Way back in May 2007 Landon Garrett danced with Elder Scrolls IV:Oblivion and was unable to find his feet. He tripped and fell over and felt cheated by his ogre of a date. Yet there was light at the end of the mountain pass. To quote, he wrote: "Mass Effect...could be the RPG I've been waiting for. Maybe I'll be able to get my character drunk in some crazy spaceport nightclub. Maybe it'll be my entry ticket." Flash forward 10 months and Landon has been fulfilled and surprised by an RPG that welcomed him into an unfamiliar gaming fold, offering him food and shelter and sex with alien races.
Sadly it's not possible to fall off your bar stool in Mass Effect, but you can enjoy erotic nightclub dancing. Developing games is all about making compromises, it seems. Thankfully, ME compromises little. Original ideas abound and characters are painted vividly - whatever else you get out of the game you'll definitely be left with some strong memories.
I, YOU, WE...are Mass Effect
Nowadays most games give you a choice of creating a 'unique' avatar - it's pretty much industry standard. A limited choice of stock heads with optional beards is a step in the right direction but it's easy not to be saddened by such shallow thought. Mass Effect's character creation tool is in-depth in the same way that Oblivion's was, except with a slightly more limited range to create hideous freaks. Male or female, you decide - it's worth taking the time to tweak your look before you begin; by the end of the game you'll have analysed your minor flaws from all angles. Hopefully though, these flaws will become a part of your character's identity in a way you never thought possible.
As well as creating a look for your Commander Shepard you also choose a backstory and a combat class for her/him, all of which resonate into the story in subtle ways throughout the game's run time of 20+ hours. Identifying with your character is also down to the choices you make in the moment. The basic principle asks you to travel one of two roads: Paragon or Renegade (or if you crave chaos, a schizophrenic blend of the two). Interaction in Mass Effect's universe is conducted with an intuitive 'conversation wheel' that gives you quick dialogue options at the touch of the analogue stick. The fresh touch here is that you direct the tone of the conversation. Diplomatic, hostile or neutral questions/responses open up branching dialogue, often in unexpected ways. It's a nice system and largely avoids blank repetition unless you call for it, mostly due to superb voice acting and a commendable lack of expositional writing. The characters that populate the planets, bases and walkways of the galaxy are always coloured by personal bias and opinion, something so rarely seen in games and so well handled here. Most conversations, no matter how trivial in terms of the plot, will tell you something about the world you're living in. The combination of all these elements create a rich and very personal protagonist for the plot to orbit around.
From the hub of The Citadel to the farthest outreach planets, most of the environments are unique and thoughtful in their design and dripping in craft and finish - a couple of levels in particular are mind-blowing. You'll work your way through these places in well-paced story missions but naturally you have the option to get lost in the abundance of side-quests on offer. It has to be said that most of these are an exercise in levelling up your Shepard with experience, new items and that all-important ca$h (much more than you can spend, it's a bit like Brewster's Millions). That said, a handful of these tributaries do flesh out your chosen character's story and those of your rag-tag crew, and give a taste of scale and vision. Standing on a planet's hilltop gazing into the stars at a distant asteroid storm is a beautiful sight, enough to bring a tear to any sci-fi lover's eye.
This isn't an RPG!
Some RPG veterans will be disgruntled that the combat in ME is real-time and not turn-based. Most humans (chiefly Landon) will celebrate this new hybrid of light-strategy and shooter skills, as it is more immediate and visceral. The Unreal 3 engine sets a now familiar tone - aim, shoot, take cover, flank. It's light on any real deep strategy but each chosen member of your crew has a talent to bring to the fight and before long you'll have mastered a playing style that works for you. The squad dynamics can be a lot of fun and the wide choice of combat styles on offer for Shepard mean repeat playthroughs will be distinct. Slick weapons and technology sit comfortably alongside physics abilities, or 'biotics' - ME's equivalent to magic and one of the most enjoyable additions to the action mix. Such powers are, as always with ME, incorporated into the story itself and the world around it with grace and fine dustings of detail.
Every silver cloud has a dark lining
ME swells and overflows with ideas and potential and so it's no great shock that not all of it is realised. Graphically the game is superb but too frequently suffers from slow texture loading. It seems to be a common occurrence in these early days of the current generation, but here it really takes you out of the moment and breaks the spell the game works so hard to weave. Many of the games planets are barren and bland in a fashion that makes exploration feel repetitive, different colours and textures stretched over the same peaks and valleys. The identikit human outposts and colonies you repeatedly encounter can be explained away (just about) in context as pre-fab contractor's work and when they're situated in some often stunning landscapes it's hard to complain big; but still, when you're hearing the same music underscoring a similar encounter it's a sour déjà vu. The item menus are confusingly designed and often mean you're left carrying far too much equipment, most of which will be multiples of the same items. Most of these negatives can be overlooked though, it's only in retrospect that we mention them - whilst playing they won't stand in the way of progress or enjoyment.
