Showing posts with label Mass Effect. Show all posts
Showing posts with label Mass Effect. Show all posts

Tuesday, August 15, 2017

Andromedada

 

It's hard for me to hide the fact that I'm a sentimental sap that will fall for anything infused with nostalgia, it speaks right to my heart. I am also a sucker for fiction that blends social commentary, philosophy and fringe science. It's part of the time consuming information addiction that afflicts my mind. That sounds a bit pretentious, I know. But I'm lucky that there are masterpieces that allow me to indulge in spades. When my heart and mind are being spoken to it's all too easy to get blindsided and, from time to time, I have to deal with the resulting hangover. Here we need to be ever optimistic and seize the opportunity to try and learn from the ordeal, analyse it to bits and then rant about it on the internet. It may well be both cathartic and enlightening.

One of the works I read as a hungry, fledgling bibliophile was Frank Herbert's Dune. It's an amazingly rich science fiction told through the eyes of a fresh protagonist as he learns about different forms of government, culture wars, state and religion. What it means to be human and when humanity is lost. The book became a series. The series went on until it ran out of steam and the author passed away, presumably a happy man. I imagine the Herbert estate enjoyed its fair share of royalties but eventually those must have run out of steam too. So it fell to Brian Herbert to team up with Kevin J. Anderson to write more Dune books. The plot trivialized the events of the original books with its onion-like structure. The story was set 10.000 years before the original books, which is a frighteningly long time to set the stage or hold a grudge. The leading characters were a Harkonnen cast as the good guy and an Artreides in the role of the bad guy. A reversal from the original. If I were to make a stab at why the new books had few interesting ideas, I'd say it was because the authors had to work from Herbert's table scraps. They couldn't stray to far from the original either or risk losing its tone. This is why the Dune prequel books set the stage for events about ten millennia in the future in a universe that seemingly doesn't change much in the interim.

Speaking of serialized science fiction epics, when George Lucas made the Star Wars prequels, he famously said he wanted to make them rhyme with the original trilogy. New scenes would echo older scenes. From both thematic and stylistic viewpoints. Results were disappointing. The proposed rhyming way of composing the new script didn't quite pan out, all style with little substance.
For Lucas, they were a way of having the old work try and write the new. A guiding hand, or a crutch, from the past. To me, the performance a particular rain dance. Make it rain! Make it rain! Revenge of the rain! A creative person is in a desperate position when he falls back on magic. Maybe imitation isn't the method to recapture lightning in a bottle.

Dune prequels, Star Wars prequels. Surely you're starting to see rhymes. The latest verse in this dreadful poem is called Mass Effect Andromeda. It too, rhymes. Let me shine a light as I compose a list of sorts, by no means complete. Though it should give some indication of the issues at least. Bear with me as I rack my brain in an attempt to try and impose some structure in the telling.

~
First things first

The first look at Andromeda wasn't bad at all.

Mass Effect Andromeda is the forth game in the series but not a direct continuation of it. It takes place between the first and second installments and tells the story of a massive private colonization effort towards the Andromeda galaxy in order to safeguard the future of galactic civilisation and the Milky Way species - some of them at least - just in case signs of the oncoming Reaper onslaught, a galactic extinction event, are true.
The expedition consists of a hub station called the Nexus and a number of race specific Arks. All are headed towards a handful of golden worlds. The player is cast in the role of one of the children, Sarah or Scott Ryder, of the human Pathfinder: Alec Ryder. A Pathfinder is an elite scout in charge of directing the colonization effort for his race. He also has the added value in the form of SAM (Simulated Adaptive Matrix), an Ai that acts as a hand holding mechanic and personal deus ex machina. Unfortunately not so much for Alec as he doesn't survive the first mission. The story kicks off as he kicks the bucket and with his dying breath transfers his Pathfinder title and SAM link to the player's character. After that, the player takes all the blame of the initiative's mishaps, is left to solve the crisis and has to make all major and minor decisions. No small feat for someone who has neither the qualifications nor the experience to handle the task.

From there the game doesn't know what to do with itself. When the new Pathfinder finds the Nexus, it is dark and sleepy. Ryder is also the very first of the Pathfinders to find his way to the station, all other Arks appear lost. Before long we're informed that an entire chapter has already come to pass. The target planets are in dire shape and deemed uninhabitable. There was an uprising against the managerial staff, it was subdued and the rebels were banished from the Nexus. These outcasts then sought refuge on the golden worlds to eke out a living on them... and succeeded! Having missed all the action, that is to say: the player doesn't get to experience any of this, it befalls the Pathfinder to create the circumstances to make the golden worlds habitable so that the initiative on the Nexus finally feels the need to actually do something and send colonists.
I case you missed the contradiction: the uninhabitable planets are being inhabited. But for some reason the Nexus is mired in inaction and can't send settles of their own, because their ceremonial Pathfinders who are tasked by paving the way are nowhere to be found. Seeing as though prospecting is less of an issue now, the player is chiefly tasked with fighting hostiles and pressing the magic button that marginally improves weather conditions. The game makes the latter the big linchpin, as only Ryder is up to the task because he's the only Pathfinder with the connection to the enhanced Ryder SAM that solves all problems.

~
Axial twist

The launch trailer already has a subtle excuse embedded into it. It also features about 60 percent scenes of the final chapter of the game.

The game's initial impressions left me puzzled. Maybe suspicions should have been raised when the Mass Effect Andromeda PR spun the initial pitch of the original Mass Effect (ME) into "a game of exploration" in order to to sell the idea that Mass Effect Andromeda would be a game worth your time because it, like its progenitor, would be about exploration. Only this time, Bioware would deliver where the original, according to them, failed.
The problem here is that this exploration angle doesn't show in Mass Effect. Anyone who played it knows it's driven by the narrative, not by a thirst for exploration. The lead character, Shepard, isn't an explorer. He's a military specialist. An operative for the government to investigate and solve issues discretely and by any means necessary. A kind of space Bond. Bond tends to explore a specific kind of hills on his adventures but it's not the same. Shepard could scale hills in a planetary rover called the Mako but it was an optional mechanic in that game that was cut in subsequent games.
Still, regardless of spin: why exploration? Why would you, as Bioware, keep mining for copper when you had struck gold with the original's story and characters? With Andromeda, Bioware doubles down on copper and tries to sell it as an upgrade.

Why did Bioware select exploration as one of the main pillars for the concept of the new game? The answer lies in its design. Andromeda is an open world game and exploration gels best with the trend in mainstream gaming. Why bend your game to adhere to a popular trend? Because it's conveniently puts a mark next to "open world" on the dollar checklist. Why make your own game, when the market dictates what you should make? Winning numbers feel safe.
A bet hastily made however because Andromeda's open world doesn't even function all that well. The directionless design allows one to skip certain parts to do them later. However this game presupposes you actually do the beginning bits at the start. On one occasions I unwittingly skipped a beginner quest because I drove off in the "wrong" direction. After about 40 hours of gameplay I finally discovered this quest and it felt like traveling back in time: The ingame characters voice their amazement at the attacking alien hordes the beginner quest throws at them... even tough they had encountered countless of these aliens, had met their leaders and had bested their champions. My party was appalled by the abandoned outpost and the loss of human activity in the area the quest took place in, wondering what would happen with the rest of the planet... even though they had, by then, already settled the planet with a new city-sized outpost!
I skipped the entirety of Havarl, the presupposed second planet, at the very end of the game's story. Again, the same naive wonderment of my player characters about the alien technology on Havarl struck a false note because they had seen much more elaborate tech by then - including flying, mechanical sand worms (thanks, Frank Herbert)! Please remind me of the point of having an open world as ill-conceived as this one?

~
The small beyond

Open World design?

In the context of gaming, this design concept usually points towards large worlds that allow the players to roam free and explore, create their own stories, interact with the world, its systems, its denizens. It usually also means that mechanics in open world games need to have a mind of their own, work like clockwork that adapts to the the player's behavior and interacts with him or her. Often there's the idea of choice and consequence that interlocks with RPG game design. Story telling in the Open World can be tricky because of its non-linear nature. Especially when the player starts sequence breaking, contingency checks need to ensure the story still flows in a natural way. The clock must not skip a beat.

