How God Of War Revitalized Storytelling For Me

(Minor spoilers ahead).

I love good stories.

No matter what form it takes, I’m always appreciative of a well-developed, thoughtful, and emotionally impactful story. This can be found in anything from a television show, to a novel, to a feature-length film, to video games. We are in an age where great stories are easily accessible, whether they come from antiquity or something released in modern times. Most notably, video games have now reached technological heights to the point where they can often rival even full-length feature films in regards to their entertainment value.

In a time where multiplayer games seem to be the most popular genre, the God of War series stands out in stark contrast to this ever-increasing trend. This is a single-player game, and it is a complete package. The series has always delivered deep storytelling, mixed richly in Greek mythology (despite the notion being promoted by many that God of War was never an emotionally rich series). Still, our protagonist of these games, the God of War himself, Kratos has most definitely changed, and not just in appearance or voice. 2018’s God of War has delivered one of the most incredible experiences in video games I have ever had. In fact, had I purchased a PS4 first a few years ago, I might not have ever picked up another Xbox console. And this is coming from a major Halo and Gears of War fan, both of which will never see the light of day on a PlayStation. I can say this confidently because PS4 is absolutely killing it with single-player narratives. God of War is the ultimate pinnacle of achievement in storytelling, and Xbox would be wise to find something to offer in comparison.

I admit I’m making some major claims here. I don’t play nearly as many single-player experiences as I used to thanks to the surge in multiplayer options nowadays, including cooperative experiences. Folks, let me assure you. God of War is so good, I feel like I woke up from a dream after playing it. I was sad when it was over. The good thing is, there’s plenty of reason to go back and replay it.

Upon reflection, Kratos has been through a lot. That may be a significant understatement. The man has literally been to hell (or is it hades?) and back multiple times in past games. He’s lost so much, partly to blame from his own self-destructive nature. But despite his incredible flaws and questionable redemptive qualities, I found myself truly feeling for the man this time around. He doesn’t make excuses for who he his. His path of bloodshed and carnage has left nothing but tragedy in its wake, and he knows this. In this sequel, there aren’t any morally grey areas anymore. He’s not somewhere between a hero or an antihero anymore. He’s just a broken, older man who tried to start a new life in a different realm, hoping to bury his demons and pursue a more peaceful path. At the start of God of War, we find an older, quieter Kratos preparing to bury his wife. We know almost next to nothing as to what happened to her, but the game wisely hides this from us. Not only are the visuals absolutely stunning, but I noticed quickly that it seemed like I was watching one long camera shot.

I have no idea how they pulled this off, but this is a darned impressive achievement. Even most films don’t deliver this unique type of cinematography. It’s just impossible for me to take my eyes off what I’m watching. The motion-capture work is phenomenal. The characters look and sound incredible. This is beyond excellent video-game storytelling. This is more than raising the bar. What I experienced was a story that would suck me in and leave me nearly in tears by the time the credits rolled, many hours later. God of War doesn’t just deliver an immersive story – it redefines the experience entirely.

On a side note, this article is about a specific part of GOW, but this game also features some of the most satisfying combat I’ve ever played. The primary weapon, the Leviathan Axe, feels and handles in a uniquely cinematic way. The battles look and play in a cinematic way, and Kratos deals damage up close in a visceral way not seen before. Every kill is satisfying, every victory feels triumphant. It’s amazing how they balanced such good gameplay with a story just as superb. This is one of the many ways the game retains longevity because even when you’ve seen the story multiple times, the combat keeps you coming back for more. These two elements are interwoven beautifully.

Kratos’ relationship with his son, Atreus starts off in a compelling way. The death of the mother, Faye, positions these two for a journey that leads them in this dynamic that plays out unexpectedly. They’re both distant and closed off, with Atreus seeking the approval of his father, yet both of them struggle to open up. Kratos has long kept secret his former life, though he retains his deity and title of God of War. Their interactions provide the foundation for a story that is as relatable as any modern family can experience, mythology or not. At the outset, I thought Atreus might amount to being simply nothing more than an annoying sidekick, but I was quickly proven wrong. He kept me intrigued. Kratos, in all his power and might, is unsure how to be a father to this boy, and I thoroughly enjoyed seeing him gradually open up and show his vulnerable side to his son. Their relationship is easily one of the best parts of the game.

Without going into too many details, let me also speak to the greatness of one of the villains of the game. When you encounter them, it becomes quickly apparent they’re much more than meets the eye. The ensuing conflict plays out in epic fashion, but far more cinematic than I would have expected. It’s a beautiful brawl, in a word. This character is really brought to life through the motion capture work, along with some fantastic voice acting. You will know what I mean when you see them. I love that they aren’t a typically physically imposing character, but they are relentless, nonetheless. I respected their power, even if I didn’t agree with their choices.

In fact, every character in the game is given a high level of detail and depth, and each one feels like a fantastic addition to the story. I wanted to know more about them, and fortunately, the story provides a lot of answers. On that same note, it also leaves us with many unanswered questions, but not in an unsatisfying way. There most definitely will be more God of War games to come, and I’m looking forward to it.

God of War reinvigorated my love for good storytelling, particularly in video games, because it takes its time to deliver quality. Every aspect of this game and its story is handled beautifully. The score is haunting and riveting at times, while likewise providing emotionally sensitive strength. The whole game feels like one long cutscene, which makes a huge difference in how you experience it. Cutting away to pre-rendered scenes is something I’ve always been ok with, but this game has shown me that a video game can offer so much more. It’s just beautiful. People who don’t think video games are art need to play this, because if anything could change their mind – it’s the brilliance of this gorgeous, impeccably-told experience.

Now, go buy a PS4 and play this powerhouse of an experience. This is far more than a simple video game. This is God of War.

 

Ghost Recon: Wildlands Review

Open-world titles have always appealed to me. The freedom such games give is exactly the kind of virtual sandbox I crave in a video game. This isn’t to say I prefer only open-world titles, but they certainly have an appeal that’s difficult to beat. Nowadays they seem to be quite common. Many lack enough depth to compel gamers to keep coming back or generate enough simplistic fun to likewise keep us hooked. Ghost Recon: Wildlands is closer to the latter, and while it does have its weaknesses, this is a game that keeps me coming back time and again.

Ghost Recon games have always been a refreshing challenge compared to more fast-paced series like Call of Duty or Battlefield, often requiring players to rely more on stealth tactics and squad-based gameplay. In fact, most games under the infamous Tom Clancy banner often emphasize realism over more Hollywood-style, arcade action. This has never been a criticism from me, but Clancy games always tend to require more patience and planning in their methodology. Not everyone will find the appeal of Clancy games, but most recognize their high-quality standards. In fact, it’s rare I find myself disappointed by a title with the Clancy banner, and most gamers agree.

Wildlands is a largely different beast from previous Ghost Recon titles, however. While it still retains the stealth emphasis, the action is much more chaotic than previous games. Engaging enemies guns blazing may prove to be the more dangerous option, but the designers leave it up to players to decide how they approach scenarios. This gives players tremendous freedom in an already huge open-world title. I personally have always leaned more towards a guns blazing strategy, but the risk/reward element to Wildlands will encourage even the most die-hard action fans to try different tactics than they’re used to.

