Fans furious about altered ending
waffle No Comments »“It is too serious a book to be a trivially happy one. Its beginning is unhappy; its middle is unhappy; and the conventional happy ending is an outrage on it.”
“It is too serious a book to be a trivially happy one. Its beginning is unhappy; its middle is unhappy; and the conventional happy ending is an outrage on it.”
I didn’t read many reviews of Mass Effect 3, didn’t need to, I knew I was going to buy it. What I haven’t seen much of –other than in passing comments– is how incredible the graphics are in this game; I mean, it’s more than a modest jump in improvement, it’s as though they shoved the graphics engine through a Mass Effect relay. That sort of jump.
As evidence, here are screen captures of my Shepard from the three episodes of the game. I remember watching some of the cutscene sequences in Mass Effect 3 and being profoundly impressed by the high fidelity and detail of the signal being sent to my retinas, but comparing these screenshots really slams home the magnitude of the improvement.



I really didn’t mind the ending of Mass Effect 3, but more on that in another post; regardless, I still can’t help but admire the improvements (not just the graphics) which BioWare keep bringing to their section of the genre, improvements which seem to have been generally overlooked or dismissed due to the unfortunate backlash which has occurred.
I hope BioWare continue to stick to their beliefs and make the RPGs that they want to make, because, my goodness, they seem to be getting exponentially better at it with each and every release.
“Shepard, where are we?”
“London… I think.”
“London? How did you work that out? Some sort of alien navigation fixing? Did EDI, our spaceship’s virtual intelligence, triangulate the location using the galaxy-spanning Mass Effect relays? Did you manage to patch your omni-tool’s computer microframe and sensor analysis pack into the Alliance spaceship fleet and get them to relay the output of your cybernetic tracking implant via subspace comms?”
“No, look, a red phone box.”
It’s comforting to know that, around two hundred years from now, we English folk will be firmly ignoring the flying cars, VIs, aliens, spaceships, Mass Effect relays, space stations and the like, and stalwartly sticking by the good old copper wire public payphone. ‘If it was good enough for my great-grandparents, it’s good enough for me. Now you kids get your hoverboards off my lawn!’
Did anyone else notice that each civilian corpse was wearing a bowler hat and clutching an umbrella?
This post for has been classified as Spoiler Free for Mass Effect 3 by the British Board of Blog Certification, but may include light spoiling of Mass Effect 1 or 2, early Star Wars: The Old Republic flashpoints, Dragon Age: Origins and the film Werner Herzog Eats His Shoe (spoiler: he eats his shoe).
As widely observed by, to pluck some random examples, Kieron Gillen, Penny Arcade, Melmoth of this parish and Vic Sandman in the comments, the narrative personalisation of the Mass Effect series is rather impressive. The decisions of each player affect their own observable universe, and each instance of the game forms a separate strand of a Mass Effect multiverse in which other characters may be alive or dead, friend or foe, comrade or lover. Every time Shepard dies you take a peek down a different leg of the trousers of time where you fail to save the galaxy before quickloading back onto the right track.
It’s something I posted about before in Dragon Age: Origins, the way that a fundamental story can be the same for everyone at a very broad level (go to planet/village A, planet/village B, defeat The Big Evil, save the galaxy/world), and yet completely different in details. It’s something Bioware do rather well in their single players games, especially the way Mass Effect choices continue to ripple through the sequels, but it slightly unravels when transferred to a massively multiplayer setting in Star Wars: The Old Republic.
