Mass Effect 3 ends your story

I’ve always felt left out of the Mass Effect series. Whenever someone mentions it’s one of their favorite series of all time, I wonder why I can’t enjoy it as much as they do. Mass Effect 3 lets me get my foot in that door, but it also shows me why I’ll never get all the way through the door.

After the jump, some things to finally get excited about

When it comes to RPGs, my top priority has always been combat. It’s vastly improved in Mass Effect 3. The most noticeable change is the map design. Mass Effect 2 felt like a series of narrow hallways with enemies pouring out of a clown car. This time the arenas are more wide open. Enemies are smart enough to use that space, doing their best to flank around. This creates a kind of maneuvering dance. It’s just the right amount of challenge before inevitable player victory. It’s a satisfying victory, too. When I flank an enemy, it briefly continues to shoot at my squadmates. I’ve earned a chance to attack with impunity. Mass Effect 3 offers more satisfying moments like that than earlier games do.

The new minibosses improve encounter design. When the Banshee teleports toward me with a terrifying scream, I often pause the game only to realize all my powers are on cooldown. Puzzling over that is more thrilling than another wave of enemies. There’s also more to the improved maps than just the layout of the waist-high walls. I’m no longer walking through space dungeons. When Reapers fire laser beams in the distance with a devastated planet in the background, I’m integrated into a larger space outside the boundaries. This also addresses a challenging problem for the developers: how does Shepard battle spaceships in a cover-based shooter? Bioware’s answer is a proxy war against ground forces. Reapers aren’t usually a direct threat to my hit points, but they still create an illusion of chaos and danger.

Not everything is improved. The controls are finicky now that the spacebar does even more. My most frequent cause of death was flubbing the controls while trying to dodge a grenade. Then there’s the renewed emphasis on seeking loot. One of Bioware’s worst indulgences has always been loot crates. Mass Effect 1 was a revelation on this issue. Most maps merely had a few hotspots to grab medi-gel or credits. Now the crates are back, with weapon upgrades scattered throughout the levels. It’s a small thing, but it’s also a fundamental change in attitude. It seems like Bioware overreacts to certain criticism after each game of the series. Many players complained about the mountains of boring loot in Mass Effect 1. Rather than tweak it, Bioware jettisoned the entire system for the second game. Then some players complained about the lack of inventory and customization. Now Bioware has gone back too far in the other direction.

Among other complaints worth mentioning are the fetch quests imported from Dragon Age 2. Bioware ought to cut grind like this. There are also new ambient conversations throughout the Citadel. Some of them are neat, but it calls attention to the static world. NPCs politely wait to finish their story until Shepard, the center of the universe, walks by again. Is there really no better way to deliver this content?

Mass Effect is arguably best known for its choice and consequence system, but I fundamentally disagree with Bioware’s approach. This finale confirms that the majority of choices in the series aren’t really choices at all. They’re investments. As long as I complete all the quests and stick to my chosen personality, I can “win” nearly every crisis point in the game. I don’t even need to do that much anymore because Bioware altered the morality system. Now the critical “I win” conversation choices are based on total reputation instead of how many Paragon and Renegade points I’ve accumulated. That frees players to act out a more subtle character. With this system, I can avoid almost all the tough decisions by simply playing through the game.

“So what,” you might say. Some players don’t care about this stuff anyway. They just want to shoot enemies and watch the characters talk. That’s why Mass Effect 3 makes a big deal about letting players choose whether they want to emphasize action or story or both. I want both. I want depth and challenge in conversation as much as combat. Mass Effect 3 only delivers on combat.

Yes, I can still “choose” to act as a xenocidal pariah. I can “choose” to skip the side quests. The reason I don’t is because choice in Mass Effect is not about equally valid outcomes. It’s about success or failure. Failing to invest sufficiently means characters die. That’s a hard lesson most players don’t want. It creates a vertical difficulty curve. The choice system is too simplistic and routine up until the player realizes he failed to acquire enough reputation points or trigger certain flags in earlier games. The harsh cutoff point dooms him to failure, condemns him to replaying a previous save to grind more content, or reduces him to a save game editor. If this were a combat system, everyone would hate it.

