Monday, July 15, 2013
Hard Work
It's another slight break for me. I had hoped to put up more about M2E - there's a lot going on with the project and I've been having a ton of fun playing the game, but sometimes life just gets in the way. And this time, it's in the form of my son.
James Vete, born June 28th.
He's been quite a handful for me. I had been hoping while I was at home from work helping to get him under control, I'd have time to post or work on other things. All my friends who were parents before just laughed at me. I understand why now.
Since his birth, I've gotten only two games in (thanks Dan for giving me a few hours away from the house). Gaming, as you can imagine, is a bit of a lull.
But where miniatures has fallen, I do find that I have more time for computer games. Slaz introduced me to the Steam Summer Sale (something I curse his name to eternity for). Bioshock was discounted 50% for a while, so I picked that up. Also got the Walking Dead game which I've heard good things about. And another game, Anno 2070, which seems kinda like a Sim City type game. The bonus of that one: it's quiet and I can play it with one hand, so holding James doesn't get in the way of that one.
Also been catching up a little on some TV shows. Almost caught up on Falling Skies and Continuum. Started watching Justified.
But most of my time is taken up with James. Hopefully I will have something more to report soon.
Thursday, June 20, 2013
Malifaux M2E: Masters I've Played
So after playing for a while, I have been trying to figure out who my favorite master is in M2E. The biggest problem is that I haven’t played every master with its most current rules, so some of these guys will be based on my feeling of their playstyle in previous incarnations. Weekly updates to the rules are fantastic, but they reset me back to zero every week!
So here are the masters I feel I’ve seen enough to be
able to make an informed opinion on.
There are a few others that I have played only once that I didn’t feel
like I got a great feel for, so they didn’t make the list.
Jakob Lynch – I
had a boatload of fun playing this guy when I had him on the table, except when
it came to the Brilliance aspect of him (which seems pretty high on importance
to him, but I always liked his card-sharking abilities more). He feels like he’s improved in his ability to
manipulate cards, but stepped back in his ability to keep off Brilliance. Usually I’m only getting one or two models
with Brilliance out there, which is plenty for his 52 Card Pickup auto-damage
at the end of the turn.
Lady Justice –
It’s been a while since I had her on the table, but she seems very reminiscent to
how she was in the past. You don’t want
to be near her, or she will take the sword in her hands and chop you in
half. There might have been a missed
opportunity to play her up as the inspiring figure that commands from the
lead. The figure that other Guild
fighters would follow to their deaths.
She can get some of that with her upgrades, but I would have liked to
see that come out much more.
Perdita – Gone
is the Alpha Strike (thankfully). Here
are the days where the Family members actually seem useful. I rarely played Perdita in v1, but I remember
being happy when I saw any of the Family on the board against me. Nino and Santiago were the most common ones,
and despite people trying to use them well (Guardian on Santiago was one of my
favorite huge point sinks to see across from the table) I never found a problem
taking them down. Now the Family feels
like it should, supporting each other.
Perdita’s gotten a new life in my book.
Lilith – What
a change! I know it’s not the most
popular change out there, but Lilith went from being a fast melee machine with
a little bit of control to a control master with a melee punch to back it
up. Her spells, especially the ones on
her upgrades, are top notch. And unlike
most other control masters, she’s no slouch when you reach her either. Rather than being an in-your-face master, she’s
become a gorilla warfare master. Unlike
Marcus who leaps out and smacks you around then fades away, Lilith and her crew
grab you and yank you away from your supports and pounce on you that way.
Zoraida – The
unquestioned Queen from v1 – how did she fare in her move to M2E? Her Voodoo Dolls are no longer the annoying “If
she has LOS to you, you’re screwed” piece they were and actually feel a lot
more dynamic to me than they used to.
Maybe not in what they do themselves, but in how you use them. Yanking on them, putting out Conditions,
hitting them, etc. There’s a lot more to
do to a Voodoo Doll’s target, even if
there’s less to do with a Voodoo
Doll. She’s also got one of my favorite
upgrades in Crystal Ball. But she’s lost
a lot of her former speed.