The Open World leads to another coveted check mark that goes hand-in-hand with it: a crafting system. Here it's expansive to the point of confusion. Item and inventory management was streamlined out of the first Mass Effect games for not being part of the core gameplay. So why include it? Because crafting in games is hot. Crafting is all the rage. So get ready to mine and craft all over again.
It's the insistence on an open world that gives this sort of extensive crafting system legitimacy. It gives players the opportunity to roam the vast boring world in search of truffles like the pigs they are. This is the next game, after Dragon Age Inquisition, in which Bioware not only fails to replicate the quality of its own past games, but also of those of the other developers they hope to copy. Namely: Bethesda's Skyrim and apparently, The Witcher 3: Wild Hunt.
The proof is all over the map. On which icons are scattered as if a designer sneezed on it. The player's task is to drive to these icons and pluck, collect, shoot or talk them out of existence. Unless they are fast-travel points, in which case you must unlock as many as possible in as little time as possible lest you run the risk of wasting even more time driving around, cleaning up Andromeda's mind-numbingly dull worlds.

~
Vroom vroom

The driving is done in the Andromeda variant of the aforementioned Mako: the Nomad. Which is sold to us as a superior alternative. Even though it lacks the Mako's massive cannon and machine gun - remember: the first game was all about exploring! Instead Nomad has two swish driving modes, "fast for plains" and "slow four wheel drive for anything above a slight incline". The functional-tank-combat-gameplay from the original Mako was replaced by abysmal-switch-gear-gameplay that comes into play anytime you leave the road.
The gear switching mechanic is a feeble mask for the the missing combat gameplay which couldn't be present because of, you guessed it, the open world. You see, the game expects you to get out of the vehicle from time to time for some third person action gameplay to deal with combat encounters that are strewn about the maps. Adding cannons to the vehicle would allow you to blow away those encounters in short order and thus would also bypass the entire on-foot combat gameplay that defined the series.

Driving, driving, driving, driving.

The lack of real world logic "tanks are better at dealing and taking damage" gets in the way of the flawed gameplay-inspired logic "explorers don't need guns because they don't get into combat, but combat is fun so get out there and risk you life anyway". The original Mass Effect used the Mako sequences as a palette cleanser. Andromeda forces its boring vehicle on you because it's the only viable way to traverse the open world without feeling the need to stab yourself in the eye with a biro.
The bulk of the gameplay consists of getting unrelated quests from generic, seemingly identical NPCs, then checking the map, then driving out into the wasteland to resolve the icon. The map UI is clumsy but necessary... The driving, always the driving. Switching gears. Getting out to pick up the essential minerals you supposedly need. More driving. Getting to a dead end that results in more driving. Avoiding combat encounters because they only waste more time. Detours mean more driving. Driving, driving, driving, driving... Then you close the game because real life intrudes your gaming habits. Staying within Bioware games, Star Wars The Old Republic drove this much better with efficient zones and quests that drove directly into the main storyline - better voice acting and animation and driving too. It was hands drive a better Mass Effect game than Andromeda.
Know what would have been a true superior exploration tool? A flying craft. There's plenty of them about too: civilians have them, merchants and enemies have them, anyone but the Pathfinder team has them!

~
Blah blah

Bioware remembered that if Mass Effect had loads of dialogue in it, the new game needed loads of them too. So they took on the dumb work of giving voice to everything save the furniture.

The original Mass Effect came with a universe that exaggerated the world as we know it today. With people and cultures that range from being in development to warlike to the scientific. From Empires to matriarchies. From pirate paradise to police state. From cerebral to brain washed. A very wide spectrum of human existence enlarged to a galactic scale. The balance of power, the relationships between individuals and species shone true every conversation the game allowed you to have. Every dialogue built on your understanding of this universe. It even came with a healthy dose of subtle humanist impulses, to my great delight - this is what sets this property above all others. My post on Mass Effect 2 dove into that topic.
Not so in Andromeda. Bioware remembered that if Mass Effect had loads of dialogue in it, the new game needed loads of them too. So they took on the dumb work of giving voice to everything save the furniture. I say dumb because it seems the mission statement went no further then to "write dialogues". The result is hours upon hours of babble that never goes beyond the petty history of the characters you meet. Because of that they're all boring in the same way. What is the point of having the Patherfinder hear an Asari pilots say she likes flying her shuttle craft? Well, the point was look like Mass Effect. Unfortunately Bioware has developed an appetite for their own foot in doing so. Enter the character called Hainly Abrams.

Appearing like any ordinary NPC but with an introduction that goes a little like this: "Hi, I used to be a man, but I came to Andromeda to be a woman, because that's who I really am."
Where to begin. A problem with this is that transsexual people don't really identify as their born sex and thus don't go announcing it like that to strangers. For all intents and purposes, a trans woman is a woman. Only to a special kind of outsider would it appear that "This man wants to be a woman!". By making this sound so important, it's literally the only topic Hainly talks about, the writers seem to imply that trans people are only important because that in lieu of any other character trait they may have. It's even one of her motivations for traveling to Andromeda. The original game portrayed a galaxy that had moved past these kind of petty fears. Now we are to believe that transphobia is so threatening in the Milky Way that fleeing in this way seems like an attractive proposition. Hainly Abrams is like a diversity trophy Bioware has awarded themselves.

~
Argle-bargle

Now, let's just for the sake of argument agree that exploration should be front and center of a Mass Effect game. Then why is there so little to discover?

Now, let's just for the sake of argument agree that exploration should be front and center of a Mass Effect game. Then why is there so little to discover? The encountered aliens are capitalist, bipedal, breathe oxygen, have two genders, communicate in the same way as humans, are Buddhists, are Imperialist, use pistols, rifles and shotguns that are identical to human designs, use Arabic numbers, use digital data. The list goes on and on. Things are so familiar that I was surprised to find that the Alien leader wasn't an orange buffoon dressed like an envelope stuffed with soppy oatmeal.

Why are the aliens you encounter in Andromeda more human then some of the original races? The Krogan, Salarian, Volus, Geth, Hanar, Turian and Elcor are all more alien in design than the Angara and Kett. No explanation is given why these are so close to humans, require the same living environments as Humans, have a very similar societal structure as humans and are at roughly the same technological level as Humans. Keep in mind that these are races from another galaxy about 600 years in the future. I won't even ask where there are birds in Andromeda.
The current conflict between the two Andromeda races is immediately of capital importance to the Milky Way races. Instead of observing the situation, the humies wade into the fray with next to no resources.

Andromeda introduces two new Alien races to the stage. First, the Andromeda natives: the Angara. Cuddely, big lipped, big eyes. There can be no doubt that these are the good guys.

The Angara

I kept calling them: fish-people. Not only do they look like fish, they seem to have their character traits based on, what would be typically linked to, the star sign Pisces: emotional, spiritual, insecure, whimsical, hard to define... Sure enough, perhaps not surprising, after a cursory search I found out that, indeed, the Andromeda galaxy is seen in the Pisces constellation. Maybe it takes an old hand in astrology, no I don't advocate it, like myself to notice and uncover this. "What are the aliens from the Pisces constellation like? Why, like Pisces of course!". This is yet another shortcut and nothing more. Being emotional doesn't even do anything significant for the functioning of the Angara. It only makes them slightly whiny. They aren't a race of berserkers that fight harder when they are angry. There's no 'dark side comes with power' connection. It's just another throw-away character trait that is bolted on top of this race. To me it also undermines the scientific inspiration of the originals if you start basing new story elements on pseudo science.
The Angara have female spiritual leaders for a society that seems written by Margaret Mead. A big incentive for fighting for the Angara, the game seems to suggest, is to prevent their pure way of life to be lost.
First contact with the Angara is a laughable affair too, Ryder literally simply walks out the ship alone, unarmed, unmasked, and shakes the alien leader's hand. A small handshake for man, a large gesture for mankind.

True to life, ugly appearance means evil nature.

Secondly, the Andromeda invaders: the Kett. Ugly, bony, slant eyed aliens. True to life, ugly appearance means evil nature. There can be no doubt that these are kill on sight bad guys.
Everyone hates hates hates the Kett with a burning passion. Within minutes of arriving in Andromeda everyone is willing to lay their lives on the line because they hate the Kett so much. No diplomatic outreach is done, no effort is done to make contact. It's guns a-blazing from the word go. Later in the game Ryder learns of the Kett motivation, at which point the hate goes supernova.

