Mass Effect: Looking Back

You may recall I mentioned that I was following my overdue completion of the original Mass Effect by playing through the rest of the trilogy in order while making different choices. I’ve now completed the Great ME Play-through, and I’ve decided to do one more post to sum up my remaining thoughts on the series.

Choices:

Ilos in Mass EffectI’m not going to go through my feelings on every major choice within the story — I’d be here all day — but there are a few that I’ve only gained a full appreciation for after playing through the series more than once.

One is whether to save Ashley or Kaidan. I’d always gone with Ashley, so I had no experience with Kaidan until I played the original and decided to keep him alive for the subsequent games.

But as much as I tried to keep an open mind about Mr. Alenko, I think I prefer Ashley. Kaidan’s a very likable guy — but that’s the problem. He has the same problem that Jacob and Liara do, albeit to a less obnoxious degree: He seems to have been designed to be a romance choice first and a person second.

Kaidan just doesn’t have any flaws. He’s the perfect noble romantic. I tend to prefer characters that are very likable, perhaps unrealistically so, but after a while, Kaidan just feels like an ideal created for female fans (and 10% of the male fans) to drool over.

Ashley, on the other hand, is a bit more rough around the edges, but ultimately more endearing. She’s angry, rigid, and borderline racist, but that’s just a nice balance for her courage, loyalty, and sense of honour. She’s likable, but she also feels like a real person.

A tense stand-off during Miranda's loyalty mission in Mass Effect 2I like both options, but Ashley just makes for a more interesting story. That said, it’s a win on Bioware’s part that I wish I could keep both alive.

The other choice that seemed to have a really interesting impact on the story is whether to kill or spare Wrex, though that’s not apparent until you get to third game.

I really didn’t like how the genophage story was handled in ME3 with Wrex alive. It was incredibly one-sided with Eve, Wrex, and Mordin all arguing for a cure, and no real argument being made for not curing the Krogan. It felt like a guilt trip, and although I think curing the Krogan is a really bad idea, I always picked it.

But this time around, I killed Wrex, and things got much more interesting.

Wreav is a psychopath. Giving him an infinite army of angry Krogan can’t possibly end well. The Salarians’ concerns seemed much more well-founded. It became a true dilemma.

On the one hand, we have Eve arguing for the good and potential within the Krogan. On the other, Wreav reminds us how dangerous the Krogan can be. Whether to dispense the cure becomes a very difficult choice, not a foregone conclusion.

The Illusive Man in Mass Effect 2And paradoxically, I found making the cure a less desirable choice made me more inclined to feel sympathy for the Krogan. When I actually had to think about the issue instead of swallowing the game’s predetermined choice, I found myself thinking the Krogan might deserve another chance after all.

This strengthens a belief I’ve had for a while that letting consumers draw their own conclusions about a story’s morality is better than just telling them what’s right or wrong.

Lasting complaints:

There are a few issues that bugged me all through the series, so I might as well get them off my chest.

One is the combat. I’ve said it before, but the gameplay feels like an afterthought in the Mass Effect series. It’s not bad, but it is incredibly forgettable and underdeveloped.

On this play-through, I came to the conclusion the problem isn’t the underlying design, but merely a lack of ambition. The fundamental system of combat is sound — at least after ME1 — but they never bothered to get creative with it.

Confronting Harbinger during the Arrival DLC in Mass Effect 2Every fight plays out the same way. There are hardly any unique enemies or bosses. There’s no random element. There are rarely any special mechanics to shake things up, and most of the ones that do exist don’t really make any difference. For example, the shockwaves in the Geth ship in ME3. The counter to the mechanic is to stay in cover, which is something you should always do anyway.

The handful of times they did bother to shake up the core mechanics — like the car chase on Ilium or the fight with Shadow Broker — the game actually got very fun. Even something as simple as the time limit while helping your crew member through the ducts on the Collector base made things infinitely more exciting.

Things could have been much more fun if they’d just tried a little harder.

Another thing I never quite got over was how bland most of the alien species are. This is a problem a lot of sci-fi has: The aliens aren’t cultures; they’re archetypes. There’s Angry, Chaotic Aliens; there’s Angry, Militaristic Aliens; there’s Brainy, Socially Awkward Aliens; there’s Sexy, Empathic Aliens…

I take particular issue with the Asari. As an entire species of adolescent sexual fantasies come to life, they’re nothing but shameless pandering. In another game, that might be tolerable, but considering how progressive most of Mass Effect is, stumbles like the Asari stick out like a sore thumb.

The only aliens who actually feel like people are the Quarians, and even they’re admittedly little more than a giant Battlestar Galactica homage.

