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Reflecting on My Mass Effect Experience (Part 2 of 2)–My Commander Shepard’s Story

WARNING–I am about to get a little spoilery about the Mass Effect story, so feel free to stop reading now. In my last post, I talked about why I love the Mass Effect games, and now I want to talk a bit about the narrative I created for my character. For that, I will need to spoil some story elements from all three games.

Still here? Great. Beacuse I want to tell you the story of my Commander Aja Shepard. My Commander Shepard was a female marine who was the sole survivor of an incident that occurred on Akuze, a planet that humans were beginning to colonize when subterranean wormlike creatures called Thresher Maws attached and killed the colonists. A unit of Marines went in to investigate and suffered a similar fate, with Shepard being the only survivor. I chose this background for my character out a possible three backgrounds. I wanted a character that had been though some trauma, but had developed a mental and physical toughness that most others don’t possess. Humanity at this point is very new to the larger galactic community, and has just started to become a rising power.

In the first Mass Effect, Shepard gets accepted into a group called the Spectres, an elite group that reports directly to the Citadel Council, the UN-like ruling body of the galactic community. The first game involves Shepard investigating a rogue Spectre and uncovering a larger threat against the entire galaxy. As far as my personal narrative, I played my Shepard in the first game as a goody two-shoes, making all the “Lawful Good” (which ME calls Paragon) choices wherever I could. I focused on building my Charm skill (kind of like Charisma), so that I could talk my way out of many situations. My emphasis on diplomacy definitely affected a few key situations throughout the game, as I was able to open up dialogue options that would not be available to characters with lesser Charm skills. In addition to playing the good hero, I also developed a love interest with a alien female scientist Liara T’soni who was studying the ancient race that ties into the larger galactic threat. Of the rest of the NPCs that become potential party members, I most frequently adventured Tali’Zorah, with a female member of a nomadic race who was on her pilgrimage as a rite of passage to find information that she could bring back to people. When given the option, I partied up with my love interest and who became my closest friend, so I became close to these characters over the course of the first game.

In Mass Effect 2, the larger story takes a sharp left turn, as pretty much everything you knew from the first game changes in the first hour. For much of the game, the characters you spent time with in the first Mass Effect take a back seat to new characters and crew members you meet through the second game’s story. The gist of the plot is that Shepard has to become allies with a shady humanist organization in order to combat the coming threat to the galaxy, because they are the only ones taking the threat seriously enough. My love interest became a secondary player in this installment, but I did meet up with Tali and was able to adventure with her for a good part of the second game. While I didn’t care for the larger story and how it was handled, I was able to continue my character’s narrative, which became about losing some innocence and making hard choices that changed my character. By the end of the game, I was less lawful-good and more chaotic good, caring less about the rules and more about results.

Mass Effect 3 sees the races of the galaxy on the brink of extinction. Shepard has rallied everyone she can for an “all or nothing” final battle that will determine the fate of the galaxy, and its a battle against seemingly insurmountable odds. The decisions made over the first two games and part of the third all factor into the final battle, and the possible outcomes of that battle. The core characters that were back-burnered in Mass Effect 2 are brought back to the forefront, which I really liked, as I was able to get the band back together for one last go around. For me, the storyline with my love interest and my best friend had very satisfying conclusions, and ones that were close to what I had wanted to see.

That’s what made the finale of Mass Effect 3 so satisfying for me–I was able to complete my character’s narrative in the way I had written it in my head. The developers had given me the framework of the larger story, but early into the second game, I knew how I wanted my story to end. I wanted to fight the final battle with the people closest to me, and I wanted my character to make the ultimate sacrifice in order to save the galaxy. And that’s the ending I got. I didn’t want to walk away cleanly, or be carried out on the shoulders of my comrades, or be given a parade–my Shepard’s story was always going to end in her death. It was the narrative I had built up over the course of the three games, and I played the entire third game with that in mind. There were conversation options about not making it through the final battle, and I always chose them. When I had to make decisions about being the nice guy or getting the job done, I chose the latter. my Shepard didn’t have time to mess around anymore. I was Lawful Neutral at this point–I had my own personal code, and I was sticking to it. The only laws I cared about now were my own, and people could either get on board or get out of the way. And in the end, the story concluded the way I would have wanted it to. My Shepard had a hard choice to make, and she chose the harder of the two options, which meant she would sacrifice herself (and some others) in order save the galaxy. It wasn’t a happy ending, but it was the ending that my Shepard’s story deserved.

