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

Thursday, August 2, 2012

OH GOD MY FACE MY HORRIBLE HORRIBLE FACE


There was one more thing I wanted to say about Mass Effect (to accompany my earlier articles on the title). After heavy play of the second and third games in the series, I want to propose a rule to all game designers from now until forever ...

It is OK to make the player's character look ugly and twisted, as long as it is in a cute, cartoonish way. It is not OK to make the main character actively horrifying and painful to look at.

I think this is a reasonable rule of thumb. If you're going to expect someone to spend 40 hours in your fantasy world, you don't want them going "GAHHHH!!!" every time they look at the screen.

Why do I bring it up?

Well, in Mass Effect, the main spectrum for your character's moral choices is between Paragon (nice, lawful good, goody-two-shoes) and Renegade (harsh, Bad Cop, Patton-type). Note that this is not Good vs. Evil! You're always good. It's just whether you are nice-good or cranky-good.

But there is a key difference between the two paths. If you are a Paragon, you stick with the nice, normal face you made in character creation. However, if you choose the Renegade dialogue options, your face will look like this ...




AHHHH! GHHAHHHH! WTF!?!?!?

That's right. When playing Mass Effect, you better be as polite to as many people as you can, if you don't want to look like a hideous mutant leperzombie whose face is peeling off in glowing sheets.

(Note that, in both Mass Effect 2 and 3, you can spend resources to remove the leperface effect. While BioWare likes to pretend it treats both moral choices equally, this sort of gives the game away. They are actively punishing you for being rude. If you doubt this, remember: A Paragon player can't spend resources to get the zombie look. It only works the other way 'round.)

Mass Effect is known for its in-game romances. Halfway through Mass Effect 3, for example, your hot, easy secretary comes to your quarters to use your shower and totally tries to bang you. (Warning: The previous sentence contained a spoiler!) Bioware, please please please, in future games make it so I don't feel sorry for anyone trying to sleep with my character. When she makes her move, I, as a player, don't want be saying:

"What are you DOING? Haven't you looked at me? Haven't you seen my FACE? Sure, I have a working shower! Now run! RUN! I'M A MONSTERRRRR!"

Look. These things are basically adolescent wish fulfillment. I don't need to have a really gross face in my fantasy world. I've had enough of that in my actual physical adolescent life, thanks.

Thursday, July 5, 2012

Mass Effect 3 Review: The Ending, Before and After!



The ending of the Mass Effect series has been discussed a lot. A LOT. It's kind of an unprecedented situation. 

BioWare, a company known for awesome video game storytelling, creates a trilogy of games in one of the most well-realized imaginary worlds ever created in the medium. People love this world. Passionately. Then BioWare fails to stick the landing. Deafening rage and butthurt echo across the Internets, who have nothing more important to worry about. So BioWare, at what I'm sure was considerable expense, makes a free patch to expand the ending. It makes things kind of better. Life, somehow, continues.

(By the way, this whole sorry incident is excellent proof that their IS such a thing as bad publicity. BioWare's reputation for good storytelling is invaluable. They saw it threatened. They reacted appropriately. But I don't think anyone working there is happy this happened.)

What the ending screams to me is that the developers didn't have the time and budget to do the ending they wanted to do. ME3 is SO ambitious and covers SO much ground that they didn't have time to give the Reaper issue the attention it needed. But this isn't the end of the world. The Reapers were never very multi-dimensional. The Krogan and Geth and even Cerberus were far more interesting.

So, if this is the case, piling onto the ending seems a little mean. Making a video game requires doing much with limited resources. You can't afford to do everything.

But, then again, after three games of this size, we have an expectation that the writers will end it well. I want to talk about my two problems with the ending- one which the patch fixes, one it doesn't. I aim to discuss game storytelling in general and what does and doesn't work.

(Please be assured that the following has no spoilers for Mass Effect 3 whatsoever!!!! If, for some reason, you don't believe me, leave immediately!)

What Is NOT a Problem

Some criticized the ending for creating some plot inconsistencies with things learned in the DLC for Mass Effect 2. (Namely, that blowing up a mass relay destroyed the solar system before and now it doesn't.) The horrors.

DOES ANYONE REALLY ACTUALLY CARE ABOUT THIS!?!? IF SO, RAISE YOUR HAND.

(Pause.)

I didn't think so.

Also, some put a lot of time into proving Shepherd was actually under Reaper control and the last game was a dream or something. (The famed Indoctrination Theory.) Of course this wasn't true. This was a AAA mega-million dollar game series that had always approached everything in a reasonably sane manner. They weren't going to end it with goofy Sixth Sense trickery.

