Mass Effect 2: Struggling to Understand

Mass Effect 2:

The wreck of the Normandy in Mass Effecf 2The two game franchises I’ve seen most hyped in recent times are Portal and Mass Effect. Amazingly, Portal pretty much lived up to its insane hype. Mass Effect… not so much.

ME2 is not a bad game; I’ll say that out of the gate. I will be harsh to it in this blog, but that doesn’t reflect my full feelings. It’s a solid six or seven out of ten — okay, not great.

But I am left struggling to understand what people love so much about this game. And I think I do, but at the same time, I don’t.

Saving the best for last:

Investigating the Collectors in Mass Effect 2The main problem with ME2 is that it is incredibly slow in getting started. It takes an eternity to get your squad together, and for the most part, I found this part of the game very dull. I honestly can’t remember a single recruitment mission that I enjoyed.

For that matter, I can’t remember many recruitment missions period. They all kind of fade into a blur; there was the one where I fought mercs, the one where I fought mercs, and also the one where I fought mercs.

The loyalty missions were a bit better, though still repetitive. Amazing how everyone in my crew got betrayed by someone they love. But some, namely Mordin’s and Tali’s, were actually quite engaging and ethically weighty, despite their predictability.

Still, the entire grind of recruitment and then loyalty missions ultimately felt very much like busywork — and a lot of it at that.

The Citadel in Mass Effect 2However, once I got all those done and had my whole crew ready, I started enjoying the game a lot more. I’d describe it as a quantum leap forward in entertainment value. I spent hours chatting with the crew on all manner of subjects. I particularly enjoyed my conversations with Mordin and Thane — dear God, those guys are awesome.

And then we launched our epic assault on the Collectors, and I had to make heart-breaking decisions over who would live and who would die. Although I resent the unpredictability of which of my decisions would lead to people dying, it was on the whole an enjoyable experience.

But here’s the problem: that part after the game got going, where things were actually interesting? It was about 10% of the total time I spent playing ME2 — I did the math. The rest was just building the crew, doing side missions, and grinding for resources. If all the busywork had been cut out of this game, it would have been as long as the original Portal.

The Normandy crash site in Mass Effect 2Ultimately, it’s the same problem suffered by Diablo, World of Warcraft, and frankly any RPG I’ve ever played outside the Dungeon Siege franchise: it’s a huge amount of grinding and time-sinks for brief, if stellar, rewards.

What could have been:

So I sort of understand what people love about this game. A lot of the characters are very interesting and memorable once you finally get far enough to properly interact with them, and the main plot — while not especially original — was plenty exciting.

But yet, those good parts were a pretty small part of the game, so I don’t understand why it’s viewed as such a masterpiece. It could have been, but the execution was badly botched.

The Collector ship attacking a colony in Mass Effect 2It saddens me greatly because I can easily see how it could have been worthy of the hype if it had just been executed a little better.

Recruitment missions and loyalty missions should not have been separate things, and there ought to have been more variety to them so it’s not always “kill mercs to recruit them, then help them deal with the friend/family member who betrayed them.”

It also would have helped a lot if the loyalty/recruitment missions had been connected to the main plot. The game would have had a much greater sense of purpose if everyone on the crew had lost someone to or suffered as a result of the Collectors, or the Reapers.

Maybe the Cerberus experiments on Jack could have been a response to the Reaper threat. Maybe Miranda’s father could have created her to fight the Reapers — now there would have been a twist; she escaped him only to end up serving the purpose he originally intended for her. Maybe Jacob’s father could have been shot down in a Collector raid.

Inside the Collector ship in Mass Effect 2With the rest of the game streamlined, the Collector arc could have been expanded and given the attention it deserved. It ended up feeling like an afterthought, almost. So little of the game was devoted to actually fighting them.

Make those changes, fill a few of the more obvious plot holes, and add an option to know if a character has new conversation options without actually going to talk to them, and suddenly you have a game that would be worthy of all the hype.

But unfortunately, what we’re stuck with ends up being a very average game. There are tantalizing flashes of brilliance, but they feel lost amidst hours of slaughtering mercs and scanning planet after planet cause I could never find one with any frickin’ element zero. There was the potential for so much more.

