Tuesday, September 6, 2016

Four Years Too Late: Some Thoughts On Mass Effect 3

Hannah and I completed a run of Mass Effect 3. It’ll be on a podcast in the future, but I want to get my thoughts down before yelling into the microphone. We haven’t played 1 yet. I confess the vehicle sections of Mass Effect 1 frighten me off of the game. We'll probably do a full playthrough at some point in the future, but, due to the ending, not any time soon.

I originally put this on Facebook earlier this morning. I'm refining it here and adding a couple photos.

Major spoilers, obviously, but my guess is if you’re interested in my take on this, you’ve already played the series.

 
BioWare/EA was too aggressive with the release date of Mass Effect 3. Hell, the game got another six months, it appears, and it still came out this way. Mass Effect 3 is an example of what happens when you’ve got resources but not time. There’s about five different BioWare offices credited at the end of it.  Art is never finished, only abandoned.

According to Geoff Keighley’s book, the main exposition character Javik got cut because BioWare ran out of time, and so the plot had to be reworked around that absence. The Citadel invasion was supposed to happen after Thessia. On The Illusive Man’s orders, Kai Leng would kidnap Javik, and the subsequent Cereberus invasion would make sense. Because Javik was moved to DLC because of time constraints, the story took on water.

And yet.

Despite a botched ending, DLC that was planned for the main story but got cut because the game needed to ship, and a missed shot on an open net with Omega, Mass Effect 2 and Mass Effect 3 are still two of the best RPGs I’ve ever played. Maybe top five, even. If EA commissioned a game of the year edition, I suspect critical consensus would be kinder to Mass Effect 3. As it stands, though, I found Mass Effect 3 only a tremendous experience. Admittedly, BioWare and EA may not be interested in reopening that can of worms.

In any story of this scale, you have to accept plot holes. I can forgive quite a bit. I can forgive the extended ending. I can forgive that because the story set up the Reapers as an actually apocalyptic level threat beating them back will require sacrifices on a frightening scale. But the instant the Star Child shows up, the game falls apart.




In short: It’s a brutal invocation of deus ex machina alongside contradictory cues about what effects your choice will have in universe. It’s a drastic shift in mechanics and tone at the worst possible time. It’s remarkable in that Star Child spends all of my goodwill built up over two games inside ten minutes.











(The post-credits scene was unforgivably corny. I was bewildered, confused and disappointed by the ending, but only the post-credits scene made me fucking livid. Buzz Aldrin was allegedly the main narrator, and given that context, I'm shocked they couldn't find something better for him to do than reheat sf/f cliches from 60 years ago.)

Maybe Mass Effect 3 was always going to crumble. Massive stories written by many people usually do. What’s energizing is that BioWare held off crumbling right until the end. Recalling only the anger  obscures that for 30 hours of my life, I was enraptured. By remembering only the bad, I forget I said that I wanted to savor as much time with those characters as I possibly could.


I'll go back for the Leviathan and Citadel DLC, but when those are done, I don't think I'll go much further. It's a great game on its own merits, but absent an investment by BioWare or EA to right the ship, great is furthest star it'll ever reach.

Keelah sa'lai.



 

Entropy Magazine published a long piece about choice in the Mass Effect series, and it's absolutely worth your time. There's a massive chart of the choices, too. Go look. Pictures are from the developer, Kotaku and Ars Technica, in descending order. I've been listening to The 1975 singles for the past eight odd days, and the song that's currently ruling my headphones is by them, and it's called Chocolate.


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