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#generally with the extra types in rpgs its like. “this is the secret ultimate final boss type with no weakness that does double damage”
mantisgodiveblog · 2 months
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The header looks great! Dandelion head looks adorable in your art style and in blue! A bit sad you found out Loop’s name in the manual, but a fair trade to see you discover the manual! Odile trying to curb Bonnie’s chaos is adorable! Bonnie loves bullying Isa for being a rock type, little hypocrite. But maybe check everyone’s weaknesses again- it’s an interesting detail. Clearly, Loop is a Lizard type. Odile, shopping for supplies: *loop sfx* what the- Siffrin! I know this is your fault somehow!
Thank you! We've got a dot card that we're using for these icons, and we're slowly rotating through the colors - the background color for one card becomes the accent color for the next. We've got six colors in total, so we're hoping to rotate through all of them by the end - this game is six acts long, after all.
If Loop's name is revealed in a particularly entertaining manner in-game, we'd hate to miss it. Let us open up the statuses real quick, we sort of paused writing up the liveblog post mid-conversation, so we should have it on hand...
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Huh. HUH! This is gonna really fucking suck for the King fight. We assumed that her weakness would be Scissors, since Paper is weak and Scissors is neutral, so we guess we didn't read too close. Damn. It's really gonna fucking suck in the King fight if our only time stop curer dies.
Odile shows up in the King's room on Day 1 after Siffrin spends some memories to teleport there directly from the start and just kind of stands there holding an accidentally-stolen jar of jam as the teleportation registers. She knows that this is Siffrin's fault because they're the only person who's actually prepared and not just panicking about the teleportation directly to the king. Also, what the fuck, Siffrin, how did you do that and why?
Loop is weak to Rock and Scissors and strong against Spock and Paper. We see. It all makes sense now. Someone who can draw human faces please draw the epic Loop-Spock-Siffrin showdown.
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lemonadeflashbang · 3 years
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Katana Zero Thoughts/Review
Almost two weeks ago I had the pleasure of playing through Katana Zero while conked out on my second shot. I waited before writing this post to fully digest what I actually thought of the game. It’s definitely a stylish game, and fits in quite well with other games published by Devolver, but I think it was likely held back a bit by its’ own ambition. For those who don’t know, Katana Zero is an action game where you play as a time controlling samurai who has to kill every enemy in an area before proceeding to the next room. Enemies die in one hit, but so do. The gameplay is twitchy and the concept is kind of anime as fuck, and when it works it works. There’s also a cool cyberpunk story, and for an indie it’s actually pretty well written. There’s a narrative system that allows you to pursue different dialogue paths, but you can also “get to the point” by spam pressing all the initial “rude” prompts. You can also choose to wait out a timer and reply with silence. Generally speaking though, even though I liked the story I felt like its’ focus was ultimately a detriment to the final game. The whole game is only a few hours long, and you probably spend at least half of that time navigating through dialogue. Tons of resources went into the writing and the cutscenes, many of which are lovingly animated, that I think might have been better served by being poured into the core gameplay loop. There’s a bit of a myth in gaming that games are the sum of their parts. For example, if you clone a game but improve the story, the game is objectively better. I believe that to be false. Take a Mario game, for example. Taking the quick “princess is kidnapped” story and replacing it with something epic- maybe from a JRPG or from something more western like Horizon Zero Dawn, wouldn’t result in a better game. And the reason is simple- the core gameplay of a Mario game is about the platforming. That’s the most fun part of the game. Even if you improve the story, so long as that story takes up more time you’ll find that your players will be having less fun on average simply because the story isn’t as good as the platforming segment, and now you’ve blown it out and made it more important. There’s a reason why these Nintendo games have such basic stories. Nintendo has no problems writing funny Mario RPG’s as any fan of Mario & Luigi or Paper Mario will tell you. They’re choosing not to so they can focus their energy on the most fun part of the game. Narrative and RPG games have a lot more room to play with long story segments, because story is part of the core value proposition for these genres. But that’s not true of all game types. So let’s loop back to Katana Zero. There are now half of your game sections that are about the narrative... but the narrative is short, raises more questions than answers, incomplete, and doesn’t give you time to get attached to most of the characters. And let me be clear- this isn’t because I think the devs did a bad job. But