Mass Effect Retrospective 10: The Cull of Cthulhu

By Shamus Posted Sunday Aug 23, 2015

Filed under: Mass Effect 245 comments

As we shoot our way through Saren’s base, we stumble on another beacon. We get another vision. After that’s over, we bump into Sovereign for the first time.

Sovereign and the Reapers

Rudimentary creatures of blood and flesh. You touch my mind, fumbling in ignorance. Ew. Go away. You are so gross.
Rudimentary creatures of blood and flesh. You touch my mind, fumbling in ignorance. Ew. Go away. You are so gross.

The H.P. Lovecraft influences are very clear here. We’ve got old gods, sleeping. Lots of tentacles. Getting near them drives you mad. And if they wake from their sleeping they will end the world. They’re served by cults (indoctrinated) and opposing them means looking for dangerous Old Knowledge.

It creates a very compelling question in the minds of the audience: Why would something this intelligent do something this horrific and destructive? Now we have this burning question in the backs of our minds. We can assume the Reapers are acting on knowledge or understanding that we don’t have, and it’s natural to want to unravel that mystery as we look for a way to survive. And there’s always the hope that if we could learn why they reaped, we would also learn how to stop the reaping.

Yes, ideas like this are decades old for people who read novels. I’m sure Mass Effect cribbed from a lot of classic books to build this story. Titles like Fire upon the DeepI mention this not because I think it’s a great example, but because it’s one of the few I’ve read. A well-read sci-fi fan could no doubt construct a large list of likely influences. are lurking inside the Mass Effect 1 DNA. Stories that try to convey the terrifying scale of a galaxy, and just how vastly outclassed homo sapiens would be if we tried to deal with creatures that operate on those sorts of physical and temporal scales.

But while this sort of stuff is old-hat to the folks with a dusty bookcase covered with dog-eared paperbacks with pictures of spaceships and planets on the cover, it might as well be a completely original idea to the vast majority of the people who played Mass Effect. Videogames don’t do a lot of sci-fi, and when they do, it’s usually a straightforward “shoot the bug-faced guys” type deal. And when it isn’t, it’s usually a strategy game. This kind of thing hasn’t been done in the context of shootin’ dudes and dialog wheels, despite the fact that I think it’s a really natural fit. No, you can’t get a Vernor Vinge sized universe into something as action-oriented as Mass Effect, but you can skim the best ideas and package them around shooting sections and character beats, and glue it together with a solid set of codex entries.

Continue reading ⟩⟩ “Mass Effect Retrospective 10: The Cull of Cthulhu”

 


 

Sporeler Warning Ep3: Lair of the Turd Muppet

By Shamus Posted Friday Aug 21, 2015

Filed under: Spoiler Warning 69 comments


Link (YouTube)

I don’t know. Don’t ask me. I’m not responsible.

 


 

The Altered Scrolls, Part 3: Last Notes and IPISYDHT#1

By Rutskarn Posted Friday Aug 21, 2015

Filed under: Elder Scrolls 75 comments

(Questions answered as of August 21, 2015)

For all my joking around in Part 1, I recognize the significant time investment required to play Arena and Daggerfall. Not only does a would-be videochrononaut need to get DOSBox working (not always a trivial feat), but someone unused to older titles will need to scale sheer walls of obsolete mechanics and old-school sensibilities to get far enough to really experience the thing. It’s by no means impossible to do so, but it’s certainly cumbersome. That’s why this post isn’t just an essay; it’s an I Played It So You Don’t Have To. I’m doing one of these for Arena, I’ll do one for Daggerfall, and I might well do one for Morrowind depending on reception.

Directly below the fold will be my final reflections and notes on Arena. Beneath that will go the answers to questions you pose about the game in the comments. These can be simple factual questions, subjective considerations of tone and effect, or, I suppose, more abstract queries. I’ll post responses to each question I get over the remainder of the week.

Then, next Friday, we’ll begin my essays on Daggerfall.

Continue reading ⟩⟩ “The Altered Scrolls, Part 3: Last Notes and IPISYDHT#1”

 


 

Sporeler Warning EP 2: These Things Should Not Live

By Shamus Posted Thursday Aug 20, 2015

Filed under: Spoiler Warning 53 comments


Link (YouTube)

I don’t have a lot to say here that we don’t say three times in the video. It really is a shame this game never got another shot.

 


 

Mass Effect Retrospective 9: Paragade

By Shamus Posted Wednesday Aug 19, 2015

Filed under: Mass Effect 233 comments

While Virmire doesn’t feature the worst use of the in-game morality meter / conversation metagame / roleplaying tool, it does have the moment that – for me – perfectly crystallized how silly the system can be at times. So let’s talk about…

Paragade

I've killed thousands of people, but I wasn't RUDE to any of them, so I can't intimidate this guy.
I've killed thousands of people, but I wasn't RUDE to any of them, so I can't intimidate this guy.

It’s obvious that BioWare never totally nailed down the whole Paragon / Renegade system and what it was supposed to mean. Good vs. evil? Idealistic vs. practical? Merciful vs. Ruthless? Cunning vs. brutal? Doormat vs. leader? Sensible vs. sociopathic moron? You can find examples of all of these in the game.

I understand that BioWare felt like they needed to have this. It’s been a staple of the last few games and I guess fans have come to expect it. KOTOR had it because the game played around with the light and dark sides of the force. Then it was turned into the open palm / closed fist, which was an admirable idea that kind of turned into a philosophical mess in practice. So they tried again here in Mass Effect with paragon vs. renegade.

Continue reading ⟩⟩ “Mass Effect Retrospective 9: Paragade”

 


 

Sporeler Warning: Everything Chris Says In This Episode Is About Sex

By Shamus Posted Wednesday Aug 19, 2015

Filed under: Spoiler Warning 93 comments


Link (YouTube)

  1. The game Will Wright envisioned.
  2. The game Wright pitched to the publisher.
  3. The game the team wanted to make.
  4. The game they hinted at in the GDC demo.
  5. The game we thought they were making.
  6. The game they were able to make.
  7. The game EA marketed.
  8. The game we actually got.

This game isn’t very good at all, but I feel strongly that it deserves another chance. There’s a good game in here somewhere.

 


 

Experienced Points: Square Enix and the Hitman Ripoff

By Shamus Posted Tuesday Aug 18, 2015

Filed under: Column 134 comments

My column is about how Square Enix is selling the next Hitman game as “Not episodic, but still released in many pieces” and why this is a ripoff.

Also, it’s worth comparing Square Enix with CD Projekt RED and Paradox. Square asks for full price up front, and in return they offer part of a game and a pinky promise that they will finish the rest of it later. CD Projekt asks for full price, and in return they offer a massive game, a complete experience. And then they release free updates and content for months afterward. And if that’s not enough content for you, they also release DLC. Paradox does the same thing.

This is on top of the fact that a Hitman game probably offers far fewer hours of content than either Witcher or (say) Cities Skylines. (Although I’m sure Campster would chastise me for boiling a game down to its playtime, and I concede it’s a terrible metric for measuring value.)