Showing posts with label bioware. Show all posts
Showing posts with label bioware. Show all posts

Friday, April 13, 2012

Re: Sound and Fury

Sorry, I'm going to delay your regularly scheduled post in order to respond to !Blogger's comments.

1) Per my belief that the ending is not happy
I think it’s a bit harsh saying that there was no way the Synthesis ending was “happy”. Yeah, the Quarians get totally screwed, as do all the other survivors now stuck without Mass Relays, but the fact that the cycle of organic destruction gets broken via everyone becoming half and half synthetic/organic is a happy ending, isn’t it? I mean, it’s a fresh new start for the ENTIRE galaxy. That should be exciting!

I simply don't buy it. I too chose Synthesis in my game, and I see the ending as being just as unhappy as I initially said. The relays are gone, and as such so is the supply chain of the galaxy. Everyone left in the Sol System will now be fighting for scraps, with the same occurring in every other system.

To be honest, I was happier when I was under the impression everyone would die when the relays blew. I thought "that sucks, but it's sacrificing everyone so the cycle can finally end once and for all". That seemed like the best choice. I was much more disappointed with it when I realized the horrible truth of the situation: I had just caused the inevitable, painful death of everyone as they slowly ran out of food and supplies. But hey, at least Joker and EDI will have robo-babies, right?

2) Per the Extended Cut
Additionally to be clear – the Extended Cut DLC isn’t re-writing the ending; in fact BioWare said specifically that it’s not. The purpose is to create a bit of closure and answer a lot of the questions people had when the game finished up. The way they described it in their blog post actually has me very excited; I feel like they’re really trying to make people happy.

Yes, in my ranting haste I didn't handle the Extended Cut DLC paragraph well. The offending line is:
Now I don’t follow the crowd with their “rewrite the ending” gusto, as you can’t just change the ending to make fans happy; that’s one of the worst ideas out there.

Basically, that line needs to be moved/removed. It was not my intention to imply that BioWare was changing the ending. This line was my response to those fans who believe BioWare should change the ending. In other words, I think they're idiots.

3) Per the PA Report
Also, unrelated to your post specifically, you should check out the PAReport’s editorial on the ME3 panel at PAX; apparently everybody seemed to come away happy. That should mean something, right?
http://penny-arcade.com/report/editorial-article/mass-effect-retaken-bioware-described-extra-ending-content-at-surprisingly-

What I notice most in that:
The panel pointed out that this content wasn’t in the game because they didn’t know fans wanted it. “The dev team stands by what was released in the core product, and we’re very proud of it. It was important though for us to listen to the community, and a lot of that feedback didn’t come until the game came out. Once we were listening we decided to include the extended cut. It wasn’t in the game because we didn’t know there was such a huge demand for it, to be honest with you.”

What content did they not realize the fans wanted?
“We want to give more closure about some of the questions you have,” Gamble explained, “and in general we wanted to give the players a sense of personalization with the endings. Many people mentioned that some of the choices they made in the game are not necessarily reflected in the ending scenes. We’re definitely going to focus on things like that. We want to make sure that when you see the ending of Mass Effect, you now have the information and context to be satisfied.”

So, the content they didn't know fans would want was specifically the content which showed the audience how their choices mattered. In addition, more information and context as to what exactly is going on at the end. I'm sorry BioWare, I don't buy it. You want me to believe that you created a game where personal choice is at the core of gameplay and story, and then decide the fans don't want to know how their choices are reflected in the ending scenes? That load of bullshit would dwarf anything you'd come across in Pamplona.

What I hear from that: BioWare didn't want to delay the game to deliver a solid ending. So instead they delivered an incomplete game initially, planning on adding the ending the audience wants (or even needs) a few months later. That makes me mildly sick, simply because I didn't think BioWare would pull such nonsense. Oh wait, that's right, EA's the publisher. Suddenly the world makes a little more sense.

Friday, April 6, 2012

The Weight of the Galaxy

Mass EffectThe third and final installment of the Mass Effect trilogy came out  last month. If you're anything like me, you've known this for quite some time; any mention of it had you salivating like Pavlov's dog. But it wouldn't be enough for you to just play it. No, you'd need to once again fully immerse yourself in this universe.

The best way to do that? Start a new character and play through the first two, in order, back to back. And that's exactly what I did.

Mass Effect itself is one of the best games I've ever played. To get it out of the way, let's first talk about its problems: the battles are clunky, the AI is stupid, and the equipment system is tedious. Ok, done, let's talk about the rest of it now.

I should note: a lot of this was influenced by a stellar post over at popbioethics. I don't fully agree with the post, but it makes a lot of good points.

To begin, Mass Effect is one of the most true role-playing games out there. They did a great job of supplying a system where you always have multiple choices, and depending on what you do has definitive ramifications down the line. And it's not just whether or not you complete a task, but often how you complete a task. Which gets me into the reputation system: are you a just, lawful hero, or a ruthless, chaotic anti-hero? Your decisions affect what's available and how you're treated. This allows it to be extremely immersive; you're no longer watching a movie with some interaction, you are instead crafting the main character to such an extent that they become an extension of yourself.