And many thought that you didn't find out enough about what happened to your friends and to all the races you helped. I can buy this as a complaint, but it's a judgment call. I honestly felt I'd learned enough about what was going on and where things were heading to have closure. Bloody, unrelentingly gruesome closure.

So what are the problems?

Problem 1 - The Incredible Grimness

The unpatched ending of Mass Effect 3, unless you do a ton of side-quest farming and multiplayer, is awe-inspiringly grim. Everyone dies. Shepherd dies. The mass relays are destroyed. The Normandy is a wreck. The Earth is a cinder, surrounded by fleets of aliens stranded far from home. (Including the notoriously peaceful and easy-going krogan.) Space travel is over for, well, a very long time, if not forever.

Dude. And I thought the ending to The Sopranos was a poke in the eye.

But here's the thing. This aspect of the ending is legit. People don't generally like unhappy endings, but this is a subjective judgment. Unhappy endings are legal. They are allowed. It's not where I would go as the default ending for a series of this magnitude, and it is a HUGE change in tone from what came before it. But it is not technically wrong.

And, just between you, me, and these four walls? I admire their balls for going so dark. I wish more developers did it. Unless you believe things can go really wrong, there is no real sense of achievement or relief when they go right. One of the reasons Law & Order was such a compelling show is that the bad guys frequently won.

But the patch changed this. It's less bleak. Gives more hopeful details of the future. I can live with it either way.

But what really bugs me is the main element of the ending.

Problem 2 - The Star Child. Or Whatever.

My biggest disappointment in the ending of Mass Effect is this: It was a cheap deus ex machina. I didn't get to make the WIN for the team.

Look. The galaxy was invaded by the horde of horrible bug creatures. I wanted to FIGHT them. I wanted to figure out their weaknesses. I wanted to use the cunning and resources of the peoples of the galaxy to figure out how to kill them, and DO THAT. I wanted the ending of the story to be a celebration of courage and general badassery.

What did I get? You take some weird spaceship and stick it into some other spaceship. And then baby SpaceJesus (tm) appears from somewhere and uses StarMagic (tm) in the way you tell him, and this makes everything different forever.

Now, let's set aside the ookyness of having the fate of the whole galaxy be decided on a whim by one bloodthirsty gun guy who happened to be at the right place at the right time. I think the ending was perfunctory, non-sensical, and a true wasted opportunity.

At the end, you push a button to choose the fate of the galaxy. It did not provide a fraction of the joy I would have felt at actually finding a way for humanity to take down those stupid Reaper ships ourselves. The ending, as written, was the space opera equivalent of giving the last place soccer team a trophy for Trying Very Hard.

Whew. I Should Take a Pill.

I generally love BioWare games and write nice things about them, so much so that I have been accused of sucking up to them to try to get a job. (I have a job, thanks. And, believe me, if BioWare wanted me, they'd have said something to me by now. They know I exist.)

It's a great series, full of fond memories. My wife and I spent an enormous amount of time in their world, and I don't regret it. I still recommend it, especially ME1 and ME2. And then ME3 with the patched ending.

So. Any news about Dragon Age 3 yet?

Monday, July 2, 2012

Mass Effect 3 Review: The Good Stuff



Since I write so much in this space about fantasy role-playing games in general and Bioware stuff in particular, I feel kind of lame for saying nothing of note so far about Mass Effect 3 (ME3). The Mass Effect series is one of the best series in the genre, written by one of the best development houses, and BioWare has long been a huge influence on my work.

(Note I picked female Shepherd for the image above. Because FemShep is just better.)

People really care about this series. Perhaps a bit overmuch. If we as a people could give to real problems the same focus and energy we expended on arguing about the ME3 ending, the world would be a better place.

I played Mass Effect 1 and 2 obsessively. All side quests, all everything. I played Mass Effect 3 front to back (skipping a lot of the side quests, which sort of telegraphs how I felt about the experience), experienced the ending, and then watched the recently patched new endings on YouTube. There's a lot of good stuff here for game geeks to argue about, though, before I get too cranky about it, I wanted to say what I liked.

The Setting

I think the Mass Effect setting is one of the best in computer games. BioWare has this stuff down to a science. It was only when I was playing ME3 and revisited all the great conflicts in the series: Salarian vs. Krogan. Geth vs. Quarian. Humans vs. Everybody, that I really started to realize how much stuff there is. How complex and nuanced the issues facing the characters are. How interesting the setting is and how that, in turn, leads to interesting stories.

Between Mass Effect and Dragon Age, I personally think that BioWare is the best maker of computer game settings. I hope they keep doing it.