Review: The Tainted Realm: Vengeance

Review: Vengeance:

“Vengeance” is the first book of author Ian Irvine’s new fantasy trilogy, “The Tainted Realm,” and it is a book for which I have very mixed feelings.

Cover art for "The Tainted Realm: Vengeance" by Ian IrvineIan Irvine is pretty much my hero. I hold his Three Worlds novels to be among the greatest works of literature in the modern era, and it is my greatest aspiration as a writer to one day equal his originality and his ability to write gripping, epic stories.

In many ways, “Vengeance” is as brilliant as his past books, but at the same time, it feels like a book I endured more than enjoyed. That’s not as big a criticism as it sounds, but I’ll explain later. I’m getting ahead of myself — allow me to explain the basics of the book, first.

“The Tainted Realm” is about the conflict between two nations, Hightspall and Cython. In ancient times, Hightspall’s founders invaded the idyllic kingdom of Cythe, massacring its people and ruthlessly despoiling its beautiful cities to build their own nation atop the ruins. The few survivors of Cythe fled beneath the earth and founded the subterranean nation of Cython.

Now, thousands of years later, the tortured ghost of Cythe’s last king marshals Cython for a terrible vengeance against Hightspall.

The story is told primarily from the perspective of Tali vi Torgrist. Tali is one of the Pale, an offshoot of the Hightspallers enslaved within Cython for centuries. As a child, Tali witnessed her mother’s brutal — and absurdly gruesome — murder, and now she has learned she will suffer the same fate if she does not escape Cython.

Other central characters include Rix, a Hightspaller noble tormented by guilt over an unknown crime he can’t remember committing; Tobry, a disgraced noble whose flippant attitude masks the pain of his past; and Rannilt, a seemingly wretched Pale orphan whose courage outstrips the greatest of men.

If this book had been written by anyone else, I’d be singing the praises of these characters. But they don’t quite measure up the quality I’ve come to expect from Ian Irvine. They’re just a little too close to common cliches — the tough little woman who won’t take it anymore, the lovable scoundrel hiding a big heart…

Although to be fair, Ian Irvine has an incredible ability to make his characters grow and evolve over time, so this complaint may not remain true for the duration of this series.

This is ultimately a minor issue, anyway. There’s just one thing that I consider to be a major flaw in “Vengeance.”

Ian Irvine’s writing has always been dark and intense — occasionally even brutal. It’s one of the things I so respect about him; no other author has the guts to put his characters through hell the way he does.

Alternate cover art for "The Tainted Realm: Vengeance"But he’s always kept it balanced. There are always a few brief but welcome moments where the story takes a more positive turn. Even in his most dark and tragic tales, there are moments of warmth and joy to counteract all the heartache.

Not so with “Vengeance.” The entire book is an endless spree of tragedy and horror, with absolutely no pauses for the reader to catch their breath. Any brief moments of joy any character may experience exist only to be brutally ripped away moments later, and they are invariably kicked while they are down.

The end result is a book that will break your heart, numb your mind, and grind your soul. This is why I say it’s a book more to be endured than enjoyed.

But yet, somehow, I feel it is worthwhile in the end. For all that it’s a book I will spend hours if not days recovering from, there’s much here to love.

The story is fast-paced, thrilling, and action-packed in a way that only Irvine can pull off. It’s a fiendishly addictive page-turner that you simply won’t be able to put down. Irvine again demonstrates his brilliant mastery of world-building with the haunting underground world of Cython. And the concept of a country tainted by ancient crimes such that the land itself turns against its conquerors is awe-inspiring and chilling in a way that can rarely be equaled.

I don’t know how to feel about this book. It’s horrible (in terms of content, not quality), but it’s also amazing.

All I can say is that I eagerly await the next installment of the series, but I won’t be recommending “Vengeance” to everyone I meet like I do with the Three Worlds.

Overall rating: 8.4/10 It’s good, but it’s not for the faint of heart.

Now, go buy some Three Worlds books. Do eet.