Tag: BioWare (page 5 of 6)

Missing the Mako

Jaysus Begorrah, there are a lot of Mass Effect 2 reviews out there. I suppose sooner or later I’ll post one of my own, once I’m able to play the damn thing, but going with my revamped “one at a time” policy, I need to finish Dragon Age and BioShock 2 first. Which hopefully means I’ll be able to get past the final final Archdemon boss despite having been a bit helter-skelter in my Arcane Warrior build. But I digress. We’re not here to talk about fantasies today, at least not the ones in a specific Tolkienesque setting – we’re here to get our space exploration on.

Mako

If you’ve played Mass Effect 2, you probably no longer look upon this vehicle with the usual quantity of rage reserved for its sections in the first game. I almost want to review the Mako as if it were a car on Top Gear:

The Mako has a fantastic range of armaments, able to turn a regiment of the Queen’s own armored warriors into a fine red mist in a matter of seconds. But if you actually want to close distance with your intended target, you’re in for a shock. Normally when driving an APC, you can expect a stiff, metal-cast suspension built to handle abuse. But the Mako’s suspension is apparently made from poured concrete, meaning it has a turning radius greater than some of the planets you’re about to explore.

The Mako’s not an entire loss, but it’s not exactly a joy to drive, either. However, BioWare seems to think that the Mako was an entire loss, and so gave us something new in Mass Effect 2.

Scanning

I still haven’t played the game myself, but having seen this part of it, I can see why it is one of the most universally loathed aspects of not just this game, but any game produced in recent memory. Some of the complaints about the Mako sections of the first game were their length and tedium. Scanning in the sequel takes just as long and, from what I understand, is just as tedious. Another Mako complaint is, obviously, it’s handling. So if scanning is meant to be an improvement over the Mako, the controls should handle smoothly and be a delightful diversion from ducking for cover like we’re playing Gears of War, right? Sorry, that’s not the case here. The reticle moves slowly over the surface of a world when you’re scanning, and unless you want to risk missing a particularly rich pocket of Element Zero, you need to drag it across every square mile of the planet’s surface.

Now one thing the scanning mini-game does well is convey the feeling that one is in space. And I don’t mean it hearkens to Star Trek or Battlestar Galactica. No, it hearkens more to 2001: A Space Odyssey or video recordings of NASA operations. That is to say that it’s lengthy, quiet, procedural and really rather dull. When I sit down to play this game, I’m going to have my iPod handy, and once the Normandy establishes orbit around an unexplored world, I’m going to turn on some music that’ll keep me awake while I’m scanning.

Something like this, for example.

One At A Time

Courtesy BioWare

I hate Dragon Age: Origins right now.

There’s apparently a memory leak in the PC version of the game that causes load times to last longer and longer the more you play it. If you play for, say, an hour, you might not notice. But in my fervor to finish my first play-through I spent the bulk of my time this past weekend playing it, and the bulk of that time was spent looking at the spinning “loading…” graphic at the bottom of a parchment-colored screen stained with blood. I finally stopped and turned to other games in the middle of the evening yesterday, occupying myself instead with a little BioShock 2 and starting a game of Mass Effect 2.

But if I’m honest, I’m apprehensive. I want to finish Dragon Age for a variety of reasons, including posting a review here and over at the Escapist. The biggest one is something Chuck talked about this morning. Like writing projects, it’s probably best to focus on one game at a time. Of course it doesn’t help that I’m also trying to keep up with folks in Star Trek Online but that is somewhat beside my point.

I didn’t post a continuation of my Farraday fiction project because in comparison to The Project, it isn’t that important. I should probably make time to write some articles to pitch to the Escapist, but I feel that as much as I might get paid for them, it’s still taking writing time away from the aforementioned Big P. And if you look up at the little column-spanning block towards the top of this webspace, the first thing listed there is ‘aspiring novelist.’ I feel that, when I’m not distracting myself with games, carving out a little time to post here so you all don’t lose interest in me, or doing real-life things like taking my wife places or doing laundry or herding cats, I should be focused on that first and foremost.