Pandora – One
of my least favorite models in v1 is back around in M2E, and she’s taken a big
power hit. Funny that to me, her big
power hit still leaves her looking pretty nice in the scheme of things. In the past, she would be played back about 8”
or so from the field and was really obnoxious with Crows. Now she’s got to be up in your face. I find I like having her about 3” from my
opponents, right in the thick of things.
Combine Candy in there and the crew is a boatload of fun.
Von Schill – The
Henchman-turned-Master shows his face. I
really liked Freikorps in v1 because they felt like the underdogs – a Henchman
(even if he was awesome) with a very limited crew selection trying to face down
the enemy. Here, new Von Schill feels…
honestly, a little boring to me. It
might be the lack of flavorful options available so far (Strongarm, Librarian,
Trapper… where are you!), but so far he seems pretty light on options. I do still love the idea of the well-oiled
merc group, so I’ll have to keep an eye on him in wave 2.
Seamus – Heh
heh heh. I love this guy’s changes. His flavor just felt like “big scary guy” in
v1, but in M2E, he’s picked up the mass murderer who can come out of the
shadows and drag you back into the alley.
You’ll never find him. His
upgrades really help make the master flavorful.
You can take him in several different directions. A huge improvement over his v1 version.
McMourning – Of
all the guys on the list, he’s probably one of the most changed (I’d argue
Lilith is probably second most). Gone
are body parts, here to stay is poison.
His summoning is a bit different – both harder and easier to pull
off. He doesn’t need the card anymore,
but he does need a bit of help with getting the Poison out there. Scalpel Sling was taken away – one of my
favorite v1 abilities for him – but was replaced with some fantastic other tech
for him. Overall, happy with his new
tricks too.
So which of these masters make the top of my list? Right away I can remove Von Schill and Lady
Justice. They’re fun to play, but not
when compared with some of the other tricks I can try with other masters. Perdita and Jakob fall off next leaving me
with the three Neverborn and two Resser masters. So my top five:
Number 5: McMourning
I am really enjoying him, and I’m hoping my enjoyment
working with him will increase the more I get the hang of the Scheme
Markers. They’ve been a great new tool
in the game and I know there’s a lot more I could be doing with them that I’m
just not yet.
Number 4: Zoraida
It saddens me that she’s this far down the list, but I’ve
been finding it a little challenging to feel like I’m getting the most out of
her. Of course, when I first started
playing v1, I didn’t really get all of her tricks yet either. She’s not firing on all cylinders yet. Nearly every game I play with her, I feel
like I could have done better by doing something else. Lots of depth there – just gotta puzzle it
all out.
Number 3: Seamus
His Back Alley alone is making me love this model. More than any other master, I feel like he’s
hitting his fluff perfectly. The image
of him popping out from behind a building that you thought no one was in and
stabbing someone with his knife and then dragging the body away never to be
seen again always jumps through my mind when I’m playing him.
Number 2: Pandora
I’m actually a little surprised she’s as high as she is
on my list given how much I disliked her in v1.
I don’t feel as invulnerable with her anymore, and I have to be much
closer to the action than I used to. But
Neverborn has a fair number of ways to punish models for being up close. She provides a lot of control, and I do love
control.
Number 1: Lilith
Speaking of control, Lilith has become my favorite master
to play so far. Being able to sneak
around and harpoon models into melee with my beaters and then wreck them makes
me smile. Nephilim have a lot of pushes
and movement tricks to them, and Lilith has plenty of those to spare. Nothing is safe from her. She gives the perfect vehicle to set up traps
for your opponent’s models, and that’s one thing I’ve always enjoyed in games.
Now to be sure, this will all change before too
long. Heck, I’m clicking “post” and
already rethinking them. But for now, I’ll
stick to this list.
What about you all?
What masters have you been enjoying in M2E and why?
Friday, June 7, 2013
Malifaux M2E - Privateer Press and Wyrd Open Beta Experiences
I haven’t been shy about my gaming history. For miniatures games, it’s actually been
pretty light on different systems. I got
into miniatures well after most of my other gaming, and the first game I played
a lot of was Warmachine. The second game
I played a lot of was Malifaux.
I was around both games when they went through a major
edition shift. I was thinking back to my
days at the Privateer Press world.
