Showing posts with label bioware. Show all posts
Showing posts with label bioware. Show all posts

Sunday, October 3, 2010

The World's Worst Space Mining Simulator

(Alternate title after patch: Mass of Text 2: Revenge of the Paragraph)



Guess I have a lot of ground to cover if I want to meet my goal for this year (which was a very easily achievable 12 reviews), but whining about it will only take away from actually doing a review. On top of that, I can't let 'New Game +' newcomer Nick be the only person on my blog to have reviewed one of the best games of 2010; that would be just plain wrong of me, and do an incredible disservice to Bioware's latest creation. (Yes, I know that by the time of this writing the Dragon Age: Origins 'expansion' is already out. Thanks for reminding me how late I am with this...). Let's get this party started then, shall we?

Let's get the bad out of the way (don't worry, there's not much). Possibly the most different - and most aggravating, to many Mass Effect fans - is the change over to a more 'modern fps' style game. This means 2 things: ammo management and regenerating health. The first is mostly just a minor inconvenience, put in place most likely to prevent players from simply using one really powerful weapon and instead forcing them to use their entire available arsenal. While I like this idea in theory, as you definitely could do 80%+ of the first Mass Effect using the same weapon, the implementation just makes Mass Effect 2 feel slow and puts you into very, very tight spots when ammo becomes scarce. This is especially true of powerful, specialized guns (like the sniper rifle) which for some classes can only hold a handful of ammo at one time. This actually can cause the same problem they are attempting to solve - using a single weapon type most of the game - because you feel like you need to save that powerful weapon for a big fight that never happens (or does, then you run out of ammo and have to go back). I would much prefer that the weapons be given different, obvious strengths to encourage the player to use them in appropriate scenarios than attempts to force the player's hand in using different weapons due to scarcity of ammunition. It also goes against the 'lore' of the first game (though they attempt to explain this away as a tech 'improvement' in an attempt to actually include the change in the story of the world), which many find to be a bit lame. This is not a deal breaker by any means - it is inconvenient at best, and unnecessarily debilitating in only a select number of places - but is most certianly an unwelcome change from the first game. At least they were kind enough to have 'ammo' apply to most weapon types ('heavy weapons' excluded), which makes the system a bit easier to use across multiple classes.

Perhaps the more insulting change, however, is the move of the dreaded 'regenerating health'. The first Mass Effect was one of the few remaining shooters to stay with a static health pool - one that would only increase with use of a medi-gel, which were not exactly rare but also not pointlessly plentiful. Regenerating systems tend to encourage poor use of strategic cover, boring downtime waiting for your health to return, and significant difficulties with portions of the game where it is difficult to find cover but you desperately need to get your health back. This is perhaps the most jarring change from the first game, and takes some time getting used to for veterans (though veterans of most other first and third person shooters will be able to jump right in), and I believe causes the game to have extremely wild swings in difficulty from a player perspective. On one hand, easy difficulties and easy fights are made easier as you can simply ignore your health and overpower the enemy from a completely open area without fear of losing much health or wasting many resources, as they will just take a few seconds to recover. In higher difficulties and extremely difficult parts of the game, however, relentless enemies will hardly (if ever) give you much time behind cover without flanking which leaves you with no way to recover health whatsoever (medigels are now used for reviving allies and, as such, are made much more rare).

An interesting (but poorly executed) change made in Mass Effect 2 was the drastic change made to mining. In the first game, mining was nothing more than a side quest that had little to no reward aside from perhaps some experience and a bit of cash, which in the first game was pointless. In ME2, however, mining is practically a secondary economy that must be found by the player to perform research on upgrades for your ship, weapons, armors and powers. Unfortunately, mining ends up being implemented as a mind-numbingly tedious chore that is almost force upon you due to the incredible power afforded to you by the upgrades it provides. Players must take their ship to remote planets and 'scan' them for minerals (the same process is used for some side missions that involve beacons) and send probes to the surface to retrieve them. This takes time - in the form of moving from planet to planet, as well as meticulously moving up and down the planets surface at a snail's pace - as well as a monetary investment, as neither the probes nor the fuel are free. You can't even carry that many probes until you get a mid-to-late game upgrade for it, which makes the task before you that much more aggravating. It is easily Mass Effect 2's 'level grinding' equivalent and acts more as a 'hours completed' buffer than any sort of true gameplay enhancement. Which is unfortunate, because I really liked the idea - especially since it could be a 'reward' for spending the time to visit Bioware's vast and detailed universe - but instead feels more like a punishment. Bioware eventually patched the game to make the scanner quicker, and while this is a greatly appreciated improvement, as a whole the system still feels more like a time sink than anything else.

