Retrospective: Mass Effect
Lovin' an elevator.
Those poor old elevators. In case you haven't heard, one of Mass Effect's weirdest features has been officially shelved in favour of more load screens. Yes, the lifts were incredibly slow. For example, Mass Effect is a science-fiction RPG where male characters can fall in love with one of two female crewmates, and I chose Liara because the alternative, Ashley, hangs out in the Mako garage, and thanks to the lift sequence separating the garage from the rest of your spaceship this constituted an unworkable long-distance relationship. That slow. But at least they weren't load screens.
Mass Effect has enough of those already. So many, in fact, that an uncharitable observer might argue that the huge scale of BioWare's intergalactic civilisation is largely supported by the volume and duration of loading delays that punctuate every journey. After all, it's far easier to suspend your disbelief - even while you're locked in dense social and political discussions with blue-headed bisexual alien mystics and giant voles - when even nipping to the shops involves putting yourself into cryogenic stasis outside the game as well as within.
That uncharitable observer would be wrong, however, because if you ask me the vastness of the foundations of this particular galaxy isn't a byproduct of Mass Effect's load screens, and to go around thinking as much would be as daft as a car with a jump button. Ha ha. But seriously, the settings also function because of decisions made by the Citadel Council and, aptly, the gravity they manage to convey.

Getting around the Citadel is a disaster until you've learned the layout. No wonder the Protheans all died.
Like all BioWare games, Mass Effect isn't so much steeped in lore as waterboarded. Humans are one of a number of races who have colonised space and hold a presence on the Citadel, an alien space station that is, for all intents and purposes, the centre of the galaxy, and along with its alien "mass relays" allows for wide-scale exploration of deep space. Everyone seems pretty happy with the fact they lucked into all this alien technology, which used to belong to the now-extinct Protheans, rather than inventing it, but then it has been a unifying force for advanced civilisations from across the 'verse, so that's alright then. Probably.
The Citadel is presided over by the aforementioned Council, which has representatives of the reptilian Turians, blue-headed science boffins the Asari, and the weirdo espionage-loving Salarians. But not humans. Which is where you come in: you, Commander Shepard, are humanity's great inroad, because you're being considered for Spectre status. Spectres are like special galactic police who go around doing whatever the hell they like, and it would be a huge honour if they made you one, so another Spectre, a Turian called Nihlus, is working alongside you on the Normandy as you travel to the human colony of Eden Prime to retrieve a Prothean artefact - a beacon. You're on best behaviour.
So of course it all goes horribly wrong. Nihlus is killed, the beacon is destroyed, and Shepard is exposed to some sort of incomprehensible Prothean home video that may or may not be the key to the history of the universe. And it's at this point I got stuck in the game's gravitational pull, because despite going before the Council and explaining that naughty Spectre agent Saren is responsible, and presenting an eyewitness account of him murdering Nihlus, the Council says this is circumstantial. You don't just need a smoking gun when it comes to decisions that affect trillions of lives, you need a burning rainforest sticking out of a Death Star.

The music is almost all brilliant. It's actually worth dying repeatedly just to hear the death jingle.
A game with a lot of information to impart better be good at it, and Mass Effect is, for the most part, thanks to a good conversation system where you use the analogue stick to point to possible responses. You don't always get six options, but there are six possible positions for the options to appear in, and each is a particular flavour of reply; charming and intimidating comments, for example, are always top-left and bottom-left respectively when they're available.
Because you already know the tone of the option you're pointing at, BioWare can also be economical with what you're actually clicking on, so each option is represented by a few words. While you may click on "Let's go", Shepard may say "We should get this f***ing show on the road mof***ers." This was an awesome move, because unlike many of its RPG predecessors you don't feel like you've already answered by the time you hit the button; you direct exchanges rather than waiting for your character to mouth the sentiment you've just expressed with the A button. (Incidentally, in order to avoid even the slightest story spoiler, I have invented dialogue for the above examples. Mof***ers.)
The line between narrative cause and explosive effect is nonexistent, too, which also enhances the game's storytelling. The shooter-influenced combat was originally criticised in some quarters (these quarters, for example), and there was a backlash against this criticism in the pointy-hat community, but there are a couple of problems with their position. Not least of these is that it's a bit silly to moan at critics approaching the game from shooter backgrounds who don't rate it as a shooter, given that BioWare would be the first to admit Mass Effect is built around projectile weapon combat as much to court that crowd as anything. And also, however much you love the game - and I love Mass Effect - you have to admit that the cover mechanics were a bit 2006. It was 2007!