indie games are stretched thin, so creating content, especially cutscene and effects heavy narrative content that can’t be reused, is super time consuming. And at some point you just have to ask- are we going to be able to tell a story that’s as gripping and exciting as our gameplay? Does the story enhance the gameplay, like in a narrative or RPG game? Is the enhancement worth the time? I’d argue that it isn’t. Not that there isn’t a good story there, but that the story is way too big to fit comfortably in an indie package and get really attached to. Not without a genre shift, resource injection, or cutscene de-escelation. There’s a reason most RPG cutscenes look so donkus, even today. So in the end, you have a game where you spend half your playtime as a kickass time bending samurai, and the other half navigating dialogue trees that don’t result in alternate endings or secret levels or anything all that gameplay related, but tell the prologue to a story that may never have an ending. There’s a mismatch between your most fun thing, and the rest of the game, and the gap is big. Not because the story sucks, because the core gameplay is fun. Let’s talk more about the core gameplay though. Story isn’t the only place where I feel that ambition may have caused some problems. There’s a point in the game where you can play a single stage as a second character. Just the one. Why implement a character just for one stage? Why not bring them into more of the game? As an unlockable character choice to increase replayability, perhaps? There could be some level design constraints around that, but I don’t think it’d have been an issue with the alternate character that existed as it was. Finally, I feel like the level design starts to break down in the last third of the game or so.As you approach the last act, you lose freedom to express yourself in your approach and become more constrained by enemy reaction times and numbers. This isn’t necessarily a huge issue, but it also starts to force you to rub against the bits of randomness in the game. You might kick open a door only to get immediately shotgunned by the police officer across the hall, unable to deflect the bullets because the spread is random and two of them are too far apart to hit in one swing but close enough together to kill you during your attack’s cooldown. Maybe it’s not one shotgun blast but three or four pistol rounds, shot by enemies without friendly fire. Maybe they’re guarding a laser cannon with that will blast you unless you descend precisely from above. Maybe you retry a prior tactic, but it doesn’t work because when a level resets it doesn’t move enemies to a fixed position- and their different placements results in different AI behavior even when executing the exact same moves. Whatever the case, the game becomes significantly more punishing and less predictable. You may have to idle and wait for enemies to move into a good position again before retrying a tactic simply because it just won’t work in the current spawn position, which slows down the pacing of an otherwise fast game. Most importantly, the games difficulty increase has nothing to do with mechanics being harder- it’s just repeating the prior challenges but generally less forgiving. Increased mastery is good to aim for, however there’s a couple things you want to avoid. The first is shrinking the play space too much. If your increased mastery comes at the price of player freedom and flexibility, what will happen is levels devolve into rote memorization and the game loses replayability. It also starts to feel like farming, or a chore, even if it’s the first time you’re playing it. The second is you want to make sure that you maintain predictability- which is lost with the shotgun shell randomness and the variation in enemy starting placements. The game ends up feeling stale towards the end of its runtime, which is odd given how short it is. I think an extra mechanic or two to play with for the core gameplay could have taken it farther and let it keep its’ shine. The game was good, and is definitely a fun ride for an afternoon or so, but I can’t see myself wanting to go back to it- even with a DLC update. Generally speaking, I recommend it- but maybe on sale.
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schraubd · 6 years
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David's Personal Top Ten Video Games
This is something I've been wanting to do for a long time. It is a personal list, reflecting the games that have stuck with me the most over the years. I'm not enough of a gamer to claim it is anything comprehensive, and it has a strong bias to the sorts of genres that I like. Nonetheless, I'd stack these games against any that have been made in my lifetime. Anyway, without further adieu ....
Honorable Mentions:
Portal 2: How can a game with virtually no “dialogue” (if that means conversations between two characters) have some of the best spoken lines in all video game history? I have both the original and a capella versions of the Turret Opera on my iTunes (yes, I have “Still Alive” as well).
Railroad Tycoon II: A brilliant simulator that makes you actually feel like a turn-of-the-century robber baron (by far, the game is most fun to play when set in the late 19th century). If every man goes through his “trains!” phase, this was mine. As in real life, I am not good at playing the stock market.