But Bioware is capable of writing subtle, tough decisions. In the previous games, I had to decide how to manage the rachni queen, the genophage cure, and the geth heretics. The dialogue wheel didn’t prejudice my decision with obvious Paragon and Renegade choices. The game asked me to decide as a player rather than as a character. I had to draw on everything I had learned up until that point. It wasn’t clear what would happen, but neither did it feel like there was a right or wrong answer. (Mass Effect 3 includes a decision like this in the endgame, with mixed results; see below.)

If most of the choices are investments, they need a payoff. But there’s something disconcerting about how consequences are presented in this game. Everything in Mass Effect 3 plays out with an eerie sense of normalcy. If one of my characters died before reaching the finale, the same quests would play out with some other character instead.

Consequences work like this because Mass Effect is a story simulator, not a traditional RPG. Bioware wants us to write our own canon and never think about what could have been. That’s an intriguing idea from a storytelling perspective in videogames. Many players simply want their story and no other. But being aware of alternatives gives context to the decisions I make. Is there any reason to explore other options, other than to watch the understudies act out slightly different scenes? It’s difficult to tell because Bioware never hints at any intriguing alternatives.

Mass Effect 3 was billed as the completion of a story that spanned three games. It provides closure on just about every important character in the series. Each ending makes sense given the arc of the character. Some of them are genuinely touching, even for characters I don’t like. Faction storylines also end definitively. That’s not always a good thing, depending on how one played the investment metagame. But Mass Effect 3 provides that closure only if I ignore the last few minutes of the main story. By trying to add mystery to the end of the game, Bioware unraveled some of the resolution in this finale.

The mechanics of the final choice are also puzzling. Like the choices about the rachni queen, genophage cure, and geth heretics, it challenged me to draw on everything I had learned. I even struggled to walk up a ramp to make my choice! Although I appreciate the challenge, it was inappropriate for Bioware to use that style of choice in the ending. They should have carried the investment metagame through to the end, despite its weaknesses.

Character writing is still clumsy in Mass Effect 3. The subject at hand is the impending destruction of the galaxy, but almost every other moment is filled with relationships, moralizing, influencing people, simplistic sacrifices, and personal problems. Melodrama infests even the cool galactic conflict between races. That’s because Bioware writes young adult fiction. There’s a lot of finding one’s way, overcoming prejudice, struggling with relationships, and growing and learning. It’s good that games like this exist. But characters need to be real and believable first. None of the other stuff Bioware is trying to do will ever be effective until they meet that minimum. Bioware knows how to write good characters. The exceptions in Mass Effect merely show how weak most of the cast is. When I said my goodbyes to most of the crew, I realized how little I’d miss all the melodrama.

This is where you come in. If you played the previous games, you already know whether you love these characters. If you do, you’ll enjoy working with them again. I can’t stress enough how nearly all of them have satisfying conclusions that make sense given their story arcs. So if you’re ready to shed a tear at each goodbye, you don’t need this review. The critical factor in how you think of this game will be how you like the characters.

It might sound like I’m being too negative. But there’s no debate whether Mass Effect 3 is a good game. It has good combat, an effective atmosphere, satisfying resolution, and a few great characters. Co-op is surprisingly entertaining. Bioware has finally settled on a good balance of RPG elements, too. It’s easy to dismiss most of the nitpicks. It’s the best game in the series for all these reasons.

Instead, I argue about whether Mass Effect 3 is a great game. I write about it because I deeply care about Bioware as a developer. I want Bioware to strengthen choice and consequence and master character writing so I can consider their games to be classics again. At the very least, I’m no longer left out of this series now that I appreciate the combat and the universe. I have my foot in the door. So even if I never get all the way through that door where Mass Effect becomes an all-time favorite, I can finally enjoy the ride for what it’s worth.

4 stars
PC

Tim James has been digging into RPGs for 20 years. He isn’t worth any war assets, but he’d still like your help with some relationship problems.

  • Jmacgregor5

    Really good review, well balanced mix of personal and general points.

