Review: Slightly Less Mass Effect

A-Pic.png

Mass Effect was one of my favorite video games of the past ten years. BioWare has never struggled to make a compelling universe I would love to spend 40 hours in and they’ve been at this for almost twenty years. Mass Effect 3 marks the 3rd chapter (surprise!) in an original Sci-Fi trilogy they started on the Xbox 360 back in 2007. With the promise of importing saves, streamlined combat, and online multiplayer, it was hard to see how it could disappoint. Now I can see it very clearly.

Mass Effect’s story starts where the last game left off. You dealt with the collectors and the council is finally ready to accept your warnings about the Reapers now that they’re already on earth making humanity their bitch. The Reapers are a race of machines who show up to harvest all life in the galaxy every 50,000 years for some mysterious reason. After reiterating what a thick skull the government has for not heading your warnings about this impending doom earlier, you decide to help anyway for the sake of mankind and you’re off to save the galaxy once again.

It becomes obvious quick that you’re not going to kill an army of machines the size of skyscrapers by shooting at them, so you and your crew set off to find an alternative method. You find plans for a device called the Crucible left in some ruins by the last civilization destroyed by the synthetic jack asses. They didn’t have time to finish building it before the pwnge, but evidence shows it could be a weapon used to destroy the Reapers and break the cycle for good. It’s the only chance you have and there’s no way you’re winning this war conventionally.

While a thousand overworked and underpaid contractors are building your deus ex machina, it’s your job to travel as an ambassador to every planet in the galaxy and unite everyone’s army against our mechanical foes. This is the most interesting part of the game and really shows off the decisions from the last two titles. Every mission has something to do with collecting resources for the Crucible or recruiting armies for the war effort and there’s a past decision behind every one of them. Old friends (the ones you didn’t get killed) show up to help, entire armies respect and listen to you depending on your reputation, and you’ll find yourself enjoying hours of gameplay that wouldn’t be there if you made one wrong move in the last game.

It’s a surprisingly simple plot for such a complex universe. Build the device to kill the machines. The simplicity of the plot is a bit of a disappointment if you were hoping for something a little more complex than what all the commercials are showing. This narrative also lends itself to a lot more action which might be sad news to players who were more interested in the RPG aspect of the game. Fortunately, the simple story also leaves a lot of wiggle room for side missions allowing you to tie up a lot of loose ends with past characters. Even though it’s a much lighter serving this time around, you’ll still get your RPG fix.

As previously stated, shooting takes a much bigger role in Mass Effect 3 than in past installments but it’s also the best shooting mechanics the series has ever seen. The cover system is taken straight out of Gears of War but is a definite improvement over ME1 and 2, allowing you to dive into and out of cover from other pieces of cover around it. This makes fighting much smoother and allows you to concentrate on the battle instead of the controls.

ScreenTemplate.jpg

Unfortunately, Bioware managed to turn this strength into a weakness with a little too much confidence. Every battle is easier and more interesting than before, but also way too long and repetitive. It’s okay to pull more focus on combat after the mechanics have been improved, but every battle seemed to have ten too many enemies in it and last twenty minutes too long. It’s especially saddening since it feels like every extra battle is replacing an interesting conversations or some clever role playing that could have been.

In an added attempt to make the combat more streamlined, the game now includes Kinect support, allowing you to shout commands at your squad members and respond in conversations by just saying the words. I imagine it’s supposed to bring you closer into the experience to be able to shout at your army like you would during a real battle, but like most hardcore games with the inclusion of Kinect, it feels like a gimmick. There are very few times you’ll want to “say the words” instead of just clicking a button. In fact, yelling at my T.V. numerous times to try to get my squad to listen to one command takes me out of the experience more than any button press ever has. At the most, it seems to serve as another bullet point to be slapped on the back of the box as a marketing tool. Speaking of marketing tools, Mass Effect 3 also comes with multiplayer for the first time in the series.

The online battles play exactly like horde (fitting, since that’s where the game took its cover system). You and a few friends get the chance to fight against numerous waves of different enemies and level up your powers to make subsequent battles a little easier. It’s disappointing they didn’t do more with this feature. The game is an RPG at heart and the multiplayer pretends to be a shooter. There are some elements of leveling up still present, but it would have been nice to go on missions or have conversations with friends to extend my single player experience.

ScreenTemplate3 (2).jpg

As it stands, the multiplayer doesn’t affect my opinion towards the game because I was just fine playing the first two with zero multiplayer. I’m just sad they wasted time on it when more resources could have been applied towards the campaign. If they had done something more interesting than be Gears of War (with less maps and a rougher cover system), than maybe I would have paid more attention to it.

For a long time fan of the trilogy, Mass Effect 3 is full of let downs. It’s very easy to point to every aspect of the game and say ‘they did that better in ME1 or ME2.’ However, this is still a great game that deserves to be bought, especially if you’re importing your save file. It will be extremely satisfying to see your decisions finally pay off and the story is still better than 90% of all RPGs out there. Bioware set the bar high and fell a little short on this one, not to mention the lackluster ending, but it’s still Mass Effect. It’s Still quality. It’s still a must buy.

Review: Bastion's Traditional Gameplay Never Sounded So Good!