The premise is simple enough. Players take control of a member of Delta Company, a fictional military group from the United States tasked with eliminating a large drug cartel dominating the country of Bolivia. If you choose to play solo, you’ll have three AI teammates alongside you. Their personalities (as well as your player’s) lack depth and don’t add much to the story, but then again – this game is far more about the gameplay than its narrative. This might seem like a criticism, but I don’t mind it. When a game is this fun, you tend to care less about its story. Your AI teammates’ banter is often entertaining, though. And the bosses have some pretty unique personalities, which adds to the otherwise fairly simplistic narrative.

Playing cooperatively online with friends is definitely the preferred method. It wasn’t until I started playing with my cousin that I realized how much fun it could be with real teammates. The AI teammates are somewhat helpful, but their reliability can vary. Often they would fail to engage enemies up close and needed too much micromanaging in firefights. But they are crack shots and will revive you quickly, which helps on the more difficult engagements. They do have an uncanny ability to eliminate marked targets, all with perfect synchronization. This feature alone makes it worth playing solo, too. Still, given the choice, playing with friends is probably the best way to play. There’s just so many more options by playing with live players, and communication is key to successful execution in Wildlands. And needless to say, with real players injected there is a propensity to discover how comical and chaotic this game can be.

Graphically speaking, Bolivia is a gorgeous, huge world. There are mountains, valleys, rivers, deserts, and mixtures of jungle and forests. It’s a massive world with plenty to do. The detail to characters, weapons, explosions, and vehicles are all impressively rendered. The framerate is generally smooth and consistent, which serves the game well considering how chaotic the action can become. I can’t say I was wowed by the character models, but they do the job. Customizing your character is a bit limiting by today’s standards, but I was satisfied by the options given. And you can still partially modify their appearance even after settling on a core look.

While the scale of the world may seem overwhelming, the addition of fast travel points and plenty of vehicles, helicopters, and aircraft offer quick ways to get around. Despite the vastness presented, it never feels tiresome or tedious. I was worried I would lose interest exploring such a vast world, but there’s plenty of good reasons to keep coming back. I found myself quite content searching out new villages for intelligence and points to upgrade my players’ skills and weapons. Tagging supplies and taking down convoys oddly never gets old for me. All of the side missions and regular enemy encounters keep things from getting dull.

The local rebels will also become a resource as you aid them with side missions and pinpointing supplies for them to pick up. In turn, you’ll unlock reinforcements that can be called in at any time, whether its additional fighters or a mortar strike, or simply use them as a means to divert enemy fire from your team. When it seems like the entire nation is descending on you and your squad, every extra ounce of firepower you can enlist is a good thing. I can recall a particularly challenging fortress my cousin and I was attacking, finding ourselves outgunned initially. Calling in rebel fighters to assist helped take some of the heat off us, which allowed us to commander a chopper and rain hellfire down on the enemy militia and win the engagement.

This review is technically incomplete, as I am not even halfway through completion of the game. But the beauty of this game is quickly evident in its simplistic, yet engaging design. It’s not without its flaws, of course. The missions can lack variety at times. The vehicles handle like they’re sliding on ice, which is problematic at first. Over time, players will adapt to them, but it’s definitely the weakest aspect of this game. But the gunplay is excellent, the visuals are spectacular, and the game offers plenty of reasons to keep coming back. If nothing else, the unpredictability of operations leads to some memorable moments. In my time playing Wildlands, I’ve surmised how it captures the heart of gaming at its core; having fun and creating moments that leave you laughing and grinning from ear to ear. It’s challenging enough to make players want to keep progressing but accessible enough that newcomers won’t be turned off.

There’s plenty of DLC to add to the already enormous world of Bolivia, not to mention the inclusion of a 4v4 player versus player mode (which I have yet to try). The extra content also includes additional options to modify your game, like the removal of HUD and the increased difficulty. Considering how vast the standard game already is, all the additional content gives gamers like me reasons to keep coming back for awhile.

Good games are not always perfect, but they have to possess enough merit to keep players engaged. Wildlands has a lot to offer and stands out as one of the best co-op titles available now. This is one I’ll keep coming back to for a while. Bolivia needs a lot of help from drug lords, apparently, so if you’ll excuse me – I’ve got some bad dudes to kill.

Final Score: 8.8/10

What Matters Most In Gaming

2017 might go down as one of the most controversial years in the video game industry, in no small part to the recent debacle regarding EA’s Star Wars Battlefront 2 featuring quite possibly the most polarizing progression system gamers have ever encountered. While games have long now utilized “loot boxes,” they have generally been focused on cosmetic options that do not affect gameplay. Never before Battlefront 2 have we seen a system so deliberately designed to essentially force players to pay significant money for in-game advantages. When Battlefront 2’s beta was live in October, gamers discovered this troublesome system and responded furiously against EA. The backlash was so widespread that Disney, the owner of the Star Wars franchise, contacted EA on the eve of its release and expressed their extreme displeasure in how this whole situation was hurting Star Wars as a brand. In response to the demands from fans, critics and Disney alike, EA removed the option to pay for loot crates with real currency, though they were snide enough to add that it was a temporary measure while they figured out how to make this work.

This fiasco with Battlefront 2 is indicative of a larger problem within the video game industry. The issue of a pay-to-win model is certainly one that demands attention and needs to be rectified at some point. Such a model of gaming raises some serious ethical questions, as this will undoubtedly widen the gap between consumers based on what they are willing to spend, or can simply afford to spend. Trends seem to indicate that developers will likely continue to produce video games modeling a service rather than a product, which means the continued inclusion of options for more revenue similar to EA’s attempts through microtransactions.

In addition, as games demand more from players in terms of both time and monetary commitments, we are left with the potential for gamers being taken advantage of for the sake of deeper progression in these increasingly complicated virtual worlds. With the promise of a better experience or an advantage in-game, players willingly all too often commit to what essentially becomes an enslavement of their time and money to developers and their products. The hours and dollars spent in these quests become increasingly rationalized over time as players choose to make the game less an enjoyable experience and more a lifestyle choice.

This is where video games actually do become harmful. Any model of entertainment that insists on extracting regular amounts of money for such little return is nothing short of thievery. As consumers, we are at the mercy of how developers design their games, no matter how greedy their model appears to be, but this does not mean we are doomed to give in to their monetary demands. With this in mind, even if games were not trending towards this model, would it still be wise to spend such gargantuan amounts of time playing video games?

For a Christian like myself, a balance must be found in the pursuit of entertainment. This same principle applies to all forms of entertainment. Any kind of pleasure enjoyed in excess is indicative of obsession, and obsession is idolatry, according to Scripture. That may not mean anything to secular gamers, but there is a reason idolatry is considered sinful. Often when we read Scripture we focus on the directive, rather than the reason behind it. At this point in our existence, surely we must realize that sinful practices actually harm us to our very core. Addictive practices, such as alcoholism, show that sin has very real physical consequences to our lives. Sin never fully satisfies, never mind how compelling it is. A wise apologist, Ravi Zacharias once said of the nature of sin:

“Sin will take you farther than you want to go, keep you longer than you want to stay, and cost you more than you want to pay.” 