As a minor gripe, some of the decisions, especially near the end of the game, have unpredictable or unintended consequences. There is still something of a disconnect between the dialog 'choice' and what your character says or does, and occasionally NPC's reactions to your choices are strange and contrary to your intentions. It is possible this is on purpose - either to drive story or to shake things up again on players who are methodical or trying to play it 'safe' - but it makes it aggravating when you have the power to choose but not the power to determine what that choice will do. The 'choice' feels much less like a choice and much more like player driven RNG when your choices and consequences do not seem to follow a logical path. 

There are also choices with regards to the story elements of the game that can drive players to near insanity. Specific story missions are forced onto the player after certain conditions are met, which are unknown to the player until you've already triggered it. This means that, sometimes, missions are unavoidable and you are unable to do things like upgrade powers, weapons, or your party. It can make story missions exceptionally difficult if you were otherwise unprepared, and this is extremely frustrating as a player as you can do absolutely nothing to anticipate this or to escape it. I understand this makes the story more believable - after all, your enemy is not going to wait for you to be ready to make their move or show you their hand in advance of playing it -  but I feel that the restriction to player choice and preparation easily outweighs the players' feeling of urgency. Mass Effect's story is, for the most part, extremely non-linear, so why force the few linear plot points on the player so abruptly?

All the cons aside though, Mass Effect 2 is an otherwise shining example of how to do a sequel 'right'. Improve (or remove) the bad parts, focus on what did work well, and add new features to try and expand upon your proven idea. The story is still uniquely Bioware; that is to say, well delivered, extremely deep and detailed and almost completely driven by player choice. While the first game was equally a choice focused, many of those decisions do not play out until the second, delivering a completely unique story experience catered to your own choices made over 2 years ago (assuming, of course, you brought your character over). And your choices from *this* game have an even stronger affect on the world and characters, making it unlikely (if not impossible) to ever play the same game twice. 

Speaking of characters, if you loved NPCs and character development from the first game, the second will absolutely blow you away. The amount of time you can spend talking and learning about your fellow shipmates is impressive, and the loyalty missions do a great job of fleshing out their story and driving that bond between player and the characters, new and old alike. The fact that your squad mates speak up and react to the world around them, as well as any conversation you take place in, makes them feel much more like they are a part of the team instead of just blindly following you until the next time you need to put a bullet into something. Old comrades (those who survived, anyway) all make important cameos if you look hard enough, but not all of them are willing to return to Shepard's side. The new faces are generally a welcome change of pace from the original game and really add to the diversity and character of the new team. New recruits like Mordin (perhaps my favorite addition to the roster) and Thane give the player new playable races to work with, while characters like Archangel and Legion give players genuine surprise in the way the universe has changed since ME1. The 'Cerebus' choices, unfortunately, are somewhat more bland and uninteresting by comparison, although Zaeed and Jack help to give humans their fair share of 'interesting character' representation (Zaeed's recollections of past wars are especially fun to listen to, though he otherwise lacks serious dialog).

Perhaps the best new character - both through mastery of writing as well as voice acting - is the enigmatic 'Illusive Man'. He's one of the best characters I've seen in some time, and reminds you of just how convincingly good voice actors can get at really selling the character as an actual person. The Illusive man is that perfect blend of 'good' and 'bad', mysterious yet obvious, smooth and calculating. It is difficult for the player to tell if he is really friend or foe, and many times I felt like I could trust him even though I was a Paragon (and, theoretically, against Cerberus). Martin Sheen gives him the perfect voice, lending a sense of credibility to a man who is otherwise a cold businessman at heart, helping to leave the player constantly wondering about the true intentions of their 'benefactor'. Making him the central player in the second game was absolutely the right call, and I cannot wait to see what happens with him in ME3

The overhauled inventory system, despite my gripes at the beginning of the review, is a huge improvement over the first game. The number of available weapons per type is now much more limited, which makes choosing the 'best' one for a job much easier. Ammo power ups were moved to the 'skill wheel', making it much more convenient to switch mid battle, allowing you to actually want to use them to gain an advantage over your enemy instead of being too tedious to deal with. Weapon upgrades are also streamlined into the new 'research' system, applying to all weapons of that type so you don't have to constantly swap those in and out as well. Unfortunately that means there are significantly fewer choices and options available to the player for weapon customization - I'd definitely like to see more weapon options, and maybe some unique upgrade choices that prevent you from getting other things - but overall such a needed improvement that the game benefits much more from the streamline than it is hurt by it. This is especially true since the first system was so cumbersome and difficult to deal with that most players just ignored it entirely, and never used it to it's full capacity.