But BioWare was right to go shooter, even if it fell a tiny bit short, because it also serves an important narrative function. In a vast, ponderous galaxy where the smallest units of time and distance are years or tens of thousands of kilometres, the immediacy of gun combat reinforces that scale: engagements are over in a matter of seconds, even if you insist on the optional granularity of constant micromanagement; mere specks of space and time in a universe with bigger problems. As Douglas Adams pointed out, space is big. Mass Effect respects that.
Besides, you don't have to go shooting all the time. There are six character classes, allowing for varying play styles, and even within the shooter-heavy Soldier class there's scope for specialisation thanks to team orders, and separate experience paths for different core weapons. Each of the other classes involves a bit of shooting, but with two crewmembers at your side on any given mission you can pick a style that you like - using an Adept to levitate enemies for Soldiers, or an Engineer to debuff enemies, or any of lots of other possibilities.
Plus, your aiming, scope stability and other combat abilities are also bound tightly to your equipment selection and choices on the level-up screen. Inventory and ability management is confusing to begin with (which is a shame given how much time you spend doing it), but along with exploring and arguing, and running and gunning, alphabetising your rifles and making sure your colleagues' grenade modifiers are appropriate to the local fauna is a silent third pillar of fun. And just as the line between the conversation system and "aggressive negotiations" is nonexistent, so is that between your toolbox and the rest.

When you hit level 20, make sure to do the 'Rogue VI' mission that Lance Henriksen tells you about. It opens up some cool stuff.
Then there's Mass Effect 2. While it's not out until the end of January, and I've not played it yet, I can already tell you how it began, because Mass Effect told me - and you, assuming you ever bothered going to Edolus. Like a lot of the side-quest planets, Edolus begins innocuously enough - just you and the Mako Mountain Climbing Team out for a drive, homing in on a distress signal. You come out onto a plain and spot the husk of a tatty old Alliance vehicle surrounded by scattered bodies. There's a beacon. It's so blatantly a trap.
It's a trap. A Thresher Maw bursts out of the throbbing ground, mouth parting like a children's handheld windmill of doom, and spits green death in your direction. This is going to be a tough one - you may need to drive backwards and forwards holding the "shoot" button for several minutes.
Maw down, you investigate, and realise these men are the ones Admiral Kahoku was telling you about last time you visited the Citadel. When you report back to him later he promises to investigate, and it puts him on the trail of Cerberus, a human supremacist organisation. The Nick Griffins of space, they give humanity a bad name (other than "Cerberus", which is kind of cool), and yet it's them to whom you'll be going in Mass Effect 2 as you try to work out why human colonies are disappearing.

BioWare still doesn't do romance very well - Shepard's about as seductive as a lump of coal and the dialogue's more Attack of the Clones than When Harry Met Sally. Still: blue sex.
The Cerberus assignment doesn't just seed the organisation though - it implies that BioWare's promising claims about the trilogy's underlying knitting may be more 'operatic tapestry' than 'Christmas sweater'. Because you don't just hear about the Cerberus organisation in the first game - you can also go looking for them.
Mass Effect is appealing enough in the short term, but this sort of thing may well end up being the key to its long-term success as a series, if not its greatest triumph. Games in the same series have spoken to one another for ages, but generally it's just been basic stuff - a few bonus experience points if you happen to buy the latest Tiger Woods and it finds a previous save-file on your hard disk, for example. Nothing to drive over a neighbour's fire hydrant about. But an RPG where individual instalments change dramatically based on your decisions in previous ones would be something else: the theory goes that a grumpy man-soldier who shoots through the first game asking questions later and adhering to the "Renegade" path might struggle to recognise the game that a sensible, thorough, "Paragon" Adept woman is playing by the end of the third instalment.
That's why people might end up thinking the series is amazing though. For now it's just an attractive theoretical quality of the first game. Which still leaves us with the question of why people like the first game. And if you play to the end of the Cerberus missions, and write down everything that happens, for all the things I love about the game you might still be left at a loss.