How appropriate a statement when considering the current age of entertainment. Video game addiction will ultimately distort reality for players to the point where the virtual world is completely preferred and the real world is ignored. Such addictions rob us of our precious time, money and potential for greater things. For Christians, we are faced with a very real question of how to approach video games that are often modeled in a way that almost guarantees addiction, not to mention outlandish amounts of money. It is vital to remember that video games are not quite like other forms of entertainment because they engage us in a way that demands investment in some form or another. Not all games are designed this way, but with the inclusion of microtransactions, increased emphasis on downloadable content, and large virtual worlds, video games have become far beyond a simple experience.

While there is no perfect answer for this increasingly complicated matter, I believe there is a simple remedy. We have to remind ourselves that video games are ultimately about having fun. If we lose sight of this, we could find ourselves drowning in the demands of modern gaming. Developers obviously want their games to be more profitable, but at some point, we have to draw a line. EA’s attempt with the release of Battlefront 2 to squeeze more money out of gamers, offering such little in return is a good place to start.

As much as I am loving its gameplay, Star Wars: Battlefront 2 asks a lot of its players, and even more so now that they’ve removed the payable options. It is without a doubt one of the slowest, least rewarding progression systems I have ever seen. EA expects players to overlook this because the gameplay is so fun, but this is an unfair expectation on their part. Gamers may find themselves at an impasse. Spending a tremendous amount of time grinding away just to unlock some advantages in combat, albeit amidst a generally enjoyable grind, is still at the end of a day – a grind. My approach is to try and simply enjoy the game for what it is, not being consumed by a desire to unlock the best of everything.

Video games are here to stay, and with them the challenges they present. Aside from the inclusion of microtransactions and polarizing progression systems, gamers will continue to find themselves at a crossroads. Will we yield to the ever-increasing demands of publishers like EA, or will we enjoy games for what they are in a balanced manner? What will rule us, ultimately?  When pondering this question, a comforting passage of Scripture comes to mind:

“All things are lawful for me,” but not all things are helpful. “All things are lawful for me,” but I will not be dominated by anything.” (1 Corinthians 6:12). 

 

 

 

 

 

 

Star Wars: Battlefront 2 Review

The original Battlefront series offered some of the best and most engaging gameplay ever featured in any Star Wars game. While offering little in the way of a single-player campaign, both the first and second Battlefront titles offered plenty of content to keep fans coming back. I can attest to this, having spent countless hours playing even the basic Skirmish modes. This was back in an era where online multiplayer was relatively new to consoles, and not nearly as streamlined or dynamic. Oddly enough, until 2015, we hadn’t seen a new Battlefront title since 2005. It seemed illogical that no one wanted to capitalize on one of the most successful Star Wars franchises of all time. When EA took reign over the gaming rights to Star Wars in 2013 and shortly thereafter announced a new Battlefront title, fans were cautiously optimistic.

EA’s Battlefront released in 2015 was launched to coincide the release of Force Awakens, which most would agree definitely helped build the hype surrounding the game. To many gamers, however, EA’s reboot proved to be an undoubtedly enormous missed opportunity. Battlefront was extremely meager in its content, and only truly felt like a complete game after several DLC additions. Even with DLC, the game was still lacking a campaign, not to mention the fact that EA chose to completely ignore the prequel films and all the tremendous content they offered. Most fans ultimately agreed that EA had created a generally fun, yet oddly limiting Star Wars multiplayer game. The game was a tremendous commercial success, yet failed to garner critical acclaim from neither fans or critics. EA promised to address all the shortcomings of 2015’s Battlefront, while both promising free DLC this time around and delivering content from all films.

Battlefront 2 is finally here, and unfortunately, the final product is a bit of a mixed bag. On the one hand, it is without a doubt one of the most enjoyable Star Wars games I have ever played. The graphics, sound, and setup are some of the best I’ve ever seen in a video game. However, when coupling the good elements with the single most polarizing progression system I have ever seen, we find ourselves with a game that is its own worst enemy, ultimately failing to deliver what we were promised.

The campaign features generally great voice acting and memorable characters wrapped around a solid story, though one that will definitely not go down as the best in Star Wars lore. Although most of your time will be spent playing Iden Versio, an elite Imperial operative voiced and modeled after Janina Gavankar, players will be thrust into the controls of several other Star Wars characters for multiple missions. This is where the campaign really missteps, in my opinion. Iden Versio is a compelling character, and her story is the best the campaign has to offer, but it really detracts from the narrative when we suddenly shift perspectives to another character for no apparent reason. This is especially disappointing because it makes the story feel less cohesive and robs players of a potentially more engaging plot. To make matters worse, it is abundantly obvious the less interesting missions happen to be the ones that take place with said other characters. I’m not sure why EA felt the need to jump around so much in their narrative, but my advice to them would be to stick with their already compelling lead next time, instead of turning the campaign into a tour of Star Wars characters. At least the dialogue is entertaining enough to make the story enjoyable, but the constant jump between characters ultimately leaves this story underdeveloped. Perhaps the upcoming single-player DLC will add enough to make the story feel more complete.

Arcade Mode offers some fun distractions, albeit at the cost of any real depth. It basically breaks down to Team Battles against the AI or Battle Scenarios, which are really nothing more than sections of the multiplayer maps where you take control of mostly hero or villain characters and attempt to eliminate all the AI either solo, cooperative or with an AI team assisting. Arcade is also a good way to test out new abilities you’ve unlocked on troopers, heroes, and villains. It’s simple fun, but a nice break from campaign and multiplayer. My primary complaint against Arcade Mode is that it does not feature any space battles, nor does it offer more objective-based game types like the fantastic Galactic Assault. There are even fewer maps than available in online multiplayer. This feels like a bit of a ripoff, considering they went to the lengths of including AI battles at all. The capacity is clearly there, yet EA (at least for now) chose to exclude more variety in offline modes. This will definitely alienate split-screen gamers who were looking forward to recreating their fond memories from the original Battlefront series, which offered tremendous variety for local multiplayer.

The core meat of Battlefront 2 is found in online multiplayer, which currently offers five modes. The most popular mode will likely found in Galactic Assault, a 20 vs 20 massive battle scenario where one team attacks, completing specific objectives unique to that battle, while the other team defends and attempts to thwart the attacker’s progress. The battle scenarios span across all trilogies, featuring all factions and most heroes and villains from each era. For example, on Theed, the Clone Troopers must defend the Queen’s Palace by attempting to destroy the Separatist’s MTT transport as it slowly approaches by using Ion disrupter weapons found lying around, then attacking the MTT while it is vulnerable. The Droids must defend their MTT while pushing the Clones back to the Throne Room until it is captured and victory achieved.