Warmachine
I played a lot of Warmachine – usually hitting up the
game store once a week or more to get a few games in. I started my Cygnar when Escalation came
around and played through into Mark 2.
There were a lot of issues with the rules – none that made the game impossible
to play, but certainly fiddly ones that made the game a little off if you
didn’t keep up with the rule changes on the forums. These rules problems didn’t come up every
game, but they came up frequently enough.
Mark 2’s open beta came up and I gave the game a good
go. I tested, enjoyed what I was testing
a bit, but I didn’t quite feel like the game was what I enjoyed playing. It all felt a bit off. The game size was increasing drastically, and
what I enjoyed in Cygnar – playing a melee-based army – was becoming less viable.
I ended up leaving the game behind shortly after
Warmachine Mark 2 was officially launched and drifted for a while before
finding my next miniatures game.
Malifaux
I ended up picking up Malifaux probably six months after
it was launched at GenCon. I played
through with Neverborn through the first couple books, then spread into Ressers
when I saw Avatar Seamus in the third book, and picked up Guild with the
arrival of McHammish in the fourth book.
I love Classic Malifaux, but I also recognize there were
certainly places the game could be polished. Playing casually was okay, but every few games
you’d run into a rules interaction that required a lot of head-scratching or a
run to the rules forum to determine.
Sometimes those expanded into questions about “Attack” versus “attack”
or “Damage” versus “Wounds”.
When M2E was announced, I had a number of thoughts of
what I’d like to see changed. When I got
my first chance to see it, a lot more had changed than I expected. Similar to my reaction with Warmachine, I was
initially put off by all the changes. I
don’t like a lot of change personally. I
had immediate flashbacks to how I went through the Warmachine Mark 2 test and
the end results. I prepared myself for
the worst.
But my experiences with Warmachine had also helped to
prepare me mentally for the changes. I
had been through the loss of a game that I considered my primary game before,
and come out okay at the other end.
Second Generation Awesome Dan once called me pessimistic because I said
that I expected there would be a time where I didn’t play Malifaux
anymore. The same thing had happened
with Warmachine, after all. Through that
lens, it was easier to deal with.
Add to that the fact that Wyrd was giving me an
opportunity to influence how the game would end up. I made a deal with myself: I would not drop
out of the playtesting until it was done.
I would endure the bad parts of the game and work to make them
better. I would put in more effort to
put the game on what I felt was the right track now because it could influence
the game for an entire new edition.
After all, I reasoned, if I dropped out of playtesting, or if I
complained loudly but without substance, I had only myself to blame if the game
did not come out well at the end of the tunnel.
Wyrd was giving me the opportunity to make recommendations. Wyrd had demonstrated they would listen to
us. If at release the game was still not
something I wanted to play, I would leave it behind and move on to the next
game. But if they moved it to something
I enjoyed, I would have (at least in my mind) made the game into something I would
enjoy for years to come.
With that philosophy, I went back into the game and
tested the heck out of it. Some things
worked. Some didn’t. Sometimes they listened to me. Sometimes they ignored me. Sometimes I was on the majority side clamoring
for a change or to maintain the status quo.
Sometimes I felt like a lone voice.
But whatever came up, I tried to remove all emotion from the post and
present a sound and logical rational for the issue.
And you know what?
The game did change. Slowly at
first, but every iteration moved the game closer and closer to a system that I
enjoy to the point where now I have a hard time finding a compelling reason
(other than all the models not being available yet… an issue to be resolved
before the year is out) to go back to v1.
Things could still prove to come out wrong at the end, I
fully recognize that. I’m still holding
myself to the same deal I made when I was on the other end of the “excitement
for M2E” spectrum. I will not make my
final decision until I see the final product.
But the way things are looking right now, I’m quite excited for the
release at GenCon.
To those who are disappointed in M2E, I am not
discounting your opinions. If my
experiences with WM gave me any lesson, it’s this: every game is not for every
player. I immensely enjoyed the first
version of Warmachine. I did not enjoy
the second one. But I can’t with a
straight-face say it’s a bad system. If
anything, I have a hard time arguing that it’s not a better system now than it
was before. The game is more popular
than it ever has been. But at the same
time, it’s not the game for me anymore.