DLC and beyond
It came as sour news recently that downloadable expansion missions can only be played if you are midway through the game. Wouldn't it have been a better idea to let the completists get involved too? Having invested so much time crafting a character - in look and personality - naturally one might want to experience new missions with them and continue the saga. We guess this is what they call repeat-play value, but in this case it seems to have a hidden catch.
Landon loved his female Shepard so much, became so attached to her, that if not given the option to play a sequel with her in it, he would seriously think twice about doing so. A lot of the Shed's goodwill toward this game is because we connected emotionally with our characters and believed in the world they inhabited. The experience is so personal, it could almost make a gamer hesitant to play through a second time.
There is something so brilliant about seeing your character in game - talking, interacting and leading the focus of an interesting plot. Bioware have done an exemplary job of tailoring the experience. The Shed only hope that this personal touch can be continued into future instalments.
Bioware have created an engaging and unique game world that draws the player in and allows them an admirable level of choice with genuine consequences. For that alone the studio have earned their seat on the Citadel council. But the flipside of such an accomplishment is that the player almost expects too much and it is easy to pick apart the less than exemplary aspects of ME. However, we cannot measure a game by our own expectations. That ME raises our expectations to such heights is testament to Bioware's accomplishment. They have deftly avoided the pitfalls of the genre and crafted a worthy piece of art. This isn't Star Wars, this isn't Star Trek - this is Mass Effect.
Galactic Standard Points: 8/10
Some RPG veterans will be disgruntled that the combat in ME is real-time and not turn-based. Most humans (chiefly Landon) will celebrate this new hybrid of light-strategy and shooter skills, as it is more immediate and visceral. The Unreal 3 engine sets a now familiar tone - aim, shoot, take cover, flank. It's light on any real deep strategy but each chosen member of your crew has a talent to bring to the fight and before long you'll have mastered a playing style that works for you. The squad dynamics can be a lot of fun and the wide choice of combat styles on offer for Shepard mean repeat playthroughs will be distinct. Slick weapons and technology sit comfortably alongside physics abilities, or 'biotics' - ME's equivalent to magic and one of the most enjoyable additions to the action mix. Such powers are, as always with ME, incorporated into the story itself and the world around it with grace and fine dustings of detail.
Every silver cloud has a dark lining
ME swells and overflows with ideas and potential and so it's no great shock that not all of it is realised. Graphically the game is superb but too frequently suffers from slow texture loading. It seems to be a common occurrence in these early days of the current generation, but here it really takes you out of the moment and breaks the spell the game works so hard to weave. Many of the games planets are barren and bland in a fashion that makes exploration feel repetitive, different colours and textures stretched over the same peaks and valleys. The identikit human outposts and colonies you repeatedly encounter can be explained away (just about) in context as pre-fab contractor's work and when they're situated in some often stunning landscapes it's hard to complain big; but still, when you're hearing the same music underscoring a similar encounter it's a sour déjà vu. The item menus are confusingly designed and often mean you're left carrying far too much equipment, most of which will be multiples of the same items. Most of these negatives can be overlooked though, it's only in retrospect that we mention them - whilst playing they won't stand in the way of progress or enjoyment.
DLC and beyond
It came as sour news recently that downloadable expansion missions can only be played if you are midway through the game. Wouldn't it have been a better idea to let the completists get involved too? Having invested so much time crafting a character - in look and personality - naturally one might want to experience new missions with them and continue the saga. We guess this is what they call repeat-play value, but in this case it seems to have a hidden catch.
Landon loved his female Shepard so much, became so attached to her, that if not given the option to play a sequel with her in it, he would seriously think twice about doing so. A lot of the Shed's goodwill toward this game is because we connected emotionally with our characters and believed in the world they inhabited. The experience is so personal, it could almost make a gamer hesitant to play through a second time.
There is something so brilliant about seeing your character in game - talking, interacting and leading the focus of an interesting plot. Bioware have done an exemplary job of tailoring the experience. The Shed only hope that this personal touch can be continued into future instalments.
Bioware have created an engaging and unique game world that draws the player in and allows them an admirable level of choice with genuine consequences. For that alone the studio have earned their seat on the Citadel council. But the flipside of such an accomplishment is that the player almost expects too much and it is easy to pick apart the less than exemplary aspects of ME. However, we cannot measure a game by our own expectations. That ME raises our expectations to such heights is testament to Bioware's accomplishment. They have deftly avoided the pitfalls of the genre and crafted a worthy piece of art. This isn't Star Wars, this isn't Star Trek - this is Mass Effect.
Galactic Standard Points: 8/10