Galactic Assault is my favorite mode, and likely to remain the most popular of the five. It offers lots of potential for all kinds of outcomes and helps recreate some of the most iconic Star Wars battles. It does remove some of the immersion at times when you notice a villain or hero that is out of place for that era, however. Seeing Luke Skywalker carve through a Super Battle Droid on Kamino is as bizarre as it sounds, for example. And even stranger, some of the most key characters in the saga are noticeably absent, like Anakin Skywalker, Obi-Wan Kenobi, General Grevious, etc. Hopefully, they will add more characters with the upcoming DLC, but this feels like it should have been included at launch. Of course, I’m no fan of the games-as-service model that is becoming the trend for AAA games, which means a game on launch is often less than a complete game and only feels so after multiple DLC releases.

Like almost every feature in Battlefront 2, Galactic Assault is not without its shortcomings, however. Some of the maps tend to favor either the defender or the attacker from the outset, which creates some frustrating battles sometimes. The balance is acceptable, but in close quarters the heroes and villains only add to the chaos and the likelihood that you’ll die pretty quickly. And when the battle goes from an open map to a tight corridor, it can feel overwhelming to breakthrough. On a side note, I’ve also found that sometimes the regular troopers can get stuck way too easily on objects, which has definitely resulted in more than one unfortunate death. Ultimately, it is an addicting game mode, and even better when played as a team, which the game encourages. I’ve found most players tend to run around on their own, but when teamwork is kept in mind, it can be as tactical as any other shooter on the market today.

One other significant issue plaguing all multiplayer is the lack of in-game voice chat, which seems like a baffling feature to exclude. There is still the option of party chat for gamers who choose to do so, but most will only do this with friends. This is still polarizing to gamers who want to communicate with their teams but might lack enough friends to play with because coordination and teamwork are definitely emphasized. It’s odd to see teamwork so heavily encouraged but at the same time crippled by its own design. If EA intended players to utilize teamwork as they claim, they should have designed this more intentionally. Perhaps a future update will solve this issue.

Starfighter Assault is likely to be the second most popular game mode, and definitely my second favorite as well. This takes the large-scale objective-based gameplay of Galactic Assault and swaps out the ground battles for air and space combat. While lacking the variety of Galactic Assault in maps, it does offer some of the best space battles in Star Wars game to date. Performing barrel rolls in an X-Wing and weaving in and out of asteroids and large ships is as thrilling as you’d imagine. Evasive maneuvers have become a bit more challenging with the removal of the preset moves featured in 2015’s Battlefront, but a clever pilot can usually avoid missile tracking and an enemy tailing them. On a side note, the scoring system in Starfighter Assault makes no sense to me, but perhaps I am just not discerning enough to understand it. There were several battles where I was convinced we were on the verge of victory, only to discover the game ended abruptly with the screen showing “DEFEAT.”

Heroes vs Villains is an enjoyable, yet chaotic mess of a mode that mostly ends up being less about strategy and more about picking the most powerful character while avoiding getting surrounded by the whole opposing team. Certain characters are marked as targets on each team, which at least adds more depth than simply killing everything you see. However, as mentioned before, the lack of more villain and hero options makes for a somewhat limiting experience. It would’ve been nice to see more variety with a game mode involving only heroes and villains.

Strike and Blast are the least exciting modes, amounting to little more than Team Deathmatch and a smaller scale version of Galactic Assault. I found little reason to keep coming back to these if only to shore up my teamwork and shooting skills against live players. Strike makes almost no sense without the inclusion of in-game chat, so I’m likely to avoid it without friends. Without coordination, small team objective-based modes make no sense.

Now for the elephant in the room – the progression system of Battlefront 2. This controversial system is clearly the downfall of this game, even after EA “temporarily” removed the inclusion of a pay-to-win model of progression, with players having the option of purchasing Loot Boxes for Star Cards, crafting parts, etc with real money. The Loot Boxes currently remain, but they are purchased only with in-game currency, and no real currency is an option as of now. These Loot Boxes wouldn’t be such an issue if they were purely cosmetic, but the entire progression system is based on these boxes. And worse, the amount of time spent necessary to earn enough credits to unlock even basic abilities and characters is egregious, forcing players to grind and grind and grind seemingly without a moment spent just enjoying the game for what it is. This unforgiving progression system alienates newcomers tremendously, essentially guaranteeing many quick deaths until they manage to unlock abilities strong enough to make them a formidable foe on the battlefield.

EA really dropped the ball here, and now they find themselves in an even more difficult position, seeing as they already promised free DLC to players, and they already removed the pay-to-win aspect featuring real money, which currently means their only profit comes from the sales of the game itself. Where they go from here is hard to say, but I’m hoping they have learned their lesson (which is unlikely). Creating such a confusing and frustrating progression system that is tight into every aspect of the game is problematic for the future of this title, even with free DLC planned down the road.

Fortunately, their redeeming factors in this debacle come in two forms. One – the fact that they did happen to create a particularly enjoyable Star Wars game and one that I for one will continue playing for a long time, with more content to follow. Secondly – as is the nature of many AAA titles today, there is always the possibility of updates in the future that will attract more gamers to purchase the game, through DLC, etc. I honestly would have been satisfied paying for DLC if they had completely removed the Loot Box feature, or at least kept it to purely cosmetic benefits. My concern is that they will add in the pay-to-win microtransactions again down the road once the media calms down and The Last Jedi releases. Disney does not want any more bad publicity to their cherished brand because of EA’s mishandling, so we’re unlikely to see them return soon.

Microtransactions aside, Battlefront 2 does suffer from a lack of variety in game modes online, as it does offline. 2015’s Battlefront may have been more simplistic and offered fewer eras to play across, but it did feature more game modes for multiplayer. Of course, with DLC down the road, there is always the potential for new modes, maps, and heroes. The lack of in-game chat and a more dedicated party system is an odd choice, considering everything DICE (the primary multiplayer developer) has made in the past has been focused on teamwork and communication.

Ultimately, in most ways, this is the Star Wars game I wanted in 2015. There is a LOT to love this time around, and I’m particularly impressed with the visual fidelity, sound design, and the addicting nature of the multiplayer. Playing with friends and coordinating better will likely appease my issues with the in-game chat options, and as more content releases, it will only add more possibilities to the great foundations this game possesses. It is important to note this game can really only be enjoyed online, so local multiplayer and single player fans will likely be left wanting. Here’s hoping EA does the right thing by keeping out microtransactions and keeping gamers from being tempted to fork out potentially hundreds of extra dollars for simple multiplayer advantages.

Final Verdict: 7.8/10

Star Wars: Battlefront 2 is in many ways everything wrong and everything right with video games today. It offers fantastic gameplay, but it comes with a catch (albeit less of a catch now since release). Those looking for a deep, immersive online shooter should probably look elsewhere, as it never reaches the sophistication of titles like Battlefield 1. But if you love Star Wars – this is absolutely the game for you. Just make sure to keep an eye on EA in the next months in regards to this troublesome progression system – they are easily startled, but will come back soon and in greater numbers. 