The Kett

The Kett seem, quite blatantly, like an amalgamation of the Collectors and Reapers from the original trilogy. They use similar methods and motivations. The collectors harvest bio-matter from existing species to create a new reaper in the shape of the current dominant race and call it salvation. The Kett collect live specimens of species to comically mutate them into more Kett and call it exaltation.
Then there's the Remnant, also referred to as Rem Tech, a neutral faction of drones and automatons that seem to guard and maintain the planets in Andromeda.
There's also an unseen adversary at work in Andromeda. It is suggested that the Remnant creator's race was wiped out by it. Work of the Reapers? Visual hints seem everywhere!
I was expecting a late game twist that would reveal the Reaper connection, linking the Andromeda galaxy to the Milky Way as both would be under supervision of the same super race, experiencing the same cycles. This would set the tone as it did in the original trilogy. Yet this is not the case and the game never expands on the origins or nature of the Remnant - too bad, as I found it a major incentive for the duration of the game. This mystery was almost the sole reason I kept playing. I was suspecting a Reaper reveal around every bend. But there was nothing - not even an alternative explanation. A bitter disappointment.

The presence of the Kett highlights one of the story's biggest flaws: that the exploratory force was sent out without a military grade escort! It seems that no contingency plan was made in case Andromeda was inhabited and the Milky Way invaders were met with a fighting force.
This short-sightedness in the fiction again hints at a spoiler later in the game where the player, in order to meet the opposing military force, begets an army of Remnant machines. The glaring lack of military hardware is filled in with this, literal, deus ex machina one can see coming hours away. How else is the threat to be neutralized? Well, maybe this neutral faction hardware we've seen everywhere in the game can be of use.
At least the Remnant army is a plot point that gets resolved. One that doesn't is that the gene-splicing Kett could and would provide the cure to a deadly genetic disease that afflicts one very important story character.
The entire plot line is harebrained to start with. Alec Ryder uses the Andromeda mission to flee from the human Alliance in the Milky Way for fear of repercussions of his illegal work on Ai. This Ai is the aforementioned SAM, who's made in order to help with finding a cure for the player character's mother who turns out to be alive and with the colonists, in cryosleep under a pseudonym. Wouldn't it have been a better to put her in cryo in the Milky Way while research goes on there and not in the resource and facility starved Andromeda Initiative? The plot point is never resolved, but I assume SAM would be used to magically bend Kett technology to magically create a cure. The problem here is that Alec Ryder has no way of knowing in advance that there will be a gene splicing race in Andromeda. His bet to find a cure in Andromeda seems much worse than it would in the Milky Way.

~
Paragon babysitter

Why is the main character so interested in these strangers? Why wouldn't the Pathfinder bring in professionals from the initiative instead of vagabonds and rogues who've done nothing more than meet him?

As established before. Andromeda is all about exploring. So right off the bat it seems uncharacteristic to have the entire crew dropped into your lap within the first hour of the game. You don't even have to look for them. No tie-in quests. No build up, no explanations. No attachment. All of them appear as unwarranted tag-alongs and as a player you'll feel more like a babysitter than a leader. You'll need to listen to their worries, feelings and petty nostalgia. All of which are unprompted. Why is the main character so interested in these strangers? The only reason he's invested is because the plot tells him to. The dialogues tell starry-eyed, soppy and unrelated stories that don't convey any other message than "care for me!". A pathological tactic from the Bioware writing team that backfires the moment boredom sets in. After that the dialogues feel like a waste of time. Besides, why wouldn't the Pathfinder bring in professionals from the initiative instead of these vagabonds and rogues who've done nothing more than meet him? Being desperate for attention and a place in the world isn't exactly a token of competence.

I think I really pissed that one off, maybe because I shot him in the face!
-Andromeda humour

It also doesn't help these characters that all of them are profoundly unfunny, even when they really try to be the opposite. An example of what passes as funny according to Andromeda is companion Liam Kosta's line from the first mission: "I think I really pissed that one off, maybe because I shot him in the face!" This is the actual tone of a character that Bioware, in publicity, described with flowery language like this: "Every team needs its idealist, and Liam is ours."
That's quite the departure from the norm. for instance, Mass Effect 2 which was pretty grim at times nevertheless left room for humour and self-deprecation. You may remember Mordin singing. Humour proved a charm impossible to lift.
Somewhat easier are Mass Effect 2's loyalty missions, they make a comeback in Andromeda. These are meant to forge a bond with another characters that is so strong they'd fight harder for you. Essentially it's an abstraction from how people bond in real life. You share experiences and become friends through thick and thin. The end of Mass Effect 2 puts the player's relationship with his companions to the test.
Unfortunately, Andromeda trivializes the loyalty mission for nothing other than to unlock that companion's final skill tier in their skill tree. Some missions, like Liam's, have a motivation so out-of-the-blue that I can't for the life of me remember what it's relevance to the story was, what brought it on, or what was the result of it. All I remember is that it was a reckless tumble that risked the team's lives, gained no one anything and many people died. After this Liam wasn't promptly discharged but was simply told not to do it again.

~
Characters within characters

Cora Harper

Your second in command is Cora. She's like a military gargoyle that spouts hardball military copy paste encouragements like "on your feet soldier! We are Asari commando's we don't get lost, we find a way." She's established as uncompromisingly hard as nails. She idolizes her Asari mentor, whom she has never met in person. She values her advice even over yours. "She'll have a plan" is repeated like a mantra. Setting up a plot twist so predictable a desiccated potato could could have seen it coming. We ultimately get to meet said mentor and of course she turns out to be a cheat and an unapologetic egotist.
After learning her mentor is a fraud, even though her textbook lessons were actually sound, Cora, in the good old military tradition, starts blubbering like a child. I guess she wasn't much of a commando anyway if she didn't actually learn those lessens as she keeps telling everyone her mentor has a plan - and she, evidently, doesn't.

In order to have a character come up with a genius plan, the author must come up with a genius plan.

This is a bit of a trick to detract from the fact that, in order to have a character come up with a genius plan, the author must come up with a genius plan. It's much easier to say "She has a genius plan" and then have it as an off-screen event. Easier still to not have to do it at all.
Cora's character takes another dive when she becomes extremely clingy if you romance her. She dreams aloud about settling down, having a home with white picket fence and about eighteen children. Her love for Ryder is pure projection! She's willing to abandon her defining characteristic just to become a mommy - effectively a different person entirely. The game didn't let me break up with her at that point. So I guess the message is: if you have a nice evening out before the suicide mission and make it through, there's a contract waiting for you! Have some fun, but prepare for marriage afterwards.

PeeBee

I did take a bit of a shine to the chirpy Asari crew mate, PeeBee. She's a young, happy go lucky, bumbling yet genius tech-literate archeologist. She loves loves loves ancient Aliens. She's also a bit naive and needs an occasional common sense update and a tight leech. If you think this all this sounds familiar you're not wrong. She too is a shortcut character. The game tells us she's a rogue scientist, but she's little more than a childish tomb raider. She's basically a poor man's Liara from the original game but with a twist in her personality. Instead of the brooding, shy introvert Liara, she's an outgoing laissez faire extravert. The single switched personality trait is common in this game. Maybe to make something feel both fresh and familiar at the same time?

Vetra Nyx

Andromeda finally introduces female Turians to the world and one has to star in a prominent role. Vetra tries to fill the shoes of a gender swapped Garrus (ME). In stead of a jaded police agent who tries his hand at managing a crew of heroes, she's a jaded would-be mother to her orphaned sister who tries to be a hero.

~
The rest of the crew

Nakmor Drack

Drack (Andromeda) is a crusty old Krogan with a cheery slant. He's an optimist about the Krogan colony and wants to work with the other races.
Wrex (ME) is a crusty old Krogan with a mean streak. He's a pessimist due to the genophage and mistrusts the other races.

Jaal Ama Darav

Jaal (Andromeda) is an emotional outsider alien written by someone who read the definition of 'emotional' in a dictionary. He's unassuming and oddly rational. He amazes the other crew by being so different, but not really. Is amazed by human customs. Talks with an African accent.
Javik (ME) is a rational outsider alien who doesn't know the meaning of the word emotion. He's sarcastic and jaded. He amazes the crew by being so different. Is amazed by human customs. Talks with an African accent.

Liam Kosta

Liam (Andromeda) is a human soldier with a sentimental streak. Family is very important to him. Clings to the past. Wants to break the rules to get things done.
Ashley (ME) is a human soldier with a sentimental streak. Family is very important to her. Clings to the past. Wants to do things by the book to get things done.
These characters are very different because they are of the opposing sex!