    Personally after both Witcher (and numerous non-choice based but well written) games I’m not sure I have any enthusiasm for Bioware’s dialogue anymore. That and EAs cross-platform, money-grabbing shenanigans don’t help.

    Side note: this may be me misremembering things (and slightly stalkerish) but isn’t Tom the only person who can post scored reviews?

  • tomchick

    Not stalkerish at all! I’ve recused myself from “officially” reviewing Mass Effect 3. But now that Qt3 in on the aggregates, I want to make sure we covers major releases, even if I don’t do the review. So in this instance, Tim was kind enough to help out. I have a lot of respect for the breadth of games he plays, and how articulate and opinionated he is.

    That said, I don’t agree with all of his points. Man, I loved the ending. And I couldn’t care less about the choice-and-consequence system, which is , for me, mostly busywork on the way to the next shooter bit. But I can’t tell you how glad I was to read his point about Bioware writing young adult fiction. Because that’s exactly the sort of stuff I’m honored to have on the front page. It’s one of those “a-ha” observations that I wish more videogame writers would make.

  • luke

    What led to you “recusing” yourself from an official Mass Effect 3 review? That’s not a complaint. I like Tim’s review for exactly the observation you highlight. No offense to Bioware and the Mass Effect team, but Tim nailed the writing. Those guys should talk to the Dragon Age folks sometime. I don’t remember so much melodrama or young adult writing in Dragon Age: Origins.

  • Jason

    To me there’s some identifiable kinship with fan-writing – or with Josh Whedon’s shows’ writing, or with some comics writing – in Bioware’s stories, whether one’s talking about their strong or weak stories.  

    But just saying “fanfiction,” much less “young adult fanfiction” is, imo, a bit too harsh sounding.  I get the stylistic kinship and the fact that they’re not to your (or Tim’s) taste.  But I was really impressed with the extent to which Bioware dared to cram a very special Bioware/Whedon/Whatever style Very Special Blossom in every 10 minutes and lo and behold they were often far cleverer than I’d expected.

    It certainly stands up fine to DA:O, DXHR, TW1, or other games with enough volume of storytelling to make for a semi-fair comparison.

  • My Opinion

    Holy crap did you nail the young adult thing.  I have been really struggling to pinpoint my disatisfaction with Bioware’s writting of late but Tim, you are exactly right.  Just like YA books I find Bioware’s writting overly simplistic and based too much on chracter relationships, now the relationship stuff was always there all the way back to Baldur’s Gate but lately it is ramped up to 11 to the point where it feels like a soap opera.

    I’m not saying any of that is good or bad but it’s not me.

  • My Opinion

    Not for me I meant.

  • Pogue Mahone

    Interesting perspective, Tim, and well written. I’ve been enjoying reading about all the varying opinions on the game both on this site and many others – and everyone has their own baggage to sort through once it’s all said and done. As for me, I am slightly disappointed that each successive game after the first has seemed to make the game universe feel smaller. I wish there were more option for exploration – most people complained about the vast empty worlds you could land on and tool around on but to me, it was fantastic. I loved looking up at the earth from the silent moon. Space felt fast and lonely. Now, we just zip from one end of the galaxy to the other, ping around a couple times and drop a probe. No muss, no fuss. But I guess that’s just giving the people what they want.

  • Ben Halliburton

    Your comment about Mass Effect’s shrinking horizons remind me a lot of how Chris Remo spoke about the first game on Idle Thumbs. The early trailers and the title itself evoked this esoteric feeling of mystery and discovery, but in the end the “mass effect” was a writer’s shortcut and plot device in the service of fairly standard space opera. I think it’s just that Bioware’s more comfortable writing to genre, rather than pushing the bounds of otherworldly experiences in video games.

    I agree with you both, that as the later games have increased in technical proficiency, they lose that sense of conspicuous unfamiliarity that has me feeling fonder about the first game by the moment.