 

 

Why Local Multiplayer Matters

While developers continue to push the envelope in competitive multiplayer, gamers are noticing an increasing absence of local multiplayer options. Online multiplayer has been here for years, but it has definitely become the mainstay of multiplayer gaming, with the exception of perhaps Nintendo’s consoles, which have always focused on local multiplayer options. By and large, however, gaming has left behind the big days of playing together on the same console, particularly with shooters and racing games, both of which are my some of my favorite genres.

One of my fondest memories is playing Need for Speed: High Stakes on the PC, splitscreen with my little sister. It was one of few PC games I can recall ever playing splitscreen in general, but it was addicting. Sharing the same keyboard, we would race against one another, try to take one another down as cop and robber, or team up as cops to stop all the racers. The possibilities seemed endless. This was back in 2004, when online gaming was more limited to PC and Xbox had really only been the successful console to implement it. My world of gaming was quite small, but I was a happy camper.

Several years later, I discovered Star Wars Battlefront on PS2. I was hooked, over and over. Again my sister and I took our gaming to new heights, enjoying the crazy amounts of variety Battlefront offered. We could not get enough of teaming up as Clone Troopers on Kamino, trying to see how many kills we could wrap up. Despite her being three years younger than me, she kept up and often surpassed me, to my surprise. It was a strange competitive/cooperative mixture. There were times when I wished we could have our own screens, but neither one of us minded it. In fact, it made sense when playing co-op on large maps where it could sometimes be easy to become lost and we needed to locate one another.

Being late to modern gaming, I have always been a generation behind in consoles. This is likely a factor in my sentiments against online-only multiplayer, but there are significant issues with the gaming industry’s tendency to exclude offline multiplayer. In many ways, it’s become a rarity to have full offline splitscreen features in a AAA game anymore. It makes sense for online multiplayer to take center stage (in most cases), but gaming hasn’t changed as much as people think. There is something about being next to a loved one while playing together that is far more intimate and memorable than simply chatting in-game while not being able to see one another.

Let me be clear, though – I have no issue with online multiplayer. I just have an issue with developers excluding offline multiplayer, especially when the elements for it are already there. The recent Star Wars Battlefront games are a prime example of this issue. Both games include offline elements, but they are pretty bare bones compared to the online offerings. I was infuriated to discover that none of the DLC content was made available offline in 2015’s Battlefront, which defeated the purpose in my mind. Walker Assault is a ton of fun with a friend offline, and it’s a shame it lacked additional offline support. To me this was a deliberate and lazy move by EA.

2017’s recent Battlefront 2 offers more maps for offline, but somehow offers less variety of gameplay. The offline elements are limited to simple shooting matches with none of the fun of Galactic Assault. I’m baffled at this, because it seems prudent to at least include some variety since they chose at all to include offline options. For a gamer like myself who enjoys both online and offline options, I feel a bit shortchanged. At least bring back Walker Assault or something to mix up the game type. Working towards a goal more complicated than simply eliminating the enemy is definitely a recipe for fun, and it’s disappointing how EA chose to ignore this potentially great feature.

The Need for Speed series is even more faulty in this area, and to no one’s surprise – it is another EA-owned franchise. I cannot remember the last Need for Speed game that featured offline multiplayer, which is battling because the older games were known for their amazing local multiplayer options. I loved the online aspects of Need for Speed Hot Pursuit, a reboot a few years back – but it also lacked ANY offline options. I was absolutely floored that the developers didn’t take advantage of the potential fun offered from split screen racing and playing as cops against racers that has made the Hot Pursuit games so addicting. Another key missed opportunity.

Developers like to reason that the computing power it takes to render split screen is too taxing on the visuals, and they obviously do not want to see their beautiful game with less than the best graphics. Unfortunately, they fail to realize that gamers who play on the same console together aren’t doing it for the graphics (primarily). If the framerate dips a little at times, or the textures aren’t quite as sharp – that’s not an issue for most. I’m not focused on the visuals when I’m playing with someone on the same console – because visuals are not what it’s about. It’s about playing together. I could not put it any simpler than that. It’s about experiencing the same game together, next to each other.

I fully support the ever-expanding online gaming community and look forward to its future innovations. My only wish is that we would stop alienating such a large portion of gamers who have pretty simple and easy requests from developers, especially when you consider these offline expectations are not new features. Games would sell better and would promote better longevity if they simply offered more incentive to wider audiences. I guarantee you there are plenty of gamers who would buy more online-focused game IF it included plenty of offline options to keep them coming back.

 

 

 

 

Current Thoughts On Mass Effect: Andromeda

Let’s be clear, Mass Effect: Andromeda is one of the biggest games of its kind. This is huge scales beyond the original trilogy, byfar. In terms of the overall story? Definitely not. But just about everything in this game is massive. I play in limited increments, so building a review is taking time. In the meantime, I’d like to share some of the thoughts I’ve had while attempting to play through this gargantuan game.

  1. How on earth did I never heard about the Andromeda Initiative during the Mass Effect trilogy? This seems like a big deal, I’m just saying. I would find it hard to believe that Commander Shepherd had no idea this was going on. I mean, they send a space station about the size of the freaking Citadel, plus four other massive “Arks” containing thousands upon thousands of new settlers. I know, I know – Andromeda was made after the original trilogy, so continuity is a bit of a problem here. It does seem like such vast resources could have been used to help deal with the Reapers, though.
  2. My sibling is stuck in a coma for who knows how long?! Come on, this is such a major letdown. How cool would it be to have another Pathfinder out there helping me out? She still hasn’t woken up, and I’ve only had a brief communication with her.
  3. Andromeda sure is pretty. 
  4. Those facial animations, though. Hit and miss, to say the least. At times I think they look great. Other times…not so much.
  5. At least the voice acting is top-notch. Peebee annoys the heck out of me so far.
  6. Also, why is Peebee the least attractive Asari I’ve ever seen?
  7. Why is Cora into guys but has a total gay haircut? Lol. Just saying – this seems kinda odd.
  8. Vetra is not as cool as Garrus. I’m sorry.
  9. In fact, NO ONE is as cool as Garrus. I like the new team but none of them are as appealing as Garrus was. Better hopes for next game, I suppose. Still, I can learn to love new characters.
  10. The UI is CONFUSING as heck. Just how many screens to I need to jump through just to accomplish a few basic tasks?
  11. The resource system is confusing as heck. 
  12. Noooo! Dad!!!-er, Alec Ryder! Don’t do it!
  13. The Kett are kinda lame. They just seem kind of your average alien foe. Perhaps there is more depth to them. My one encounter with Archon was disappointing. He insulted me, as expected.
  14. Andromeda is very pretty.
  15. Scanning is still lame. Hey BioWare, did you not hear us from previous games? We do NOT enjoy scanning. Making us do much much more of it is the opposite of listening to us.
  16. The combat is definitely one of the highlights. Can’t wait to unlock higher tier guns and powers.
  17. Did I mention Andromeda is pretty? Very pretty game. Some of the characters look rough, though.
  18. Yay for colonizing! Kinda makes me feel bad about what’s going on in the Milky Way right now – oh wait, it’s been 600 years. Everything has changed for the better or worse by now. The war HAS to be over.
  19. Jump jets are fun. Kinda reminds me of The Force Unleashed.
  20. Soooooo many side quests. Good lord.
  21. Seriously? All the other Arks are lost? How did we get so lucky? Gah, and I bet you expect me to find out what happened, right?
  22. The Nomad is legit but where the heck are my cannons? The Mako definitely handles climbing better so far in comparison.
  23. Soooo much scanning. 
  24. I don’t care about your mother that’s still frozen. We just made our first settlement, folks – slow it down.
  25. Is Tann gay? His voice is so entertaining.
  26. Uh, Jaal is cool but ugly as sin – why would anyone want to romance him? Same goes for Vetra, Peebee, etc.
  27. Ooh, a jungle world!
  28. I take that back – jungle world is confusing and frustrating.
  29. I can’t use my Nomad???!! The heck?!
  30. Sooo much climbing. 
  31. Hey, cool – dinosaurs!
  32. What do the Remnant remind me of?
  33. Oh yeah – Forerunners from Halo. 
  34. Also, great concept guys – an ancient mysterious race with powerful technology waiting to be exploited. Sounds just like a story I know of from the Milky Way. So original.
  35. The dialogue is pretty dang entertaining. I love listening to Drack during missions.
  36. Amazing how BioWare manages to represent Intelligent Design even in the most minute way possible. I’m impressed. Too bad 99% of the rest of the game and its characters push Evolution 100% of the time.
  37. Wow, Andromeda is gorgeous. 
  38. Can we be done with the jungle planet already? I miss my Nomad, and the open road.
  39. Have to admit, the Tempest is just as cool as the Normandy, except the interior is way more confusing to navigate at first. 
  40. I love my Ryder. But, I miss Commander Shepherd and his ability to be a complete jerk to people.
  41. Dang, still on this stupid jungle planet. 
  42. At least the jungle planet is pretty.
  43. I’m going to be playing this for awhile, aren’t I?
  44. You win again, BioWare. I’ll play your little game until my eyes bleed. It’s addicting. Even with the lame jungle planet and the odd animations at times. 
  45. Oh, here’s a huge update out of nowhere – somehow that made a significant difference. The eyes look so much better, not gonna lie. 
  46. Oh, I can skip the lengthy travel sequences now? Praise God. 