Granted, things are still in progress with Polymancer Studios, there are a couple other things I’m waiting to hear about and I do adore everybody at the Escapist and working with them. But the fact remains that my dream has been to get a novel out to someone who can put it into print, and wandering past a bookstore to see something with my name on the cover displayed at the front of the store for people to purchase, take home and enjoy.

I’ve also dreamed of travelling to space and driving an Aston Martin, but like writing projects and games, I should take my dreams one at a time.

We Don’t Need No Multi-Player

Courtesy Take 2

The same night I picked up Mass Effect 2 for my wife, I also picked up BioShock 2. I’m a big fan of the first game, for a variety of reasons I covered in my review. I’ve put in a few hours already and am eager to play through more of it, but there’s an aspect of the game that strikes me as somewhat perplexing.

I don’t mind the notion of playing through scenarios set in the tumultuous civil war of Rapture that broke out on New Year’s in 1959. On the contrary, I think it’d be fascinating to see Rapture when it had more rational people in it than spliced-up foamy-mouth quasi-zombie Splicers. However, since this setting is being used for multi-player, it’s unlikely much time would be spent looking at Rapture since if you get distracted you’re likely to wind up face up on the ground with some kid from Albuquerque teabagging you while the respawn timer counts down. I still might try it out, but the inclusion of multiplayer into a shooter that was strictly single player up until now just strikes me as odd.

I know the BioShock games are powered by the Unreal engine and it’s developed for multi-player environments, and I have no objection to multi-player in and of itself. I used to play Counter Strike on a regular basis, and every once in a while I blow the dust off of Team Fortress 2 to make sure my skills haven’t atrophied entirely. But the multi-player of BioShock 2, at least on a concept level, feels a little tacked on. I’m not entirely sold on the idea, and I’d rather get back to playing through the story.

I think that if you want to really capitalize on a multi-player environment with an established single-player franchise, the best move is likely to spend the time and resources developing a separate game that focuses entirely on that experience rather than tacking it onto a single-player game. I mean, Mass Effect doesn’t have any arena or deathmatch play, but then again, if BioWare were to develop a multi-player environment for that universe, I’d pray to the gaming gods that it would be less like a multi-player shooter and more like an MMO.

Seriously. Think about it. A Mass Effect MMO.

Oh, Just End Already!

Talking to Caridin

I’ve been playing Dragon Age: Origins when I’m not playing Star Trek Online. As much as I want to return to Mass Effect to prepare Shepard for the impending arrival of the sequel and write a review for Dragon Age, I think I should finish at least one play-through of the fantasy RPG first.

The problem is that Dragon Age is, for me, long.

Maybe it’s because I’m playing a mage and further complicated my life by going for the Arcane Warrior specialization rather than focusing on big high-damage “OH CHRIST MY FLESH IS MELTING OFF YOU BASTARD” spells, which can make some of the boss fights pretty frustrating affairs. I’ve rearranged my party a couple times and I think I’ve gotten it down now, though. It could also be due to the fact that I’m conversing with my party members because I have this weird notion that I should get to know the people willing to lay down their lives for my somewhat bland-expressioned protagonist. And maybe I’m just playing in the wrong order, since I’m over 20 hours in and have only just now picked up the spirit healer NPC, who is awesome in her magic skills but considering that I’m going for something a bit like a D&D CoDzilla, she’s a bit redundant at this point.

I’m already thinking of playing through again at least twice, once as the Dalish elf I created before the game even came out, and once as a human noble because I hear that backstory’s pretty interesting. My darling paramour (in real life, not the one I picked in the game) has played the City Elf & Dwarf Noble backstories but has been sucked in completely by the Mass Effect universe which is part of the reason I’ll be picking it up next week. But the point is I can’t start a new game quite yet because the old game isn’t done and I’m not inexcusably stuck.

Anyway, I need to shovel out my car, but suffice it to say that I hope to have my Dragon Age review up soon. I’m hoping there will be more moments like the one pictured above. In case you don’t know, you meet the person responsible for the creation of golems, and that story, along with all the peripheral stuff around it, is pretty damn awesome if you ask me.