There's much to lament here. When you'd ask a Mass Effect fan what their favorite part of the series is, I'd wager a top answer would be the characters. Much like it would be for fans of a series of which Mass Effect took inspiration from: Star Trek. It's the likes of Kirk and Spock, Picard and Riker, that keep people coming back for more. There's a simple soap-like appeal to seeing what's next for your favorite characters. How they will be put through the wringer next. It doesn't really matter if they are in a space battle, meeting an alien society or experiencing a Sherlock Holmes novel on the holodeck. It's all about the characters we've grown attached to. A base requirement is that these characters aren't animated cardboard cut-outs. They need opinions, wants and desires and flaws. So it was with the original Mass Effect cast. Only this time you were up there in the wringer with them. You'd talk to them about it afterwards, but you'd stay to hear their story and perspectives.
Yet, we must remember that EA has pushed the PR narrative that Mass Effect is all about exploration, much like Star Trek was much about exploration. I'm sure you remember Kirk collecting copper ore samples on all those planets.
In fairness, Star Trek actually was about exploration but of philosophical ideas. Star Trek took inspiration from Socrates, Plato, Kant, Sartre, Kierkegaard and humanism, to name but a few. Mass Effect followed and became another rare source to inform us of human progress. I for one like that this type of knowledge can be presented in a creative and entertaining way. It awakens the flame of curiosity, a quest for truth that will surely lead our own civilisation to the Star Trek future we could have.
 

~
Money mutes

Why was the game even made?

Not only did EA miss the point of the franchise, they also missed its audience. One important question is starting to make a contour over the background noise: Why was the game even made?
Original Mass Effect was a product of its time. It had no claim to fame. There was risk involved. But there was a sense of optimism not just in the gaming industry but in the culture at large. As problems in the world started to crystallize: sectarian violence, climate change, a dire political climate... and with it opinions and solutions were also formulated. Critical voices ratcheted up the volume.
Some of that ended up in pop culture, sometimes even through games. At least two games that I played dealt with some serious issues and injected them into the mainstream. Mass Effect (November 16, 2007) and Assassin's Creed 2 (November 17, 2009). Which is to say, tear down the myths and walls surrounding people. To unify under a common humanity and move civilisation forward. Even if the message was simple, at least they had something to say. The developer put the grand idea, some idealism, above big money.

There's the belief that everything will work out and that confidence is a viable substitute for competence. As long as intentions are good, good things will happen.

New Bioware glorifies religious beliefs, valuing mysteries above understanding. The player can only tacitly voice his criticism. "Agree to disagree". It aims not to unify, but to protect and let stand old divisions. Don't offend any sensibilities! Shepard (ME) called people living beyond the grave: "Oh, zombies?". New Bioware calls out the amazing creator behind the universe's beauty. Old Bioware had a name for old gods: Reapers.
The scientific and technological basis of the original game seems to have given way to something quite different. It seems informed by a simplistic sense of morality. It seems to have one simple message: that everything will work out fine and that confidence is a viable substitute for competence. As long as intentions are good, good things will happen. It's like an adventure film made for children in which we can already tell from the first minute that every paragon of virtue will make it out unscathed. It's simply magical!
But imagine if there wasn't a second invader in Andromeda which our heroes could liberate the indigenous aliens from. Even though the end result is the Initiative gaining the upper hand over the Angara. Their domination is presented as liberation and cooperation. The initiative is only good when contrasted to a greater evil.

We got this!

A resolute "We got this!" is repeated ad nauseam by the cast. It's how I imagine the creative process developing this thing must have been like: overwhelmed by aspects of game development, struggling to see how everything should fit together, not understanding science fiction, fumbling character building, botching world building, misunderstanding open world design... but having a chipper attitude about it all, confident that it magically will work out in the end because the intentions were pure and honest.
A creative person is in a desperate position when he falls back on magic.

~
In defense of pitchforks

Andromeda hardly tries to earn the price of admission. To briefly summarize: the projected colonization planets turn out to be duds. Luckily for our heroes there are ancient technological planet size engines, called vaults, that conveniently turn the planets into the perfect habitat for humans somehow. Never is it explained why the planets became unstable. Never is it explained why there are vaults at all. Never is it explained why the vaults are broken. Never is it explained why they respond to SAM and the Pathfinder. Never is it explained why the Pathfinder is so important to begin with. Is it because he's the only one with a scanner? Or is it because of the deus ex machina causing Ai? Never is it explained why humans are the standard of living in another galaxy. It's an incomprehensible mess.

At the heart of Mass Effect is a suggested answer to the Fermi Paradox: the Reapers.

So Andromeda poses that all planets are human planets. But when a mouse sees a chunk of cheese wedged in between a plank and some metal wiring. Does it ever stop to think it may be a trap constructed by a higher intelligence? So I thought it would fare our Milky Way colonists. What if they found a table set for a reset? For Mass Effect veterans trying to make sense of it, it would seem that all of this points to a pre-made condition in order to steer evolution in such a way that would allow the Reapers to step in and reset the galactic table. Which is a theme at the heart of Mass Effect. A suggested answer to the Fermi Paradox: the Reapers.
Andromeda even had the ideal topic for getting creative with for real world issues, given the state of the projected golden worlds: Climate change. And it's not just the planets, conditions on the Nexus are dire too, limited resources pose a pressing issue yet never does it occur to anyone to recycle their garbage. Andromeda's comment or solution to this problem? Press the magic button that was enabled by the magic calculations done by the magic Ai in your lucky lucky head. Whenever the word 'magic' falls, I mean to say that none of this is explained within the fiction. The reflex to explain things in a creative way is completely absent. Contrast this with the original game that went through extreme lengths to explain itself and its inner workings in minute detail in its codex. Andromeda is content to leave much to the imagination. It has to, because much of what happens in this game doesn't make much sense.
The gaps in it's fiction is easier to understand when we consider Andromeda is a game where, lacklustre as they are, game mechanics are considered more important than story. The result is a ramshackle skeleton of open world mechanics that tries to fit the clothes of a much tighter gaming experience and comes off looking ridiculous. It's made from a checklist, not from inspiration. It's arrogant and wastes the player's time thinking what it has to offer is worthwhile. It spends capital it didn't earn. It keeps questions unanswered for a sequel that will never be made. It teases DLC that will never see the light of day. It seems it was assumed the Mass Effect label would sell no matter what carries it.
Its biggest attraction remains the concept of the return to Mass Effect. Something so nostalgia driven it has become the best argument for, very simply, playing the original trilogy.

~
Mass Effect is brilliant

Not Andromeda.

In my lifetime I have played the original Mass Effect seven times. I discovered it by happenstance and picked it up almost on Bioware's pedigree alone. What happened next blew my mind. It happened in what seems to me now a lifetime ago. Indeed everyone who worked on it has since retired or moved on. it's a new world now but that doesn't mean it has to be open to be any good.
Which is what you'll find when you're introduced to Mass Effect proper. To me it's one of the best games ever made. So, I'd recommend you play that instead of Andromeda. Much like you'd advise anyone interested in Star Wars to watch the original trilogy. Or to stick to the Frank Herbert's books when it comes to Dune.

Tuesday, May 19, 2015

Mind of the Beholder
Part 5

Looking for group!
Pictured: Ranger, Wizard, Hunter, Guardian, Berserker, Gardener, Ring Bearer, Esquire, Paladin.

Most of the role playing games I like have a class-based and party-based system, a fact that must colour everything I write in this series. They're in the Hybrids I like, MMOs I dabble with, the old D&D Infinity Engine Games I remember fondly, and the modern RPGs they influenced. They're in the Japanese RPGs I am tangentially interested in, the occasional Pokemons, some pixel based Final Fantasy games, an archaic thing called Dragon Quest, the brilliant Nintendo masterpieces called Fire Emblem and the RPG that turns boys into men, Dark Souls.
A subset of western RPG are the European RPGs, a rare and interesting breed. Woefully underrepresented on my played-list, even if I started with them as far back as Rage Of Mages. I still need to play any of the Witcher games and I could have spend a few more hours with our own Larian games. As far as mainstream RPGs go I'm still very much a fan of what Bioware and Obsidian put out. The same goes for Blizzard. I was infatuated with Guild Wars, a game I can't keep thinking about when playing its successor. The monumental RPGs of the last 15 years define much of my tastes in RPGs today and all of them had their own take on the class system.

