Sunday, August 25, 2013

Super Nerd Sunday Presents: Wherein I Cave to Buying Mass Effect 3!



Mass Effect 2 was in many ways a consummate disappointment for me.  Its gameplay was shaky, at times superfluously sloppy.  The design was weak, characters were inconsistently developed, and EA used ME2 to test a number of strategies for distributing content that were excessively mercenary.  I was so disillusioned by ME2 that I decided to skip Mass Effect 3 altogether.

That highly principled stand against rampant capitalism collapsed a few days ago when, following a heated (and in retrospect, somewhat prescient) conversation with a friend about Mass Effect 2’s shortcomings, I promised to buy Mass Effect 3 if I could get it for around five dollars.  The next morning I turned on Origin, EA’s terribly thought out answer to Steam, and learned that Mass Effect 3 was on sale for six dollars.  I looked at my houseplant and life-mate, Edgar, shrugged and said “WHADDYAGUNNADO?”

Edgar did not respond.

This sale, on the heels of a great collaboration between EA and the Humble Bundle people, got me into the downloading-things-on-Origin spirit and, within a day, Mass Effect 3 was ready to go on my PC.  I sat down, finished the Mass Effect 2 campaign I’d been crawling through (in order to re-create the most enjoyable of my four console-based Mass Effect 2 playthroughs) and, the same day, booted up Mass Effect 3.

Playing through the final bars of Mass Effect 2 reminded me of all the reasons I’d left the game behind.  The final battle, with a colossal amount of under-the-hood, totally illogical bullshit determining certain outcomes (along with some totally reasonable, really well integrated branching decisions as well), the sloppy, slippery, jerky combat, the lackluster weapons which, by game’s end, grew boring as fuckall, and the meh character customization, which felt like something that would fit well into a MOBA but was, at best, an anemic framework for an RPG.  The rush of these elements in the game’s climactic finale reminded me of why I’d given up on the series, and left a sour taste in my mouth going into Mass Effect 3.  I wholly expected Mass Effect 3 to be a slovenly mess of an object that offered little more than fan service to Bioware’s most devoted (and least critical) customers.

After an opening scene which wholly fulfilled all my worst expectations, I was dumbstruck by how much had been improved.  Smoother movement and combat controls, more polished and better thought out character progression (including the expansion of skills that previously had little or no practical application), sharper, prettier graphics.  This was the game that Mass Effect 2 wished it could be, an elegant refinement of the previous two iterations in the series blended into a marvelous mix of shooter and RPG.  Mass Effect 3 captivated me with only a few minutes of its gameplay.

The shaky, sloppy shooting of Mass Effect 2 is gone, replaced with a well tuned, balanced system that made firing weapons, movement and cover interlocking, viable combat options that fit into a larger system of powers and melee attacks, and weapons that were just downright fun to shoot.  The easy weapon choices of Mass Effect 2, wherein a clear front runner for each weapon type was gone, replaced by an ever expanding selection of five key weapon types, all of them with their own unique advantages and disadvantages, tradeoffs for different scenarios, real reasons to select or avoid them.  Gone was the shallow progression of Mass Effect 2.  In its place, a smoothly iterating series of upgrades, selected for relative small amounts of cash, that steadily improved weapons you felt like continuing to use.  The individual upgrades from the first Mass Effect game returned as well, giving each weapon type additional depth and customizability, but simplified, stripped down so that each upgrade need only be purchased once before it can be used by the entire team.  Nearly every problem I had with how the core game of Mass Effect 2 played has been corrected, iterated on and shifted into a positive.  I’ve never enjoyed playing a sequel to a game I hated as much as I’ve enjoyed playing Mass Effect 3.

Even the painful exploration mechanic of Mass Effect 2 has been improved upon, though it’s far from perfect.  Exploration is no longer both a resource and time sink, instead simply requiring time, and much less of it than Mass Effect 2’s “scan every square inch of every planet” nightmare system.  You’re still pushing your ship around a tiny map like some sort of dipshit, but there’s no real in-game currency cost involved (unless you make some serious mistakes) and the flavor text for each individual world, while still there, is no longer oppressively crammed down the throats of min-max players who simply want “the best ending” and “the most resources.”  That said, there are problems with the new system to be sure. 