Game Review: Mass Effect

Courtesy BioWare
“Don’t argue with me. You’re the one who killed the last keg, so you’re getting us a new one!”

In preparation for the upcoming Mass Effect 2, I thought it would be appropriate to see how this new series of sci-fi role-playing games began. As a caveat, I played the first game on the X-Box 360. After playing Dragon Age: Origins (which I also hope to review soon) on the PC I believe I might be getting ME2 via Steam, partially because the PC control scheme seems more suited for RPGs and partially because GameStop no longer takes pre-orders for the Collector’s Edition. Jerks.

The year is 2183. Humanity is, as far as the rest of the galaxy is concerned, a new kid on the block and with their violent and xenophobic history, somewhat unpredictable. They’ve only just discovered the disparate ways of manipulating mass effects, which are phenomena of physics that allow what we understand as physical laws to be bent. On a personal scale, this permits certain adepts known as ‘biotics’ to manifest telekinetic powers, while starships with the proper equipment can interface with ancient mass relays to catapult themselves across the galaxy at speeds exceeding that of light. As humanity struggles to gain more recognition among the established democratic government of the galaxy, based on a space station called the Citadel, Terran officer & player character Commander Shepherd encounters a dire threat to all sentient life.

Stuff I Didn’t Like

Courtesy BioWare
“I said ONE keg, not THREE! How are we supposed to scale that cliff with all this extra weight?”

  • The Mako. I know it’s trendy to rag on the vehicle sections of Mass Effect, and this might sound like me baying along with the rest of the herd. To be honest, I’m not entirely sure what went wrong here. It’s an excursion vehicle that allows the crew to cover a lot of ground on a planet’s surface, it’s capable of moving quickly over all sorts of terrain even in defiance of gravity, and it’s reasonably well armed. I think part of the problem is that it’s not terribly well protected, and when you hit the button to make repairs, the ENTIRE vehicle shuts down and sits there idle, just waiting for the Geth to shove rockets up its exhaust pipe. While the Mako sections could be somewhat tolerable if a tad tedious outside of combat, going from one plot point to the next in the thing whilst navigating a gauntlet of Geth had me nearly spiking my 360 controller on more than one occasion. It’s one thing for a game to be difficult, but Braid never made me want to break things and Mass Effect, while overall a good game, is no Braid.
  • As an aspiring novelist, I appreciate long passages of prose, and knowing that there’s some thought and foundation involved in the universe being created is, to me, both a comfort and an inspiration. That being said, a video game does not need to unceremoniously dump reams of text into my online codex just becase I glanced at a monitor in the course of the game. As fascinating as I find mass driver weapons technology and the concepts behind different forms of interspecies communication, I’m a bit busy trying to save the galaxy or at least salvage something cool from the nearby planet and don’t have the time to read all of this stuff. Save it for a wiki or online database. Unless you want to include a minigame of Shepherd on the toilet.
  • This is a minor nerd quibble, but the gravity on all of the planets I explored was apparently the same. Shepherd and the team never had trouble walking around the surface of a planet at their normal brisk pace, and the Mako was capable of scaling rock faces regardless of the planet’s location. Footage of astronauts on the moon showed that a reduced amount of gravity can change how humanoids move from A to B while on foot. Given the amount of work (and text) put into things like the red & blue shifting involved with faster than light travel and the particulars of the hand-held weapons systems, I would’ve thought somebody at BioWare would have taken the time to refresh their memories on how space exploration has been going so far.
  • The lack of a tutorial, the abrupt nature of some combat encounters and the sporadic way in which the game automatically saves means that Mass Effect has something of a steep learning curve. It’s also unapologetic in the occasionally brutal way it’ll kick your ass. Ignore a certain adversary entering the fight or forget to use a particular ability and whammo, Shepherd’s twisting in a grotesque way as the dire and deep ‘Game Over’ music plays. Some of my deaths might have been alleviated in the PC version of the game, given my experience with Dragon Age.
  • Along with lots of exposition, the game likes to dump scads of weapons modifications into your inventory. The micromanagement of equipment does allow the player to match the weapons of the party to the upcoming threat, but it’s rather tedious at the same time. It also means that whatever modifications you don’t need can be sold or broken down into the goop that repairs the Mako and hacks crates, which goes a ways to solving any money problems you might have.