Video Games: A Married Man’s Struggle

For the homeschooler, being more of an introvert can often be a natural outcome of being educated in an environment where you simply don’t interact as much with other kids your age. This is not always the normative, however. At the end of the day, though, I was truly always an introvert. I enjoyed outdoors to an extent, but being outside often boiled down to just sweating a ton in the insane Florida humidity.

This is still true today, even though I would say that I’ve developed into far more a social person than I was during my teenage years, and definitely more active outdoors, too. More specifically, though – my sometimes nerdy interests still cling to me. I still love movies, books, video games, writing, etc. I don’t want to let go of these interests, though some of them lack any true substance or benefit. Even reading and writing, as stimulating as they are depends on the subject.

Now as a married man, these interests remain. But the dynamic has changed – I have clear responsibility to care for my lovely wife and see to her needs before myself (and I happily do this), I honestly find it difficult to prioritize these interests as much as I did before. In particular, video games. For me, video games are the remaining love that refuses to go quietly into the night.

It’s no surprise that I don’t play as often as I used to. Whenever my Xbox Live Gold subscription expires I typically don’t rush to pay for additional service. My tendency is to simply revert back to a single player game once again, like Mass Effect or Ace Combat. There’s no rush because I’m not as competitive as I used to be, or as active online in general. Over eighty-percent of my Xbox usage is from Netflix, so gaming in general has taken a backseat. Sharing one TV also limits my game time, which is not a complaint – just a simple reality. No matter which way I cut it, there’s simply not enough time to play video games as often as I used to. 

Perhaps in the days when I was a single man I would dedicate the time it took to master Gran Turismo’s brutally challenging simulations of real-world cars. I can recall at the height of my time playing I was driving in races of over 200 laps, often taking hours and hours to complete. That game spanned something like 4 discs worth of content, and gamers like myself could spend months improving our skills.

Or perhaps I was spending hours with fellow gamers trying to obtain all of Halo 3’s difficult hidden skulls or completing the last mission on Legendary difficulty. Or in Gears of War, trying to unlock the coveted “Seriously” achievement, which was awarded for killing something like 15,000 enemies online. Took me probably a year alone to get that achievement.

Here’s the dilemma for a young married Christian man.

In order to be a loving husband who shows consistent effort to pursue my wife, meet her needs and expectations (and of course go way beyond this), I must sacrifice time and take less stock in things that simply don’t matter. And video games – as much as I hate to admit it, they don’t really benefit my marriage or bring us closer to Christ. Are they wrong to play? Most of them are pretty harmless, though I wouldn’t bring myself to play quite a few. It’s the time required to play them that becomes troublesome.

At the same time, even my wife recognizes that video games, like other forms of entertainment can be fun distractions from real life. In a day and age where our ears are constantly tuned to bad news, I almost view it as a necessity to sometimes block ourselves temporarily from so much negativity. This is one of the reasons Mass Effect is my favorite gaming series of all time, as it engages me and captures my imagination again and again. It begs questions about existence and the Universe. Even my wife plays The Sims in her free time on occasion, and that game is about as removed from reality as you can get (no judgement, just pointing out a hilarious fact).

Being that there are lifelong accomplishments I am determined to attain other than playing video games, it’s even more difficult to give gaming time like I want. Fiscal and physical discipline are two practices I’m working on as we speak, and video games do not further either of these goals.

Is the answer to eliminate gaming from my life completely, as I did a few years ago for a time? I’m not so sure it’s such a black and white scenario. All good things can be misused or become addictive, like food or entertainment. Is gaming furthering my walk with Christ in any way, or is it furthering my marriage, or the Gospel for that matter?

Oddly enough, I’ve had opportunities to minister to some friends during gaming sessions on Xbox Live, so I can’t say it’s been a complete waste. Still, those moments are few and far in between.

What I don’t want to be is a husband who never grew up, because my wife did not marry a little boy stuck in man’s body. Video games may always be an interest, but they will never be my life again (unless by some odd miracle I play games for a living, and even then it won’t ever be a “life”). There’s too many men of my generation who have lost sight in how to treat their ladies, how to pursue them, and how to prioritize them. While I may retain small interests in things like gaming, I will never allow myself to be found a neglectful or lazy husband who does not honor his relationship with his wife. Boyfriends and husbands who let video games rule their lives are slaves to their own interests, and there’s no room for anyone else. 

I suppose the ultimate answer is a familiar one. A great man once told me, “You must use balance in all things.” Is it possible to balance my personal interests with my marriage and my ambitions, and most importantly, my relationship with Christ? I’m sure it is. Whether I have found that balance remains to be seen. There is always the danger of conforming to the world’s image, and too much indulgence in any secular form can be devastating to a Christian’s spiritual health:

“Do not be conformed to this world, but be transformed by the renewal of your mind, that by testing you may discern what is the will of God, what is good and acceptable and perfect.” (Romans 12:2). 