Next, the environment: instead of a universe where humanity is the status quo, Mass Effect throws you into one where humanity is brand new on the scene. Humanity's viewed as a second-class race, not important and still too focused on its own insignificant problems compared to the issues affecting the galaxy. It's not dystopian: there's a galactic government which oversees most of the "civilized" areas of the galaxy. But it's far from utopian, as the highest power of the government, the Council, is shared by three races, the rest of which are vying for inclusion in that elite club.

Not only that, but as popbioethics pointed out, this is a universe where things have gone horribly wrong. One race, the savage Krogan, is on the brink of extinction thanks to two of the Council races, the scientific Salarians and the militaristic Turians. That happened after the Krogan extinguished the bug-like Rachni on the Council's behalf. Meanwhile the technological Quarians have been evicted from their homeworld by the Geth, an AI race and the Quarians' former servant cyborgs. Then there's the Batarians, a race which still thrives on a caste system and slaving.

Among all this, the most advanced technology in the galaxy is the Mass Relay: a mass transit device which has allowed space-faring races to traverse the galaxy instantaneously. Without these, colonization and expansion would be slow-going and extremely difficult. Unfortunately this technology has only been co-opted by each race, as it was seemingly left over by the Protheans, an extremely advanced race that went extinct for unknown reasons 50,000 years earlier. So it's also a galaxy where all races have come to depend on a crucial piece of technology of fully foreign design.

And yet there you are, you little human, with your human problems, trying to understand the chaos which is the Milky Way.

Of course, the game doesn't tell you all of this at once, it's introduced to you as you work your way through the main plot. You start with a simple mission: examine and retrieve a Prothean artifact found on a human colony. Of course what seems simple is anything but (like every other RPG out there). Instead by the end you're in a battle for the survival of all civilized life in the galaxy.

Your villain? Saren, a rogue "Spectre" (special agent for the Council, think Trevelyan from Goldeneye), who is for some reason working with the Geth and travels in a giant dreadnought of unknown design called Sovereign. As you work through the game you realize Saren is controlling people with Indoctrination and wants to learn as much as he can about the Protheans.

[caption id="attachment_1059" align="alignleft" width="300" caption="That's no ship. It's a Reaper!"][/caption]

But wait! Sovereign's not a ship, it's a Reaper! And the Mass Relays weren't left by the Protheans! They were left by the Reapers to control the technological paths each race would take when they were discovered! The galaxy is a giant trap, and the Reapers want to kill us all! OMG! THE CITADEL IS OUR DOOM!

Yes, that's pretty much how quickly everything spirals out of control: The Citadel, the center of galactic civilization and also thought to be left behind by the Protheans, is actually Reaper technology as well. In fact, it's a Mass Relay itself; it opens to the space between galaxies, where the Reapers are waiting to begin their assault on the civilizations of the Milky Way. Your mission, should you choose to accept it, don't let the Reapers invade the galaxy and kill everyone!

Trust me, it's a powerful storyline, with betrayal, intrigue, and action. Plus tons of sideplots to fill out the fictional universe. Overall, this is a decidedly one of my favorite games.

Then came Mass Effect 2, a game which you start by dying. That's right, Bioware wasn't pulling any punches; they kill you off within 5 minutes. Of course you don't stay dead, but it gives the plot a reason to take your character somewhere he'd never be otherwise: in the hands of a terrorist organization called Cerberus. There were a few missions involving their inhumane operations in Mass Effect, but this makes you one of them. Your goal: stop the Reapers' plans, again. And that's exactly why Cerberus brought you back. Overall though, this is a pretty nice twist for the second game, as it puts your character in a place they shouldn't be, yet the events make it believable he would be there.

The second game improves on all those things that made the first one annoying: Fighting is much simpler and more streamlined. They tossed the crappy inventory altogether. And the AI really improved a lot.

Even better, they didn't lose much at all. I won't go into plot details on this one, mainly because this post is huge already and touching the awesomeness in chapter 2 *cough*Legion, Thane, Grunt, Samara, Garrus, Tali, Zaeed, Kasumi*cough* would make this post be 3 times longer.  The missions are still great though, the plot has just as many twists and turns, and overall it's still a great game. My one problem with Mass Effect 2 when compared to Mass Effect: the enemy Harbinger (another Reaper) just isn't as cool as Saren. Plus the final battle with a "Human Reaper" was just lame (someone had a bad trip when they came up with that idea).

Again though, Bioware delivered what they'd set out to deliver, a game which was more fun and more engrossing than Mass Effect: and lost none of the charm.

Oh look, it's the end of the post and I didn't get to talk about Mass Effect 3. Darn. I'll have to get at it another time, I guess.