Another benefit to tossing the old inventory system? Money now actually means something! In ME1, you easily hit the cash cap without really trying, and even have tons of leftover spending money after purchasing all the big weapons and upgrades. This is not really very interesting to the player, who can get anything he want and can just 'outgear' much of the early-to-mid game by simply purchasing as much as is available to you. In contrast, money is much more controlled in ME2 and really causes you to think about your decisions and your upgrades, perhaps causing some frustration to people who want everything *now*, but really just another way to show that player choice does matter. Near the end of the game, with enough side quests and exploration, you can afford most (if not all, with DLC) of the upgrades... but by then, you really, really need them. 

Two words on this next improvement: NO MAKO! Need I say more?

Another noticeable improvement - though not something most people will be interested in - is the available DLC. DLC for the first game was extremely mis-managed. The first pack did not come out until 4 months after release and was generally considered by most to be overpriced, especially considering the lack of new original content. The second suffered for much the same reasons - released 5 months after the first DLC, and viewed by most as overpriced for the 2-3 hours of repetitive gameplay that it provided. ME2, on the otherhand, has included several small, free* DLC packs that included a wide variety of content: new weapons, new missions, and even new playable characters for your roster. These were made available starting from day one, all the way up to 2 months after game release, helping to keep ME2 in the news and constantly give players new content to play with. Actual paid content started just shy of 3 months after release, adding in new characters, missions, and plot stories at various prices, most of which are considered 'fair', giving the game at least 1 new DLC per month since release. I have yet to play these, but I'm glad to see this kind of support model being adopted for high profile console games (the 'screw you, used game purchasers' is not appreciated, though). 

Overall, Mass Effect 2 is a well polished, greatly improved addition to the main 'Mass Effect' series that continues to prove that Bioware's attention to detail, characters and story are almost completely unmatched in the industry today. It leaves the player wanting more (the semi-cliffhanger ending makes sure of that), but all good games feel like they end too soon. It really makes me wonder what they can possibly be able to do to make Mass Effect 3 feel as impressive, but I suppose if anyone could do it, it would be Bioware. This game comes highly recommended, with the normal stipulation of 'you better like text'.

*Only 'free' if you bought the game new, or purchased the 'Cerebus Network' download after purchasing the game new



Tuesday, May 4, 2010

I'm ASimPerson, and This is My Favorite Mass Effect Review on the Citadel

Observant readers of this site have probably noticed another contributor sitting up in the top left for sometime now. That person is, in fact, me. I'm not as verbose as Chris, but I hopefully be only slightly less skilled a reviewer.

My plan here is to start off with Bioware's blockbuster sequel to, um, its 2007 blockbuster Mass Effect. For reference, here's Chris's original Mass Effect review.

Mass Effect 2 (PC)

If Mass Effect (ME) was Bioware's attempt to get first person shooter gamers into RPGs, then Mass Effect 2 (ME2) goes even further in that direction. Oh, there's still character customization - Shepard can now customize his (sorry female Shepard fans) individual armor pieces according to function and can apply any color he wants. However, almost as though it was a reaction to the terrible customization UI in the first game, the broad range of choices for armor and weapons is now gone. For each kind of weapon Shepard can equip there anywhere from 2-4 choices at the end of the game, and there is no inventory for weapons and armor. I'm not crazy about that, but it does at least mean the death of the "you have too many items" dialog box. All characters (excepting class requirements and the rare character-specific items) can equip any weapon. Class still does play a role here, though, as the weapons characters are proficient with will have more ammo available.

Yes, I did state that correctly - ME2 brings back ammo management. While the first game's weapons could overheat but had unlimited ammo, ME2 has finite ammo. I'm personally not a fan of this change, as it seems to contradict some of the other changes. In addition, this now means that ammo needs to massaged and managed. While occasionally this calls for strategy (for instance, the "best" weapons for non-soldier characters only have 20-30 shots, so they need to be saved for when it's neccessary) this mostly just means most players will have to waste time looking for SMG clips on the ground, which isn't really a lot of fun.