  • http://www.facebook.com/people/Brian-Rucker/100000745851295 Brian Rucker

    There’s a good deal of personal preference at play here.  I think Bioware is completely cognizant of some of the issues you point out.  Joker continually refers to the Mordin stand-in NPC as “not Mordin”.  Bioware isn’t trying to hide anything and they even share the joke with you (as they’ve done on other occasions on other in-joke topics).

    The small “melodramas” that play out make sense because life goes on even in the middle of a galactic hellscape.  Again, Joker makes the observation that people on the Citadel seem oblivious to the disintegration of the galaxy in the face of the Reaper threat, the sacrifices others are making, and seems rather bitter about how petty and self centered they are.  Then Shep points out that this is how people cope with fear, by retreating into the familiar, and it’s better than panic and rioting in the streets.  At another point, some information comes in discussing the economic state of the universe and mentions that only entertainment and ‘escapist’ sectors are above water.

    Not only do these nuggets do a fairly respectable job of mimicking real life (along with some of the tableaus in the hospital) and the less glamorous fallout of warfare and human behavior but they offer some context for why people are acting like, well, people when in most videogames they’d be running in a panic around waving their hands and talking about nothing except the major plot points.

    And I love the interactions between the characters, I’ll go out of my way to visit the rooms on my ship, “checking up on my crew”, between missions.  I’ll slow down if I hear extras having a conversation nearby.  All of that adds more detail to how I imagine, picture, what’s going on.  The tapestry of the universe.  This stuff is rich and filling for me.  I’ll gasp and laugh when someone shows up somewhere unexpected or two characters that have nothing in common show up in the same room for a strange, often hilarious (or unnerving), conversation.

    I’m greedy for this stuff.  Any excuse to walk around my gorgeous ship on top of that is a plus.  Though admittedly the Citadel hub is getting old.  I really hate the occasional crashes on the elevator.  But I keep going.  Not only for the quests but for the little nuggets and small surprises I run into each visit.

    Young adult fiction sounds pretty disparaging to me.  Compared to most writing in most videogames Mass Effect is Shakespeare.  Some of the subject matter, and some of the characters, are pretty grim.  Your best friend, Garrus is extremely grim and dark.  He’s friggin’ Batman.  He’s a basically good guy but with a harsh view of life and a willingness to go over the line to do what he deems necessary.  Yes, there is uplifting and emotionally rewarding content but that’s almost necessary.  ME2 struck me as mostly dark as hell.  Party members could well die.  Many characters weren’t exactly obvious heroic fodder.  They all had dark or suspicious elements about them sans Tali perhaps.

    This time around I’m getting a sense that trying to be a hero, as I was in ME1, and struggled through in ME2, actually is paying off.  Playing the badass card in ME2 might have felt good and been subtly egged on by the whole “renegade” feel of being an agent of Cerberus but I was always the Alliance boy scout of ME1 even when it seemed the Alliance was an obsolete plot element in a story dominated by the Council and Cerberus in ME2.  And now?  Doing the right thing, even when it wasn’t expedient, seems to be paying dividends.

  • Guestypants

    Nobody said anything about “young adult fanfiction.” Just “young adult fiction.” Big distinction there. There’s nothing inherently wrong with writing YA novels.

    Also, I really wouldn’t class the writing in the Mass Effect series with DXHR (except in the sense that DXHR also fumbled its ending with a three-choice button-room) or TW. The writing is ME is just so… twee.

  • Jason

    I wonder if Garrus varies depending on ME1/2 choices?  A lot of his ME1/2 development had to do with his Dirty Harry predilections, which I consistently nudged him away from, and aside from some a no-win decision he made about fleet deployments he didn’t say much that was very hard-edged in my ME3.  If that does in fact vary I’d tip my hat to BW for paying that development off.

  • Jason

    Quite right, my error.  I suppose “young adult fiction” would vary in meaning depending on what one was talking about.  I haven’t seen a lot of games writing that I’d rate more favourably.  There is a lot of hugging and growing, certainly, but ME3 was probably defter with the implementation of this than any BW product to date, and it hasn’t stopped me from liking their stories and characters before.

  • tomchick

    Why does “young adult” sound disparaging?  It doesn’t have to be.  It’s certainly appropriate for a widely accessible videogame.

