painfully slooooooooooowly scroll through a list of “Polonium Rounds VII” (totaling to 10), just to get to the bottom of the list is terrible.
The fact that each item you blow up (reduce to omni-gel) results in only 4 omni-gel, no matter how good or bad it is, is at first a blessing (make use of items that don’t sell well). Yet, at the end game where you only get expensive items, it hurts to know you only get 4 out of it. Each time I have to repair Mako I weigh if 15 omni-gel is worth it. I mean, I’m only at 96% hull damage with no shields… I’ll be fine. Speaking of omni-gel, if I failed the bypass storage locker mini-game, it’ll take 25 omni-gel to open it now. I don’t think I’ll get 7 items outta that chest, so it won’t be worth it, reload save game and try again! It’s also ridiculous how they apply a manual bypass to everything. I mean everything. I had to shut something off and it required that button pressing mini-game. Pull the damn cord out of the socket.
And vendors? It’s so cute you separate out your wares into “Standard/Non-human Armors/Upgrades”. And by cute I don’t mean “girl on the Windows 7 commercial talking about happy words” cute, I mean “Progressive Insurance lady trying to be funny” cute. Cute as in “knock it off”. It’s confusing on why only some merchants use it and when you do have them separated out, you have to actually exit the shop and re-enter dialogue cues just to see the other stuff. Why? Really, honestly, why?
So here’s where we take a tip from the RPGs you claim to be brothers with, they’ve been using this system for decades. You take the vendor, squish down that excessively bulky vendor screen to show only essential information (after all, you do have a “Hit Y for more info” button you could use more efficiently) and, like I mentioned earlier, show all party members in the comparison screen. Add the mod slots as essential information to be shown on currently equipped gear. Change your equipment AND vendor views to be tabbed. One tab for each different weapon, each type of mod. It’s called organization. Also, STACK similar items, so I don’t have to painfully scroll the excessively bulky nameplates of the 8th “Shredder IX” mod, and give me an option to alphabetize them or something of the sort. And damnit, don’t lock me in a slower than molasses scroll speed. You’ve got 10 different versions of nearly every weapon and mod in the game, and the current system you have of mixing it all up and sorting by highest grade is primitive and poorly done. The amount of time spent simply organizing inventory is just boring.
Like I mentioned earlier, RPGs have dealt with this system for years and they do it this way because it works! Yes your screen is very pretty and shiny - I don’t care. I want efficiency. If you’re going to throw items into my inventory every other half second, you have to provide an easier way of distributing, equipping, organizing, and selling them.
Phew.
That was fun. Sorta.
Now, yes, that’s a lot of critiquing. But, Mass Effect does have great things, besides those half paragraphs I mentioned earlier. While I really believe the negative comments up above are serious and I hope they are addressed before the second game, there are some really great things I hope stay the same.
The Story
It’s not revolutionary, but no space story ever will be - it’s all been done. But it is good damnit. It’s enjoyable and the interactivity takes it to a whole new level of play. I’m really excited to see how well it translates into the next installment. Of all the games that just clone themselves and put out a shiny new UI on top and call it new, Mass Effect is the only one that I find myself fully accepting as valid. I’ll be honest, I didn’t look much into what is planned (then again, not much information really is available still), but the fact they simply do not pretend the first game didn’t exist is what I’m looking forward to next. The choices I make affect more than just the single inclusion of Mass Effect 1? Spectacular.
Hard Choices with No Right Answer
In depth story doesn’t mean squat if everyone walks away with no emotional trauma. Winning means that much more when you’ve lost something along the way. No words can really emphasize sending a team member of yours to their death. The entire experience of Virmire was one of my favorites, I found myself really connecting in that moment of the game. I really felt the pressure and excitement during that mission, it was enthralling. Oh and for the record, I always send Ashley to her doom - she’s a damn racist.
Integration of Biotic and Weapons
The ability to pause the game and position your teams abilities to target specific enemies has made an impracticable system useful. My first playthrough I didn’t even realize you could pause the game in this method, so damned if I ever used biotics (beyond Unity to revive my suicidal teammates), but this time around I find them intriguing enough to make my next character a biotic.
Achievements Meaning Something
The gaming industry calls achievements “bragging rights”, but I haven’t bragged yet. I still try to complete them for personal accomplishment, but I get irritated by the fact achievements have turned games into jobs. But Mass Effect’s achievements are all worthwhile. They do something not so crazy but not widely practiced - in game rewards. It can increase the amount of health or shields you have, or encourage attachment issues you may have with a particular weapon. 150 kills with certain weapons unlock the use of that weapon with any future characters you make on that profile. Same with biotic abilities, use it enough and you can carry it over to your next character. It really increases the replay value if you’re someone who sticks to one style of play. For instance, I love my shotgun. I’m not so hot on biotics as much, but if I had a shotgun with my biotics, you bet your sweet ass I’ll give that a whirl. My only problem with this system is you only get one perk per new character. Granted it’d be extremely overpowered to give you them all, but maybe allowing one weapon and one biotic would be a better reward for the dedicated. But the tally for each achievements carries through all characters on that profile, so it encourages a more casual gaming approach. All-in-all it’s a great rewards system more games should adopt.
That’s it for now. Gonna play some more. Hopefully will get to catch up on other games later this week.

























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