The character abilities have also been simplified in ME2. Instead of allocating points to abilities, skills, and force powers biotics, each character has 6 areas to allocate abilities to. Experience and ability points are earned very sparingly - while Shepard still gains levels, experience and points and now earned only after missions. This also means the ability system is simpler. Instead of the Knights of the Old Republic style 3/6/9 points system (where each ability generally levels up after so many points, but you only expend one point at a time) like ME did, ME2 uses a 1-2-3-4 system (where the first level of an ability is 1 point, the second is 2, etc.). At the 4-point level, the ability gives you some stat bonuses and that's that.

Missions are definitely more discrete in this game than in ME. Each time a mission is completed in ME2, the game tosses up a summary screen with some text and how much money, experience, and ability points were earned. While some folks may welcome this, I found it sort of jarring—especially early in the game where upon completing a mission I was sent back to my ship, while I still had things to do back on the space station I was just on. Nonetheless, that's a pretty minor complaint.

I will complain about the mining, though. Those who played the first game may remember the infamous mining subquest. Well, at least that one was at least optional. In ME2, minerals are required to build weapon, armor, ship, and character upgrades. The only way to acquire minerals is process which I personally referred to as "strip mining the galaxy". Upon visiting a planet in a solar system, the planet is scanned for minerals, and then automated probes are sent to pick them up. The scanning is, at best, tedious. At least on the PC version (which I played), the mouse is dragged around a globe representation of each planet while a chart tells you the concentration of each mineral in the area over which the scanner currently is. To add insult to injury, the probes used to actually pick up the minerals are not free and must be bought (also, fuel is not unlimited either, but this only applies to travel within local clusters, not solar systems). Given that your ship is actually smarter in this game makes this even worse (i.e., why can't the ship scan the planet?). I suppose the only way this could be worse than it already is if I had to drive the Mako down to the planet and get the minerals, a la the first game. (Good news: no Mako missions in this game!)

Of course, this would not be a Bioware game without a healthy dose of plot. Being a sequel, it's pretty much a given that this game is darker than its predecessor, but fortunately it trends more toward The Empire Strikes Back end than, say, the second Prince of Persia game. NPCs now swear more, and Shepard's "neutral" dialog options are even a little more, well, angry than the first game. Of course, this is still a Bioware game, so everyone is still pretty much transparently good or evil, including Shepard. ME's "dialog wheel" is back, and again the vast majority of conversations will have three options that progress the conversation: Space Goody-Two-Shoes, Space Switzerland, and Space Nazi. Based on my experience, players will generally end up on one of the two extremes unless they're purposely switching around.

Choices made in the first game can change the second somewhat significantly - the core plot will still be there, but just about everything around it will be different. (Hint, though: the "default" or "canon" choices from the first game are, fitting in the tone of the second, mostly the renegade options.) Your crew will be a mix of newcomers and old faces, and some other NPCs interactions are also flavored by choices you make in the first game. I think that's about all I can say without getting to plot spoilers, which I'd like to avoid for either game. Basically, your job is to, once again, save the galaxy against statistically long odds. The game makes it abundantly clear there will be a third installment as well, so go ahead and clear out some space on your 2012 day planner.

I'm late to the Mass Effect party. I only played the original after getting on sale on Steam back in January, figuring I should see what Chris and my brother had been going on about for the past two years. Turns out, they were on to something, and after beating the original I pre-ordered the second game. Since I finished the first game on a couple days before the second came out, this meant I had over a month of uninterrupted Mass Effect goodness. This is basically the gaming equivalent of getting into a TV show during the middle of its run, and then realizing that now you have to wait for the rest of the episodes to come out, just like everyone else. And here I am, waiting with baited breath with the rest of the Internet for the remaining downloadable content packs and the announcement of Mass Effect 3.

asim's "tl;dr" summary: they "fixed" inventory from the first game by getting rid of inventory management, combat edges closer to the FPS scale, but there's still a rich, deep RPG here that's addictive and fun. It's darker than the first game, but avoids overdoing the "edgy" thing.

In Memoriam

Last April 14th, the plug was pulled on the authentication for the original Xbox Live servers. Once the king of Live, and quite possibly the reason why Live still even exists, today Halo 2 is all but dead, as those who've managed to keep their Xboxes online since then are the only ones left. I played a lot on the last night and was hit with a wall of gaming nostalgia that I thought was only possible with games from my childhood. In particular, it brought back all those nights in college spent with my roommates from 2005 and 2006 when we'd go on there as a party, continually seek out the shotguns and plasma grenades, and make incessant "Juggernaut" references. ("I like your raincoat!", "You can't run!", "Jugs ain't got no power steerin'", etc.) So I guess what I'm trying to say is... thanks for the memories, Bungie.