M2E is still in a stage where it can change. If you do not like something about the game,
now is the time to try to make changes.
Already with the first wave of changes in open beta, a lot has seen
adjustment. It’s clear they are
listening to us. Take heart in that.
But if the game ends up being something that you don’t
want to play anymore on the other end of release, that’s okay too. I don’t look back at Warmachine with anger
for them changing the game. I remember
the years of enjoyment I got out of it when I was playing. I hope that people who leave Malifaux after
v1 will look back the same way.
Thursday, June 6, 2013
Malifaux M2E - Thoughts on the Core Rules
Malifaux 2nd edition (M2E) has been released to the
public. I figured I’d give some of my
thoughts on it. It seems the thing to do
these days.
Before I start, I want to give you a little
background. I was in the beta test. I know for some people that means an
immediate dismissal of my opinions, and that’s fine. I’m just a guy typing words into a computer –
my opinion should always be taken with a grain of salt. (Though if you want the correct opinion, just
follow my lead.)
When I first saw M2E, I remember having a number of
feelings, most of them pretty negative.
Early on, I actually put up a long post about how I felt the game had
lost everything that made me enjoy Malifaux.
I didn’t enjoy the models, I didn’t enjoy the strategies, and I thought
the rules were clunky.
In the months since then, my opinion has completely
shifted to the point where even if I cannot be sure whether I will enjoy M2E as
much as I did v1, I can say with certainty that I think the new core rules are
better.
I have a lot to say about the game, but I thought a good
place to start was for me to evaluate what I wanted to see change (as seen back
in this post) and how that compared with what did end
up changing after all.
Drain Souls
What I wanted: I wanted this to remain in the game but
changed in such a way that when it was used, models could still get points for
strategies and schemes.
What happened: It is gone. Flat out gone. No need to worry about odd rules interactions
because they don’t exist anymore.
Result: I am
happy with this change. I would have
preferred keeping it but changing how it works, but eliminating it entirely
removes the headache forever.
Strategies /
Schemes
What I wanted: I wanted them reworked – there were a
number of issues with them. Repeated
schemes. They favored speed over
others. Too many kill strategies and
schemes. A few schemes that were
impossible to stop. And faction schemes
that were imbalanced (Archanist and Neverborn, mostly). I wanted all of this fixed.
What happened: They certainly did get reworked, more
than I was expecting. Schemes are more
important. Scheme pools. Scheme markers. No more faction schemes at all. Time will tell whether I end up thinking
there’s more variation in the schemes, but it’s looking pretty positive to me.
Result: Improvement across the board.
Terrifying /
Non-Living Models
What I wanted: I wanted the result of terrifying to be
weakened and the amount of terrifying to increase, essentially.
What happened: Basically exactly that. Fall back was removed and Terrifying either
ends your current activation (if you’re in the middle of your activation) or
gives you Paralyze (if it happens outside your activation). Also, Terrifying picks a certain type of
model to work against.
Result: Hit right on what I wanted.
Pre-measuring
What I wanted: Pre-measuring.
What happened: Pre-measuring.
Result: Flat out success.
Loaded Keywords
What I wanted: There were a lot of similar rules that
all piled around. Fly and Float. Pitiful, Harmless and Irrisistable. Arachnid, Shambling and Scout. I wanted them all combined so the bits about
why one was better than another in what situation was removed.
What happened: Pretty much exactly that. Most similar rules got combined together.
Result: Success.
Clean Up Confusing
Rules
What I wanted: A lot of the confusing rules were annoying to
deal with. Towards and Directly
Towards. Calculating range when height
was involved. A big one I missed in my
first write-up was Effects – what are they. Capital-A Attack versus lower-case-a attack.
What happened: Some of these were addressed. Effects got changed to Conditions, which was
a fantastic shift. Line of Sight I know
is still a little wonky. There is still
some room for improvement here, but they feel clearer to me now than v1
did. Whether a few years of kicking the
tires is going to shake out more weird rules interactions or not only time can
tell. I tend to think there will be, but
that’s only because I have yet to find a game that doesn’t end up with some
weirdness after any given length of time.
Result: Partial success, but still room to improve.