During the first Imperial flashpoint in SWTOR, Black Talon, the Captain of the titular ship refuses an order, and your party can either give him a stern talking to (“Now look here, Captain old thing, I’m awfully sorry but we’re really going to have to insist”) or, if taking a more Sith-like approach, kill him (“The penalty for disobeying an order is DEATH! The penalty for the rest of the crew for not killing the captain for disobeying an order is DEATH! The penalty for not bringing me a nice cup of tea is also DEATH! Now I come to think of it, the official Sith ‘Book of Penalties’ is just one page with ‘DEATH’ written on it…”) In a single player game this might crop up again later; perhaps you’d bump in the Captain on another planet and he’d be grateful that you spared him, while down the other leg of the trousers of time another player would meet the First Officer who’d taken over after his Captain had been demoted in a mysterious lightsabre-based industrial accident. In the shared universe of a MMOG both things happened, Schrödinger’s Captain is both alive and dead depending on who you talk to. Chat with someone who’s done the flashpoint a few times and it’s even more confusing:
“Oh, you’ve done the Black Talon, did you spare the Captain or kill him?”
“The first time, we spared him. Second time, we killed him. Third time I wanted to spare him, but got outvoted. Fourth and fifth times we were after the loot from the Republic group that spawns in if you spare him, then sixth through ninth was speed runs for social points so we killed him.”
Much of the narrative is experienced through the class-specific story missions, and these at least aren’t repeatable so make events more definitive per player, but you’re still sharing the world with other players who may have made different choices. I don’t think any of your SWTOR companions can die; if they could, the emotional impact would be lessened by seeing other versions of them accompanying other players around the world. Things are even more confusing across factions, as Spinks mentioned, due to visiting planets at different points in their timelines (or possibly alternate versions of them), rendering it all a big ball of wibbly-wobbly timey-wimey stuff.
The class stories of SWTOR do work, but it doesn’t feel like they naturally mesh with the multiplayer elements of the game, the flashpoints and warzones and operations. It’s almost like playing two different characters, in the same way that you don’t take your Shepard into the multiplayer component of Mass Effect 3. I wrapped up my Imperial Agent’s story and it was interesting enough, albeit with a slightly anticlimactic final confrontation with my nemesis (perhaps it was unfair to have been kitted out with gear from a few operations and quite a bit of end game PvP), but it never felt as personal as Mass Effect or Dragon Age. Like I mentioned I actually got into a bit of raiding in SWTOR, something I’ve hardly done before, and that had less than nothing to do with story; there’s probably some deep backstory about how The Infernal One ended up in The Eternity Vault and why he’s a Bad Person, but the Imperial briefing might as well be “There are dudes. They have loot. GO!” It’s probably best not to try and construct a narrative imperative to explain why this needs to happen twice a week and again at the weekend, the attraction is the prospect of loot, and the cameraderie of the guild who are a great bunch. I’d been meaning to keep dabbling in both SWTOR and ME3 but I’ve hardly logged in to the former since the latter arrived; it doesn’t feel like I’ve completely lost touch with the SWTOR guild, though, with forums, Twitter and blogs, so hopefully they won’t be too put out if I return at some point.
So as Gillen also tweeted “The silver lining to the ME3 ending debate: it shows the “who plays games for story?” position to be complete bullshit.”, but I don’t think a developer-driven story will be a vital pillar of MMOGs until they’re running on quantum servers.
There is as much definitive information in this post with regard to Guild Wars 2′s RMT system, as there is information in this post about the underpants I’m wearing:
I am wearing underpants.
So until anyone can accurately tell me the style, colour and condition of my underpants (and whether I’m wearing them on my head or not), they probably can’t tell me how well Guild Wars 2′s complex RMT system is going to interact with an as yet undefined player population, in an unreleased and unknown game system, with an item store that has no items defined for it, for an in-game economy that has yet to be established.
But still it won’t stop people being angry on the Internet about my underpants. Or blindly praising them to the heavens, if they’re fans and believe my underpants will host the second coming… ah, now there’s an unfortunate turn of phrase, but do enjoy the image!
“What are the facts? Again and again and again — what are the facts? Shun wishful thinking, ignore divine revelation, forget what “the stars foretell,” avoid opinion, care not what the neighbors think, never mind the unguessable “verdict of history” — what are the facts, and to how many decimal places? You pilot always into an unknown future; facts are your single clue. Get the facts!” —- Lazarus Long
This post for Mass Effect 3 has been certified SF (Spoiler Free) by the British Board of Blog Certification.