Horizon: Zero Dawn: Robot dinosaurs! Incredibly, Horizon: Zero Dawn takes a core concept that sounds like word association from an over-caffeinated twelve-year boy and makes an entirely serious game about it—and it works. It works so well, in fact, that I loved it despite the fact that the plot and entire world-building background centers around my single greatest phobia (no, not that—being alive for the extinction of humanity).
10. Sid Meier’s Gettysburg: I find it odd that very few games have sought to replicate Gettysburg’s spin on an RTS—focusing combat around regiments rather than individual units and prioritizing morale over raw numbers. But the thing I like best about Gettysburg—and sadly it’s mostly unique too—is in how it concentrates on controlling territory (and terrain). Many RTS games, for me, might as well have a blank screen over 80% of the map between my base and my opponent’s base. You build up your force, and then try to swarm your opponent before he or she swarms you. But in Gettysburg, the goal of missions is not “wipe out your opposition”. It’s to capture and hold a ridge, or dig in and hold an exposed farmhouse.
My only critiques are that I want this game to be bigger. I want it to encompass dozens of map spanning the entirety of the Civil War. I want to be able memorize even more obscure Union and Confederate generals and wonder if they really were “mediocre” or if that was just a game balance decision. The random battle generator is okay, but this game screams for user-created expansions which I’ve never been able to find.
9. Crimson Skies: A pulpy fun flight simulator taking place in an alternate history 1930s where America has fractured and Zeppelin travel rules the day. The game doesn’t hesitate to lean into its concept (phrases like “broad” and “floozy” abound), and it does a great job world-building in a relatively short period of time. Somehow, I could meet an enemy “ace” for the first time in the middle of a mission and yet still feel like we had a history of epic dogfights together of which this was only the latest. Meanwhile, each of the locations the game takes you to (Hawaii, the Pacific Northwest, Hollywood, the Rocky Mountains, and New York City) are a blast and a half.
A sequel, High Road to Revenge, was released on Xbox and leaned a little too hard into the arcade-y elements (power-ups, automatic evasive maneuvers with the press of a button, and so on). But the original PC game was just right—planes flew exactly like how someone who knows nothing about planes thinks planes fly, which is just perfect. You felt like an ace pilot because of your skill (even though behind the hood the game is really holding your hand). Piloting a gyrocopter through half-built New York City skyscrapers, or a prototype single-engine through the Hollywood "O", is great. Doing it to evade local security, then doing a loop and turning both guns on them -- well, that's the cat's meow.
8. Mass Effect (Trilogy and Andromeda): As far as I’m concerned, the definitive space opera (even muscling out Halo). Fabulous voice acting (listening to Martin Sheen play evil Jed Bartlett is one of the great joys of my life) and memorable plot lines pair with a morality system that at least inches away from “basically decent person or utter asshole.” The universe feels genuinely alive, like there’s an ecosystem and civilization that you’re very much apart, but also moves in your absence.
I can’t really separate out the core trilogy games from one another (each sequel seemed to simultaneously step slightly forward and back), which is not I think an uncommon position. What may be more uncommon is that I think Andromeda stands right in there with the core series. Yes, it was disappointing that it took us to a brand new galaxy and only gave us two new species (while eliminating many of the more backgrounded Milky Way aliens). But I was much more disappointed that there will be no DLC or sequels to continue the story and tie up loose ends.
7. N and N++: There can’t be any serious controversy that N is the greatest Flash game ever made. While Flash demands simplicity, N is not so much simple as it is elegant. It is the perfect balance of speed and control, thoughtfulness and twitch-trigger reflexes, serene relaxation and butt-clenching tension. Once you master the floaty physics and the unique enemy styles, you will truly feel like a ninja—stripped to its core essence and deprived of all the usual but unnecessary bells and whistles. A virtually unlimited supply of levels guarantees you endless gameplay.