So there we have it.
So far it’s actually looking pretty solid compared with my initial hopes
for the game. I was trying to pin down
why I liked the game so much, and being able to look back at a recorded set of
issues I had with the game and see how many of them were specifically addressed
with the new edition, I guess it makes a lot of sense.
And that’s not even getting into the changes that happened
that I wasn’t actually looking for.
Upgrades –
Okay, now this one I’m actually not completely on board with. Conceptually I can see the plan, but all
things being equal, I would rather play a game without Upgrades than with. They just don’t fit my style as well. But if they’re the major disappointment to me
from M2E, I’ll call that a good day.
Scheme Markers – Now
these are fantastic. I love this
idea. It makes schemes feel much more
dynamic to me. Making a standard
interact to work with all schemes means that schemes can be achieved while
still keeping them hidden. You can
achieve a scheme while your opponent doesn’t know what you’re doing. You can lay traps for your opponent with them
by either encouraging him to go after them or by making it look like you’re
doing one thing to pull him out of position while you move off to do something
else. Overall, a fantastic change and
probably my second favorite in the new version.
Scheme Pool –
I did not like this at all when I first saw it.
I thought it was over-complicated, useless, and severely limited my
ability to play the game I wanted to play.
Then I used the scheme pool for a half dozen games or so. Now I love it. With 19 schemes available, if I had full
choice of all schemes, I would easily slip back into the v1 pattern of “choose
two of these five schemes I know how to do very well every game”. Now I can’t.
The schemes I might know well may not be available for every game. It keeps the missions feeling fresh and
varied.
Soulstones –
This is a change that I can understand the two sides. I love that soulstones have more uses but are
weaker than they used to be. In the past,
they turned your master into an amazing beast that could do what it wanted to
any non-soulstone users. Now, not so
much anymore. Soulstone users still have
some real solid benefits with auto-suits and with prevention flips, but they
can’t get to the point where they’re automatically succeeding at what they
want.
One other thing about soulstones I disliked from v1 was
when you sent a soulstone user at another soulstone user. Both players would generally have the cheat,
and then both would spend a soulstone, and the entire duel came down to who
flipped better on the random single card.
Now that’s gone, and the emphasis is on who has the higher cheat and
stat. The way I think it should be.
Five-turn Limit – This
came across to me the same way the Scheme Pool initially did. And then something crazy happened. I played with the five-turn limit and the
game actually felt okay. I tried it again
and strangely, I liked it. I played
again and again and again and soon I came to the realization that it wasn’t a
fluke. I loved five-turn games. So much, in fact, that I wish v1 had only
been five turns. This is, hands down, my
favorite change to the v2 core rules.
Why do I like five-turn games? In v1, my games often went like this: I would
move out, ambush and kill all my opponents’ models, then grab my schemes and/or
strategy. I would usually be able to
wipe out most of my opponents’ crew by turn 4 or so, so that gave me 2 turns to
collect my points. Piece of cake.
Now if I try that, I am killing my opponent’s crew by
turn 4 or so, and I run out of time to collect my points. I’ve played games where one person went
all-out for their points and the other went for killing, then tried to grab
their points, and they lost because they ran out of time. One of the things I’ve seen pointed to as a
reason why Malifaux was so cool – that you could win a game while still being
wiped out – is now more feasible. I
think I had done that maybe a handful of times in v1. In v2, if you play smart and grab your VPs as
fast as possible, you can do that more often when your opponent doesn’t try to
grab theirs.
So there we have it.
My first article on M2E. I’m certainly
a fan of the new version of Malifaux and am enjoying getting it out to the
larger audience. It took me a while to
get to the point where I could say that, but I think the game that’s out is a
very fine product, and now hopefully we’ll be able to get the balance of the
models to a solid state before it’s all locked down.
Thanks to everyone who is out there working hard at
testing the models. The best way to
learn the game is by playing it, and the best way to find the problems with it
is by putting them on the table. Not
once, not twice, but a lot. Hundreds
upon hundreds of games have already been played in the closed beta to get the
game where it is now. Let’s get
thousands more through these next weeks to get the game to an awesome product.