A-Pic.png

Top down RPG’s have been around since role playing made its way into video games. They all have quite a few similarities, but every so often one comes along with a few unique twists that will make even long time role players turn their heads. Enter Bastion, a game with traditional mechanics, but a unique art style and some amazing audio you won’t get anywhere else.

The first thing you’ll notice when playing, is the eye candy (not like that sicko). Everything looks like it’s part of a painting. The ground builds itself piece by piece as you step closer to the edge of the environment and every detail looks like it was carefully drawn by a talented artist. The character models are less abstract than the worlds you traverse, but the mix of styles works well and creates some pretty sweet vistas when you’re slicing baddies apart.

If you’ve played any RPG at a bird’s eye view, nothing should surprise you here. Every level comes baring gifts of new weapons, enemies, XP, and currency that can be spent at the local shop. All weapons are upgradeable and leveling up gives you a bigger health bar and bonuses towards critical hits, currency collection, weapon power, etc. These mechanics are essential to any RPG, but you can’t help but feel like you’ve seen it all before.

Bastion was made by Supergiant games (I hadn’t heard of them either) and if there’s one thing this company can do, it’s audio. The music is mellow and perfect for the beautifully coated landscapes. Build That Wall, one of the game’s repeating tracks, was honored at the VGA’s for Best Song over Portal 2’s Vilify by The National and hilarious closing tune by Jonathan Coulton. Not an easy task.

Bastion_112010_0002.jpg

The narration is also top notch. Every action you perform in the game is dictated by a powerful voice. No more out of place hints that remind you you’re playing a video game. If you seem lost, the narrator will always have a piece of dialogue up his sleeve leading you in the right direction. This lets you learn everything in the game without once being taken out of the experience.

Like any game in its category, there is a hub world. This area is called the Bastion (fancy that). The Bastion is a place to switch up your arsenal, upgrade weapons, and build a better tomorrow. You heard me. Bastion allows you to build multiple structures in the hub world that will help you along your journey. The order in which you build them affects the gameplay since you can only build one structure in between levels. Build an arsenal first, and you’ll be able to switch your weapons, but you can’t upgrade them. Build a forge first and you’ll be able to upgrade them, but you can’t take advantage some level up bonuses.

Bastion_122310_0001.jpg

The game also takes quite a unique approach to difficulty. The main screen only gives you two options: super easy and normal. If you want a challenge above that, you’ll have to build a shrine on the Bastion. This allows you to make the game harder in different ways (enemies that are faster, stronger, etc.) and lets you collect currency and XP bonuses for the extra effort. Think Halo Skulls. It’s a unique approach to difficulty and certainly allows the player quite a bit more control than just asking for a harder experience.

Bastion deserves praise for its sophisticated story line, gorgeous levels, strong narration, and fantastic music. This makes the traditional gameplay all the more perplexing. It’s a fun ten hour experience but you’ll wish Supergiant took as many chances with its gameplay as it did with everything else. I recommend everyone plays this game. Everything it did wrong is easily forgiven, but everything it did right is something I guarantee you haven’t seen in years. 

Costume Quest: The Perfect Halloween Game Any Year

Tim Schafer is a man any gamer should know. He helped create some of the classic Lucas Arts adventure games back in the day (Monkey Island, Grim Fandango, etc.). Ever since he started his own company in South San Francisco (Double Fine Productions) Tim Schafer has continued to release games with critical acclaim, but bad sales numbers. Schafer’s games are unique and hard to sell. After a few games, Double Fine wasn’t doing so hot financially and had to think of a new direction. Schafer gathered his team and split them up into a few different groups. He had found his answer. Smaller games. Frequent releases. In comes Costume Quest. A fun Halloween style RPG and the first of Schafer’s small game experiment. The game was welcomed with good reviews as always. Just one thing to do now: Buy. This. Game.

Costume Quest is about two little kids (a brother and a sister) who go out on Halloween to trick-or-treat. The mom leaves one of the kids in charge. The player makes this decision, essentially deciding if you want to be a boy or a girl. Things go awry when the sibling you didn’t pick gets kidnapped by Grubbins (green goblin looking creatures). The story pretty much kicks off from there but doesn’t have a whole lot of twists and turns. It is a smaller game and an elaborate story isn’t really necessary for a title like this. You do have the occasional conversation with trick-or-treaters and some other weird characters (like a helpful scarecrow who gives you hints as you progress). Each conversation is funny, clever, and at the exact level of quality expected from one of Schafer’s games.

The game plays like any top down RPG. The battles are a little traditional with a turn based combat system. However, you can execute a few well timed button presses for extra damage every so often. The variety of attacks comes from the different costumes you find and build throughout the game. You and your crew can dawn a variety costumes for different powers. Each one serves a classic RPG role to support each other in battle (healers, tanks, etc.). This keeps the game fresh since you are constantly collecting new pieces to put together more costumes. This keeps the addiction level for collectables high since there’s a new way to play behind every costume found.

Costume Quest combines some of the best, and only, comedic writing in a video game with the solid mechanics of a turn based RPG. The battles themselves do get a little repetitive over time, but at around 12 hours, the game ends before it starts to feel too much like a chore. This is a game that should be bought and played immediately. It is the perfect fit if you want to stay inside on a cold Halloween night and play a cheap quality title. Buy this game, and hopefully Double Fine Productions will live on and continue to deliver other games like it in the future.