Events take you to Binthu, where you discover three research facilities marked on the map. Missions in Mass Effect typically involve driving the Mako around a bit before you go indoors and do some talking and shooting, although in this case the emphasis is on violence: rocking up to the first facility, you find it's guarded by a pair of heavy guns. The Mako can handle this sort of thing, as we saw with the Thresher Maw, but what I may have glossed over somewhat is that combat in the Mako is a bit like trying to do the washing up with your feet.
The driving controls make you wonder if BioWare had ever played a game with cars in it before. The left analogue stick is so sensitive to steering that only lunar gravity saves you from barrel-rolling with every twitch, and while you can use the camera to steer, it's another matter entirely when you're asked to drive and shoot. The guns in Mass Effect overheat if you hold the button down, and the rocket towers fire at you intermittently, so what you generally settle on is lining up a broadside and then driving forwards a bit, waiting to be fired at, reversing a bit, waiting to be fired at, driving forwards a bit, waiting to be fired at, and so on, all the while trying to avoid holding "fire" for too long.
Anyway, rocket towers down, you hop out of the Mako and proceed inside. You go through a door and into an empty square room with another door on the left side. You go over to that and the mini-map indicates enemies ahead, so you get ready. In you go, and there's a big blue forcefield in the centre of a square room, with crates abound and big square pillars in each corner. Disabling the forcefield exposes some alien critters in the centre, and they come at you, as do a bunch of Cerberus researchers and soldiers who were working nearby. Following a pitched battle, you decide Admiral Kahoku isn't here, so you go outside, jump into the Mako and go to the next facility.
Two big rocket towers await you. Washing up washing up. Indoors, big square room, door on left. Grrr. Oh look, a big blue forcefield. And some critters. And some men. No Kahoku! Next facility. Two big towers. Square room. Blue forcefield. Shooting. Kahoku! He's dead. That's it. Time to go home.

Mass Effect 2 will inherit various things from your completed Mass Effect save, so obviously I've prepared several possible beginnings.
It's rather cool that the origins of Mass Effect 2 potentially lie strewn across the planets Edolus and Binthu - a shady organisation conducting illegal research on aliens, their plans disrupted by your noble/selfish endeavours. It makes you wonder what else you've seen in the first game that may matter in the second, or even third, not to mention what your actions in these side missions may yet determine. But they could at least have changed the room layouts a bit. And why is it always the third facility that has Kahoku in? Are they taking the piss? These are far from isolated problems, either. Those facilities? All the underground facilities in the game - in the galaxy - look much the same. And did I mention the lifts?
In equally traditional BioWare fashion, there's also so much back-story here that the devs can't help letting you gorge on it - to a fault. Conversations go on for ages as Shepard makes all sorts of background inquiries, segueing from an acid-tongued interrogation of a smuggler into asking directions or inquiring about the local harvesting arrangements in the same exchange. You're also encouraged to read up on everything you encounter in the Codex, with its Public Service Message narration. The fact that BioWare's universe is imaginative and interesting and not just blue horse blue horse is great, but it's also a bit of a hindrance and makes it difficult to maintain pace. Playing through it a second time, skipping all the extraneous fluff, it's sharp and aggressive; an intergalactic race against time to get to a fight against the odds. There's got to be a way to have both.

Even two years on, facial expressions - even the alien ones - are very impressive, and convey meaning and subtlety.
Perhaps Mass Effect 2 will discover it. It doesn't really matter if it doesn't though, because I will play it anyway. I want Wrex to continue commending me for shooting people. I want to teach Ash not to be a massive racist, even if she's just reacting to the stigma provoked by her grandfather's military "failings". I also hope Matriarch Benezia isn't really dead, even though she blatantly is, because she would have been a better villain than the ultimately slightly predictable Saren.
And in the meantime, I will play it again, because it really does make a difference what you do. A lot of games have different alignments, but most just tell all the people in the universe to respond to you according to a global stat. In Mass Effect, you can be a total dick on one planet and a saint on the next, and this does inform your character development, but it's also reflected in localised responses. There's much I look forward to seeing again in Mass Effect 2, but you can keep your sexy tattoo lady
, because it's the ripples and waves cast by what I did in the first game that have me most excited.
But I will miss the lifts. Those load screens better be amazing.
Mass Effect is out now on PC and Xbox 360. The Xbox 360 version is on Games on Demand too. However, the PC one has a slightly better interface and your PC can probably run it, which the 360 barely can.
