Mass Effect 2:
Plot Analysis Part 1 of 3

By Shamus Posted Wednesday Feb 10, 2010

Filed under: Game Reviews 208 comments

The Mass Effect Trilogy

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One of the great things about planning to make a trilogy in advance is that you can design a coherent three-game story arc ahead of time. You don’t have to weld a series of self-contained stories together, but instead can weave the tales together elegantly. You can set up foreshadowing and plant characters that will pay off in later installments, and you don’t have to hide the seams between the games with a bunch of messy retcons and plot hacks.

The usual franchise works like this: At the end of the first game the hero becomes super-powerful, defeats the bad guy, gets the girl, and retires. Then the sequel has to take away his powers, eliminate the girl, and resurrect the bad guy so the hero can come out of retirement. A writer that is able to plan ahead will be able to wrap up story 1 without walling off story 2 like this.

When you plan ahead for a trilogy, then everything can be made to fit, and the three games together can end up greater than the sum of their parts. So many games are written as if each game will be the last, and knowing you have three games to tell your story is a rare and unique opportunity.

BioWare took this opportunity, and pissed it away with Mass Effect 2. The core story is a really small part of the game, which is good because it’s also the worst part of the game. Everything else is polished, engaging, and witty, while the central story features some of BioWare’s sloppiest plot-work in years.

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The main plot of Mass Effect 2 not only fails to stand up to scrutiny, but it retroactively goes back and messes up parts of Mass Effect 1 which worked perfectly fine. It’s cheap, obvious, and tacked-on. It fails to exploit any of the great ideas set up in the original, and instead does a messy reboot and burns all of the bridges built by the first game. The only thing it keeps is the idea that “Reapers are coming from beyond known space to kill us all”. But it even screws that up, because it takes the very small number of things we know about Reapers and changes them for no good reason.

But what’s interesting is that this mess is carefully (perhaps even deliberately) quarantined, and the rest of the game is much more satisfying. Furthermore, the plot holes, while numerous, are all spiderweb cracks radiating out from two problem areas:

1) The first ten minutes of the game.

2) The last ten minutes of the game.

I’m going to go over the plot in detail, but I want to stress that I don’t think that BioWare has suddenly let a crayon-wielding imbecile write their games. This is something else.

I’ll talk more about this later.

From here on are heavy spoilers. Proceed at your own risk.

Continue reading ⟩⟩ “Mass Effect 2:
Plot Analysis Part 1 of 3″

 


 

Stolen Pixels #167: The Solution to All Puzzles

By Shamus Posted Tuesday Feb 9, 2010

Filed under: Column 56 comments

Of course, the definitive explanation on what killed adventure games has already been written.

However, this sort of thing didn’t exactly help.

 


 

Spoiler Warning:
Mass Effect Part 4

By Shamus Posted Tuesday Feb 9, 2010

Filed under: Spoiler Warning 61 comments

Thanks to everyone who has given constructive feedback. In this video, we’ve put Randy in the driver’s seat, and I think that makes for a better show. Josh and I are most likely to say interesting things, and Randy is most likely to do interesting things.

 


 

Chainmail Bikini: The End. Again.

By Shamus Posted Monday Feb 8, 2010

Filed under: Links 27 comments

Last week I added a page describing my webcomic adventures, but I didn’t bother drawing attention to it. In that list I describe Chainmail Bikini:

[…] I teamed up with Shawn Gaston to create Chainmail Bikini, a much more story-driven take on tabletop gaming. The best way to find out what happened to that comic is just to read it. Shawn and I did a strip-by-strip commentary and now the comic is basically a story within a story within a story. There's the story of the game being played, the story of the people playing it, and the story of the guys telling the story.

This morning the last of the story notes went up, which brings the tale to a close. Er. Again. I must say I feel much better about it this time around. If you’ve never read it before, then now is the perfect time to start. You can probably plow through the whole thing pretty quickly: It is about a third of the size of DM of the Rings.

It’s less about jokes and more about a goofy story, and I see a lot of good in it. The people who enjoyed it the least were the ones who just wanted more DM of the Rings. The ones who got the most out of it were the ones that didn’t go in with those expectations. One of the big mistakes I made was leading or encouraging people into being the former. (You like DMotR? Then read Chainmail Bikini!) I connected characters from one series to another instead of letting the thing stand on its own. I guess I was afraid people wouldn’t read it? I was still learning how to handle a large audience. Today I try to distance my new work from my old stuff, instead of trying to graft the new stuff onto the old. (The hard lesson: No matter what you do or how funny you used to be, you’re only as good as your most recent work.)

Anyway. CB is different from everything else I’ve done, and it’s one of my very few collaborative efforts. Give it a look. You can see Shawn grow by leaps and bounds as an artist. (Compare early strips to later ones, and then compare that to his recent stuff.) And in the end I think the tale has a decent wrap-up.

(We’ve still got one more bonus strip planned, though!)

 


 

Captain America

By Shamus Posted Sunday Feb 7, 2010

Filed under: Nerd Culture 155 comments

From the director of the upcoming Captain America movie:

The costume is a flag, but the way we’re getting around that is we have Steve Rogers forced into the USO circuit. After he’s made into this super-soldier, they decide they can’t send him into combat and risk him getting killed. He’s the only one and they can’t make more. So they say, ‘You’re going to be in this USO show’ and they give him a flag suit. He can’t wait to get out of it… So he’s up on stage doing songs and dances with chorus girls and he can’t wait to get out and really fight.

(Emphasis mine.)

They make a super-soldier and then refuse to let him fight, and the captain himself hates his costume. This is incredibly telling, and shows us exactly how the writer feels about the idea of Captain America.

Look, I’m not a huge fan of Cap. Nothing against him, I just don’t connect with the character. Which is why, if someone asked me to helm a cap movie, I’d refuse. If you’re embarrassed or confused by the core of the character, then you shouldn’t be in charge of bringing the character to the big screen. If you don’t “get” why a super-powered guy needs to wear an outrageous costume instead of taking on the bad guys in blue jeans and a t-shirt, then you simply do not “get” the superhero mythos. Nothing wrong with that. (MovieBob talked about this back in October.) But if you don’t get it, why are you trying to share it?

As a Spider-Man fan, I’m grateful we got a couple of good movies out of the meatgrinder before the whole thing imploded. I feel bad for Cap fans. He’s not even being given a chance. Yes, wearing a flag strikes modern audiences as a little… quaint. (And that’s just in the U.S. Elsewhere, I expect he’ll be an even harder sell.) But that’s who he is. It’s your job to bring the audience into that world where it makes sense. All you need is some basic-level understanding and respect of the source material.

It was great to see Iron Man, X-men, and Spider-Man deliver. It was painful to see Daredevil, Catwoman, and Transformers turned into thin pop-culture gruel. The difference between these two groups of movies is all about respect for the source material. The good director says, “Let me show you how awesome this material is.” The hack says, “How can we change this material to make it good?”

 


 

Game Dogs

By Shamus Posted Saturday Feb 6, 2010

Filed under: Movies 107 comments

At the start of the year The Escapist launched a new animated series. The pilot episode:

We eventually learn it’s about game developers, which I think is a nice angle. We have enough comics and shows about the people who play, but few of them ever pretend to look inside the sausage factory.

 


 

Experienced Points: Activation Bomb

By Shamus Posted Friday Feb 5, 2010

Filed under: Column 54 comments

Remember, if the activation servers ever go down, they’ll release a patch so we can still play the game.

I mean, of course they would. They’d have to.

Wouldn’t they?