    Also, in arguing against Tim’s point, you’re assuming young adult fiction can’t be “dark”.  I haven’t read any Harry Potters, but I understand they get pretty dark.  Isn’t there some dark stuff in the Twilight stories?  The Narnia stories get pretty dark with their version of the passion of Aslan.  I really liked John Christopher’s tripod series when I was a kid, and I seem to recall that stuff is crazy dark, basically comparing puberty to being mind controlled by mysterious unseen aliens in terrifying giant machines.

  • Jason

    Actually, there’s been something of a small-scale moral panic about how dark contemporary young adult fiction is.  

    I think it’s just that it “young adult” is one of those phrases – like “genre writing” only moreso – which is read as disdain until contextualized otherwise.  In this case the comparison could certainly be apt, given that young adult fiction of whatever quality does tend to be dramatic to a fault (or melodramatic, if it’s not to one’s taste) and bildungsroman-y (or loaded with Very Special Blossoms, again if it’s not to one’s taste.)

    If the comparison were, say, to half-decent but not Watchmen-level comics writing, I think it’d make much the same point but in a more relatable way for males aged 20-40..  Or perhaps the-comics-and-Kevin-Smith-and-Adult-Swim-and-Joss-Whedon complex of cultural products?  

    For me, ME3 shares that big middle ground of enjoyable cultural consumption that I wouldn’t try to defend on “artistic merits” like “film and lit” movies and books, but which I’d like to defend as _something_.  My enjoyment of the “Firefly” franchise isn’t very comparable to my enjoyment of “Boardwalk Empire” or the “Tinker Tailor” miniseries – it has much lot more to do with affection for characters, genre-savvy writing, and_fan-savvy_ writing.

    At their best – and ME3 was often a showcase of their best – I think Bioware’s writing is enjoyable in the same way.

  • http://www.facebook.com/people/Brian-Rucker/100000745851295 Brian Rucker

     It may just be in the context of videogames that Mass Effect strikes me as fairly complex and touches in not-completely-boneheaded ways on some unusual topics.  I’m really struck, for example, by how they dole out the consequences of war.  Not just bodies on a stark battlefield with vultures circling and a crooked, tattered, standard planted futily amid the carnage: but people worried about loved ones, cynical merchants profiteering,  a stricken soldier freaking out about losing a limb, Shep bringing news of the dead back to family members at least on two occasions, a refugee girl in denial about her parent’s fate, a woman trying to find safe haven for her daughter before she goes on deployment, the frustration of Joker in the face of civilian obliviousness,

    But amid all the mundane horrors going on, and it’s played pretty straight and low key, you occasionally see a bystander stepping up and behaving decently.  The security guard keeping an gentle eye on the refugee girl (“I’m sure they’ll be here soon but if anyone messes with you before then you come see me, okay?”) or the embassy worker who, eventually, goes out of her way to find the female soldier’s kid a way back to her family during her mother’s tour.

    That kind of contextual writing shows a level of maturity that I find fairly surprising. 

    Couple that with the detailed and lush journal entries on so many obscure cultural and technological factors and the incredible text descriptions of many of those random little planets one can explore and there’s a rich vein of verisimilitude in ME3.

    Sure, the main thrust of the main NPCs and Shep’s story arc is broadly drawn and dramatic.  Is there an action game or RPG, ever, where that hasn’t been the case?  But the masterful presentation of that is truly remarkable.  All the interactions and asides between characters that go on aboard the Normandy are amazing to me.  It may be no “Tinker Tailor Soldier Spy” (personally I’d have gone with “I, Claudius” as my highbrow comparison – it’s got that gravitas thing in spades) but it’s like nothing else any other game has ever delivered.

    I’ll put on a beret and monocle for ME3 any day.

  • http://profile.yahoo.com/BM4YUQXYUOSIKVH6VXAED3FU64 Carrington Banks

    But the story begins to make you believe Reapers are a God race, and Harbringer is the King of them all……The Reaper reveal is the main reason I started playing Mass Effect each time it came out, I wanted to see how cool they were….instead, I get hoard mode on every level, and no cool interaction with unique reapers, and then their whole reason for existing ends up being compared to the Geth, and not making sense.  I can’t see how anybody could like the ending, it doesn’t even make sense.