Role playing games literally fill my days. The RPG I'm currently working on at Larian Studios has me involved in the modest roles of Graphics and User Interface Designer but the fact that I get to work on an actual Computer Role Playing Game that topped the Steam best-seller chart for weeks is enough to make me gag with pride.
The thought that kicked off this series of Mind Of The Beholder was the fact that Divinity: Original Sin is a Classless RPG, which a rare beast to me. 'What is a classless RPG?' I asked myself. I thought the term sets wrong expectations, maybe 'free flow class system' would be more accurate if it allows for characters to use skills and embody traits from both Warriors and Mages. Literally mixing classes. In a classless system the expectation is that words like "Warrior" or "Mage" and the structure they represent would be expunged. I am splitting hairs. Admittedly, most role playing games I stick by, play with this idea. Not by chance, I like such systems.

Defining a class cordons off parts of gameplay. But what happens when those boundaries aren't there? Change is the spice of life so it stands to reason to allow for more freedom. RPGs run the gamut, some games allow complete reclassing, dual classing, multi classing, etc. But even classes themselves could become more flexible. Why not have a sword-wielding Mage? After all, it doesn't take much effort to think of all the magical tricks that could apply to a sword. Why stop there? There's plenty of precedence too: Link wields a sword that shoots magical bolts. this Quan Chi fatality, Mesmers, Guild Wars' illusionist swashbuckler, use swords as a magical conduit. Drizzt Do'Urden dual wields a pair of scimitars, he even named them. Gandalf dual wields a staff and sword. I dual wield a fork and knife on a daily basis.

Drizzt, the Drow, the legend Rangers, like Drizzt Do'Urden, are famous for their dual wielding.

Character Class?

A character's class could be described as its role or profession in the world and is defined by traits, restrictions, rules, playstyle; A Warrior wears heavy armour and wields melee weapons and shields in close combat. The Warrior is usually suited for absorbing damage, taking hits on behalf of the party as he is most resistant to physical abuse. Or he takes the one to take the slow but sure approach to combat, low damage but high survivability. Depending on the system, a Warrior could also be cast in a ranged or melee DPS role, focusing on dealing damage instead. The particulars of classes often depends on the fiction or context they inhabit.

In many cases classes are derived from the fiction. From Tolkien to Gygax to Miyazaki. The class descriptions are a result of the stories that birthed them. Sometimes classes can be problematic for story reasons. I had a hard time believing Mass Effect's Shepard would be an adept, given the amount of grief Biotics get and the rigours they endure during training. It seems very unlikely that Shepard could get a similar training given his possible origin stories. He also doesn't suffer any from the side effects from Biotic implants. Dragon Age: Origins did this more convincingly. Every Race/Class combination had its own unique origin story that explained them in the fiction. And why there are no Dwarf Mages. It gave the character a motivation to get involved with the main story. Likewise with Star Wars: The Old Republic, where each class starts out in its own corner of the universe, with a unique storyline. Subsequent Bioware games haven't bothered as much with explaining its classes.

On the whole, Bioware class systems are very much inspired by classic D&D. Luckily they aren't the only developer thinking about classes. To name but one, Squaresoft was equally inspired by D&D and rethought classes for their Final Fantasy game and called them jobs. Each character could become whatever job and grow stronger in said job. At any given time, the player is allowed to switch jobs or resume an old one. This new job would start the character from scratch, but the old job would retain its level and benefits gained would carry over. So it became possible to use Warrior perks as a newly reclassed Mage. The more high level jobs, the more character perks.

Final Fantasy job system Final Fantasy V's range of jobs, props if you can name them all.

Nintendo has its own take on the job system in its brilliant Fire Emblem series. Clear and simple as most Nintendo games are, it has base and advanced classes. Each receiving perks. For instance, a character that starts out as a Chevalier receives two class specific perks. It advances to the Paladin (mounted, speed, magic resistance, swords and lances) or Great Knight (mounted, physical defense, swords, axes, lances) class. Each of which yield their own pair of perks. Those perks persist through reclassing. Some of which counterbalance deficiencies from other classes. But it is the characters that makes the system stand out. Each of them has a natural inclination towards certain roles, collecting perks helps unlock their full potential. These inclinations and perks are inheritable, something to consider when you pair up characters and encourage them to have some offspring. Fire Emblem fully encourages the player to experiment.

Characters can serve more uses, for variation, for play styles (ranged combat vs melee combat), lore flavour (a party made up out of evil aligned classes). A class can be a job or role put on a character. A Necromancer conjures up different character image than a Cleric would. Of course those aren't set in stone. Obsessed with the undead, nefarious, self-loathing, eye twitching, nocturnally perverted... all realistic traits for a Cleric, putting those traits on a necromancer may provide an interesting twist on the player's expectations. Putting Malicia and Devotio together in a party where they need to cooperate sets up a comedy that writes itself: Hating each other at the onset, but then becoming fast, complimentary-role-filling-friends after they vanquish the ultimate evil. Each character is a tool in the shed, each challenge in the game could use a selection of these tools, which when put to good use form a sum greater then its parts. Cooperation is key.

Malicia in action Guild Wars 2 has a spectacular take on the Necromancer class.

Obsessed with the undead, nefarious, self-loathing, eye twitching, nocturnally perverted... all realistic traits for a Cleric, putting those traits on a Necromancer may provide an interesting twist on the player's expectations.

It's hard to mistake a Warrior with full plate armour for spellcaster. There are a lot of associations that go with the usual typecasting. Putting a type on characters also helps explain what they are supposed to do. It also makes it easy to explain what its options are. Focus on the weapon in your hand, or focus on the shield in the other. Or go hog wild and ditch the shield to use both hands for weapons. It's also easier to role play. It's easier to get that a Wizard is book smart and a Warrior would know thing or two about weapon smithing. Compartmentalizing reality is something we do naturally and it's no different in games. But there's merit in subverting the player's expectation. It's what makes Pratchett's Discworld novels such fun to read: A Wizard university where it's exceptional to care about books, a Wizard with no affinity for magic, an elderly Barbarian blind to his own age, a society where everyone eyerollingly knows what the deal with ceremony is... in this universe that turns the fantasy genre upside down, the long lost heir to the kingdom, pure as morning dew, strong as an ox and thick as treacle - the usual starry eyed golden boy we find in every fantasy is the subverted element.
It takes much more creativity to come up twists on known formulas than to copy them. One of those being the usual trinity suspects. But the trinity is a system, not a class definition, and it could be made to work with whatever classes you can invent. Who says a Warrior should draw enemy attention when a Jester, or even a Bard, seems much more suited.

As much as I am a fan of the trinity, I do think there's something to be said about breaking it. Especially the healer role is somewhat problematic, it's arguably the most valuable role but the least spectacular to play. It could be expanded to give it a bit more sheen. Either adding defensive skills or an entirely different take on the support class like Guild Wars (respectively: Monk, Ritualist and Paragon), make it an offensive class where its projectiles heal teammates like Wildstar or make it a Mage with an affinity for healing magic. But there's ways around getting health back without a healing class. Which is perhaps the best way forwards. If something doesn't work as well as intended there's merit in replacing or cutting it. In the case of Dragon Age: Inquisition, the healer was replaced with a limited stack of potions. This also prevents the party from healing back up to full in-between encounters. Reintroducing some risk to exploring. This seems to have been inspired by Dark Souls, which puts the fear of dying back into players because of its relentless difficulty and limited healing mechanic. Note the word limited mentioned again, I'm seeing a trend. All of this makes it easy for a game to qualify as hardcore. Otherwise, when healing is available on tap, each encounter has to be potentially lethal. The difference is that in the one you could die from a thousand papercuts, the other could provide a more puzzle like set of encounters where players need to formulate a battleplan. Obviously, I'm more partial to the latter.

If I want to talk about solo play and the god-character in context of this post, I really should mention a single player RPG, right? How about Fallout 3. It didn't have something called a class but specialization would occur anyway. This answers my earlier question of what happens when there is no class structure: I would effectively make my own "assault rifle class". My custom made AR class also had other specializations bolted on top, he was a pretty good hacker! So some solutions could result from hacking, and they may have had a different outcome that the other, more standard, solution of shooting until the conflict comes to a natural end.

Fallout 3 box art Fallout 3's box art made quite clear this wasn't a game to take lightly.