And so it is unsurprising that N was one of the rare flash games that made a successful jump to a full true game (in the form of N++), one that has a strong claim on being the greatest platformer ever made. The developers were wise not to disturb the basic formula: run, jump, and slide around a level, dodge obstacles and traps that will kill you instantly, reach the exit. Repeat ad infinitum. But N++ adds just a splash of additional flavors and spices into the mix. A perfect trip-trance soundtrack that sets the mood perfectly (and may single-handedly stave off keyboard-smashing frustration). A few new enemy types that deepen the game without ruining its austere grace. And perhaps most importantly, it adds a bunch of extra, semi-secret challenges (which can be used to unlock still more levels) waiting for the very best-of-best players.
Of all the games on this list, I might be in absolute terms “best” at N++ (there are a non-trivial number of levels in the game where I have a top 100 or even top 10 score on the global leaderboards). And yet there is not the slightest chance that I will ever perfect this game, or even come close to it. Nor is there any chance I will become permanently sick of it. A simple concept, executed brilliantly. The perfect N++ level is also the perfect description of the game.
6. Final Fantasy IX: The question was never whether a Final Fantasy game would make this list, only which one. I’ve long had a soft-spot for FFIX, which I feel is often overlooked inside the series (in part because even on release it seemed players were already looking ahead to the Playstation 2). Yet it’s hard to find fault in Final Fantasy IX as an emblem of a straight-forward JRPG. It has a moving story, fun gameplay, beautiful music, loads of quests to do and places to explore, a fabulous supporting cast (Vivi might be my favorite Final Fantasy character ever written), and a lead character you don’t want to punch (*cough* Final Fantasy X).
Final Fantasy IX is often described as “nostalgic”, and despite the fact that it was only the second game in the series I had ever played, I got that feeling instantly. Try listening to the soundtrack for “Frontier Village Dali” without feeling a little melancholic. You don’t even have to have played. But I recommend that you do.
For the record, my ranking of Final Fantasy games that I’ve played goes: IX, VII, XII, XV, X, XIII.
5. Assassin’s Creed: Brotherhood: One difficulty in judging games within a series is how to compare an earlier game which still had some rough edges but represented a quantum leap forward versus a later game which didn’t do anything super-novel but tweaked the formula to perfection. That, in a nutshell, is the difference between Assassin’s Creed II and Assassin’s Creed: Brotherhood. Now, for me, this is an easy call for idiosyncratic reasons—I played AC:B before AC II, and so I experienced the former as both the perfected model and the quantum leap forward as compared to the original game. But I respect that for those who played the series in order, this is a harder call.
What should be easy for anyone is to agree that together, Assassin’s Creed II and Assassin’s Creed: Brotherhood represented the AC series reaching its full potential. Ezio continues to be the best protagonist the series has seen to date. Renaissance Italy likewise is the ideal setting for both AC’s vertical and horizontal platforming elements and its shadowy-conspiracy/secret-history plotline. As a franchise, Assassin’s Creed really launched the parkour/open-world exploration genre, and Brotherhood was the first game where every single element of what that genre could be came together. Other more recent games have been tons of fun (Black Flag and Syndicate are I think highlights), but these two games are the reason this series is so iconic.
4. Might and Magic VI: The same problem posed by AC2 versus Brotherhood emerges with Might and Magic VI and VII—except here, I did play them in order. Like the previous entry, I do think that VII ultimately improves upon the formula set out in Might and Magic VI. It’s more versatile, has more replay value, a touch more balanced (and that’s not getting into ArcoMage) … all in all, probably a better technical game.
But Might and Magic VI is for me iconic—it may well be the first RPG I’ve ever truly loved (and given the way this list is stacked in that direction, that’s saying a lot). Virtually all the things that characterize what I love in games today, it had in at least skeletal form. Open world exploration? Check: It was the first game where I felt like I was a true pathfinder—meticulously crawling over every corner of the map to find each obscure bandit’s cave and goblin fortress. To this day I still have the lay of the land in Enroth basically memorized. Overly detailed worldbuilding text to read? Absolutely: my obsessive-streak came out in reading every single artifact description, conversational option, and quest backgrounder (it is canon that Enroth, and the entire planet it resides upon, was blown up in a magical explosion—a fact I’m still resentful towards 3DO for long after it disappeared into bankruptcy). Slight genre-bending? The splash of Sci-Fi onto the fantasy setting was delightful to discover for someone who had never played any of the prior entries in the series. And some of the music—well, the White Cap theme is a thing of beauty, and on my computer “Adagio in G Minor for Strings and Organ” is still listed as “Church Dungeon Music.”
