Mass Effect 3
This post is about two weeks late. I finished Mass Effect 3 just before leaving for PAX East earlier this month, and I meant to write this review when I got back, but I wanted to let my “gamer anger” regarding the ending die down a bit before passing a final judgement on the game, because overall, the experience is well worth it.
Let’s get one thing out of the way out the gate: the game’s ending sucks. A lot. It’s really fucking bad, and to make matters worse, it feels lazy and forced. Bioware spent an entire trilogy of games building up how powerful the Reapers were, to the point of making them sound legitimately unbeatable. I’m going to try and keep this review largely spoiler free, so I’ll just say this: I think Bioware might have written themselves into a corner here, and didn’t really know how to get out of it.
Now that we have all that negativity behind us, Mass Effect 3 does a lot of things really well. Coming into the game, I was worried about pacing issues. Mass Effect 1 and 2 felt slow in some parts, especially the bits where you’re encouraged to make your rounds after every mission and talk to everyone on the ship. Thankfully, Bioware seems to understand that, with the Reapers tearing the galaxy apart in front of you, it was important to emphasize urgency, cutting down the conversation bits considerably. Some might decry this as making ME3 less of an RPG, but for story pacing I think it was necessary.
As far as the shooting, ME3 continues to fix problems I had with 1 and 2. Your spring is infinite now and, taking a few more notes from Gears of War, you can quickly and easily move from one cover to another seamlessly. They also buffed up my class of choice (Vanguard), making it considerably more melee oriented. I’m not sure if they buffed up other classes in a similar way, but I’d be surprised if they hadn’t.
Since the entire plot centers around recruiting races to help fight the Reapers, ME3 introduces a way to quantify the people that have signed up in a menu called War Assets. The number of War Assets you have is directly related to which ending you get. Obviously it’s best to get as many as possible before heading off to the last missions, so make sure you don’t leave any loose ends. On the same menu is the Combat Readiness statistic, which starts at 50%. This basically means that any asset you get is only worth half of its value unless you raise your Readiness. The only way to raise it is the game’s hoard-mode like multiplayer mode.
I’m not the biggest fan of that decision. For most games, especially RPGs with a focus on story, I think the multiplayer and single player experiences should be mostly separate. It doesn’t detract from the experience, but for those who don’t care for multiplayer games I can imagine it’s frustrating.
Overall, ME3 did really well at tying up most of the loose ends left in the first two games. There are a few bugs and weird graphical glitches, but my only big point of contention is the ending. Bioware has announced that they are releasing free DLC that expands the ending, but it isn’t know if it’ll be a band-aid fix, or a legitimate reworking of the ending to make it more satisfactory. I guess we’ll see when it drops next month.