However there was no way to hack, charm or buy your way out of a fight with super mutants. Which exposes a sore point in the system: one has to make and end up with a character that can overcome all obstacles. Or to put it differently, the game has to provide multiple solutions to a problem for a wider range of play styles. However, in a world of limited budgets, limited hard data storage this means either the game has to become relatively more simple or the player has to become, de facto, a god among mere mortals. Which is a way of letting the player brute force his way through the game. Personally I think it also breaks immersion, doubly so if the story casts you as a plebeian, inexplicably rising above the rank and file or worse still: it can make the game boring. While god characters games have to tone down the challenge. Death in a god character game is a problem. Obviously once your character goes down, the game ends. In a party based game there's more leeway, it doesn't finish the fight for the entire group. A downed character can get revived. It also opens the door for perma death, in which a downed character is gone forever. The perma death of a god character is a possibility as well, but it's pretty hard to weave it into the game's narrative if the game ends with it. The only real possible drama is when the player realizes he's wasted a life, possibly his own.

A Warrior using a wand? A Jedi Knight using a blaster rifle? Preposterous! Is it?

A salient problem with class-based structures is player freedom and flexibility. A class will often get skills that lack any ties to the weapon the character is wielding, which means this weapon becomes irrelevant as it basically gets demoted to 'something to hit the enemy with when not using skills' or is just another piece of gear to boost stats. This takes away from the character's uniqueness, leaving nothing but a vessel for whatever range of skills it carries. In most cases, classes get a limited set of equipable weapons. A Warrior using a wand? A Jedi Knight using a blaster rifle? Preposterous! Is it? Why not tie weapons to the greater web of mechanics?
A half-way solution is to specify skills that require X or Z weapon, but this also works against class flexibility - because X or Z skills is then linked to the sword-class, or bow-class. It's easy to see that weapons replace classes here, making them, in essence, one and the same. I would argue that weapons should have an impact. Just like Blizzard took a page out of the action game playbook with Diablo 3, RPG makers may consider taking inspiration from the unique weapon attack cycles in games like Darksiders or Dark Souls even if only for variation.

This is where the classless RPG could provide a solution where, ideally, all the skills have to be usable by all configurations of outfits and weapons. Skills that are weapon agnostic. Taking inspiration from Skyrim's infamous sword swinger. Let's say there exists a skill called 'Sweep Attack' that denotes the character use its weapon in a wide 120° arc in front of it. This could apply to melee weapons - resulting in a wide sweeping attack and hitting everyone in the arc. It could also apply to ranged weapons where it would mean the character fires a volley of arrows in an arc over a long distance. It could even apply to magical staves or wands where it casts an arc of magical fire or ice, burning or freezing enemies caught in the cone-like attack. This would make this skill truly classless since every character, no matter what its build or weapon, could use it.
This also means that weapons could slot their primary function or effect into skills, transforming them in a way. A magical projectile skill could gain a knockdown effect if a blunt weapon were used or become a fireball if a magic wand with a fire damage type is wielded. Weapons as part in the greater web of connected game mechanics, rather than an appendage that just needs to be there.

Dragon Age: Inquisition's Tank MageThough not classless but vehemently anti-min-max, Dragon Age: Inquisition let me play a Tank Mage anyway when I specialized my Mage as a Knight-Enchanter. Oh, the Irony!

As with all things, a classless system should have balance and proper restrictions. For instance to prevent Mage Tank Syndrome where players min-max their character for maximum offence and maximum defence. Another argument for limited skill bars, balanced stat allocation and a party with members specialized for their role in the gameplan. Additionally the power versus defense trade-off could be explained in the fiction.

Your energy is mine. Guild Wars has a class that manipulates the enemy's energy.

In the end it's impossible to remove specialization from RPGs and we shouldn't strive to. You may as well take the role out of role playing. Better to take the concept and run with it, the more creative the better. As with the theoretical classless system I mentioned. I like systems that lets one class bleed over into the other. I like the way a class or subclass can direct the way you play a character. I like the odd classes too. Final Fantasy Four Warriors Of Light had a Salve-Maker class, Fire Emblem has a Bride class. Think about Blue Mages, Red Mages, Mesmers, ritualists, wayfarers... any game that has odd classes able to play a vital part in a game's gameplay surely points to a game with interesting and creative systems. I like how certain classes are able to focus on specific elements or abilities of the enemy. In guild wars a Mesmer drains the energy pool and directs the enemy spell casting behavior. At the time, I hadn't seen the like. All of these mechanics, and those like it, are symptomatic of a system that offers more depth than the plain "A Warrior absorbs damage". Of course it doesn't exclude this basic function, dealing damage is a primary gameplay element and taking damage is pretty much a given. But allowing the player to pick apart all the different gameplay details and manipulate them is the hallmark of a system complex enough to accommodate it. A system made for player interaction and creativity. Something to aspire to.

Related posts:

Friday, March 19, 2010

The Humanism of Mass Effect 2

 
Ne nos inducas in tentationem, sed libera nos a Malo

If there's one thing we can thank the bible for it's the way it has made literary archetypes and memes. At first glance Mass Effect seems to borrow quite a bit of them. Project Lazarus, a club called Afterlife, ascension... Could there be something more going on? In my previous posts I've spotted a very engaged humanist vision in the stories and characters of their games. So I kept my eyes peeled while playing Mass Effect 2. In this post I want to explore how far the bible analogy goes and where it breaks down. Are there any differences? Can it tell us something about our human condition today - which is for some, if not a lot of, people a big part of what defines art.

Mass Effect 2 doesn't seem to be as epic as its predecessor. It's more intimate. The game is much more focused on its characters, interaction and dialogue. The events less grand in scope. Shepard needs to build a team to take out the Collectors. Emphasis is laid on the team building. The taking out is done in, what is presumed, a suicide mission behind enemy lines. Because of this, you end up fighting primarily to save your team, saving the galaxy seems like a secondary objective.

I should say that this post will potentially be one big crackpot theory. As the rather pretentious title of this post might suggest. It's a continuation of my own series started with my Dragon Age post. In which I said that Bioware has a very strong humanist viewpoint. Christians might call it anti-christian. But besides the fact that any religion will feel picked on no matter what, there might something to be said for those feelings, given the biblical names and themes in the game. Also keep in mind that this is what I'm reading from the game and isn't said to be the outspoken opinion of the company.

Religion in Mass Effect is rather curious. Because no alien race in the Mass Effect Universe is religious. That is to say, truly religious in so far as the player would have to believe that there is a "true religion" within the fiction. When Ashley admits she and her family are very religious, Shepard would rather believe her dead father to be a zombie than believe he's watching from heaven. "Wherever that is" she adds, a logical comment to make when you're born in a space-faring civilization. Heaven was supposed to be a sky kingdom in the clouds, as evident in classical paintings, and space doesn't have quite the same kind of clouds nor anything we could naively call "the sky". As Shepard you can confess to Ashley that he is religious, just as she is. It is considered a Paragon choice. However, Bioware has made the Renegade Shepard canon. So they have made Shepard, de facto, an anti-religious Atheist (ruling out even Agnosticism).

The most outspoken religious race in ME are the Hannar. They are a Jellyfish-like race, soft spoken but a bit naive. And because of it, often the butt of jokes. And mostly referred to as "the Jellys".They revere "the inkindlers". A superior race who bestowed knowledge upon them. The inkindlers turn out the be the Protheans. They turn out to be an extinct alien race. Then there's the Asari. A spiritual race. They often speak of "the Goddess". Not an odd choice for a race of females. A further comment on our human beliefs where no deity could be female in a society dominated by men. The game is very positive about the Asari point of view. Yet the faith is dispelled as soon as the Novaria mission in the first Mass Effect. Where Benezia bemoans the lack of a "promised white light, they said there would be..." with her dying breath. It isn't said that the Goddess is an actual deity or a spiritual unconsciousness, but by Benezia's comment there is at least some deception going on. A portion of the Geth, a sapient machine race, worship the Reapers. Because they are supreme mechanical synthetic lifeforms. That they do not fit the picture of an ideal God needs no explanation. Or does it? They are powerful, eternal, or so they say, have worshipers, and promise ascension. Ascension is the term Harbinger, the main antagonist, uses in Mass Effect 2 during the collectors' harvest of human colonies. This because their actual physical biomass will be used to construct a "human reaper". A god in the image of man. Man made god. Or plainly put, a god made out of Human bodies. Bioware is painting quite a cynical picture of what a god is.