3. Heroes of Might and Magic III: If comparing earlier, more revolutionary games against newer more polished ones presents a problem in the Assassin’s Creed and Might and Magic series, it presents no trouble at all in Heroes of Might & Magic. That’s because the third installation in the series both represented a huge jump forward from what came before and is unquestionably the best entry in the overall sequence.
Sure, some of the expansions are a bit goofy, but they still work—sharpshooters and enchanters are massively overpowered, but they’re generally used in missions that would otherwise be impossible. But the main campaign is fabulous—a surprisingly intricate and interwoven plot that bridges Might and Magic VI and VII compliments outstanding strategy gameplay. And that doesn’t even get into the acre of standalone maps provided, plus countless more available on the web thanks to a map editor so intuitive, even I can use it (I’m terrible with map editors).
As a result of all of this, Heroes III is maybe the only game on this list that can compete with N++ regarding infinite replayability. This is fortunate, because—given the fact that Heroes III was a full-budget release and was not supposed to be “simple”—it ages incredibly well. Even the graphics hold up (no need for that remastered remake—which doesn’t even include the expansions!).
2. Witcher III: As you may have noticed, this list has a strong bias towards RPGs. My preference is toward “Western” RPGs (which have a go-anywhere/do-anything exploration mentality) compared to “Japanese” RPGs (which are more linear and story-driven), but Witcher III does an incredible job of synthesizing the best of both. It has a huge open world to explore, one that feels alive and dynamic—but there is also an incredibly rich story filled with deep, well-written characters (of which Geralt—the player character—is but one).
Gameplay-wise, Witcher III really hits the perfect balance. I simultaneously felt like the biggest bad-ass in the room, but also like a single slip in concentration or bit of overconfidence and my corpse would unceremoniously end up at the bottom of whatever cave I was in. But Witcher III particularly stands out in how it subverts certain common RPG tropes. You are a hero, but you’re not particularly well-liked. You’re a powerful warrior, but you’re still ultimately treated as a pawn in larger political machinations. Your interventions do not always save the day, and sometimes don’t even make things better. If a mission starts with a villager worrying that their beloved has gone missing, nine times out of ten that person has been devoured by a monster well before you ever get there. While many games claim to place the hero in difficult moral dilemmas, Witcher III is a rare case of following through (some games might give you the choice to let a trio of witches eat a group of kids whom you recently played hide-and-seek with, but few make it so that might actually be the more moral of the options in front of you). There’s even a quest where you help a knight rescue a lady in distress from a curse, then lecture him that he’s not entitled to her romantic attention as a reward (talk about a timely intervention in the video game genre!). Over and over again, the game reinforces the message that being really powerful and doing “the right thing” isn’t enough to fix a fundamentally broken system.
Most impressive is the emotional impact that Witcher III dishes out. Sometimes this is a result of rich character development that pays off over the course of the entire game (as in “The Last Wish” quest). But sometimes it shows up in even relatively minor sidequests—the epilogue of the “Black Pearl” quest was one of the more brutal emotional gut-punches I’ve experienced in a video game. Ultimately, this was a game where one always felt like each character was a person—they were imperfect, they had their own interests, hopes, dreams, strengths and foibles, and while you were a little better with a sword and gifted with some preternatural abilities, you were still only one player in a much bigger narrative. As a result, Witcher III might well be, in my estimation, the perfect RPG.
Oh, and Gwent is ludicrously addictive. Let’s not forget that.
1. TIE Fighter: I don’t think this list has a particularly “modern” bias. Still, there’s something impressive about the number one game on this list also being the oldest by some measure. TIE Fighter originally came out in 1994, and the definitive Collector’s Edition was released in 1995. It is, to this day, one of the best games ever made. And that’s not a retrospective assessment. Star Wars: Tie Fighter holds up even played right now.
For starters, it is one of the few elements of the Star Wars universe to get the Empire right. I’m not saying that the Empire is the real protagonist of the series. I am saying that they wouldn’t view themselves as evil—as much as naming spacecraft “Executor” and “Death Star” might suggest otherwise. TIE Fighter is quite self-assured in presenting you as being a force for law and order in the galaxy, battling not just seditious rebels but pirates, smugglers, and other anarchic forces that threaten to tear civilized life apart.
