System:
Intel E6600 Core 2 Duo
ATI Radeon HD5670
2GB RAM
Windows XP SP3
I think it's fair to say that I love the Mass Effect franchise. In my mind no game series in recent memory has come close to what Mass Effect embodies, a brilliantly crafted action-RPG, that places player choice and an incredible story at the forefront. This, when combined with a convincing and fascinating Sci-Fi universe and characters that seem so real that you could touch them, is what makes Mass Effect great. Over the course of 5 years, hundreds of hours and multiple playthroughs, I've created my reporter-punching, Krogan-Headbutting Shepard, and guided him to victory against rogue spectres, giant robot crustaceans and twisted aliens.
Mass Effect 3’s beginning is shockingly brutal. In under 10 minutes of play the long feared and prophesised event of the Mass Effect franchise is here. The Reapers have arrived, and arrived in force. As Earth is destroyed around you, you flee to the Normandy, and can’t help but feel guilty as you fly off to rally the galaxy against the Reaper threat, leaving billions to their fate. To say anymore would be a disservice to the fantastic plot Bioware has created, which feels like the perfect combination between Mass Effect 1 and 2, a race to unite the galaxy, but focused on a small cast of incredibly well acted and likeable characters (I mean is there really ANYONE who’s cooler than Garrus? No. No there isn’t.). Some of the best moments in the game come from interaction with these characters, and you really do believe in the friendship between Shepard and his cross species crew. It’s these characters that add a human quality to Mass Effect 3, whether it’s the loss of a someone you’ve grown to love or kicking back with Garrus on the Citadel, the characters are what make the struggle in Mass Effect 3 so personal. You read that right, Mass Effect is harsh and unrelenting, and masterfully paints a picture of a galaxy at war, so go in expecting the loss of people you love. Even the hardest of hearts will shed a tear when a treasured friend sacrifices themselves for the good of many.
The graphics have see a noticeable evolution since the second game, with improved textures and dark shadows, although they’re no longer top of the range. The ingame cinematics are once again fantastic, with huge battle scenes that make Star Wars look like a B Movie. You’ll also get a chance to fight on many races homeworlds, where the artists manage to do a fantastic job at making each look unique and some downright stunning. On the downside blurry clothing textures make an unwelcome return, but on the whole fighting the Reapers has never looked this good.
The gameplay has also seen a mostly positive evolution, with the combat becoming the closest it’s been to an all out action game almost Gears of War esque, but the use of powers helps it to stand on it’s own two feet. The ability to sprint without stopping has also served to make the action a lot more fast placed and fluid, and Shepard can now leap over cover and objects without having to first crouch behind them. Level design has improved tremendously from Mass Effect 2, which often felt like a case of:
enter shooting gallery, take cover behind conveniently placed chest-high-walls, shoot at enemies until dead, rinse and repeat.
Now combat areas are more easily disguised and have a bigger emphasis on different levels of height. The gunplay also feels a lot meatier and more responsive, all adding to the best Mass Effect combat experience yet. But still a few niggles still stand. Although Shepard has gained his indefinite sprint, your squad mates have not, and I’d often find myself sprinting ahead to enter the next combat, only to find I’d left my team far behind. I can see the logic of having just one button for sprint/take cover/vault cover/switch cover/use/roll/open on a console, but on a PC? Really Bioware? Especially after the complaints levelled at this in Mass Effect 2 I’m surprised Bioware didn‘t map at least take cover to one of the other 128-fricking keys available! For example; I’d commonly find myself taking cover facing an enemy when attempting to roll away from them. But these annoyances do little to detract from some of the best combat in the series.
More RPG elements have returned for the closing chapter, with skills given more depth with the addition of further branching trees, and weapon customization. Although the latter is rather “lite”. With just two options for each weapon I’d generally just pick an increased damage and scope or armour piercing.
I was genuinely surprised after my first few dialogues to notice that the conversation tree had been cut down, with there almost never an “investigate” option and generally just a paragon or renegade option to choose from. This just seemed to restrict player choice, and although it was something I got used to it seemed an odd design choice and a constant irritation.
And the multiplayer. Wow. I was so wrong.
Like many Mass Effect fans I was horrified to discover Mass Effect 3 would be getting a multiplayer component, but after lengthy play and several level 20 characters I can happily say the multiplayer isn’t just functional, but downright enjoyable! Although it’s just a simple 4 player horde-style mode, the unique Mass Effect combat makes it more enjoyable than another Gears clone, largely due to the fantastic unlock system. After each match you’re awarded credits, which you can spend on reinforcement packs, with recruit the cheapest and spectre the most expensive. Each pack gives you a random selection of weapon mods, equipment, new guns, or new characters, and the random nature gives you that “Just one more match…” attitude that’ll keep you coming back to see what you unlock next. The multiplayer is far, far superior than I was expecting, which is good news, as it ties in directly to how well your forces perform in the final battle, so is pretty much a requirement.
