The Strange Kinship of StarCraft and Mass Effect

From the time I first began learning about the Mass Effect franchise, I’ve seen a strange degree of overlap between it and another beloved sci-fi gaming franchise, StarCraft. At times I’ve dismissed it as the result of an over-active imagination, but they just keep borrowing from each other.

Nova in her titular Covert Ops DLC in StarCraft III thought it’d be interesting to look at the bizarre relationship of these two franchises that increasingly seem to have been separated at birth.

This post will contain spoilers for Mass Effect: Andromeda up to and including the mission Journey to Meridian.

Your StarCraft in my Mass Effect:

It began with my reading a plot synopsis for Mass Effect 1. I couldn’t help but notice that it sounded eerily like the cancelled StarCraft: Ghost game, which was also a third person shooter.

An elite human operative goes on an intergalactic journey to track down and stop a renegade Spectre.

Which game did I just describe?

Of course, once you get into Mass Effect, the two games divulge quite a bit, but by then the connection between StarCraft and Mass Effect had wormed its way into my thoughts, and I kept seeing small similarities here and there.

My favourite sniper rifle in Mass Effect 3The Protheans and the Reapers both bear some vague resemblance to the Xel’naga in their role in the story. Turians look like Protoss with hydralisk mouths. Alliance military uniforms look a fair bit like Dominion naval uniforms. Biotics are not unlike the telekinetics wielded by some of the more powerful ghosts.

Your Mass Effect in my StarCraft:

And it’s not a one-way street. StarCraft II clearly took a lot of inspiration from the Mass Effect franchise.

The basic structures of the games are largely the same. Go to the bridge, pick a location via the galaxy map, play a mission, and come back to your ship to chat with the NPCs before embarking once again.

Wings of Liberty even tried to copy a little bit of Mass Effect’s famous choices by giving the player great control over what order to do missions in, and even some choices on how to direct the story.

This was somewhat of a failed experiment, as Blizzard just isn’t that good at non-linearity. Later games abandoned most (though not all) player choice regarding the story and what order to tackle things in, but the general Mass Effecty structure of missions and conversations remained.

The bridge of the Hyperion in StarCraft IIAnd StarCraft was definitely the richer for it. Every entry in the StarCraft II trilogy has featured some great core characters, and in both SC2 and Mass Effect, the conversations between you and your crew are highlights, whether you’re talking spirituality with Thane or being simultaneously fascinated and chilled by Abathur’s utter inhumanity.

Then there’s the Covert Ops DLC to consider. To match Nova’s high-tech feel, the traditionally guitar-heavy soundtrack given to Terrans was shifted more towards synth sounds, and the end result is very reminiscent of a lot of Mass Effect’s music. One song in particular that plays in the main menus sometimes sounds almost exactly like the main theme from the earlier ME games.

Plus, if you squint, the Griffin has a pretty similar silhouette to the Normandy.

A new phase:

And then came Andromeda, and things just got weirder.

I kind of blinked when I saw Andromeda was going to prominently feature a ship called the Hyperion. But that’s small fries.

You can also see a bit of the Zerg in the Kett. Their modus operandi is pretty similar. Go around assimilating other species and stealing their best genes. Abathur and the Archon would have a grand old time talking shop, I’m sure.

Concept art for Remnant ruins in Mass Effect: Andromeda.

This is concept art for a Remnant Vault in Mass Effect: Andromeda.

There’s still a lot of difference, though. The Kett are still humanoids who rely on technology, and they don’t appear to have any hive mind.

But then there’s the Remnant.

Holy hell.

The Protheans and the Reapers each occasionally reminded me of the Xel’naga in some vague ways, but the Remnant — or, more accurately, their creators — are the Xel’naga. Literally, unequivocally, the Xel’naga.

I remember the first gameplay video of Andromeda I saw. It featured a Remnant ruin, and I was like, “Hey, look, it’s a Xel’naga temple.” Finally playing Andromeda only confirmed the uncanny resemblance between the architecture of the Remnant and the Wanderers from Afar.

Still, that’s just visuals.

But then we learned the Remnant’s creators, the Jaardan, were grand intergalactic biologists who seeded life throughout the cosmos for unknown purposes. Then we learned their civilization was centered around a lost artificial world in deep space. Then we learned they were in the business of creating whole sentient races.

Concept art for a Xel'naga temple in StarCraft II

This is concept art for a Xel’naga temple in StarCraft II.

In other words, they are the Xel’naga.

And now it’s just too weird. An entire core section of the StarCraft universe has basically been transplanted wholesale into Mass Effect. At this point I wouldn’t be at all surprised if we found out the Kett were created by some renegade Jaardan. Hell, I wouldn’t be surprised if Artanis popped up on the Tempest vidcon.

Not complaining. In a way it’s kind of cool. Damn strange, though. I don’t think I’ve ever seen any work of fiction copy another in such an uncanny way. I like to joke that the Krogan are basically Klingons, but there’s vastly more difference between Krogan and Klingons than there is between the Jaardan and the Xel’naga.