The Gameplay

Tight as a drum. Except for occasional problems finding walls my character could hide behind, the game plays well. It's fast paced, fun, and full of exploding things.

I do wish that there was more variety in what you could do. I desperately miss the vehicle sections in Mass Effect, which were great for breaking up gameplay. They had their problems, but, honestly, I think the game would be much better if those sections had been improved instead of dropped entirely.

The Ambition

The world of Mass Effect is a huge epic full of intractable conflicts. There were a lot of them left at the end of Mass Effect 2. The developers decided that, in ME3, they would all be settled. This makes the story of ME3 one of the most ambitious and far-reaching of any game I've ever played. It's a very generous gesture to players, a bit of fan-service to make sure that no lingering issues, even ones that could easily support a whole full game on their own, remained.

This choice was a little problematic in the execution. The ways these plots were settled felt a bit perfunctory. By the end of the game, there was no problem so enduring and thorny that it couldn't be solved by one guy fighting his way down two long corridors littered with chest-high walls. Still, the game wanted people to leave the series content, and it did its best to give the fans what they desired.

It's a great series. I hope these dialogue and story-rich single-player experiences still have a place in the gaming industry. I truly enjoyed it (especially the first two). I'm grateful to Bioware for making it and hope they keep making games like these.

Now that this is done, I have another article to write about the ending. I hope I can come up with something fresh to add to the countless gallons of virtual ink that have been spilled on the issue.

Thursday, April 14, 2011

Dragon Age II Review: Get a Grip, Folks!

(This article contains mild Dragon Age II spoilers. Such as: There are dragons!)

Since I raved so enthusiastically in this space about Dragon Age: Origins (and Bioware games in general), I suppose I really should say something about Dragon Age II as well. This one is a bit trickier.

It's impossible to discuss Dragon Age II without a bit of criticism, which makes me sad. A lot of skilled people worked really hard over an overly-short period of time to make this game, and I strongly suspect that most of its problems were out of their control, due to directives from above. As somone who writes games myself, I truly sympathize. The inevitable result has been a game that's caused quite a bit of controversy over its quality.

The best place to see this confusion is over on Metacritic. As of this writing, reviewers have given the game an entirely respectable score of 82 (out of 100). Players, on the other hand, have given Dragon Age II a dismal 4.3 out of 10. That is a huge gap!

But it makes a lot of sense. Reviewers have to review the actual game as it exists, not their fantasies about what it might be. Dragon Age II is a flawed but basically competent and enjoyable action-RPG. 82 out of 100 is a B-, and Dragon Age II is a pretty solid B- of a game.

In fact, suppose it didn't have Dragon Age in the title at all. Suppose it was called, say, "Bioware Presents: A Dude Named Hawke Buys a Big House and Has Wacky Adventures." Suppose further that EA had given Bioware the bit of extra time and budget necessary to fix the game's most notable flaws. (Dungeon layouts reused to an egregious extent. A bizarre combat system where reinforcements pop in from out of nowhere. Extreme bugginess, especially in the late game.) If this was the case, I honestly believe the result would be considered a lesser but worthy member of the Bioware canon, something pleasing to pass the time while waiting for Dragon Age II.

But that's not what happened. Dragon Age II is ... well, it has "Dragon Age" in the name. It's the sequel to one of the best-written, epic, envelope-pushing RPGs pretty much ever. I game I truly loved. (If you haven't played it, why are you wasting your time reading this junk? Go get it! Go!) And there's no suger-coating the basic fact of the thing. If you got Dragon Age II expecting something more like Dragon Age: Origins, you are going to face a period of harsh disappointment.

But I'm going to have to defend Dragon Age II here for a bit. There's a lot of really good stuff here, and some of the design choices are really interesting. Other people have dumped on this game enough. Let's take a moment to look at the nice things.

Great Writing

Nobody puts great writing in games like Bioware. Dragon Age II didn't contain as much of that Dragon Age Magic (tm) as I might have hoped for, but it was a beautifully written game. The characters didn't grab me instantly in the way they did in the previous game, but they really grew on me, especially Varric. When my companions talked to each other, I always stopped whatever I was doing to listen.

Considering how crappy most video game writing is, I really think we shouldn't take Bioware for granted!

Also, this game had the most insane, over the top, out of nowhere plot development I've ever seen in an RPG. (Which part? One word ... Mom.) Dang it, it deserves props for that!

Cool Character Development

I loved the skill trees. The mix of abilities, constant effects, and passive bonuses, combined with being able to decide between getting new abilities and making old ones better, made training very interesting. I retrained my characters several times and found that it was possible to customize my characters for a number of different play styles, which is always good.