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Comments (80) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Regardless, I will miss the lifts . . .
Q_Q
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If you need an in-game justification for the planetside facilities looking the same, how about imagining they're made of prefabricated sections, shipped in and assembled on site, and are thus bound to look the same to some degree?
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Looks like it is time to download my steam copy and produce The Ultimate Savegame for ME2, where everything is as it should be... Too bad it can't be achieved in one finale.
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If it is because of the upcoming sequel, I think that is sad and still out of place. We're already aware of ME, probably still playing it to pick out the save file we want to continue.
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I don't normally moan about review scores, I leave that to the louder amongst us, but EG you got that score DEAD wrong.
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i think i need to take out mass effect once more and play the 2nd round. I dunno why but i never managd to play it again and make totally different decisions
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Anyway, I have ME2 pre-ordered and can't wait to get back into that Universe with my Commander Shepard, not these imposters you keep putting in the screenshots!
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But for all seriousness, Mass Effect was a great game, much better than the (Admittedly small) amount of time I've spent with Dragon Age. Mass Effect(Fantasy plot in a Sci-fi galaxy) was way less cliche than Dragon Age. >.> I'd like to order a Jade Empire II, with a side of improved combat mechanics over either at this point.
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Also, the synth score was excellent and reminded me of various 1980s sci-fi (which is nice). I hope they use the same composer on ME2.
http://www .youtube.com/watch?v=-19bl4_SDfI
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Wish bioware hadn't listened to people about the lifts though, people are idiots and I'd rather have conversations than a static screen, now if only we could see some proper nudity in ME2.
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ME2 allows you to continue after the main campaign is done, so that should help.
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Amen. This lift thing had to be a 360 issue for whatever reason, I can't really remember any long lift rides on my PC either.
But love of god Bioware, if I see that inventory menu again I will kill someone. How can you have the smoothest chat system of any rpg but somehow regress a few billion years in the inventory department?!?!?!
Fantastic game regardless. The world and the immersion factor was excellent. Not to mention the fantastic galaxy map screen. I would spend ages there just swishing and swooshing and whooshing on that screen.
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Amazing track, love the minimalist style of ME's music.
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I was pretty suprised enough people complained for Bioware to change it, but it doesn't surprise me about the moaning on elevators. Hell, when it comes to gaming I'm a mirasable git on A LOT of issues but even I get surprised at the things people moan about in games these days. Seriously, on the forums there is a guy trying to get people to sign a petition because....he doesn't like the cover art on the FFVIII box....
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Wrex was the only crew member that understood that sometimes ACCIDENTS happen on these missions. Sometimes you ACCIDENTALLY run over a few space monkeys, or ACCIDENTALLY get pissed and start screwing with characters, or ACCIDENTALLY massacare an entire colony. Everybody else would give you some look-down-your-nose attitude about doing the right thing. Wrex always tried to make me feel better by letting me know he accepted me for all my faults, and if we could've gotten drunk then Wrex would have bought the first round. I know when he gave a slow "niiiiiiice" after I squished a monkey, he was just trying to help me be comfortable with a slight mistake (stoopid fu@kin' monkey shoulda gotten the hell out of my way!). Helpful and supportive -- that's Wrex.
I want my Id In A Giant Lizard Body back!! This new character (Grunt) just ain't Wrex.
With the elevators gone, does that mean no more advertisements for the Elcor production of Hamlet? I wasted hours running over the Citadel trying to find some way toactually see it. That would have been the best Easter Egg in a game of all time.
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It wasn't intergalactic, it all took place within one galaxy!
Nitpick/
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Hear hear. Good news: Wrex will be back. Bad news: He won't be on your team. Worst choice that they could make I'd say as he's one of the best characters. I've finished the game about 7 times now and he is the only character that I've always had with me.
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I thought female characters could get some action from the blue alien chick (and presumably Ashley too, but come on, who'd pick her over the freaky blue alien chick?)
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Undoubtedly they will be brilliant but they won't be wrex! I didn't keep him alive just to have him conveniently written out of the story!
/dryhumps digital character
/feels better
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I am really looking forward to this game thou. It will get the gaming calender off to a great start. I got the first one on 360 so I reckon the I will get the sequel on 360 too.
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Come on guys there are still people buying this game and you make a retrospective out of it?