For now, I shall play on. At least, from time to time. I think the list of priorities should look kind of like this:

  1. Jesus
  2. My wife
  3. Family/Friends
  4. Everything else

 

 

Mass Effect 3: A Bittersweet Conclusion

When a story comes to its end, there are always divisive results. No tale in entertainment, whether it be a novel or film or video game is almost ever considered to be completely 100% satisfactory. Fans will always be wanting more to an extent, while others may be left feeling essentially betrayed. Some are left satisfied, but even this has limitations. For the Mass Effect series, this is no exception.

For some, Mass Effect 3 marks as one of the most disappointing endings to a trilogy in gaming history. In fact, a majority of fans voiced not just disappointment but anger at the finale of their long journey with Commander Shepherd. Many fans felt as though their decisions throughout the game and the previous Mass Effect titles were essentially ignored for the finale, being funneled into three minor variations of the same ending. There was even a huge petition not long after the game’s release that demanded BioWare re-write the ending or add more options.

Before I into further detail about the controversial endings, I should give this some proper context. Mass Effect 3 is one of the best games of all time, easily – even with its hugely flawed ending. There is so much to love about this game, which ultimately brings me back to play it again and again even after all these years. Even as I write this I’m replaying the trilogy like almost new again as we await the release of the highly anticipated sequel, Andromeda. And what makes Mass Effect so great as a series is never lost in its finale, despite the ending disappointments.

We find Shepherd back on Earth six months after the events of the “Suicide Mission” of Mass Effect 2. (I always pick a male Shepherd for the record so it’s not confusing when I refer to Shepherd as “he.”) Shepherd has been taken into custody by the Alliance back on Earth, but is not kept as a prisoner, per say. The fact that the second game required Shepherd to work directly with Cerberus, a dominating unethical pro-human organization, certainly did not make a great impression with the Systems Alliance. This is especially true considering he came from the Alliance originally before being promoted to Spectre status. His involvement with a shady organization like Cerberus ruffled more than a few feathers, despite the fact that Shepherd consistently reminds people he operated not as a subservient to them, but as a cooperative asset for a mutual gain.

All of Shepherd’s past accomplishments don’t seem to matter as much to the Alliance until they realize how much they still need him. Within the first moments of Mass Effect 3, to their horror, humanity finds itself suddenly being invaded by the hostile advanced machine race known as the Reapers, the beings responsible for the extinction of life in the galaxy every 50,000 years. Shepherd had defeated a single Reaper known as Sovereign with the help of the Citadel Fleet over two years ago in the first Mass Effect, but even that was a costly victory. Entire fleets of Council races had to stack up to even stand a chance at taking down the gargantuan Reaper ship.

Throughout the series we’ve come to know a complicated history of the galaxy, eventually finding the Reapers have been the main players in this game for an unknown amount of time. The Reapers wage their cycle of war the same way every time. They arrive in force and harvest advanced species, destroy most of civilization, and leave the primitive species alone until they ultimately develop into an advanced race themselves 50,000 years later, beginning the cycle anew.

I know it’s complicated, but basically for two games now players have learned a lot about Reapers and like myself, probably assumed there would have to be a direct confrontation with them for the finale. Shepherd predicted their return since the original Mass Effect, and he was right. The game doesn’t waste any time launching players right into this war. It’s a pretty awe-inspiring way to kick off a game. Even by today’s graphics, the scale of the Reapers and their destructive capabilities are impressively depicted. It becomes pretty clear early on conventional warfare will not be sufficient to defeat this massive, overwhelming force.

Mass Effect 3 is about war and sacrifice, which is a vastly different tone from the first two games. It’s about the greater good, and the survival of the galaxy. Personal, intimate stories and recruiting loyal teammates is not the focus like it was in Mass Effect 2, and exploration is essentially non-existent, which was a large focus of the original game. Don’t get me wrong, though – story and characters are still integral to the gameplay and help make Mass Effect 3 a fantastic experience. But at its core, this entry is about conflict. The DLC also adds tremendous content, introducing new stories, characters and weapons. My particular favorite is the Citadel DLC, which feels like a love letter to Mass Effect fans from the developers. There’s so much humor and intrigue, coupled with plenty of new places to explore. The conversations with teammates alone make the Citadel DLC worth checking out.

The gunplay and cover system is vastly improved from the previous games, and combat actually gets pretty addicting. Combining tech and biotic powers is a blast, and it feels more fluid and faster-paced this time around. The added melee feature makes combat feel more tense and visceral. It’s not quite the same level of action like Gears of War or similar shooters, but it’s still very engaging. There’s certainly never a dull moment in combat. The enemies are powerful, smart and generally keep you on your toes. I actually still dread encounters with Banshees, which are Reaper-deformed Asari that move slowly until they randomly teleport in front of you, stalking players in an unnerving manner. Enemies throw grenades and flank frequently, so expect to move around a lot. Add all this and great weapons with plenty of upgrades makes combat a really satisfying experience. Some of the RPG elements that were lost in Mass Effect 2 have been brought back, as well – which is certainly a plus.

Multiplayer, which is a first to the series, is a cooperative experience, similar to Gears of War’s Horde Mode, where players team up to tackle waves of enemy AI. I admit I didn’t play this as much as the campaign, but it was a nice addition and I’m hoping they will flesh this out more in Andromeda. It certainly added to the replay value.

Again, there are many reasons to love this game. The story is much larger in scale, now that the entire galaxy is in conflict with the Reapers. I loved learning more about places like Omega through extra missions, or finding more history of the galaxy in the Citadel DLC. All of these things help sell players (once again) on the vastness of the galaxy, and what is at stake for civilization. Shepherd is essentially required to unite an entire galaxy against the Reapers to even stand a chance, which creates some complicated situations. For example, the Krogan are powerful warriors, but they suffer from a disease that was biologically engineered to reduce their population, and Shepherd is required to address their crisis before he can enlist their support. The Salarians vehemently oppose this move, fearing the Krogan would overtake the galaxy after the Reapers are defeated (as they nearly did many years ago). There’s politics and warring differences involved with every situation and every race Shepherd encounters. Despite the fact that a nearly unstoppable force comprised of advanced machines is bearing down on their planets, some of these races prove to be more difficult to convince than others.

The Geth and Quarian conflict is probably one of the most memorable of the series, as their situation bears to mind the meaning of artificial intelligence and the possibilities of organics and synthetics coexisting. The Reapers insist that there will always be conflict, but during Mass Effect 3 Shepherd is given a real chance to reconcile the Quarian creators with their created Geth machines and prove the Reapers wrong. It’s a fascinating exchange, and the solution can play out a number of ways. I honestly found myself pondering the ethics of whether organic life should be given priority over synthetic life, even if the synthetic developed true artificial intelligence. It’s also during this scenario that Shepherd faces a Reaper toe to toe, adding a sense of terror and awe to the size and power of the Reapers.

Another great aspect of the story is seeing many of the plot lines explored in Mass Effect 1 and 2 come full circle. I love how different your experience can be depending on decisions you made in the previous games, which drives the replay value all the more. Entire characters and their stories may be absent depending on whether you encountered them at all, or if they survived since then. This allows players to truly feel that their story is unique and of their own choices, which is simply amazing.