Stuff I Liked

Courtesy BioWare
“If anybody makes another crack about Robot Chicken, I will turn this ship around!”

  • The SSV Normandy feels like a military vessel. It’s compact and sleek, clearly designed for speed and maneuverability. In comparison to dreadnaughts and other large capital ships, it appears small, almost tiny. I feel this is more appropriate for a game where you are a special ops agent and need to get from place to place quickly, rather than having the Powers That Be say, “Well, you’re the protagonist, so here’s our shiny new flagship that’s 172 decks tall and bristling with firepower. Try not to scratch the paint, now!”
  • The powers of biotics are well-realized and seem more grounded than the magic powers in some other games. You won’t be shooting lightning from your hands or setting things on fire with your brain, but tossing objects and people around, surrounding yourself with a protective barrier or stunning an oncoming baddie are all possible. The most potentially outrageous power is the creation of tiny black holes, but considering the powers tie into the manipulation of mass and whatnot, it’s not as far-fetched as the whole Force lightning thing.
  • Despite my annoyance at pausing the game to swap equipment around every few minutes, I like the weapons the party uses. The devices all collapse down to a portable form when not in use, and they’re light enough that everyone can carry a few at once. This means you can visually see a character swapping one weapon for another rather than it magically appearing in their hands. It compensates for the breaking of immersion by the micromanagement bits, and adds a feeling of dynamic action when you tap a single button and watch your character holster their pistol to reach behind their shoulder for the assault rifle.

Stuff I Loved

Courtesy BioWare
“Kegs are stowed and tapped. Set course for the nearest intragalactic strip club!”

  • The galaxy map is one of the best realized aspects of the game. Now, this might only be my opinion since I’ve been a space nerd since I was knee-high to a corn stalk, but seeing things like the Horse Head Nebula displayed in vivid color with different worlds of all kinds to explore kept me very happy for quite a while. I almost forgot about the impending doom of all peaceful life in the galaxy as I sent the Normandy from one system to the next just to poke around and see how many habitable or near-habitable worlds existed. I was reminded of days gone by when I’d play ‘Privateer’ until all hours of the night just taking cargo from one place to another because I wanted to see new systems. I think I’m going to stop on this point, however, because between this and the gravity quibble, I’ve just demonstrated how incredibly dull I am.
  • As much as it’s fun to give BioWare a rough time over the sheer amount of text they toss at you, the writing that they produce is always good. Mass Effect is no exception. I’ve heard some people complain that the games produced by BioWare are somewhat formulaic. I will admit that but I’d also ask the question of why it’s a bad thing. The last time Coke tried to drastically change their formula, things ended horribly. Applying archtypical characterization to different people in different genres isn’t necessarily a deal-breaker. It’s like killing an established character – it’s all in how you do it. And BioWare has proven they do this quite well.
  • The conversation system is another key to the success of Mass Effect’s immersion. It’s one thing to hear an NPC give their exposition then choose from a number of responses ranging in tone from “Selfless defender of the downtrodden” to “Dickhead.” It’s another to pick a general mood you want to convey, and have the voice actor convey it for you on command. Not only does it maintain the flow of the story, it allows us to be surprised at Shepherd’s choice of words.
  • On top of everything else, the game looks fantastic, even on the X-box 360. The expressions of the characters perfectly match the excellent voice work. You get an appropriate sense of scale from the way things are put together and despite being a science fiction game, the ships and structures have a realistic feel to them.

Bottom Line: Since the game hovers around bargain prices in most places and is available on Steam, I say buy it. It’s some of BioWare’s best writing to date, with a compelling story, plenty of content and action… oh, yeah, and sex, too.

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