Let’s start with something often overlooked in TIE Fighter: the music. It’s probably the only context that the phrase “kick-ass MIDI soundtrack” makes sense. But that’s not even the half of it. The iMuse system dynamically and seamlessly arranges the musical cues to reflect what’s going on around you in the mission—you can literally follow important mission updates (e.g., a wingman being shot down, or reinforcements arriving) simply by the way the melody shifts. I’m not sure I’ve ever encountered anything quite like it since. To this day, the number that accompanies an incoming enemy capital ship fills me with exhilarated dread.
Gameplay-wise, TIE Fighter is almost shockingly rich. The core mission requirements are challenging, but by no means out of reach. But embedded in each level are a series of secondary and secret bonus objectives. These unlock a parallel plot of the Emperor’s Secret Order—but always present a brutal risk/reward calculus. That’s not unrelated to the fact that you’re often flying, well, TIE fighters (not noted for their durability)—but the challenge extends well beyond physical peril. TIE Fighter actually gives you an “invincibility” option if you want it, and yet even with it on some of the later missions and bonus objectives will strain every piloting skill you’ve ever developed.
Most importantly, the secret objectives usually are more involved than “blow up everything in sight.” They reward initiative and exploration. Maybe your primary mission objective is to destroy a rebel space station. But just before it goes down, you spot an escape shuttle fleeing the station. Take it out? Maybe—but maybe the occupants are VIPs best taken alive. So you switch to ion cannons and disable it for capture. Yet that extra time you just spent has given the rebels enough breathing room to summon reinforcements—now an enemy cruiser is bearing down on you. Take out its missile launchers and clear path for bombers while praying that your own Star Destroyer will arrive soon to back you up. All on the fly. All while dogfighting starfighters, dodging mines, giving your wingmen orders … it’s insanely, beautifully chaotic.
Did I mention this is all happening in 1995? 90% of games released today don’t have that kind of depth or spontaneity. In terms of playability, replayability, and just plain fun, TIE Fighter stands alone, and unchallenged.
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zydrateacademy · 7 years
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Retrospective Review: The Entire Mass Effect Franchise
Andromeda is coming out in a week (as of this writing) and I feel like I want to revisit the franchise. I’ve done a post like this a few years ago when my blog was new but didn’t really settle in on a style and it was kind of garbage with a lot of pointless paragraph breaks. First, some quick insight. I was born in ‘89. That means I was too late to life to be considered an “80’s” kid, and the 90’s were half over before I was able to form real likes, dislikes, or memories. It’s a strange bit of flux because most of my “Nostalgia” is usually in the form of Legos as opposed to comics, games, movies, etc.
It’s a flux that’s kind of leaked into my daily life. My family is not, and never has been particularly affluent. Every extra ten dollars we find, we think “YES. A few days of gas” or “YES. Lunch money.” We’re not poor, we��ve never had a lot of room for amenities. We update our computers basically once every 5-10 years based primarily around income tax returns. Whatever hand-me-down I get from person who was able to afford their new computer, it was always better than what I had. A problem that has recently been remedied when I was employed for two and a half years as a part-time cashier still gave me enough to buy my own completely up to date computer that will last me the next five years on its own. Stick with me, I’m getting to the point. As a result of all of that, I tend to not be able to get games as they come out. Especially not games that turn into these huge franchises. A few games hold special places in my heart BECAUSE of the very fact that I was able to start with them. Mass Effect is one of those series. I started with it on the Xbox, probably borrowing it from a friend initially and playing it in bite-sized chunks before getting it used (likely bought for me like everything else was). The story starts out well. Your character (do I even really need to name them at this point?) is on the track to becoming a Spectre, a sort of special service agent for the entire alien government. During the screening process, another Spectre goes rogue and the entire game is building up a sort of power base against him while discovering a secret of the universe that may lead to the death of everyone in it. Damn. Ramped way the hell up, didn’t it? I suppose that’s fine, as studios don’t exactly expect all their games to shoot off the way they do sometimes. Mass Effect was good for its time. A fairly basic shooter with some RPG elements, in the older days where putting a point in your skills increased damage by 4%, and other