The combat did involve a lot of button mashing, but the abilities were varied and dramatic enough that I was rarely bored.

Some Really Good Ideas For Combat

Battles in Dragon Age II are almost always against waves of foes, generally starting easy and getting harder. You need to conserve your powers, using them when they are most needed.

The way the game throws reinforcements into the battlefield deserves some mockery. They are scattered in at random, sometimes literally dropping from the sky before your eyes. If they had entered the fray in a less immersion-breaking way (say, running from deeper in the dungeon), it would have worked better. However, this basic idea of how to structure combat shows a lot of potential, and I hope other games explore it. (Which is my way of saying:  I really should steal that idea.)

The Theme Still Works

His writing is as impenetrable as ever, but Tycho over at Penny Arcade does a great job of breaking down what Dragon Age is really about and how cool it is. These games aren't about fighting Big Fantasy Nasties. Sure, they have fights and monsters, but that is not what they are Capital-A About. They are about politics and power structures and compromises and how actions and decisions can shift history. It's a very cool and ambitious territory to explore, and Bioware has close to a monopoly on it.

Dragon Age II doesn't operate on the same scale as the previous game in any way, and yet it covers much the same ground. It focuses on one city instead of a whole nation and a handful of political squabbles instead of one great crisis, but their hearts are in the same place. And, frankly, this design concept deserves a lot more exploration.

In Closing

Dragon Age II is a flawed product that is still more interesting than a more polished mediocrity. Starting it is a very jarring experience for anyone with fresh memories of the first classic, but, if you walk away, take a breath, and resolve to meet it partially on its own terms, it's worth the sixty bucks.

A lot of people hate it, but hey, the Internet exists to help people hate things in a purer, more intense fashion. And, hey, if you hate Dragon Age II, that's your right.

But I think it's important for fans to not price themselves out of the market here. Bioware is still making good role-playing games, a genre that has been painfully neglected in the past. It's fun to indulge in a nice hate-frenzy from time to time, but let's try to keep on talking terms with reality here. They're still one of The Good Ones.

Saturday, June 12, 2010

Quick Late Review: Mass Effect 2.

(I'm going away on vacation, so I wanted to dump everything in my brain while it's still there. I have to stop writing games sometimes. Working on Avadon is making my brain melt.)

I played Mass Effect 2, of course. Bioware. Have to play. And I really, really liked Mass Effect, warts and all.

Mass Effect 2 is a lot of fun. The new action-based combat model is simple and fast-paced, so the action, while a little repetitive, is always fun. And the game conclusively shows that there is no problem that can't be solved by going from one end of a corridor full of crates to the other. The player characters are a little dull for a Bioware game, but they're fine. (Morden and Garrus are cool.) I suspect that there's just too many of them, so the interestingness got spread a little thin. I missed Morrigan.

But, as much as I enjoyed it, there was one thing that really bugged me. Bioware has said that Mass Effect 3 will be a bit lighter in the subject matter, and thank God.

So there's a woman in your party named Subject Zero. She is harsh and obnoxious and crazy and I wished I could throw her out of the airlock while covered in hurting fire. Like all of the other allies, there's an quest you can do to win her loyalty.

So I accept it, and we go to this abandoned research base. It turns out, Subject Zero was, while a child, subjected to horrible experiments to give her psychic powers. You learn, in blucky detail, how many other children were taken there and killed in other experiments that seem deliberately reminiscent of the work of Josef Mengele.

You also learn that this base was built by Cerberus, a pro-human organization that you work for.

You do learn, for what it's worth, that after Cerberus built the base they went a little rogue before all of the child-murdering started. As if that makes it better. Which, no. When you find out that your bosses helped start the Holocaust, it doesn't matter if they're a little bugged by what happened later. It's still, you know, bad.

I had a lot of fun playing the game. The zappy zappy was good. But that quest really put a bad taste in my mouth for the rest of the game, and this isn't like God of War, where the story is only a vague backdrop for the hacking. Bioware is known for story, and they took a seriously wrong step here. If you want to cover this sort of material, fine. But treat it with respect, don't just make it a little side quest meant to make things all edgy, and certainly don't expect the player to continue to support the organization that created the horrors in the first place. As someone who sometimes takes games seriously as an art form, it's embarrassing.

Also, if you are forced to have these yahoos on your ship, "helping you", asking for favors, and bugging you with their issues, you should always have the option of feeding them into the mass-energy reactor. Hey, your ship has to be fueled somehow.

(And hey, Bioware, still love you, right? Let's not let this little tiff interfere with our deep and lasting relationship, OK?)