And now…That final battle…Don’t worry, there are no spoilers ahead (If you’re one of the few people in the world yet to complete Mass Effect 3). Somehow, in the last five minutes of the game, Bioware manage to riddle the franchise with plotholes big enough to fly the Normandy through and discount information from the other games in a “Deus Ex Machina” ending. Perhaps more importantly, the ending makes absolutely no sense, using some of the most ridiculous logic and managing to make the all powerful Reapers, whose intrigue lay in their mystery, seem as if they’re mere pawns. And worst of all, the ending discards the biggest theme of Mass Effect, player choice. Throughout the series we’ve been told all our decisions will count towards the final conclusion, and everyone’s ending would be unique. Yet your decisions count for nothing. Whatever you’ve done throughout the series you’re shoehorned into one of three near identical conclusions, which leave a taste of ashes in your mouth. As much as I was looking forward to replaying the entire series from the start, I’ve lost all enthusiasm to ever play any Mass Effect game again, which fills me with sadness at the loss of my beloved series. After all, what’s the use in playing when I know all my decisions are ultimately meaningless?
Mass Effect 3 is a truly outstanding game, showing how far the story driven gaming medium has come. It embodies the perfection of the Mass Effect formula, deriving a near perfect mix of both RPG and Action elements. But in a game where the story is so important, the ending, both abrupt and nonsensical, feels like a betrayal of everything we’ve come to know and love about Mass Effect. It pains me to say this, but I can not give Mass Effect 3 the score I was hoping to. The story is so integral to the experience that the resolution must have a part in the score, especially a resolution such as this, one that kills all enjoyment and replay ability of the series. I tentatively recommend Mass Effect 3, but expect to be wowed and disappointed in equal measure.
A Bittersweet Triumph
I think it's fair to say that I love the Mass Effect franchise.
In my mind no game series in recent memory has come close to what Mass Effect embodies, a brilliantly crafted action-RPG, that places player choice and an incredible story at the forefront. This, when combined with a convincing and fascinating Sci-Fi universe and characters that seem so real that you could touch them, is what makes Mass Effect great.
Over the course of 5 years, hundreds of hours and multiple playthroughs, I've created my reporter-punching, Krogan-Headbutting Shepard, and guided him to victory against rogue spectres, giant robot crustaceans and twisted aliens. Luckily, Mass Effect 3 continues this trend.
Mass Effect 3’s beginning is shockingly brutal.
In under 10 minutes of play the long feared and prophesised event of the Mass Effect franchise is here. The Reapers have arrived, and arrived in force. As Earth is destroyed around you, you flee to the Normandy, and can’t help but feel guilty as you fly off to rally the galaxy against the Reaper threat, leaving billions to their fate.
To say anymore would be a disservice to the fantastic plot Bioware has created, which feels like the perfect combination between Mass Effect 1 and 2, a race to unite the galaxy, but focused on a small cast of incredibly well acted and likeable characters (I mean is there really ANYONE who’s cooler than Garrus? No. No there isn’t.). Some of the best moments in the game come from interaction with these characters, and you really do believe in the friendship between Shepard and his cross species crew. It’s these characters that add a human quality to Mass Effect 3, whether it’s the loss of a someone you’ve grown to love or kicking back with Garrus on the Citadel, the characters are what make the struggle in Mass Effect 3 so personal. You read that right, Mass Effect is harsh and unrelenting, and masterfully paints a picture of a galaxy at war, so go in expecting the loss of people you love. Even the hardest of hearts will shed a tear when a treasured friend sacrifices themselves for the good of many.
The graphics have see a noticeable evolution since the second game, with improved textures and dark shadows, although they’re no longer top of the range. The ingame cinematics are once again fantastic, with huge battle scenes that make Star Wars look like a B Movie.
You’ll also get a chance to fight on many races homeworlds, where the artists manage to do a fantastic job at making each look unique and some downright stunning. On the downside blurry clothing textures make an unwelcome return, but on the whole fighting the Reapers has never looked this good.