I’ve been playing a fair bit of Mass Effect 3 recently, and when I say ‘a fair bit’ I do mean those extensive sessions of intensely focussed play, where every time the player blinks they see the game’s UI as a soft orange glow against the dark backdrop of their eyelids, and upon finally crawling into bed their dreams coalesce from a fog of the evening’s play which enshrouds their mind.
Dreams being dreams, mine didn’t stay true to Bioware’s carefully crafted Mass Effect universe for long, and I quickly found myself as Commander Nipplard, trying to protect the Areola galactic sector from the suffocating constrictions of the Bra’rians. It all turned out well in the end, especially when chocolate Roman Polanski flew me to the local supermarket and I got a job as a badger in the swimming pool section. With the Bra’rians clapped in irons, the finale of my dream was quite uplifting (and separating), unlike the nature of the Mass Effect 3 ending, of which I have managed to learn little, other than the fact that there are people on the Internet who are unhappy about it. ‘Are people on the Internet angry about things?’ is one of those rhetorical questions that’s right up there with popes and woods, or bears and Catholicism.
What I’ve taken away from Mass Effect so far is that it really is an exemplary example of how to gently evolve a game’s systems without breaking the continuity of the player experience. The evolutionary jump from Dragon Age to Dragon Age 2 was a brutal mass extinction event where players either rapidly evolved to the new order, or soon found their enthusiasm suffocating beneath the sticky tar pit of the unfamiliar game system. Mass Effect’s evolutions have been kinder. For example, the quest system has evolved once again in this latest incarnation of the game. Bioware have moved away from the improbable ‘butting-in to everyone’s conversation’ system, which led to such classically surreal scenarios as Commander Shepard helping a couple of complete strangers in deciding whether to abort their unborn child, a sort of drive-by moralising more in line with a comedy super hero, who drops from the sky to smack the unsure about their head with the Holy Book of Morals. The moral decisions have been maintained in the game, but now exist in a quick-fire choice of supporting one side or the other in a public argument, with each argument being tailored towards the events of the galaxy-spanning genocide at hand, rather than a four hour winding conversation which eventually leads to the question ‘Should NPC A continue to kick kittens?’
The new side-quest system instead involves Shepard overhearing conversations, finding the object of that conversation while out fighting the good fight, and then returning it to the NPC whose conversation was overheard. It’s a slightly more organic system, and certainly doesn’t grate as much as running up to complete strangers and punching them squarely in the conversation with your fist of moral obligations, but it’s still just a bit silly in the context of the cinematic and elegantly dominoed chain of events which form the main story. And me, being me, can’t help but wonder how far Shepard will go to overhear these conversations: sweaty naked couples in the heat of passion rolling over to see Commander Shepard peering above the end of the bed. “I couldn’t help but overhear… you were desperately trying to find a rare artifact called the G-Spot? Well, I just happen to have found one while fighting the Reapers on the planet Sirotilc Prime in the Avluv sector. Enjoy!” Then Shepard’s head slowly descends below the bedline, but when ecstatic ululations are not forthcoming, the Commander’s head slowly rises to peer above the end of the bed again. The shocked couple, their actions frozen mid-coitus, stare in stunned disbelief.
“I saaiid: ‘en-joy‘”
Here’s a fun new quiz, is the following headline: (a) an April Fools’ joke, (b) an actual news story or (c) a plot element from a near-future sci-fi novel?
“The Pirate Bay plans low-orbit server drones to escape legal jurisdiction”
The correct answer is (b), apparently, but it sounds a lot like something from Brasyl, and may yet turn out to be a mis-timed post that was supposed to go out on April 1st.
I predict the next move will be the RIAA unveiling its own fleet of hunter/killer drones armed with copyright-seeking missiles, forcing The Pirate Bay to launch further defensive forces. At that point there would be a great opportunity to take something like the World of Warplanes engine, hook it into the flight control systems, and make some money out of the conflict by charging pilots $14.99 a month.