Tinfoil abounds:

I don’t really know what all this means. I freely grant that at least a good chunk of this is my seeing patterns where there are none. Lots of these similarities can easily be dismissed as random happenstance.

And certainly there are plenty of differences between the franchises, too. Mass Effect tends to present a relatively optimistic vision of humanity’s future, whereas StarCraft embraces a more dystopic view.

But some stuff, especially around the Remnant/Jaardan/Xel’naga, is harder to dismiss. I mean, I don’t imagine Bioware is sitting around consciously stealing ideas from StarCraft, but the fact remains that if they were they could hardly do a better job.

The starship Griffin in StarCraft II's Covert Ops DLCI know there has been at least a little cross-pollination between the two development teams. Brian Kindregan has written for both StarCraft and Mass Effect. But beyond that I don’t really know what’s going on here.

I just know it’s weird, and fascinating.

Diablo III: All Must Serve the Cycle

From the start, I’ve felt very torn about the addition of the necromancer to Diablo III.

The opening cutscene for the necromancer in Diablo IIIOn the one hand, I’m a big fan of necromancers in general and Diablo necromancers in particular. I think it’s a fresh take on the archetype to present them not as power-hungry madmen, but spiritual people devoted to maintaining the balance of nature.

But on the other hand, I remain deeply unhappy that Blizzard has abandoned D3’s story unfinished, and it’s hard to get excited about doing all the same stuff over again, even with a new class.

In the end, it is the WoW Token that broke the deadlock. Thanks to it, I was able to get the necromancer effectively free. At that point there was no good reason not to give it a shot.

On the whole, it’s a fun class. It took me a few days to find a build I really like, but that’s to be expected, and experimentation can be enjoyable in its own right.

Much to my own surprise, I wound up favouring a melee-heavy build, with Death Nova and Grim Scythe as my core attacks. I had initially planned to go for as many pets as possible, but it created too much screen clutter, so I ended up using “only” eight pets: the obligatory skeletons and a bone golem. Plus my follower and some demonic suicide bombers summoned by a ring I found.

Corpse Explosion FTWIf I were to describe the necromancer in a word, I’d go with “visceral.” Not only does it feel far more physical than any other spellcaster, it feels more physical than even the melee classes. It’s all reverberating explosions, bone-snapping crunches, and wet splashes of gore.

If you’re a fan of ultra-violence, this is the class for you. It is spectacularly gorey. The necromancer’s finest moments come as the entire screen is filled with erupting blood and the constant rain of body parts. It gave me a lot of warm, fuzzy flashbacks to the Myth franchise.

Good times.

On the downside, the necromancer’s resource, essence, has a “feast/famine” feel that can rather derail the flow of play sometimes. Resources that don’t automatically regenerate just never feel right in Diablo III for some reason.

My biggest complaint with the class, though, is how lifeless (no pun intended) they feel as a person.

It’s been a while, I admit, but I seem to recall the D2 necromancer having a fair bit of personality. I recall him seeming curious and passionate.

My posse.The D3 necro is not like that. She speaks in a soulless monotone the vast majority of the time and generally avoids displaying anything resembling warmth, personality, or humanity.

I’m used to playing the cocky, reckless wizard and the wry yet warm crusader. Compared to them, the necromancer is like watching grass grow.

And really, it’s just not that exciting to be playing through all the same stuff yet again.

I love the campaign in Diablo III, and revisiting it reminded me why. Say what you will about Blizzard’s story-telling, but they got it right this time, and I vehemently reject any claims to the contrary. D3’s story is epic, powerful, exciting, and brimming with colourful and three-dimensional characters.

But I’ve already done it so many times. I love chocolate ice cream, but if I had chocolate ice cream for every meal for a year, I’d be begging for something, anything else by the end. I’d also probably end up with diabetes, but that’s neither here nor there.

As it is, my necromancer is currently languishing in the early days of act five, and I’m not sure she’s going to progress much beyond that.

Of course, the necromancer wasn’t the only thing included in patch 2.6. There’s also the new adventure mode zones, Shrouded Moors and Temple of the Firstborn.

The new Shrouded Moors zone in Diablo IIII went into these with very low expectations, but if you ignore the adventure mode trappings and just play through them as linear story content, you’ll actually get a solid, atmospheric, and satisfyingly complete story. This is in stark contrast to the deliberately obtuse Greyhollow Island and the utterly pointless Ruins of Sescheron.

The presence of Obvious-Traitor McSinister-Guy is a bit much, but otherwise it’s a good ride. And the environmental art is gorgeous.

Sadly, it only takes about thirty or forty minutes at the outside to finish, and it has no meaningful replay value. In the end, it’s only a reminder of the kind of great story-telling Diablo III could be doing if they actually put any effort in.