About a week ago, Bioware released an “extended cut” of the Mass Effect 3 endings, because a lot of fans complained that they were unhappy with how the game ended the first time around. The extra content did change a few details of how the final act played out, but for the most part just added some context in the form of epilogues, showing you what happened to different characters, what the state of the galaxy is post-conflict, etc. I was pretty happy with the added content, as it shone a little more light on the fate of my teammates, but I didn’t care for one of the changes, which actually reversed the deaths of a couple of characters that I felt fit well with the story the first time around.

In any case, I really enjoyed my Mass Effect 3 ending the first time around, and that’s how my Shepard’s story ended. I applaud Bioware for creating a series in which I truly feel that I have told the story of my character. Even in all of the D&D campaigns I’ve been in, I’ve rarely gotten to see the story through to the end. Playing through the Mass Effect campaign is easily one of the best roleplaying experiences I’ve ever had, and for that, I thank you, Bioware.

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Reflecting on My Mass Effect Experience (Part 1 of 2)–The Dungeons & Dragons Parallel


I’ve been reflecting back on the ending of Mass Effect 3 (and the trilogy as a whole) since finishing the game back in June. I couldn’t get the game out of my head for weeks afterward. More specifically, I couldn’t get the story out of my head, and I think it’s because I feel such a strong sense of ownership of the narrative that I helped create over the past five years. It’s that sense of ownership that makes me realize what a marvel the Mass Effect series is, both from a technical and a storytelling standpoint. In my personal experience, the Mass Effect series is the first series of video games that has truly managed to capture what is was like to play through a Dungeons & Dragons campaign to completion. For that reason alone, the Mass Effect games are my favorite video RPGs of all time.

People like roleplaying games for a lot of different reasons, but the main reason I love them is because I love creating a narrative for my character within the framework that the person running the campaign (the DM) creates. In a good tabletop game, I am presented with the rules, the setting, the lore, and maybe even some recent events that serve as the launching pad for the campaign. I create a character within that framework, fill in some backstory, and decide which traits I am going to emphasize in order to play the character in a way that fits the narrative I’m creating for them. Over the course of the campaign, my actions have an impact on the story, and the relationships I form with other characters (both player characters and non-player characters) all contribute to my character’s overall story. While the person running the game has a larger story to tell and had a measure of control over that story and its outcome, I am creating my own character’s narrative within that larger story.

It’s the dynamic that I just described that many video game RPGs fail to really execute on. Many games allow you to create your own character, some with a lot more customizability than the Mass Effect series. But it’s the ability to let the player tell their own story while still maintaining a strong connection to the overarching narrative the most games fail at. Most are too restrictive, offering the player no real room to create their own narrative. Those games may let the player customize the look of the character, but everything else about the game is very scripted. On the opposite end of the spectrum, you have games like the Elder Scrolls (which I am a huge fan of, by the way). The Elder Scrolls games feel at time to me like a D&D campaign with no one running it. They are a giant sandbox where you can create many narratives for your own character in the world, but you often feel disconnected from the story the developers set out to tell. I played through the Elder Scrolls IV: Oblivion twice (over 150 hours), once sticking almost strictly to the main storyline, and another time ignoring it completely. I loved the world and the myriad of things I could do within it, but the main story was never compelling enough to keep me connected to it.

Mass Effect managed to keep the balance between my story and the larger story over the course of three games. It wasn’t perfect–there were times where the game almost became too restrictive, especially in Mass Effect 2, where I really disliked how the developers handled some of the storylines. But even when I felt the games faltered, it was mostly with the larger story. I was still allowed to play my character the in a way that was consistent with the narrative I had created. That held true right through the end of the trilogy, when I was able to end my character’s story in the way I had been envisioning it since early in the second game. That made for an incredibly satisfying end to the series for me, and one of the most cherished gaming experiences I’ve ever had.

In my next post I’ll get a little spoilery, as I want to talk about the story of my Commander Shepard.

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Back from the Dead: Co-Op Critics: Mass Effect 1&2

Almost a year to the day of our last post, we’re back–with a repeat. All kidding aside, when Dan and I first started Co-Op critics last year, we certainly intended to have more frequent episodes than the couple we’ve put out so far. However, life got in the way, and it took one of our favorite franchises ever to bring the Co-Op Critics back together.

Today we re-posted our April 2011 episode where we talked about Mass Effect 1&2. On Monday, BRAND NEW content will debut, as our episode on Mass Effect 3 will go live. We hope this is the beginning of more regular episodes (at least one very other month), but time will tell. Games we may talk about in the future include Battlefield 3, Minecraft and the upcoming cold Stream DLC for Left 4 Dead 2.