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Under a Killing Moon did this in 1994, and I liked it very much. Although directives such as "Tex Murphy: scum bucket" were kinda hard to predict. But then, all the more fun for it. Mass Effect: you lose.
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it was a great game no doubt, but there's surely a few older (and at least equally good) bioware games that are worthy of an article like this.
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ME2 is due soon that is why they doing a "retrospective". Sure it's silly doing a retrospective on game barely 2 years old people are still playing, we all know that, but there is a reason they picked ME.
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If you ignore the male-Shepard voice acting, go first-person in the Mako and actually have a little patience (not common amongst gamers I assume, hence the continual whining about the lifts) then the game really has no flaws.
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But the worst thing was easily the 3 or so 'layouts' the non plot bases had. I'm not sure why there couldn't have been more variations.
Other minor bug bear, they could have had the crew move...even if it was between a few locations...but no they were always standing in the same damn place for what must have been months of space travel!!
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The things I found dissapointing were the elevators, the repetitive Mako sequences and identical planetside facilities (basically: the side quests), and that you only explore the right half of the galaxy (I expected the interesting main story to span the left half as well).
And it was hard as hell to make an attractive-looking female Shepard.
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It's a shame they seem to have missed the point about the loading, peoples problem was how long they had to wait with no feedback, they didn't need to remove anything, just add a progress indicator, floor numbers for example.
the inventrory was a shambles i wish games would realise that finding 400 useless guns an hour is not a good game design decision, if you've given me a gun before and i've sold it jst give me the cash from then on i'd rather not have to fight with my inventory especially when i can't use the ouse properly and i can only see a fractoin of it without having to scroll.
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Its interesting playing it having just completed Dragon Age, the atmosphere and graphics are superior and yet much of the mechanics and feel is more KOTOR, the citidel feels a little deserted and restricted like the KOTOR maps, Dragon Age did much more busy environments.
I suspect ME2 will be a very good game indeed.
Oh and I have to shout out about the music, love it.
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Still, somehow it is my favorite game I've played on 360 or PS3. Played it through three times now. Loved it every time.
ME2 will probably, for me, be the best game I've played, even though Grim Fandango will always have that special place in my heart.
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Of course it could just be my PC being cack...
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Will be getting the second one for sure!
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The playable characters in Mass Effect didn't have as much to say as those in KOTOR, and there weren't as many of them. The joy of acquiring a new item or piece of equipment in KOTOR was never there in Mass effect, because all of the items and equipment were generic, uninspired crap, with nary an imaginative description or name between them. I never knew what the fuck my items in Mass Effect did, or what they were for, and it took about four years to scroll through them in the execrable menu system. Mass Effect's locations, with some exceptions, too often seemed barren and lifeless, with the game's buildings having way too many empty and cavernous spaces serving no purpose whatsoever. I've never played an RPG where the NPCs that you could interact with in a meaningful way were so few and far between. The morality system didn't have much of a payoff, and playing as a Renegade didn't amount to much more than acting like a Grade A Twat to everyone whom you encountered. The vehicle was horribly programme and the side-quest planets seemed like an addition hastily tacked on at the last moment. What a chore they were to plough through!
After reading Eurogamer's three-part KOTOR retrospective (last year, was it?), I ordered it from Amazon (before it came out on Steam) to see if it really wasa s good as I had remembered, and everything about it just blows Mass Effect out of the water. So much more depth and things to do- so much more variety in the locations. KOTOR's characters were also just so much more fun to interact with. *sigh* And the guy who voice-acted Shepard got on my tits. "I'll find some way to take him down!". Oh will you, you fucking ponce? Fuck off.
BioWare's been heading in a direction recently that I'm not entirely digging. Yes, I'll buy Mass Effect 2 and I have no doubt that I'll enjoy it. I just hope that when I play it, I'll be able to recognise that it was made by the dudes who made KOTOR. Mass Effect was inferior to KOTOR in just about every way that matters.
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And this is one of the few games I own on both PC and Xbox360 (along with Oblivion, Dirt and Bioshock) and as always there are good and bad things to each version. That doesn't change the fact that ME is an unique one-of-a-kind experience, no matter the platform.
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That made me giggle
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That's not what I remember, but if it's true then Mass Effect is most definitely a better game than KOTOR, not worse. Bioware really needs to learn how to stop shoving ridicilous amounts of tedious, sterile and clumsily written dialogue down our throats...