The central figure in the series is Shepard. Gathering disciples of all walks of life of many worlds. He's a born leader. His name is Shepard. It's pretty clear that the closest resemblance is Jesus. More so in Mass Effect 2, where he dies and is resurrected with project Lazarus. Lazarus, not Jesus. Indeed not, but imagine what game this would have been if the project had been called "Project Jesus". It would hit the player over the head with symbolism that isn't really necessary. It would change the tone of the game dramatically and would probably offend a portion of the lucrative American audience. And anyway, 'Lazarus' is also often used to denote a situation where one is presumed dead but ultimately isn't.

The meaning of the Illusive man becomes a bit more complicated. He's got godlike qualities, like the Reapers. He's seemingly all-knowing. Apparently lives forever. Doesn't give a sod about his health. Does whatever he deems necessary. Raises Shepard from the dead and like the god of the bit monotheistic faiths: cares about his own people (humans) first and foremost and at the expense of all other. A position that's bound to be problematic in a universe with a variety of sentient species.

Like all Bioware games, there's a lot to do about morals. As with religion. Both have a prominent place in everyday live. They seem linked even to the extent that it's generally, and wrongfully, believed that religion is where morals originated. I noticed that ethics in this story come from the characters themselves, not ever from some dogma or handbook. I could say these characters are a mouthpiece for the writers of the story, schooling the player in modern philosophy.

A prime example is Mordin, a Salarian scientist. It may be a stretch to call it an archetype. But perhaps accurate in this case. He's a genius who's considered a devil by some but does good work regardless. He's got his own set of morals that seem to work well enough. You can't call him an evil character because he's forced to act and tries to make the most of it. He's content to know that no one but himself could have done a better job. Mordin comments on the responsibilities of aiding foreign species and the dangers of bypassing any true need of technology and knowledge. In the context of our history, this is a comment on how irresponsible Humans have been in founding, or rather annexing, colonies. How native Americans were used against each other. How missionaries brought civilization to the "primitive" indigenous people of South America. Or how industrial Europe carved Africa into pieces for its own needs. And with that brought modern weapons into African tribal wars. Wars originating in no small way from the colonization. The Krogan are the analogy.

There are more biblical analogies. Miranda has been made out of the rib of her "father". Tali is a cloaked virgin, untouched, aloof, naive - though Shepard gets a chance to change all that. Garrus is John the Baptist, not quite a failed messiah but a precursor to Shepard. Jacob is symbolic of humanity standing alone. He's been separated from his father and has done just fine in constructing his life. In the story he discovers the faux-paradise his father has landed himself into, confronts the man and finds a repulsive, immoral, self-appointed hedonist King. He's a caricature of an evil, self-centered god. Jacob is disgusted and turns his back on him.

I consider myself to be somewhat of a humanist. I also consider the Mass Effect games to be one of the best games I've played these last few years. The cross-pollination between these make it extra interesting for me. Mass Effect is furthering the case that we have to see some games not only as consumer products but as carriers of information and points of view. Congratulations to the talent at Bioware for raising the bar once again. I can't wait to see where Mass Effect 3 will take us.

Tuesday, January 5, 2010

Game of 2009: Dragon Age: Origins

For a game that is so heavily story based I think I can still place my fondness of it on its gameplay. It had been a while since my last party based RPG. Yet, it felt familiar. As if I had switched on the light in a room I hadn't been in for years, and everything was still the way I left it.
Dragon Age (DA) feels like the distilled gentlemen's version of what a party based RPG should be. It's for people who grew up playing Baldur's Gate, Icewind Dale or Neverwinter Nights. Or for the hardcore MMO players of today. It's for people who enjoy a methodical approach to combat, who enjoy tactics with an abundance of skills and spells. There's somewhat of a contradiction in there though. The thing that is most striking about this game is the evolution it shows. An evolution that has been made in the MMO genre. And it's quite a simple one at that. It's what a lot of MMO developers call the "holy trinity". It's the steady base upon which party tactics are built. The tank, the DPS and the healer. These classes are mirrored in the base classes of the game. The Warrior (tank), the rogue (DPS) and mage (healer). Of course there's plenty of cross-over so Warriors or Mages can have a DPS build, and there's class specializations that push characters into a certain direction, change party tactics or just make a class excel even more in what they are supposed to do.
But it's no wonder that Dragon Age has been called a single player MMORPG. And that's a good thing. A single player game can sidestep most of what is (almost) impossible to do in an MMO, and that is to have a lasting effect in the game world. Cause and effect is also one of DA most remarkable features. From beginning to end there are choices that have to be made and most, if not all, have some sort of effect, either small or big, later in the game. No other company but Bioware has been quite so adept at crafting a narrative structure like this in such a cohesive and new universe.

Congratulations Bioware, again! Dragon Age: Origins is my personal Game Of The Year 2009. Other possible contenders were Team Fortress 2, Street Fighter 4, Dawn Of War 2, Modern Warfare 2 and Torchlight.

There's a few more thoughts I'd like to share about DA. There seems to be an overarching storyline, regardless of the player's chosen origin and it's that of mages versus the Chantry. In modern terms one would call it Science versus Religion. A theme that really speaks to me. The mages being represented by the Circle of Magi and several independent more experimental mages. The Chantry is a matriarchal church lording over the Circle with an army of Templars. Who are basically Paladins - church warriors - who've been conditioned through indoctrination and Lyrium, the game's fuel for magic, to hunt down Rogue or dangerous mages. Their partial immunity for magic stems from training and lyrium addiction but destroys their mind in the end. The setup for this hierarchy of powers is because Mages have the potential to bring Demons into the physical world if they are not able to resists their seductions in the fade. The fade is the game's version of the dream world into which mages can enter with full awareness. For those who've read any of Terry Pratchett's discworld novels the fade will sound familiar, it really is quite like the dungeon dimensions.
Not only that but mages are blamed for the existance of the Dark Spawn, the games main evil force. It has been told by the Chantry that the quest for knowledge, power and a mission to usurp the Maker (The Chantry Deity) from his throne in the fade has transformed these mages into the first of the Darkspawn as part of a godly punishment. However, if so, where do new darkspawn come from? The games only shows mages transforming into abominations, either physically or mentally. Whether the crime and punishment is symbolic or not, the events are still pinned on mages without actual proof. Later in the game the player character discovers that darkspawn are actually born through a brood mother, like a spider giving birth to live offspring. Further claims of Chantry lies are found in ancient records. Potraying it's most important figurehead, the Prophetes Andraste (the game's equivalent to Jesus, Mohammed or maybe more accurate: Jeanne d'Arc), was not a chosen by the Maker but in fact a very powerful Mage with a political agenda. To further justify the credibility of the claim, it was found in the Shaperate. The Dwarven records of History who have no truck with the Chantry. Their spiritual system being based on ancestors rather than Gods. If all this turns out to be true, and it propably will, in this game universe, that means the Chantry is indeed lying to its followers and duping everyone fortunate enough to have magical talents.
This leads me to believe that in further Dragon Age stories the Chantry will turn out to be the hidden evil pulling strings in order to maintain its power and control. The motivation to keep mages down is the fact that they could ascertain the truth about the makers place, or lack thereof, in the fade. A truth that would shatter the Chantry's credibility. There's even more. The player is almost always able to choose an Atheïst answer whenever religious questions or favors are asked. Answers that range from scepticism to mockery.

This might be a crackpot theory but... The Chantry's setup seems synonymous to the Roman Catholic church and its imperialism of the western world. It may well be that Humanists everywhere might have an ally in the Bioware docters, Ray Muzyka and Greg Zeschuk, and their colleagues as voices in this ever more powerful medium. If you want some more proof, please remind yourself of Mass Effect. Where dogmatic belief in the Protheans was dispelled by the relevation of the Reapers. Where near-holy artifacts fall into the profane because facts deemed them to be. Baldur's Gate and Knights of the Old Republic had equally shocking revelations. Discovery and disillusion has been a trope in Bioware games for some time.

Monday, December 29, 2008

Mass Effect is brilliant.

 

 

Yes, it is. This is going to be one huge post so you might as well get yourself a drink. I did. I feel compelled to write about it because none of you blighters seem to have done. And that's something I don't quite understand. The critics have. The haters have (really, what kind of men complain about lesbian sex?). It's quite an accomplishment for the gaming medium. It's a game I will hand over to my kids when I teach them about right and wrong. If some of you didn't pick this game up it probably must have been because of the Box art, which made it look like something of a generic space opera. Mark Vanderloo looks generic, just another model in spacemarine armour. They should have put an icon on the box. Like one of the alien races.