You can listen to the ME 1&2 epiosde in the player above, or download it here:

http://secretidentity.podomatic.com/entry/2012-07-20T05_21_54-07_00

Here are the show notes for this episode:

Co-Op Critics is Secret Identity’s gaming-centric podcast that takes an in-depth look at a game or series of games each episode. In this episode (origianlly posted in April 2011), Brian and Dan Evans discuss the first two installments of the Mass Effect series. Next week’s episode will focus on Mass Effect 3.

For your reference, here are some links to trailers and articles that are discussed in this episode:

Mass Effect 1 Trailer
http://www.youtube.com/watch?v=yqJuJTIus7U&feature=related 

Brian’s Interview with Mass Effect writer Drew Kapyshyn (scroll down to the bottom of the page)
http://www.seebrianwrite.com/2012/07/rewind-2008-mass-effect-interview-with.html

Brian’s Interview with Mass Effect 2 writer Mac Walters & artist Omar Francia on the ME: Redemption comic:
http://www.comicbookresources.com/?page=article&id=24300 

Mass Effect 2 Trailer:
http://www.youtube.com/watch?v=Y2O-0-fQOOs&feature=related

Mass Effect 3 Trailer:
http://www.youtube.com/watch?v=BnEej1RfqTs&feature=fvwrel

For more on the Mass Effect series, head over to www.masseffect.com.

Send comments to sipodcast@comcast.net OR leave us a voicemail at 860-698-0468 . Check out www.secretidentitypodcast.com for all things Secret Identity.

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The Year with No New Games–Part 3: Once You’ve Popped, You Can’t Stop

by Kim Wong

If you’ve ever played an Xbox 360 or Xbox Live Arcade game, you’ll know the sound. That addictive little pop that draws the gamer into a positive reinforcement loop that some call ruinous, while others acclaim as purpose-creating. It’s the sound of achievements unlocking, and it played a huge role in derailing my quest to complete 29 downloadable and retail games in 12 months.

Let’s take a look at that original gaming schedule again:

January 2011: Vanquish, Super Meat Boy, Battlefield: Bad Company 2-Vietnam
February: Alan Wake, Splosion Man, Enslaved: Odyssey to the West
March: Dead Space, Halo Wars, Wolfenstein
April: Singularity, Conan
May: Metro 2033, Castlevania: Symphony of the Night
June: The Elder Scrolls IV: Oblivion, LEGO Rock Band, The Beatles Rock Band
July: Fable II, Penny Arcade Adventures 1 and 2
August: Alpha Protocol, Modern Warfare 2 (Veteran difficulty)
September: Mass Effect, Call of Duty 4 (Veteran difficulty)
October: Saints Row 2, Prince of Persia
November: Bully: Scholarship Edition, The Secret of Monkey Island
December: Grand Theft Auto IV, Trials HD

Of those 29 games, I only managed to complete Vanquish and Battlefield: Bad Company 2-Vietnam. I unlocked all achievements in Battlefield: Bad Company 2-Vietnam, while I only have one achievement left in Vanquish. But it’s not the actual pursuit of achievements in the games on the schedule that derailed this project. Rather, it’s the pursuit of achievements in games that I had previously completed and hadn’t thought about until I started this project. Let’s take a look at some of what I’ve accomplished in 2011:

Marvel: Ultimate Alliance: started in October 2007, last previously played in June 2009, completed to 100% January 2011
Aegis Wing: started in November 2007, last previously played in February 2009, completed to 100% in January 2011
Gears of War: started in May 2008, last previously played in March 2009, completed on Insane in co-op in January 2011
Magic: The Gathering-Duels of the Planeswalkers: started in June 2009, last played in November 2009, completed to 100% in February 2011
Halo 3: started in October 2007, last played in July 2010, completed to 100% in February 2011
Alien Hominid HD: started and last played in April 2009, completed to 100% in February 2011
Ticket to Ride: started in June 2008, last played in June 2009, completed to 100% in February 2011

While attempting to complete games from my backlog, I actually dug deeper than intended and exhumed games that I had originally considered completed to my satisfaction. Instead, I tried to achievement 100% completion on as many as possible. More than anything else, this pursuit of 100% completion derailed my project. And I couldn’t be happier for it. An explanation next time.

The Year with No New Games–Part 1: Mining the Backlog

by Kim Wong

In early December last year, I knocked over one of my piles of shame. Everybody has one, whether it’s made of foods to try, books to read, movies to watch, places to visit, or in my case, Xbox 360 games to play. (There’s a separate pile of Nintendo DS games, but that’s a story for another time.) What made my pile particularly shameful was the fact that I had bought each game with the full intention of playing them, but there they sat in their shrinkwrapped packaging, hidden away from the sun and sight. The nature of being a gamer, faced with great new games to play released every month, made the idea of balancing the new with the old impossible. It was at that point that I resolved that I would buy no new games until I had played to my satisfaction every game in that pile.