The gameplay has also seen a mostly positive evolution, with the combat becoming the closest it’s been to an all out action game almost Gears of War esque, but the use of powers helps it to stand on it’s own two feet. The ability to sprint without stopping has also served to make the action a lot more fast placed and fluid, and Shepard can now leap over cover and objects without having to first crouch behind them. Level design has improved tremendously from Mass Effect 2, which often felt like a case of:
enter shooting gallery, take cover behind conveniently placed chest-high-walls, shoot at enemies until dead, rinse and repeat.
Now combat areas are more easily disguised and have a bigger emphasis on different levels of height. The gunplay also feels a lot meatier and more responsive, all adding to the best Mass Effect combat experience yet. But still a few niggles still stand. Although Shepard has gained his indefinite sprint, your squad mates have not, and I’d often find myself sprinting ahead to enter the next combat, only to find I’d left my team far behind. I can see the logic of having just one button for sprint/take cover/vault cover/switch cover/use/roll/open on a console, but on a PC? Really Bioware? Especially after the complaints levelled at this in Mass Effect 2 I’m surprised Bioware didn‘t map at least take cover to one of the other 128-fricking keys available! For example; I’d commonly find myself taking cover facing an enemy when attempting to roll away from them. But these annoyances do little to detract from some of the best combat in the series.
More RPG elements have returned for the closing chapter, with skills given more depth with the addition of further branching trees, and weapon customization. Although the latter is rather “lite”. With just two options for each weapon I’d generally just pick an increased damage and scope or armour piercing.
I was genuinely surprised after my first few dialogues to notice that the conversation tree had been cut down, with there almost never an “investigate” option and generally just a paragon or renegade option to choose from. This just seemed to restrict player choice, and although it was something I got used to it seemed an odd design choice and a constant irritation.
And the multiplayer. Wow. I was so wrong.
Like many Mass Effect fans I was horrified to discover Mass Effect 3 would be getting a multiplayer component, but after lengthy play and several level 20 characters I can happily say the multiplayer isn’t just functional, but downright enjoyable! Although it’s just a simple 4 player horde-style mode, the unique Mass Effect combat makes it more enjoyable than another Gears clone, largely due to the fantastic unlock system.
After each match you’re awarded credits, which you can spend on reinforcement packs, with recruit the cheapest and spectre the most expensive. Each pack gives you a random selection of weapon mods, equipment, new guns, or new characters, and the random nature gives you that “Just one more match…” attitude that’ll keep you coming back to see what you unlock next. The multiplayer is far, far superior than I was expecting, which is good news, as it ties in directly to how well your forces perform in the final battle, so is pretty much a requirement.
And now…That final battle…Don’t worry, there are no spoilers ahead (If you’re one of the few people in the world yet to complete Mass Effect 3). Somehow, in the last five minutes of the game, Bioware manage to riddle the franchise with plotholes big enough to fly the Normandy through and discount information from the other games in a “Deus Ex Machina” ending. Perhaps more importantly, the ending makes absolutely no sense, using some of the most ridiculous logic and managing to make the all powerful Reapers, whose intrigue lay in their mystery, seem as if they’re mere pawns. But worst of all, the ending discards the biggest theme of Mass Effect, player choice. Throughout the series we’ve been told all our decisions will count towards the final conclusion, and everyone’s ending would be unique. Yet your decisions count for nothing. Whatever you’ve done throughout the series you’re shoehorned into one of three near identical conclusions, which leave a taste of ashes in your mouth. As much as I was looking forward to replaying the entire series from the start, I’ve lost all enthusiasm to ever play any Mass Effect game again, which fills me with sadness at the loss of a series I so held dear. After all, what’s the use in playing when I know all my decisions are ultimately meaningless?
Mass Effect 3 is a truly outstanding game, showing how far the story driven gaming medium has come. It embodies the perfection of the Mass Effect formula, deriving a near perfect mix of both RPG and Action elements. But in a game where the story is so important, the ending, both abrupt and nonsensical, feels like a betrayal of everything we’ve come to know and love about Mass Effect. It pains me to say this, but I can not give Mass Effect 3 the score I was hoping to. The story is so integral to the experience that the resolution must have a part in the score, especially a resolution such as this, one that kills all enjoyment and replay ability of the series. I tentatively recommend Mass Effect 3, but expect to be wowed and disappointed in equal measure.
Story 9/10
An engaging, often brutal, and emotionally powerful story is at play throughout Mass Effect 3, but the conclusion drags it down to a mere 5/10
Gameplay 10/10
The perfect evolution of the Mass Effect formula
Graphics 9/10
Although not outstanding the Mass Effect universe has a truely unique look
Sound 10/10
Although I didn't have time to touch on it in the review, the sound is fantastic, from the incredible score to the sound of ship to ship combat