The Reapers demolish Vancouver in Mass Effect 3Finally, while the ability to steer the story with your choices is Mass Effect’s greatest strength, it nonetheless falls flat on its face far too often. It’s far too easy to make the wrong choices simply because the consequences aren’t properly explained.

By far the most egregious example was picking your specialists for the attack on the Collector base at the end of ME2. It’s hard to figure out which choices are correct, but what’s worse is that it’s not even immediately clear that choices can be right or wrong.

When I first played that mission, my interpretation of the (incredibly vague) instructions was that certain roles would result in crewmember death, and I was simply choosing who lived and who died. There was nothing to indicate that your choice of squad member for each task mattered. As a result, I got most of my crew killed and had to do it over again so I wouldn’t have an empty ship in ME3.

I know a lot of “serious” gamers will sneer at me for wanting things dumbed down, but I will never accept obfuscating the player as good game design. Difficulty should like in overcoming challenges, not in understanding what the challenges are.

Final thoughts:

I may have many complaints about the Mass Effect series, and I don’t think it really achieved greatness until ME3, but don’t take that to mean it doesn’t enjoy a fond place in my heart.

The Normandy on approach to the CitadelThere is something indefinably special about the ME games that few others can equal. They suck you in, and I can now finally understand why people get so obsessive about them.

They may be flawed, but there’s nothing else quite like them, and they’re not games I’m likely to soon forget.

And I will say one thing: I think Mass Effect is good for the industry. I think it’s good that they’ve proven smart, story-driven, progressive games can be both artistically and financially successful.

What I’m really hoping to see is other game companies taking the best aspects of Mass Effect — rich character development, deep player involvement in the story, mature and progressive attitudes — and pairing them with deeper gameplay, better world-building, and a more lively game world.

TSW Solo Tips: My Builds + New Article

A few months back, I did a post with some tips on how to solo effectively in The Secret World. My helpful traffic chart shows this as one of my most popular posts, and in the time since I wrote it, my soloing skills have only improved, so I’ve decided to do another post of tips on how to solo the dark days.

This time, I’m going to get into the specifics of the builds I use. [This post has been updated to reflect changes made in patch 1.7.]

The best, Jerry:

My Dragon lookin' chill in SeoulFirstly, let’s talk about my Dragon’s soloing build, which uses blades, blood magic, and the quantum BRACE. I’ve been perfecting it for months, and it’s definitely the build I’ve had the most success with while soloing. I used to alter it slightly for nightmare missions, adding more survival skills, but I’m at the point now where I don’t even need to do that. I can handle multiple nightmare mobs at once without much difficulty and can walk the most dangerous areas of the game without fear.

The only exceptions are missions requiring very specific builds. For example, good luck beating the Fata Padurii without hinders, so I switch out my blood magic for elementalism for them.

Actives:

  • Forking Paths (Blade, outer ring: Point blank AoE builder that heals the player when hitting afflicted targets)
  • Clearing the Path (Blade, outer ring: Point blank AoE finisher with a 40% increased chance to penetrate afflicted targets)
  • Sling Blade (Blade, outer ring: Ranged attack on a short cooldown that causes enemies to be afflicted by a powerful DoT)
  • Bloodshot (Blood, outer ring: Single target finisher that does bonus damage to afflicted targets)
  • Turn the Tables (Upper miscellaneous ring: Self heal)
  • Martial discipline (Blade, inner ring: Defensive cooldown increasing chance for enemies to glance the player)
  • Four Seasons (Blade elite, outer ring: Channeled single target ranged attack that becomes more powerful with every hit, is guaranteed to penetrate, and impairs the target for three seconds at the completion of its channel)
  • Vector-Space (Quantum: Ranged attack that transforms into an AoE if used again on the same target)

Passives:

  • Breakdown (Chaos, outer ring: All attacks by blade/chaos/hammer skills apply exposed, causing enemies to take 3% more damage and stacking up to ten times)
  • Bloodsport (Fist weapons, outer ring: All attacks cause enemies to be afflicted by a weak DoT, stacking up to three times)
  • Iron Maiden (Blood, outer ring: Penetrating an afflicted target increases penetration chance by 10% for eight seconds)
  • Salt in the Wound: (Fist weapons, outer ring: Applying afflicted causes the target to take an additional hit of physical damage)
  • Flight of Daggers (Blade elite, outer ring: Every fifth attack causes an AoE that deals moderate damage and causes targets to be afflicted by a DoT)
  • Immortal Spirit (Blade, inner ring: Penetrating applies a heal over time effect to the player)
  • Regeneration: (Blade, inner ring: Martial discipline also applies a powerful heal over time effect)
  • Supersymmetry (Quantum: Quantum abilities perform an extra hit on enemies above 50% health)

As you can see, it’s a build focused on exploiting affliction and penetration, with an emphasis on self-healing for survival. It gives me powerful area of effect damage, but Clearing the Path also hits hard even on a single target, and Bloodshot and Four Seasons ensure I’m never wanting for single target damage.