The really worrying prospect would be completely automated copyright enforcing drones as they’d surely herald the Rise of the Machines, and it would be slightly ironic if it turned out that Judgment Day was sparked off by an attempt to stop people watching Terminator 2 in ten minute chunks on YouTube.
Discussing the barest minimum of Mass Effect 3 details with m’colleague, lest either of us introduce the other to a spoiler and spontaneously combust as a result, we realised that our games had diverged over the course of the trilogy, and that having a meaningful discussion without spoilers was precluded by the fact that the foundations of our ‘universes in peril’ had surprisingly little common ground, outside of the main plotline at least.
Of course it quickly brought to mind the old topic of ‘static versus dynamic worlds’ with respect to the multiplayer experience, such as in MMOs, where games such as Ultima Online and EVE Online took the fine decision to make their game a framework of tools, tools which enable the most dynamic of all possible content –the players– to be the content for one another.
NPCs in my game, whom I love and indeed have loved, are entirely absent from m’colleague’s parallel sphere of existence, a situation over which my Shepard would give his Shepard a stern rebuke, if only she could find a way to travel between parallel universes. Alas, it’s in yet another universe entirely that humanity has discovered how to travel between different universes. And anyway, as soon as you leave your universe, that universe ceases to exist because an intrinsic part of it has been removed, meaning it could never have existed in the first place. Of course when *that* happens, *you* cease to exist, because your originating universe never existed, and thus you could never have existed. Which of course means that your universe could exist, because you never existed to leave it, so it pops back into existence. Along with you. Whereupon you find yourself on the point of leaving the universe and… oh dear.
And so without dynamically generated content, it’s quite the conundrum as to how to let different players experience the same content, within the same world, without introducing a paradox, or at least people getting into terrible fights.
Player 1: “Have you met NPC Geoff? This is NPC Geoff, one of my most loyal followers.”
Player 2: “How can that be? NPC Geoff is DEAD, I sacrificed him in order to save NPC Foxabella”
Player 1: “NPC Geoff is NOT dead!”
Player 2: “Yes. He is.”
NPC Geoff: “I, uh, I’m not. Right here.”
Player 2: “Yes you ARE [stabs]”
NPC Geoff: “Okay, now I am. Urk…”
Player 1: “No you’re NOT [casts Resurrect]”
NPC Geoff: “Well fi…”
Player 2: “ARE! [stabs]”
NPC Geoff: “Ow…”
Player 1: “ARE NOT! [casts Resurrect]”
And as for the ‘which NPC slept with which PC and when’ situation… awkwarrrrd. I mean, giving another playing character an accidental rogering due to an entangled NPC paradox causing your two timelines to intersect momentarily (and my what an intersection!), is the stuff that really bad fan fiction is made of.
The British Board of Blog Classification (Game Plot Revelation Committee) has classified this post as Spoiler Free for the single player story of ‘Mass Effect 3′. Please refrain from any revelations in the comments, especially about that bit where that thing happens. I mean I was all totally like “NO WAY!”, and the game was all totally like “WAY!”, and then when the thing turned out not to be that thing but the other thing? Definitely don’t tell anyone about that. Though I was a bit disappointed when it all turned out to be a dream.
Like much of the rest of the galaxy I’ve been desperately fighting off the Reapers in Mass Effect 3, but I haven’t got terribly far in the story yet, so there really won’t be any spoilers. If you’d manage to insulate yourself from ME3 information so completely that “fighting off the Reapers” is a surprise, I apologise for ruining the first 17 seconds of the introduction. One of the main reasons for lack of single player progress is that I keep getting distracted by the multiplayer.
The mechanics are pretty simple, you create multiplayer-specific characters from slightly cut-down versions of the main classes (Soldier, Infiltrator, Adept etc.), kit them out with a couple of guns, then either host or join a co-op fight in a squad of four against 10 waves of opponents. I haven’t heavily played an online shooter since Unreal Tournament 2003 so I’m a bit out of touch, but the combat elements of ME3 stand up well enough on their own, and one round is a nice 20-minute chunk of gaming (so long as everyone hits “Ready” fairly promptly to start things off, and three of you aren’t sitting in the lobby staring at one “Not Ready” status).
