Monday, May 27, 2013

The Mass Effect Trilogy - Thoughts on the End of All Things


I finished playing 'Mass Effect 3' this weekend, wrapping up the trilogy and ending my spectacular 7 month affair with one of the greatest video game series I've ever played. Now I am feeling quite melancholy, blue, down in the dumps, even morose. I am, I've discovered, experiencing a well-documented phenomena known as 'post-Mass Effect depression'. According to the Internet it's a real thing; in fact when you type 'post-mass' into Google, the full phrase 'post-Mass Effect depression' autofills as one of the most oft-searched phrases in all of webdom.

To the doubters who spend a little too much time in the really real world who would cry 'what stuff!' and tell me and my millions-strong support group to grow up and get a life, I can only say 'don't knock it till you try it.' The Mass Effect trilogy constitutes three of the most immersive titles in modern gaming, a saga as sweeping as 'Lord of the Rings' or 'Star Wars' to hear some describe it. I'm inclined to agree. But unlike books or movies, which are static and unchanging except where people's opinions are concerned, games put us in the driver's seat and give us control over our own destiny, making our experiences in that universe infinitely more self-tailored and a good deal more intimate. I am not the first person to make this observation and Mass Effect is certainly not the first game or game series to elicit this sort of feeling in a player, but for my part it was as close to another life as I've experienced in the virtual world, one which to some degree I must relinquish forever now that my first playthrough is over and done. I will go back again; the trilogy is simply too big to experience everything it has to offer in one go, but I know (and I'm sure many will agree) that any subsequent run will be one of diminished grandeur and diluted wonder, an old pair of jeans compared to a brand new suit. Because no one ever forgets his or her first Commander Shepard.

I was a latecomer to the series. I only started it last year; it happened entirely by impulse. In the dead of a northeast New York winter I was fetal with cabin fever and craving some action, looking for a something to play that might distract me from the icy winds and three feet of snow outside my window. I perused the Playstation store until I found the first Mass Effect available for a $15 download. I shrugged, having heard of the title but never having pursued it, and decided to give it a go. I don't know how long I played that first night or when exactly I decided I was in love, but I do remember that first rush of excitement when I realized I was hooked. I had only planned to test the waters, to try out the game and see if I liked the mechanics, the look, the feel. But I spent some time crafting my Shepard, not thinking too much about it at first and planning to create a new profile if I decided I'd continue. But after the Eden Prime introductory mission I decided that I liked my Shepard – the face I'd given him, the attributes and backstory. To hell with starting over...I'd made my N7, now I was going to see him through. I never looked back; I took my Shepard from Virmire to the Battle of the Citadel, through a laundry list of side quests and a million upgrades, and when it was over I knew Mass Effect had another convert.

It wasn't the greatest game I'd ever played. The combat mechanics were antiquated for 2012 (R2 to shoot – ugh, and don't get me started on the frisbee grenades) and the graphics were no longer gold standard, but I saw past all that because I was so swept up in the story. Commander Shepard's journey isn't just one of combat and space fantasy but one of discovery, wonder, humor, camaraderie and as anyone familiar with the series would tell you, choice. Above all, Mass Effect is about choice. And therein lies the hook. At all times the series presents the player with innumerable choices that shape and color the story and the individual experience as you go. You can play as a faultless boy scout, a ruthless bastard or any shade of gray in-between. It has been said that no two Mass Effect experiences are exactly the same. I don't think I'll ever have enough time in my day or sufficient sleepless nights to prove that, but I doubt I could ever disprove it either.

