I’ve been a huge fan of the Mass Effect series ever since 2 arrived
on PlayStation 3 in 2011; with its deep world, imaginative and detailed
characters and ever-refined action, it has become one trilogy which I always go
back to despite playing it several times to completion. But of course every
game has its irritating moments and now it’s time for the controversial third
game to go under the microscope. Before you ask me in the comments, no I’m not
talking about the ending or any of its story components. I like to think that
we all moved on from that debacle years ago; it’s better to put that to rest.
For now, here are five niggling things in Mass Effect 3.
1. A lack of new gameplay scenarios
As the final act of the trilogy, a lot of focus was placed on
the ending to Commander Shepherd’s story and the more action focused gameplay
in marketing. In and amongst the enormous hype that built up, long-term fans
were concerned that Bioware wasn’t adding very much to switch up the overall
gameplay. Upon the game’s release in 2012, this section of the fanbase was met
with a fair bit of disappointment and so was I after playing through the game
multiple times. While the game itself is still really enjoyable and the new
refinements such as evasive rolls add new tactics to combat, I can’t help but wish
Bioware had been more ambitious; if they had been given more time to develop
the game, they could have come up with some awesome ideas. Space combat anyone?
There’s plenty of it in Mass Effect 3 that’s restricted to cut-scenes; rather
than getting a game over, the Normandy could instead enter a 3D environment to
take on the Reaper ships which may or may not succeed depending on the upgrades
you purchased for the ship. Other gameplay traits have been ironed out in a bid
to appeal to a wider audience; as strange as it may sound, I miss the hacking
mini-games in Mass Effect 2. These could have been given more urgency; what if
you took control of EDI for a short duration and had to break into secure
systems, only this time with enemy forces attempting to stop you. Mass Effect 3’s
action focused gameplay was a blast to play, but for the next game Bioware
should work to better balance this with some solid RPG systems.
2. A general sloppiness to the multiplayer
Say what you will about Mass Effect 3’s multiplayer being a
complete grind; the chance to play as the new characters and races were motivating
enough for me to plough through the mostly samey horde mode matches. My issue
lies with the little things that make multiplayer rather irksome at times. Connection
problems often occur, more so when I’m joining, rather than hosting a match; I’m
not sure whether this is down to net code, peer-to-peer servers (when players
share in-game resources) or personal connection but it can interfere with a
game, especially on higher difficulties. The issue of kill-steals is also
bothersome as well; the balance of weapon damage and time-to-kill could be
polished up, giving the kill to the player who dealt the most damage. Lastly
there’s the issue of waiting for other players which messes with the menu
system. Once a match has concluded, you’ll often have to wait a few moments for
all the players to return to the lobby; this can cause you to completely skip
over an opportunity to assign skill points if the lobby enters into another
match. In the end, Mass Effect 3’s multiplayer is a good first try, but I’m hoping
that Bioware has the time and resources to polish it up for the next game in
the series.
3. Diana Allers (aka Jessica Chobot)
It was pretty questionable for many fans and it’s
questionable for me as well; just what was Jessica Chobot doing in Mass Effect
3? Why does her character model look nowhere near as detailed as any of the
others? These questions and many others have never been answered three years
on; I’ve never had anything against her personally, but her inclusion in
Bioware’s RPG series left me scratching my head. True, players do have the option
to allow her to contribute to the war assets by carrying out interviews but
honestly, she’s probably the most underdeveloped character in the entire series
thus far. I would have rather had Emily Wong, who is nowhere to be found in
Mass Effect 3, despite having a presence in the previous games.
Mass Effect 3:
Vindicated, a brilliant and incredibly comprehensive document that redesigns
many aspects of Mass Effect 3 (Take a look at it here: http://www.scribd.com/doc/200900804/MassEffect3Vindication-v1-1-16-14-GerryPugliese)
has proven that minor characters such as Khalisah Bint Sinan al-Jilani can be integrated
quite well into the overall narrative, so why not replace Allers with Emily
Wong? It would make for an interesting moral choice; do you go with Wong
(Paragon), a reporter who would stick to the facts? Or do you choose Khalisah
(Renegade), a tabloid journalist who would definitely do much to make an evil
Commander Shepherd look better in the eyes of galactic society? I believe it
would go a long way towards maintaining the player’s immersion in the world,
rather than random real world individuals intruding into it.
4. The war assets and their basic purpose
Over the course of Mass Effect 3’s campaign, you’ll be collecting
war assets by scanning planets and of course, making tough choices over which
races to support; these all carry numeric values which feed into effective military
strength (EMS) and in turn this determines the ending you’ll get. But outside
feeding into your effective military strength, what exactly do these
collectables do? Disappointingly, they really don’t factor into much else; all
they are at the end of the day is static images with point totals that don’t
really offer much incentive for collection besides getting the best ending. If
Bioware had been given more time to develop Mass Effect 3, the war assets could
have played a far greater role. Imagine if you were charting a course through
No Man’s Land in the final mission and came across an obstacle; what if a
military asset such as the Volus bombers could be commanded to fly in and clear
it out at the risk of losing it? The same could also go for the space battles
mentioned earlier; if the Normandy is overwhelmed by the Reapers in one system
then a fleet could be called in at the risk of it suffering damage to its point
value. That would make the missions far more open-ended and dynamic in the way
the war assets may or may not survive certain encounters depending on the
readiness rating and EMS. It would take a lot of programming and some really
creative minds to make something like this work in Mass Effect, but it could
really change and expand the series.
5. A knock on technical presentation
Mass Effect 2 was an incredibly polished title; aside from an
annoying save bug (which was remedied with a patch) and a few stiff animations,
the game rarely booted you out of its absorbing world and story. So what
happened with Mass Effect 3? The technical presentation, at least on the
PlayStation 3 version took a big step back from its predecessor. There are many
instances where the game pauses for a brief moment to load, character models
take longer to load in and the loading screens are more widespread and less
aesthetically ambitious. While the technical issues aren’t as bad as those in
Mass Effect 1, it is a noticeable drop in polish; the game even crashed on
several occasions, most notably the end of the Cerberus Coup and the final
stretch of Cronos Station. Again, this is down to development time; Electronic
Arts gave Bioware two years to develop the game, as opposed to three for Mass
Effect 2 and this left little time to iron out the remaining technical issues.
Here’s hoping the same mistake isn’t repeated for Mass Effect 4.
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