There are a couple of slightly troubling aspects to the multiplayer, though. The first is the contribution to the single player story; success in multiplayer improves the “Galactic Readiness Rating”, which is helpful in the single player story. It’s not a bad idea, to give people a bit of a nudge to at least try the multiplayer to see if they like it, but it sounds like it can have quite a significant effect on how the game ends rather than being a bit of an optional bonus (I might revisit the subject after finishing the game myself, until then: NO SPOILERS!). It’s particularly jarring in light of the separate settings for Combat and Narrative that allow a player to adjust one or the other to their preference, whereas the multiplayer is exclusively combat, and not particularly forgiving.
It doesn’t take a conspiracy theory of “world leaders are giant lizards in human skin polluting our essence by fluoridating water” proportions to connect the less than subtle shove towards multiplayer with the second troubling aspect, the equipment upgrades. You earn credits through your battles, and with those credits you can buy Recruit, Veteran or Spectre packs containing a random mix of consumables, weapons, upgrades and multiplayer characters (you can always create a human of any class, other races like Salarians and Krogan are unlocked via the upgrade packs). The kit you get is mostly Common, but with a chance (or certainty, depending how much you spend) of Uncommon or Rare items. Sound familiar? As Evan Lahti of PC Gamer put it, “When I play it I smell Magic cards.” It’s not Magic for me, it’s 1983 Panini Return of the Jedi stickers, isn’t it? Wasn’t it? Small boys in the playground, jumpers for goalposts, got, got, got, got, need! Need! I’ll give you two ewoks and a quarter of the death star for the top of C3PO’s head! No, Mrs Brown, I wasn’t playing with the stickers in class, don’t confiscate them!
Random loot alone isn’t so much of a problem (or churches surely wouldn’t hold so many raffles), it’s a staple of many games, and though it can be annoying when you seemingly turn up endless shotgun upgrades and nothing for your favoured assault rifle it’s nothing that hasn’t been hashed out many times here and elsewhere around the blag-u-spore (and doubtless would have been on the Panini Stickers forum in 1983, had it existed; “drop rate of admiral ackbar is REDICKKYEWLESS!!1!”). As well as being available for in-game credits, though, the Veteran and Spectre equipment packs can be bought for real money (in the form of Bioware Points). I’ve got no fundamental issue with microtransactions (again, see repeated discussions here and elsewhere), but the combination of real money and randomness puts gambling on the table, then spins a big wheel and shouts “faites vos jeux”.
I haven’t really got a problem with gambling, but for whatever reason it’s not something I particularly enjoy, perhaps I’m too risk-averse. I can appreciate the appeal (win lots of lovely money, check), I’ll happily bet piles of virtual money on virtual blackjack in something like Fallout: New Vegas (especially when there’s a Quick Load option), but I’ve no desire to to shovel 10p coins into a slot machine. Mind you the slots player might be just as baffled by me and a friend doing the same thing with a Golden Axe cabinet when there isn’t even a chance of getting money out of it. (Note: adjust for inflation and substitute a more modern game to avoid too much 80s nostalgia.)
Turbine’s treasure hunting event in Lord of the Rings Online has similar overtones, offering random loot and requiring Treasure-hunter’s Picks that can be obtained either via in-game quests or from the store, although they sound quite easy to obtain via quests. Cryptic have rightly been drawing more flak for the Cardassian Lockboxes in Star Trek Online that can only be opened with a store-bought key. Some people can get into serious trouble with gambling, and though a stack of lockboxes are unlikely to cost someone their rent money or bring down a bank, a friend who worked in a games shop had enough stories about Magic players begging, borrowing or stealing enough for a couple of booster packs, feverishly ripping them open, and collapsing in a sobbing heap surrounded by discarded Sorrow’s Paths without a Yawgmoth’s Will to show for it. At least ME3 multiplayer is co-op rather than PvP so it really doesn’t matter if other players are tooled up with diamond-encrusted hyperguns, worst case your comparative contribution to the team might be reduced, but you’ll get the overall team rewards.