things like that. It was incremental, but it had a cool idea based around a boring mechanic. Every few levels in the huge variety of skills you had at your disposal, you’d get a new ability or some kind of boost. Put enough points in “Fitness” and you’d unlock an ability called Immunity, an active ability that reduced taken damage by a flat rate for a few seconds. It’s interesting how the following two games basically dropped that idea, gave you the same 4-5 abilities (that vary per class), called it a day, and just built everything around those. It made the second game a certain kind of boring because every playthrough was effectively the same. You hotkey your main one or two attacks and just shoot stuff when it’s on cooldown. The second game’s story went sideways rather than forward, a point against its favor when looking back at the series as a whole. It continues, presumably a few months after the events of the first game and your ship gets shot out of space and Shepard literally dies immediately. In the introductory sequence establishes that you were picked up by the Cerberus organization and basically rebuilt like goddamn Robocop. I was expecting a “We have the technology!” type dialog but alas, we were deprived. Cerberus was an organization briefly mentioned in some tiny fetch quest in ME1 when you discover a small outpost had been husk-ified. To their credit, this definitely tied into what they would end up doing en masse in ME3 but we’re getting ahead of ourselves. They come to ME2 full force as Shepard is more or less forced to work with them when the mere association makes the alien council backpedal their support for Shepard, whom they presumed dead. As a result, you don’t see a lot of them in ME2. The whole story culminates in fighting a sort of human-based reaper that the collectors (who you later discover were reaper-possessed Protheans. Christ this series is weird) have been building by harvesting human colonies just on the edge of the government’s jurisdiction. Because of this they refuse to respond to the abductions and Shepard joins Cerberus to figure out this mystery and solve it. With bullets. Or whatever the hell comes out of guns in this universe. Something something mass effect fields. The entire game is basically the Dragon Age 2 problem all over again. It feels like it takes place in a single setting even though it doesn’t. It’s mostly padding. Half the game is loyalty missions as you run around to make sure your minions are happy enough with their lot in life, so they’re suicidal enough to do the suicide mission at the end but not suicidal enough to shoot themselves on the Normandy because they’re just not quite sure their father is still alive or not. I never liked this aspect of the game. Every where I turned, someone on my team was whining about something that barely mattered in the grand scheme of things. You could argue that settling their business gives them enough drive and morality to survive the mission at the end. If they didn’t have the morale, maybe they would be too sad to move out of the way of certain bullets. I get that, morale is a huge thing and I suffer from the gain and drain of it on competitive multiplayer games. I feel it, but it’s exhausting to try and manage it across a 20 to 40 hour game. Especially since the mechanics were dumbed down as I alluded to earlier. In the end, ME2 barely matters on a story standpoint and mostly served to update the graphics, systems, and mechanics from the first. To that end, they did fine. ME2 looks fine, even by today’s standards. In a more combat-oriented game, ME2 functions as a successor.  This brings up to ME3. It opens up about a full year after the events of the second game, where Shepard is being punished for their actions in the Arrival DLC of ME2. Never got around to doing that DLC? Tough shit, as they reference it throughout the entire first act of the game and even later when you meet a Batarian on his deathbed. I played through it maybe once and I still don’t really understand what happened or why it was my fault, but there you go. Basically, in the second scene the reapers attack and fucking finally, the goverment lets Shephard get their best murder on and fly out to kick some actual ass. This is even lampshaded by Legion (a Geth teammate you acquire in late-game ME2) who told their own people that the reapers were coming and were believed immediately and began prepping. “Must be nice”, Shepard says. Indeed.  