See, the new system still involves probes.  These new probes ping the map, revealing points of interest beyond bits of flavor text (which are a totally viable reason to want to explore planets for plenty of people).  But there’s a catch: these probes alert the invading Reapers to your presence.  Ping too many times, too close to where the Reapers are listening, too greedily or too deeply, and the invading armada will come down on you, hard.  Introduce reapers to a system and you’ve got no choice but to run or die, and running means you can’t harvest resources in that system until you complete another mission.  It’s a smart little trade between risk and reward.  It’s not simply a matter of investing time in the game, it’s a matter of considering when and how to scan a system, and whether or not a scan that will draw full-on Reaper attention is worthwhile.  On its surface, it’s a great idea, but in practice the system promotes mad, suicidal pinging to determine the location of potential points of interest followed by a quick and easy reload.  Savvy players can easily game the system to find points of interest and remove the guesswork from the equation, which removes a lot of the risk that Bioware left in the mix.  That said, metagaming aside it’s a huge improvement on the old system.

And Mass Effect 3’s story is tremendously dumb.  Bioware is exceptional at building worlds, but as great as many of the concepts that they bring to bear are on a grand level, they remain terrible at actually establishing characters, motivations and a textured storytelling experience.  The cultures and peoples of Mass Effect are tremendously interesting, particularly when you investigate them in the meta-text of the first game, but the intrigue, romance and politic populating the games themselves showcases the nuanced understanding you’d expect from a high school student.  Relationships are less adult things about dialogue and maturity and more polarities of desire and passive-aggressive sniping.  Good luck being friends with an ex.  And some fundamental plot points simply don’t make sense.  The existence of Cerberus, for example.

This isn’t something limited to Mass Effect, or Bioware in general.  In fact, I call it the David Mitchell Effect, in honor of David Mitchell’s Cloud Atlas, where it’s particularly prominently displayed.  Mitchell spends roughly half his book building futuristic worlds, one of which is explored from the perspective of a cloned fast food worker who is made sentient by the government of her world in order to discourage the potential movement to grant human rights to potentially sentient fast-food-working clones.  The system required to enact the story Mitchell tells relies upon a degree of control that totally negates the necessity of the enacting such a plot, and heavily implies an existing framework possessed of sufficient wherewithal to recognize the unnecessary nature of such plots.  Simply put, it’s a dumb story arc that relies on the bulk of a world’s population, including people who have ostensibly built some pretty complicated systems, being thoroughly dumb in almost every way.

Likewise, Cerberus is so powerful in Mass Effect 3 that it can operate openly in conflict with multiple governments at once for decades at a time and possesses such an aptitude for infiltrating these governments and their support systems that it moves about and attacks them with absolute impunity and apparently limitless resources.  An organization that powerful could exercise considerable covert control over the government without entering open conflict and, in fact, would have motive to avoid open conflict in favor of covertly coordinating with the resources of the governments it undermines.  I’m making a bit of a straw man here, and I’m rushing through my point, but again, simply put, Cerberus is dumb, and it’s symptomatic of a bunch of stupid shit that happens in the story of Mass Effect as people try to expand its world to add in things they think of as “cool.”

But I don’t want to simply rag on the story of ME and its world.  Some people enjoy it, and while it’s dumb, it’s very invested in its own dumbness in a way that can be quite satisfying, like the most self-possessed and self-congratulatory pulp, arguably the best kind.  And in fairness, I’m only about eight hours into the game right now; while I fully expect the story to resolve in a laughably dumb way, the game itself is good enough that I really don’t care, and if it doesn’t, I get to be pleasantly surprised.  Plus, Bioware gets tremendous points for, for the first time in Mass Effect’s history (really, in the history of any of their major AAA release titles), recognizing the existence of real, grown up gay people who don’t act like a version of fucking Puss-In-Boots from Shrek.  That’s tremendously refreshing – even if the relationships are still often adolescent, they’re celebrating equality and representing a maturity that makes me excited for Bioware’s future releases.  Perhaps the day when Bioware presents players with a non-shoe-horned in-game romance with a character who isn’t an underdeveloped object of desire isn’t far off.  If the way they zeroed in on Mass Effect 3’s sweet sweet gameplay is any indication, if they keep working on it, they’ll get it sooner than later.

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