The genius of Mass Effect where choice is concerned was in the consequences, something we're not used to dealing with in a game. We make a 'bad' choice and get a result we don't want, we reload the save file and try again. But Shepard's journey turned that convenience on its ear in two ways: (1) rarely if ever were you presented with choices that were explicitly 'good' or explicitly 'bad'. Instead you were presented with a pair (sometimes more) of equally gut-wrenching or alternately baffling options, none of them a game-ender, but all of them most certainly a game-changer in the most literal sense of the phrase. Whichever path you took was going to alter the game experience in ways big and small, from dialogue options to the presence or absence of supporting characters whose lives quite literally depended on your decision. Then, (2) just as you're reminding yourself that it's only a game, Mass Effect really calls your bluff by allowing you to import your save and profile into Mass Effect 2, forcing your Commander Shepard to live with his/her choices long after the first disc has been lovingly tucked back into its case. This was genius on the part of BioWare and ME's producers, as it launches the player balls-first into the sequel with a multitude of sins and salvations already on their heads, not to mention more than a few enemies still gunning for the galaxy's greatest soldier. Show me someone who saw ME1 through to the end and didn't buy Mass Effect 2 when it came out. Me? I started it the night after I finished the first.

ME2 was pure genius. It improved on every shooting/combat mechanic immeasurably, making the action truly thrilling for the first time. I would've been fine with another clumsy, keystroke-heavy offering if that's what I was given, but to be able to continue the Mass Effect saga with a newly tweaked, intuitive control scheme was enough to put me in nirvana. Some detractors groaned that ME2 sacrificed the more nuanced role-playing elements of the first in favor of a more macho, Schwarzeneggerian shoot-'em-up, but I protest on grounds that a huge quantity of 'pure' RPGs in the gaming world are unspeakably boring, not to mention populated by stilted protagonists who are little more than stereotypes and odious caricatures. Some folk can endure countless hours of such sluggish dreck in the name of 'purity'. I cannot. ME2 was all about character: the continuing evolution of Commander Shepard as well as the most narratively fertile cast of supporting roles I've ever seen in a game. Virtually the entire title is a scavenger hunt for 'the best people' in the galaxy to counter the steamrolling menace of the Collectors. These people, naturally, consist of outsiders, rebels, vigilantes, convicts, zealots, killers, and doctors of extremely questionable ethics. And it is one of the greatest joys in all the Mass Effect experience to get to know them, to learn their minds, win their loyalty and shed some pixelated blood beside them in defense of the galaxy. I finished ME2 with dread, knowing that I was already two-thirds done with my tenure, even as I vowed to go back one day and do it all again just for the Hell of it.

Mass Effect 3 was a tough one. Until I had started playing, the only thing I had known about the BioWare masterpiece was the controversy generated by ME3's end, an issue that received so much coverage I simply couldn't avoid it even if I was trying to remain spoiler-free. I'd glanced at the articles, I'd seen the memes, I'd even caught some extraneous fan-generated blowback from my fellow gaming geeks. Point is: I knew how it ended; I was prepared, and that helped quite a bit. I also had the presence of mind to purchase the 'Extended Cut' dlc ahead of time and load it up well before I actually reached Shepard's final, critical choice, so when the moment of catharsis came I was treated to several minutes of added scenes designed (ostensibly) to better flesh out the trilogy's endgame but in reality was cobbled together in answer to the tsunami of bad vibes created by the original ending. Unlike a lot of my peers, I was satisfied with the end (I'll speculate about the 'three choices' in some other post). I found it poetic, elegant, thought-provoking and most importantly, unpatronizing; a savvy commentary on self-reflection and those weird gray areas we spent the last three games exploring. I will be unpopular among many for this stance.  If you're sore about it, we can talk.  Just be ready for a brawl.

It was painful to switch off my console that night. Though he was still alive in a few dozen save files spanning a trio of disks, my first Commander Shepard's story was over.  Never again would anything he said or did be said or done for the first time, a virginal experience, fresh and unspoiled. But here's a testament to the saga's real strength: afterwards I didn't linger over the last battle, or the eye-popping end movies, or the possibilities of a second (inevitable) playthrough. Rather, I replayed in my head the last conversations Shepard has with his squadmates, a battle-forged team that long ago became more than just subordinates following orders. I thought about the writing team at BioWare and how good of them it was to consider the feelings of the players for whom that team had become just another room full of good friends; friends we were bitterly sad to see go and didn't want to let down. Seeing that made the final decision a little easier, and in the end I managed to smile, full of the knowledge that I wouldn't have had it any other way.

That's the power of good writing (something in which I'm not just a little bit invested). And it is the power of good gaming, too. Farewell, Commander Shepard. I'll see you again soon.

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