  • Huksdsa

    The game doesn’t really deliver on combat at all. It feels clunky and it frustrates at times when your character moves out of cover and you immediately die (if you play on hardcore or insane). The game does deliver on the way the story evolves and it brings things together. Events that have been around since the first part get resolved here. I can’t believe you think the opposite and find this a good combat game. 

  • mirumu

    I couldn’t care less about the cover based shooter bit which was, to me, just busywork until the next set of decisions in the choice-and-consequence system.

    I guess that’s why they let us tune them both in the game options.

  • honkyjesus

    Far too generous with the review, it is a ten hour game made into two discs on 360 with an amazingly large amount of cutscenes. My X button on the controller fell off.

  • Pogue Mahone

    Come on dude, it’s Bioware. You kind of knew it was a snake when you picked it up, right?

  • McG

    Here’s my breakdown of why I don’t like ME:

    RPGs are usually divided into combat and story. If one is lacking, the other better be damn good to make up for it. KotOR’s story and characters were so good that it was “good enough” to make up for the braindead boring slog combat. Jade Empire’s combat would be atrocious for a dedicated action game, but it was “good enough” to play through for more story.

    Then you have Mass Effect. I could never get into the combat. It felt like an unpolished version of dedicated action shooters like Gears of War minus the AAA set pieces. What good would Gears of War or Call of Duty or Space Marine be without the scripted set pieces? Worthless, that’s what. The only other thing ME combat has to offer is broken magic abilities that render most encounters moot; you use space telekinesis to fling enemies too far away to clearly see and appreciate the flinging.

    So since the combat isn’t up to par with dedicated action shooters, that leaves the story to carry the burden. It needs to be good enough to make the blah combat worth it.

    It’s not. Not even close. Calling it fan fiction isn’t a blanket insult, it’s a dead on perfect description. In every sense it’s Twilight for the space marine crowd. It has the arbitrary dilemmas (“CHOOSE SQUADMATE TO SEND TO TELEGRAPHED DEATH no no this is the only way it’ll be super moving!!”), the awkward sex, and sociopath lead character seeking relationships under the guise of “romance”. No real understanding of fundamental story, just a mary sue fantasy fulfillment where the player/reader is the center of the universe and everything is just an excuse for all the characters to fawn over him/her.

  • Advancedcaveman

    I have never been able to get my foot in the door with this series because its the same bald space marine bordom fest as everything else in this console generation. Mass Effect is essentially Gears of War with blue bloom lighting and really long, monotone dialog sequences in which boring military humans and generic sci fi trope checklist aliens stand around and discuss space ethics and space politics.

    Oh look, here’s the agressive warlike aliens with ridges on their faces, they’re just like the klingons. Here’s the bald blue alien women who look like something from Babylon 5. Oh no, its the evil space robots who destroy all organic life in the galaxy because we have to have a menacing destroy-all-life villain race that’s evil for the sake of being evil. 

    I just don’t understand how people can maintain interest in this crap. I don’t care about the choice system in the first place because everything in these games feels like an attempt to make the most generic, watered down, characterless mishmash of off brand Star Wars and Star Trek elements randomly smeared over yet another dudemanbro war shooter. 

    I’ve played Star Control 2, ergo I’m bored to tears by Mass Effect. In Star Control 2 you listen to a cowardly alien captain giving you his entire hilarious life story. In Mass Effect you listen to a generic bald space marine grunt monotone dialog about how his space drill sergeant was a “real hard ass.”

  • Email

    what’s with all the weird gaming journalist playing as a female (and ugly shepard)… didn’t you get the memo, even the stats proved you are part of a minority of weirdos, and I don’t think there is anything healthy about men identifying as a woman.. unless you did to get feminist creed, if that’s the case good for you I guess.

    PS just pick the random male shepard

  • http://twitter.com/SatchmoBronson _

    Please die.