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"Mass Effect deserved a retrospective for the quite frankly ridiculous original 8/10 EG gave it :
I don't normally moan about review scores, I leave that to the louder amongst us, but EG you got that score DEAD wrong. "
Yeah dead wrong, since it should have been a 7/10.
"If you think the game deserves anything more then you should stop gaming altogether because you don't have a clue. Mass Effect is too broken, glitched, unpolished and short to constitute a fully recommended RPG."
You are a ridiculous person. Stop being a ridiculous person.
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Great game. The inventory was truly horrific. It baffles me how these design decisions even get considered. I never found the lift journeys too bad though and I played the Xbox version...
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I have to respectfully disagree.
Most of the weapons and armor were interchangable, but usually that was the easy stuff to find. Getting a complete set of Gorgon armor was damn tough, but well worth it (and it looked kewl).
And while some of your teammates side stories were dreck (like EmoBoy and his "Planet Zero" tale), some were a (for me) pretty gripping (like Garrus and whether you drive him to Paladin Good or Gun-Down-the-Unarmed-Doctor Bad). Certainly in total time length and quantity KOTOR exceeded it, but to me most of the KOTOR stuff was Star Wars filler. It seemed like the lenghty stories were 10% story and 90% LucasBabble ("We came from the third moon of BumbleSnuff, a land ruled by the tribal council of peaceful FleaFors, until the evil Belcor Armada invaded after the third FartFart war ended"
I will say I wish there were more choices in ME. When Wrex and I ended up in a standoff over the cure, I had two choices -- be beligerent or be diplomatic. I was furious there wasn't a third choice -- agree with Wrex 100% and rescue the cure. While it could have been bigger, what was there certainly wasn't weak.
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Oh well, theres not enough time in the year to fully appreciate all the great games, Ill just have to make do with all the other excellent titles that are coming out (and Ive still got Battlefield:BC, Bioshock and others on my 'missed that one/to do' list.)
Still, I hope the 2nd ones a cracker and you all have a great time playing it . . . . just dont rub it in too much while Im around
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I assume you played on Xbox as the elevators is really fast especially the normandy one on PC.
Same with the Mako, as you can move the camera independatly of the "throttle" controls (WASD).
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Ironically, such gaming time-vampires are considered to be the sorts of games that us adults prefer to play. A shame they're all designed for students.
What are you even talking about? Mass Effect isn't terribly long. Besides, some people prefer playing one longer game to playing 3 short games.
What a weirdly random comment.
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Hehehe. Very true.
I played and completed the game on the Xbox 360 where I absolutely loved it but technically the game was a bit of a mess, not that it ever stopped the game from being awesome, mind. It's great to hear that the sequel is a vast improvement in that department on the 360 with a smoother framerate and less annoying loading times.
I've just finished the first game for the second time on the PC so I'm all ready for the sequel. Can't wait.
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Perhaps it's just the "Uncharted 2 effect" - every single game just sucks compared to this one... but still... At first I thought... Oh, ok, that could be cool. But after 2-3 hours... it's just.. really bad.
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1) boring
2) repetitive
3) slooow
4) loading... loading... loading...
5) life's too short.
Some odd people played it twice. I can only assume they're students or unemployed or single, or more likely all three. I have literally no idea how anyone in gainful employment, in a relationship could possibly have had time to do this game justice once, let alone twice. And that's not even factoring in kids, which I don't have.
Ironically, such gaming time-vampires are considered to be the sorts of games that us adults prefer to play. A shame they're all designed for students.
I just noticed someone here played it 7 times. Jesus Christ. "
Your first comments are poorly considered IMO. Mass Effect is one of the greatest games of all time despite its (few) flaws.
Also, I have a family including children as well as a full time job. I managed quite well at 1-2hrs a day late in the evenings, achieved maximum character level and did almost every quest. Admittadley I have been yearning for a 2nd play through, this time on PC and am having difficulty squeezing it in, this is only because i have many other games that need fifnishing and i am doing work on the house.
You can make time if you dont live your job and/or spend all hours socialinsing down the pub.
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I simply cannot wait for Mass Effect 2
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ahahahahahhhaaaahahahaha
Anyway, I loved ME1, probably one of my most favourite games I've played. I got sucked into it like you wouldn't believe.