It's been a long time since I dumped the multiplayer RPGs for what they were back when, and started playing single player RPGs. That's not because I don't have any time left to get lost in an MMO but because I am a huge selfish prick who only thinks about himself and the world relating to me, rather then myself relating to the world. By the way this isn't irony, it's a Vanilla flavored milkshake.

This is me thinking like a renegade. And you know when you've played to much ME when you start thinking about real life responses in terms of paragon and renegade. So, time for the ceremonial blogpost intervention to mark my third play-through. In all, I think this game has taken about 120 hours of my time already. Don't read this as something bitter, I just couldn't find a shorter Bioware RPG. And I needed a break away from anything Star Wars related. So why not find something better?

The more perceptive readers might be discerning something of a pattern here. Bioware has been the dealer to my addiction and what you are reading is a love letter. Or maybe it's like an open solicitation. But I doubt they have an opening. Or read blog posts. Or care. But rest assured, I carry a key-chain with Canadian Flag on it.

The big deal about ME is that it makes you choose not between Good or Evil, but between Polite (selfless, paragon) and Rude (selfish, renegade). Needless to say, 2 of my characters are rude space bastards and one is a big softy. The point is, that as far as moralistic games go this one is quite refreshing. I played an evil megalomaniac lunatic in Kotor2 and Fable and the deeds were cartoonishly villainous. Mass Effect doesn't go to such extremes and rightly so. It would be quite unbelievable for Shepard (the protagonist) to join up with the bad guys or aspire to some other cliche. The games where you can solve an argument with an uppercut are far and few between. I for one applaud the game for allowing me to develop an otherwise neglected character trait.

ME is a linear game, that's because it's story driven. However the tracks are relatively broad and your actions directly influence how certain elements of the story play out. So it's not as if your actions are ultimately reset and the only difference is the way you got there. Because of it's linearity you might think you'll be done with it after one play though. But that's not the case. The biggest reason for this is that after you finish the game, you can pick that same character and start another play-though with it. Not only will the game be upscaled to fit your level, the level cap will increase after you finish the game. It's also good to play the hardcore or insane difficulty level, since combat will become that much harder, interesting and rewarding. Part of ME is a tactical third person shooter. There's a cover mechanic that slows the pace of the combat down and gives it the breathing room for the actual tactics. In addition to this there's a pause function! Which allows you give orders to your team mates about. A game mechanic that goes way back when RPG's were at the isometric stage of their evolution, and has lost none of it's brilliance. The opposition is hard so don't expect to barge in, shoot every bad guy in the face and walk away unscathed. If you don't take cover you'll probably get one hit killed by an enemy sniper or rocket. Only as the game reaches the crescendo at the end will you feel like a right bad-ass about to lay down the law, stamping peons left and right.

The main quest is clearly outlined, and you can get on with things rather quickly, there's no real need to do any of the side-quests. So you could blast through the story as if it were a regular shooter. I'll admit that's not quite how it was intended to be played but the option's there. You're free to take your ship and zip around the galaxy as you see fit. Side-quests will show you the broader scoop of the universe, and tell stories that don't directly relate to the main storyline. There are quests about your companions, investigating companies, crimes, abductions, extortion, crime syndicates, you name it.
There's even the downloadable content "bring down the sky", which takes place on an asteroid on it's way to crash into a planet. It's a shame Bioware hasn't released more DLC for the game. Since this one was of premium quality if rather short. It has a lot of fun combat scenes. Some moral choices and in the end, there's even a special item loot reward.

"But what about the flaws of this masterpiece?" I can hear many of you ask. Well, there are a few, but none of these are game breakers, but some rather archaic ways of dealing with things. Like the inventory system. It's taken right out of KOTOR. That is to say, all your inventory items are shown in one, big, long list. If your list is crammed with items, you'll loose oversight. This is all rather mind boggling since KOTOR2 had fixed the Kotor inventory simply by adding tabbed sorting options. Like Weapons, armour, upgrades, miscellaneous, etc.
Anyway, a lot of your weapons and items will be replaced by newer, more powerful versions. So you'll want to sell all the old crap after every sortie anyway. A inventory purge might take some setting up every mission, but in the long run, you'll be glad you did. It won't only save you time and fill up your coffers but it'll also guarantee you've got all the latest equipment. Comparing items has been made easy since there is an on the fly statistics comparison. With colours. Red means bad, Yellow means good. This also goes for weapon and armour upgrades too. Of which every armourset and weapon has a few slots for.
But the most frustration I had was with the driving sections. Not that driving is bad in itself, but a few of the planets you're driving on are ridiculous. Apparently some planets in our galaxy have landscapes with mountains that look like they were drawn by a 5 year old. Imagine a military troop transport climbing a 75 degree mountainside. At times I would really hate mountaingoating with the thing. Of course, there were some designated areas where the designers clearly intended for you to ride. But in my logic the shortest route from point A to point B still is a straight line. Even if it means scaling mount Zork.

ME is an innovative game for a number of reasons. And while these are not the sole reasons for playing the game, it would be good if people took note. The production values are unlike any you'll see for some time. The game is polished, the story and universe work, there are no annoying inconsistencies. This makes the ME universe so believable. The animation is clearly motion captured, and to great effect. Characters tilt their head, blink when their eyes move, shift their stance, make gestures while talking. Sometimes they will almost move out of frame. All of this makes them look very much alive. There's next to no sign of the Uncanny Vally effect. Of course, having aliens talk further bypasses the effect. That's not to say that these characters are photo realistic, there's a subtle styling, like the shading in the GTA4 concept drawings. Which ensures the game will keep looking good.
The soundtrack is impressive too. Synthesizer sounds done in a good way. Winking to Vangelis and the blade runner soundtrack. Let's not mention the voice acting in this game, it's so good that it warrants it's own blog post. Suffice to say, there's some A-grade voice talent in ME. Jeniffer Hale, Seth Green, Lance Henriksen, Marina Sirtis, Raphael Sbarge are some of the better known names.
Bioware has made a good innovation with the dialog wheel. It gives oversight and quick selection, which keeps the dialogs at a steady pace. I hope this feature makes it into future RPG's. It's so much faster and dynamic then the usual "list of answers". It also adds to the cinematic feel of the dialogs, in which the camera cuts to different viewing angles. Keeping it interesting to look at. Options are there to drag conversations out, but these are hardly mandatory.

ME is a third person action RPG. So it ditches some pure RPG burdens. For instance. Every character in your team has 4 weapons at it's disposal. The Pistol, Assault Rifle, Shotgun and Sniper Rifle. These are, like in an FPS, freely selectable. So you won't be digging into your inventory and swapping weapons out on your paper doll. You'll be selecting weapons suited to the tactical situation. This might seem like a trivial thing, but some modern "shooter-RPGs" haven't leaned this. I'm looking at you Fallout 3. Even Kotor2 had two different weapons sets... The controls and combat system are fluent, and characters feel like as if they have some weight to them. Another example is the statistic screen. In ME you won't be adding points to strength, dexterity, intelligence etc. Every class has a distinct talent tree and you'll be adding points to those. Your ability to, for instance, hit an opponent will be determined to how good you can aim and shoot. However, your ability to aim and shoot is influenced to how steady you can hold your weapon. Thus, Adding points to your sniper rifle talent tree will lessen the sway with the rifle, increasing your accuracy. Of course it will also increase the damage. Weapon mods can further influence these statistics, or grant side effects like a poison or burn status.

I think it's safe to say that Mass Effect has become one of my favorite games ever. It's up there next to Sacrifice. It's become a comfort game and nostalgia will have me coming back in years to come. It's like a book you read once a year. It will make me play my characters through the insane difficulty. I only hope my skills will keep up when the time comes. I can't wait for more Mass Effect titles. Be it games, books or movies. I hope Bioware and it's writers continue to pursue and expand the Mass Effect universe. Because, frankly it stands above the likes of Star Wars and The Matrix.

Game of the year 2008. Surpassing among others: Bioshock, CoD4, Orange Box, Kotor2, Crysis Warhead, Company of Heroes. Now, on to another game where I can be a moral reject. Fallout 3, here I come.