Tuesday, May 28, 2013
Mass Effect Playthrough: Part Four (The End)
I finally finished playing through Mass Effect 3 (for the second time). I already knew that the ending of the game had some issues, so there was not the big let-down that there was the first time. Though to be honest, I did not have nearly the same rage against the end of the game that most seemed to. I felt like Mass Effect 3 was, on the whole, a success, even the first time through. I played for over 30 hours on the game. If the last twenty minutes were subpar but the rest of the game was really good, I called it a success.
Note: there will be a lot of spoilers below. Read on at your own risk.
CHOICES IN MASS
EFFECT 3
So what did I decide to end up doing? There were a lot of big choices.
The Genophage – I was working with Wrex, having seen him survive the previous two games. He was one of those characters I did not grow incredibly close to in the first game, but always wished I knew more about. He was a tough character – stubborn (like my Shepard). I liked seeing the two of them butt heads. I didn’t really want it to happen, but I knew there was no way we would both get what we wanted. He wanted the Genophage cured. I wanted peace in the galaxy after the war. The Krogan were not going to be that peace.
Heck, even when Mordin arrived to try to cure them,
almost every Krogan wanted to kill him.
Eve and Wrex talked them down, but it would be nigh impossible for the
two of them to hold back the entire species from trying to wage war. Once I found out that Eve was dead too by the
end of the mission, I knew the Krogan could not be allowed to repopulate.
I tried to delay Mordin, but he saw through my
attempts. I have to say when he turned
around and shouted that he wanted to cure the genophage because he had made a
mistake, I got chills. A fantastic
revelation for the character.
Unfortunately, I was trying to do something bigger. I needed to save all life, not just
Krogan. I tried talking Mordin down, he
refused, and I shot him in the back.
Made me feel about the worst person in the galaxy at that point. I hated seeing him try to crawl to the
console to release the cure. Shepard
tossing her gun away after shooting Mordin was just about exactly how I felt.
The Quarians and
the Geth – I knew this was coming and was dreading it from the
beginning. The friggin Quarians are
dumb. Every time I feel a little bit of
sympathy for them, they go about trying to bring about their deaths faster
again. They attacked the Geth at every
turn, and then came crawling back to me again to try to save them.
Once the Geth were freed from the Reaper, I was given the choice of letting Legion upload the upgrades to the rest of the Geth (and give them the ability to overwhelm the Quarians) or leave them to die. To me it was not much of a choice. At every turn I had argued that the Quarians should not be following this path. The Geth had tried peace with the Quarians several times only to be attacked each one. I was done with it – the Geth had as much a right to live as the Quarians. They had tools – let them use them.
Fortunately I was given the chance to say pretty much
exactly that to the Quarians. “I’m done
trying to save you. If you don’t stand
down in 30 seconds, your ships will be blown out of the stars.” The Quarians finally listened and sought
peace. Seeing the Geth and Quarians work
together at last made me quite happy.
The End – I have
to say, I liked the new scenes added in to the end. Being able to say goodbye to Liara (who I
ended up choosing this game over Garrus) was touching. The extra conversation pieces with the kid at
the end were fun to explore (especially in light of the Leviathan DLC).
The first time I had played through this game, I went
with the Destroy option. It felt the
most in-line with what I had done up to that point. I couldn’t justify spending so much time
working towards the death of the Reapers only to give in at the end. I couldn’t take Control because I had just
argued with the Illusive Man that it was a bad choice. And Synthesis just did not feel right to me.
This time through, after a lot of conversation, I ended
up going with Synthesis.
Sadly, there’s not much to really say about the ending. While I had a lot of emotion during the part
with Mordin (disgust at myself, desperation to keep the Krogan in check) and in
dealing with the Geth (anger at the Quarians, defensiveness for the Geth), I
didn’t have nearly as much in the end of the game as a whole. I had already said my goodbyes to the
characters and come to terms with the fact I was probably going to die. I was confused to see that the Krogan started
repopulating anyway (so… what was the point of all that?), but it was nice to
hear EDI’s voice-over end with “Because of Shepard, I am alive.” A nice touch.