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"Good news: Wrex will be back."
I've never doubted you in any of your posts . . . but can you cite to something to verify that? I've heard pretty regularly that anybody that could have been killed off in ME1 (Ashley, EmoBoy, and *sniff* Wrex) was NOT making an appearance in ME2.
I'm ready to start doing my Wrex Is Alive dance*, but if I start dancing and then find out he ISN'T coming back I will be a very, very saaaaaaaaad panda.
* as demonstrated here: [link url=http://www .youtube.com/watch?v=hUQX2B67KL4
]http://www .youtube.com/watch?v=hUQX2B67KL4
[/link]
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I have to respectfully disagree.
Most of the weapons and armor were interchangable, but usually that was the easy stuff to find. Getting a complete set of Gorgon armor was damn tough, but well worth it (and it looked kewl).
And while some of your teammates side stories were dreck (like EmoBoy and his "Planet Zero" tale), some were a (for me) pretty gripping (like Garrus and whether you drive him to Paladin Good or Gun-Down-the-Unarmed-Doctor Bad). Certainly in total time length and quantity KOTOR exceeded it, but to me most of the KOTOR stuff was Star Wars filler. It seemed like the lenghty stories were 10% story and 90% LucasBabble ("We came from the third moon of BumbleSnuff, a land ruled by the tribal council of peaceful FleaFors, until the evil Belcor Armada invaded after the third FartFart war ended"
I will say I wish there were more choices in ME. When Wrex and I ended up in a standoff over the cure, I had two choices -- be beligerent or be diplomatic. I was furious there wasn't a third choice -- agree with Wrex 100% and rescue the cure. While it could have been bigger, what was there certainly wasn't weak.
Of course, Mass Effect was very well received by a majority of pundits, and I myself did indeed enjoy playing through it. However, I felt that it was very shallow in an RPG sense, with nowhere near enough character development or, indeed, characters to get my teeth into. With regards to the weapons and armour, I don't think that there were anywhere near enough different kinds. Most guns looked identical to one another, save for a new colour-scheme, and there was very rarely any real joy or satisfaction to be found in acquiring a new gun. I keep coming back to the KOTOR analogy- in KOTOR, there were tons of different ways in which you could equip your characters, and the vast array of different armour and weapon set-ups meant that you could change the way that your character looked dramatically throughout the game (apart from a few characters, such as HK and T3...).
With respect to the Star Wars-nature of KOTOR, perhaps there is an element of bias creeping in to my reasoning. I am an original-trilogy geek, and all of the Jedi lore that was squeezed into KOTOR, along with the ability to converse with Star Wars races and use lightsabers and choose which side of the force you wanted to be on... I just gobbled all of that stuff up. It was especially refreshing for me to actually enjoy Star Wars again, after the mediocrity of the recent movies. Also, KOTOR was the very first game that I played for my Xbox (indeed, I bought an Xbox to play KOTOR), and it was also the first game that I'd played with the now-famous BioWare conversation system. It just blew me away all those years ago.
I fully understand why so many people adored Mass Effect. The music was top-notch, the story was interesting, the sense of depth and longevity (particularly at the start of the game) was intoxicating, and the combat was fun once you got to grips with it. I was just expecting a more in-depth RPG, and what I got was a rip-roaring action game with some RPG elements and a surprisingly light-weight BioWare conversation system. The game seemed half-finished with a choppy frame-rate, side-quest planets feeling exceptionally dull and piss-poor vehicle sections. I also felt that Shepard's shipmates rarely had anything of interest to say. In KOTOR (again with the KOTOR), I felt as if I spent hours and hours talking to each and every one of my team-mates, and they usually had new things to say to me whenever I had finished a mission and went back to the Ebon Hawk. I was continually disappointed whilst playing Mass Effect when I went to talk to my shipmates in the Normandy after a mission. If they had anything new to say then it was often only a few lines of inconsequential blabbering. I didn't feel any connection to the characters in Mass Effect.
I had the same reaction to Mass Effect that I had after playing Oblivion. Loads of fun whilst I was playing (which, admittedly, is what it's all about), and then a lingering feeling of disappointment towards the end of the game, in the sense that the RPG elements weren't as fleshed-out as I had been expecting.
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*mandatory Firefly reference
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Oh well, Gamestop here I come...