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

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”
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