CARRYOVERS FROM
OTHER MASS EFFECT GAMES
There were a lot of choices that moved from the first
game to the second and then the third. I
was surprised at how much actually impacted the future. There were some big events – like not killing
Wrex in the first game. Keeping my crew
alive during the suicide run led directly to a lot of them returning in the
third game.
But there were also minor changes that happened. For example, in the first game, I played
through a bunch of the minor missions.
One took me to Luna where there was a rouge AI. In the second game, when I first met EDI,
there was an extra line of dialogue that talked about how I was untrusting of
AI, partially because of the rouge I fought against in the first game. I thought that was a nice touch but didn’t
think much of it.
Then, in the third game, I was rewarded with a full
couple-minute scene with EDI where she revealed to me that she was, in fact,
that same AI from Luna I had fought with before. She explained that was when she first “woke
up” and that it was a particularly confusing time for her. It was a nice add-in and felt like it was
helping to bring pieces of the story full-circle.
That’s one of the things I liked most about this
playthrough. I found the green-skinned
Asari because I helped her on the plant-world in the past. The Rachni sent someone to speak with me in
ME2 because I had saved her in ME1.
Convincing Miranda to speak with her sister in the second game led to
different interactions between them in the third game. Everything built on itself.
DOWNLOADABLE
CONTENT
In order to prepare for my trip through Mass Effect 3, I
downloaded all the extra missions I could.
Since this might be my last playthrough (though I am already thinking
about going again down the line), I wanted the full experience.
Omega – Of the three Mass Effect 3 missions, the Omega
one was certainly the worst. Which, to
me, says a lot, since it was still a significant addition to the game and felt
fun. I was disappointed that I could not
take my team with me, though, and overall the missions felt a bit more hollow
than the rest of ME3. I enjoyed it, but
mostly because I enjoyed any time I could play Shepard. It didn’t really add much to the story.
Leviathan – This one, on the other hand, provided a ton of great stuff. It slid straight into the overall plot and added a lot of answers to the mystery. It took us to some pretty creepy locations (heading to the place where you first started sussing out Leviathan where all the people seemed eerily calm, or the floating ship in the massive ocean), but also stuck is in some real boring spots too (the place we sought out the scientist’s daughter). The end conversation was fantastic and added a lot to the mythology.
Citadel – I can’t say enough good things about this
piece. Getting to see all the characters
again in a light-hearted, self-referential mission was fantastic. My favorite parts were certainly when Shepard
used Joker as bait at the beginning and he figured it out, and when Shepard was
finally captured by evilShepard and stuck in the airtight vault. The most important thing to Shepard at that
point was making sure people agreed with her that she sounded better than
evilShepard. A top-notch “epilogue” to
the story, and a great chance to see everyone again.
INDOCTRINATION
THEORY
After the game ended, I went back to read more about the
Indoctrination Theory. I haven’t gone
through everything yet (some of these videos are almost two hours long!) but I
intend to watch more. I have to say, I
think some of what it’s suggesting is pretty compelling, and I do not think
that the extra material in the ending completely closes the door on it. At the same time, there’s obviously nothing
in the game that completely points to it.
There’s just a lot of circumstantial evidence that if it’s lined up
right leads to the idea of Indoctrination.
I think I’m okay with the ending being ambiguous like
that. I know some people will say with
complete certainty that the Indoctrination Theory is wrong. Others will say with complete certainty that
it is right. Bioware hasn’t weighed in
on it. Yet. Maybe they will some day.
But for now, I think I prefer thinking of the
Indoctrination Theory as true. It does
leave some rather big holes (like: what happens in the end, then? If Destroying the Reapers was just in his
mind, doesn’t that mean they’re still out there?), but I always prefer games
that are a psychological mind-twist to those that come out straight-forward.
So there we have it. My trip through Mass Effect is over for now. I had a great time doing it, and while my intention started off that this would be my last journey through the Mass Effect world, I may well start back up again sometime in the future. Can’t close the door on all this yet.
But what’s in the future for me? I had considered starting up Fallout 3
again. I always liked that game. Or I heard that Dishonored had a new set of
missions that you could play. But Dan is
whispering in my ear that I should give the new Bioshock game a try. That might be the next playthrough. Whatever it ends up being, be sure that I’ll
be writing about it here.
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