Venture Beat spent $100 on Spectre equipment packs in an interesting investigative piece that doubles up as a genius wheeze to claim Bioware Points as a tax deductible expense, and the results aren’t terribly impressive; as it concludes: “I’m sure there will be those who purchase just a couple packs and get some awesome stuff, while others will go on to have worse luck than I did. That’s the problem with gambling. But according to our little test, the odds are stacked against you in Mass Effect 3.” There is another method of boosting your single player Galactic Readiness as well, an iOS game that doesn’t sound terribly good, and *also* has an option to purchase equipment upgrades for cash.
It’s not that the purchasable equipment packs are a hideous abomination that completely ruin Mass Effect 3, they’re just a bit of tarnish on what is otherwise a rather nice addition to the game. If the co-op multiplayer was a separate free-to-play download with microtransactions that would be one thing, buying equipment packs seems a little excessive on top of a big-box full price game, but then so does launch-day DLC and the piles of tie-in merchandise unlocks, such is the way of so many titles these days. The Galactic Readiness aspect of the single player game may not turn out to be such a big deal after all, rendering this something of a storm in a teacup; perhaps we should just be thankful that Bioware didn’t use a less subtle approach to hook in players who care more about the story and relationship between the characters…
“Commander, over the course of our mission I feel we have become close, so close that I can’t help myself, I have to ask… Have You Tried Mass Effect 3 Co-Operative Multiplayer? Why Not Do So Now! Buy A Spectre Equipment Pack For Just 160 Bioware Points!”
“Shepard, I treasure our time together, but… it’s just… your Galactic Readiness score is rather low, so there’s a good chance I’ll die in the climactic confrontation. If you really loved me, you’d play Mass Effect 3 Co-operative Multiplayer and buy lots of Spectre Equipment Packs for just 160 Bioware Points!”
While familiarising myself with the history and works of El Greco through the power of the Wikipedian Hivemind, I came across the piece displayed here, an oil on canvas work titled The Holy Trinity.
I think this, for me, highlights the true genius of El Greco. Not only was he a fine artist, but he was an utter visionary, predicting the forthcoming plight of group composition in the early days of MMOs, and then realising that vision on canvas.
In the painting we can see the poor Tank, exhausted from the infinite pressures of leading a group through another dungeon instance, falling into the arms of the Healer who continues to desperately keep the Tank on his feet. Meanwhile, the DPS stand around looking confused and generally getting under the Healer’s feet (there’s definitely a foot-based theme underpinning this work); I think the one in the blue dress is probably about to helpfully yell “HEAL MEH!”, or perhaps complain about the Healer’s lack of ability. The DPS just to the left of The Primary Whiner appears to be contemplating the ground – one presumes the subject is curious about the big puddle of fire they all seem to be standing in.
Meanwhile, the DPS in green to the front left appears to be supporting the Tank, but a closer examination shows that their gaze is drawn down, calculating, and focussed elsewhere on the Tank, possibly trying to work out the value of the Tank’s gear score in order to complain bitterly about it, or simply assessing the gear’s value to determine whether it’s worth asking for the Tank’s stuff when they rage-quit the game.
The two DPS on the right of the picture are clearly aligned in the classic Get The F*ck On With It pose used by artists in the late 1500′s, and thus provide the picture’s balancing composition to The Whiners in the left third, with the Tank and Healer in the centre third.
I think it’s obvious that the dove represents Lady RNG, passing quickly over the group, ready to poop onto the head of the Tank from a reasonable height.
Not entirely sure about the disembodied baby heads sitting at the Tank’s feet, however. Possibly an abstract expression of the Tank’s battered self-esteem, or those maddening voices whose whispers sow the doubts and lassitudes which are the harbingers of the desolation of the soul.
Or maybe El Greco was just rubbish at drawing crafting nodes. Who knows?