My Dragon blasting zmeu with his quantum BRACE in The Secret WorldFour Seasons is absolutely beastly, by the way. It’s worth using even on enemies that are immune to the impair.

While it’s mainly a melee build, I also have a lot of options for doing damage at range if I need to run out to avoid an enemy attack. Overall, it’s a very well-rounded build with few weaknesses.

For gear, I focus mostly on DPS items, but I use a minor talisman with heal rating and a major talisman with health for extra survivability. It should be noted that I still have some greens, which balance health and attack rating, so that balance may change as I upgrade to full blues/purples.

The one problem with this build is that it’s pretty much solo-only. This would be a terrible build for dungeons — it’s too focused on survivability and AoE, and melee builds generally don’t do well in dungeons. Plus running an impair as a DPS will make tanks hate you.

The gunslinger:

Now we come to my schizophrenic Templar. She’s changed builds countless times over her career, but the current one is the best and most fun yet, and I think it may finally be a keeper.

My Templar by Anastasia's Wagon in The Secret WorldThis build uses hammers, pistols, and whips. It’s a bit weaker in both damage and survivability than my Dragon’s build, but it gets the job done, and I can even solo most nightmares with little or no modification.

Actives:

  • Hair Trigger (Pistol, outer ring: Single target focus builder)
  • Backhanded (Hammer, inner ring: Single target attack with a short cooldown that generates two hammer resources if you have no hammer resources)
  • Shootout (Pistol, inner ring: Single target focus finisher)
  • Razor Shards (Hammer, outer ring: Point blank AoE finisher that generates additional hate)
  • Turn the Tables
  • Stonewalled (Hammer, inner ring: Defensive cooldown that increases block chance)
  • Gun Crazy (Pistol elite, outer ring: Channeled attack that deals high single target damage with a burst of AoE)
  • Crack! (Whip: Column AoE attack)

Passives:

  • Dark Potency (Blood, inner ring: Applying afflicted increases penetration rating by 30, stacking up to five times)
  • Finish the Movement (Blade, outer ring: Finishing a focus attack grants a resource for that weapon)
  • Twist the Knife (Blade, outer ring: Penetrating gives a 3% buff to damage, stacking up to three times)
  • Overpenetration (Shotgun, outer ring: Every fourth time you penetrate, you gain +10% chance to penetrate for eight seconds)
  • Flight of Daggers
  • Immortal Spirit
  • Lick Your Wounds (Fist weapons, inner ring: Every time you attack, you gain a weak heal over time effect, stacking up to five times)
  • Jones in the Fast Lane (Whip: All whip ability cooldowns are reduced by 50%)

As you can see, it’s based on many of the same principles as the Dragon’s build, even if the abilities are different. The interesting thing, though, is that it still feels like a very different build. It might function similarly under the hood, but it still feels like a different experience. This shows the power of passive choice.

She's got an axe!My favourite thing about this build is that I generally never have to use more than two builders before each finisher. Three if you want to count Backhanded. Considering you normally need to use five, that just feels awesome.

It’s a little weaker on the AoE, but its single target damage is strong, and having a ranged builder allows you to be very mobile.

Again, the main disadvantage of this build is that it isn’t that good in group situations, though it is a lot better than the Dragon’s as long as you replace Razor Shards with something that won’t make your tank’s life miserable.

I use a modified version of this build with elemental magic instead of hammers for DPSing dungeons. I’d post it, too, but I’m new to dungeons, and I’m sure much better DPS builds are out there. Plus, this post is already really long.

* * *

My reason for posting these isn’t so much to allow people to copy them exactly — though feel free to do so — but just to give some examples of the kinds of builds and synergies that work well in this game. I do highly recommend experimenting with your own builds; it’s a very gratifying experience.

Also, random fun fact: I’ve written a good chunk of this post while in the game so I could make sure all my info was accurate. Advantage of an in-game web browser.Me writing this blog post from within The Secret WorldNew article:

My latest contribution over at WhatMMO is Five More Untapped MMO Concepts. I’d totally play an espionage MMO — I’m picturing No One Lives Forever meets The Secret World.

I’d roll KGB. For the Motherland, comrade!