The entire game is spent gathering war assets for the finale of the series. The more you have, the better it goes on a story standpoint. If you scrape for every asset you are capable of, there will be less loss of life. More soldiers on the field, more field assistance, and generally a slightly less bleak atmosphere (which is still pretty goddamn bleak). The mechanics are a crisper version of ME2′s. You still only have 4-5 main abilities to use per class but the leveling system is a bit more nuanced and more in-depth than before, which edged towards ME1′s style without being too stupidly gratuitous like adding 4% to damage. They saved that for actual gun modifications. The cover system has remained through the entire franchise (As it will continue in Andromeda) and it mostly serves to give you shield recharge while reloading your gun and not much else. Mass Effect 3 is probably my favorite of the entire franchise. Some are beholden to the first game as classic nostalgia, and I don’t know many who talk about 2 very much. However mostly decry the third game for its flawed ending and I chalk that up to a PR misunderstanding, or just bad wording on Bioware’s part. See, the sting mostly comes from when they claimed that “Oh the ending won’t be a simple A, B, C matter...” That’s exactly what it became. In the end you had the choice between destroying ALL synthetic life, taking control of the reapers for yourself and effectively fusing your consciousness with them, or if you gathered enough assets, full on synthesis. This basically fuses organic life with synthetic code, making everyone a sort of hybrid and thus rendering the Reaper’s flawed logic completely moot, and they fuck off into the void of space all over again. However for those who actually watched the endings, with the help of the extended cut, there’s a lot of nuances that that simple choice does not immediately seem apparent. In the extended cut you can see the multitude of your choices play out. Did you cure the genophage? You witness the rebirth of Tuchanka and see it get rebuilt in grand buildings with Krogan mothers celebrating their children. What did you do about the Geth/Quarian conflict? You see the results of that as well. Yes, the ending decision did boil down to an ABC choice but the ramifications of a few choices that you made since the first game still absolutely had an effect. A mass effect, if you will (please kill me). Ultimately I feel like there’s a lot more to do in ME3. I’ve played it for a few hundred hours, changing something big every time I do it. I take on a different lover, I switch sides and sabotage the genophage (which I will never ever do again because holy shit). I hop between Paragon and Renegade because it’s fun to watch the world change before my eyes as I decide to murder people that I would not otherwise have done. I do run out of things to do however as the level cap is 60, and if you’ve imported a ME2 save you’re probably already level 25-30 so it takes a single playthrough to max out. After that point, doing NG+’s only change a bonus power and maybe you can fiddle around with different weapon types and adjust playstyles. Which I did often. While I wrap this up with a sort of game-by-game summary, I want to give an honorable mention to ME3′s DLC, The Citadel. It’s often considered the ‘true’ ending to the series and is my personal headcanon post-final battle regardless of lives lost. It takes place on the Citadel (obviously) while most of your crew is on shore leave while the Normany gets cleaned up as it presumably does every time you dock anywhere across the franchise. Shepard’s life is never simple as it turns out there’s a plot against their life and must scramble to figure out another mystery. It’s an incredibly funny DLC with a ton of humor and mostly acts as a tone-shifting breather for the general “We’re all fucked” aura the game mostly gives you. It even ends on a “We’re all in this together” high note with most of your crew (And some from ME2 come back!) overlook a beautiful view while in the titular Citadel. So. We’ve reached the conclusion with my overarching thoughts on the franchise as a whole. It’s good. It’s an experience, and I highly recommend playing through it because there’s a lot to talk about. I’ll give a basic rundown. Mass Effect 1: Fine game, but has not aged well on a visual standpoint. Story is perfectly solid and moderately self-contained without originally relying on a whole franchise to carry it. RPG elements are excessive and each individual upgrade doesn’t feel like it does much until the higher levels. Mass Effect 2: Basically sidesteps its predecessor. Weak story that takes the plot nowhere but with crisper, actionized mechanics and less inventory menus to worry about. Mass Effect 3: Is the culmination of everything they learned from the last two games. More nuanced RPG systems that seem like a middleground between 1 and 2. Story comes to a solid conclusion, and I don’t agree with all the constant whining about how the endings ruined the entire game for some people. Grow up. I’m sure the game has some kind of anthology pack you can buy on sale at this point and I’d recommend giving it a go. If you’re a newcomer to the franchise, be prepared to set aside anywhere from 50 to 200 hours between the three games. If not, Andromeda takes place between the events of 2 and 3 while taking place in a completely different galaxy and will very likely only slightly reference the previous games. There’s the occasional nod, like you meet a sibling of the Turian female in Omega. Other little nods like that but it won’t be necessary to go through all three to enjoy the full experience of Andromeda. Can’t wait!
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