For context, here is the pile, broken down by category:

Shooters: Alan Wake, Battlefield: Bad Company 2 – Vietnam, Dead Space, Metro 2033, Singularity, Vanquish, Wolfenstein,

Role-playing games: Alpha Protocol, The Elder Scrolls IV: Oblivion, Fable II, Lost Odyssey, Mass Effect, Mass Effect 2, Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness Episodes 1 and 2

Rhythm: The Beatles Rock Band, LEGO Rock Band, Rock Band 3

Platformers: Splosion Man, Super Meat Boy, Trials HD

Action/Adventure: Brutal Legend, Banjo-Kazooie: Nuts & Bolts, Castlevania: Symphony of the Night, Conan, Enslaved: Odyssey to the West, Majin and the Forsaken Kingdom, Prince of Persia (2008), The Secret of Monkey Island

Open World: Bully, Grand Theft Auto IV, Red Dead Redemption, The Saboteur, Saints Row 2
Strategy: Halo Wars

Driving: Burnout Paradise

As always, classification can be a tricky proposition. The heart of the matter was that there were thirty-six games in total, each a good game in its own way, unplayed and shoved further down the pile each time I get a new game.

My original was ambitious. I had aimed to complete at least one retail and one downloadable game a month, which would have cleared most of the backlog. Here’s the original plan:

January 2011: Vanquish, Super Meat Boy, Battlefield: Bad Company 2-Vietnam
February: Alan Wake, Splosion Man, Enslaved: Odyssey to the West
March: Dead Space, Halo Wars, Wolfenstein
April: Singularity, Conan
May: Metro 2033, Castlevania: Symphony of the Night
June: The Elder Scrolls IV: Oblivion, LEGO Rock Band, The Beatles Rock Band
July: Fable II, Penny Arcade Adventures 1 and 2
August: Prince of Persia, Alpha Protocol
September: Mass Effect, Modern Warfare 2 (Veteran difficulty)
October: Saints Row 2, Call of Duty 4 (Veteran difficulty)
November: Bully: Scholarship Edition, The Secret of Monkey Island
December: Grand Theft Auto IV, Trials HD

While drafting this schedule, I clearly neglected a couple of essential factors, like work, family, and sleep. Here are the games from this I’ve completed thus far: Vanquish, Battlefield: Bad Company 2-Vietnam.

The aim of this column is to explore what happened to derail my quest so badly, some of the lessons I’ve learned about being a full time dad and part time gamer, the gaming communities I’ve encountered, and how I can salvage the rest of this year to complete some more games.

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SI #329–Co-Op Critics: Mass Effect 1&2 Show Notes

Hi All,

We’ve posted the latest episode of Co-Op Critics, which focuses on one of our favortie series of all time, Mass Effect. We also have a bunch of links for you to check out as you listen to the episode:

Mass Effect 1 Trailer
http://www.youtube.com/watch?v=yqJuJTIus7U&feature=related

Brian’s Interview with Mass Effect writer Drew Kapyshyn (scroll down to the bottom of the page)
http://www.secretidentitypodcast.com/2008-interviews-archives.html

Brian’s Inter view with Mass Effect 2 writer Mac Walters & artist Omar Francia on the ME: Redemption comic:
http://www.comicbookresources.com/?page=article&id=24300

Mass Effect 2 Trailer:
http://www.youtube.com/watch?v=Y2O-0-fQOOs&feature=related

Mass Effect 3 Trailer:
http://www.youtube.com/watch?v=BnEej1RfqTs&feature=fvwrel

For more on the Mass Effect series, head over to www.masseffect.com.

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SI #318–Co-Op Critics: Bulletstorm Show Notes

We wanted to repost the show notes from our first segment on Bulletstorm, just in case anyone didn’t cath them over at www.secretidentitypodcast.com.  Without furhter ado:

The Bulletstorm launch trailer: http://www.youtube.com/watch?v=gjNEKnifT5M

A video showcasing Bulletstorm’s skill-based gameplay: http://www.youtube.com/watch?v=Xdk0auH5dVI

An interview that Brian did with Rick Remender, who wrote the story for the game: http://www.comicbookresources.com/?page=article&id=27404

Fore more info on Bulletstorm, you can head to the game’s official site www.bulletstorm.com.

Enjoy!–Brian and Dan