The score is once again, fantastic. Mixtures of techno, science fiction and epic sweeping pieces help sell us on the cinematic presentation. I felt genuinely touched in many scenes throughout the game, whether it was the tragic loss of a teammate or refugees being slaughtered at the hands of the Reaper forces. This helps deliver on the already superb cinematic presentation. Interestingly enough, some of the best tracks are found on the DLC, for the Extended Endings and the Citadel, which came out months after the game’s original release.

I think the underlying problem with this sequel is that it feels rushed.  I get the sense the developers were pressured to release the game and thus sold a product that wasn’t really completed. All of this is eventually reflected in the ending, which seems to imply a rushed completion more than anything. For example, months after the outrage from fans concerning the poor endings, BioWare surprisingly released a free extended ending download, which definitely helped the ending feel more complete. Somewhat. No wonder the ending felt empty – it felt rushed. I’m amazed BioWare thought fans would be happy with the original endings, as if we would somehow not notice just how short and incomplete they are.

What’s probably more frustrating about the ending than anything else is it simply doesn’t answer enough questions, leaving players to theorize endlessly. But this is not what players expected or wanted, including myself. Creating a unique story across three games, only to have them funneled into a linear finale without regard to previous decisions or efforts feels insulting and cheap. Ultimately, most people felt the same way, as though it was a waste of time building such a deep character across three games. If I had known that my decisions would have essentially no effect on the finale ending, I doubt I would have even finished Mass Effect 3. It’s something I have to deal with every time I play the game to this day, however. I accept it, but I really don’t at the same time. And worse, I have this feeling that Andromeda won’t answer a lot of the lingering questions.

Mass Effect 3 is ultimately a bittersweet conclusion, featuring some of the best cinematic presentation and gameplay of the entire series, yet it is forever tainted by the incomplete and poor quality of the endings. I tend to enjoy the game right up until the final conversations, when things get weird and obtuse. If you want an entertaining conclusion to one of the greatest science fiction stories ever told, then look no further. That ending, however – will not leave you satisfied. It will even probably annoy or anger you when you break it down to understand it better.

The DLC is a must have for the game to feel complete, as it offers a tremendous amount of story and extra gameplay that makes the game feel quite massive in scale. Without the DLC, Mass Effect 3 feels rather incomplete and rushed. This is another frustrating aspect of the final game, as players like myself feel slightly ripped off at the notion of being forced to spend almost the same amount on DLC as we did the game itself just to have a game that feels complete And worse, much of this DLC was available from Day One – which might just be the most infuriating revelation for any player who just forked out at least $65.00 already for the game itself. Could developers offer anything more insulting than day one DLC that costs extra?

Regardless, this is a trilogy I will always come back to because of the superb quality in writing, presentation, gameplay and voice acting. There’s much to love in the Mass Effect trilogy, and not nearly as much to hate. This is a series that captured my imagination and held it to this day, even after playing through the trilogy multiple times. But here’s hoping that Andromeda will reinvigorate the fans’ love and deliver the experience we’ve all been waiting for since the first trilogy ended. There are so many possibilities with a universe like Mass Effect, and I’m excited to see what BioWare has up their sleeves when Andromeda releases. In the meantime, check out the trilogy and decide for yourself if the ending ruins the experience or just taints it a little. But once again, I suppose we will never be 100% satisfied with the conclusion to any beloved franchise.

 

 

 

 

Mass Effect 2: Gaming’s Suicide Squad

To say the expectations for Mass Effect 2 were high is a major understatement. How could anyone recapture the brilliance of the original, while expanding the already vast universe players had come to know? Enter Mass Effect 2 – arguably the best sequel to a video game of all time. It’s very rare this happens in almost any form of entertainment, especially cinema. But BioWare is a fantastic developer, and they knew exactly how to perfect their amazing new series, with little hiccups along the way.

From the first sequence aboard the Normandy, you can tell right away this is a much darker, more mature entry in the Mass Effect series. Everything from the new graphics engine that displays amazingly beautiful character models and environments, to the crisp, sharp sound effects shows the huge leaps in this entry.

The stakes have been raised in a more personal way this time, however. Shepherd’s life is put in jeopardy more than once, both from the initial opening sequences and to the spectacular finale. The writers crafted a story that hooks you in very quickly and dramatically, much like the original title.

In fact, perhaps deserving recognition above anything else in Mass Effect 2 is the incredibly engaging plot, which shows a much more complex, vast universe than we saw in the original. Granted, the beloved Citadel level is reduced to one building essentially now, but this was always a minor gripe for me. The story is far more expansive, though. The plot introduces us to a new foe, the Collectors, an insect-like mysterious alien species that has been abducting entire human colonies one by one. As Shepherd, you are recruited by the Illusive Man, an incredibly enigmatic leader of a pro-human organization called Cerberus, to find out what is happening to the colonies and put a stop to it.

Throughout the game we are introduced to many new races and new characters that help add both history and depth to the universe. I’ve always argued that I believe Mass Effect to have a universe just as rich and expansive as anything like Star Wars or Star Trek or any beloved science fiction universe. When you factor in the whole trilogy plus the upcoming Andromeda release, we have a universe that is unbelievably massive. As you explore this universe more, you end up recruiting a potential 12 teammates to assist you in your mission to stop the Collectors.

Now this is where Mass Effect 2 truly shines. I titled this article as “suicide squad” because the mission is literally called a “suicide mission” because no one has ever been able to reach the Collectors on their home world and almost no information is available about them. The odds are so highly stacked against you and your team, which is why it is emphasized that this is essentially a suicide mission. Shepherd has overcome impossible feats before, though and this is no exception. What’s different this time around is the emphasis on teamwork and the deep loyalty you command over your squad. While only two at any given time accompany you, the final climactic mission utilizes everyone to their strengths and even divides them into multiple teams to assist Shepherd. The loyalty and resolve of your squad, combined with the many upgrades you can add to your ship, the Normandy, all affect the final mission’s outcome. And what’s more challenging, it can hard to decipher what the best course of action is to reach these goals.

As your progress through the story and build your team, each member you recruit has their own motivations and backstory. Some return from the original Mass Effect, but most are new to players. What’s more, a few of them aren’t exactly heroes by reputation. Jack, a well-known convict who was subjected to horrible experiments by Cerberus is a perfect example of this. She reluctantly joins Shepherd’s team but at the same times hates the Illusive Man and his organization, blaming them for her troubles and her past. She’s an oddball, certainly – but her story is interesting nonetheless. She has some great lines too (if you can excuse her foul language).

Characters like Samara, the Asari Justicar added a deep mythology to the universe as well. Justicars are Asari warriors, bound by a very strict code of honor. Her first encounter with Shepherd is a memorable one, as we find her in the middle of a dark investigation concerning a deadly serial killer known as Morinth. Samara eventually joins Shepherd’s team and shares many experiences from combat and the life she had before joining her warrior code. I found her to be particularly interesting, seeing as she was at least several hundred years old and her outfits (while a bit revealing) were reminiscent of a superhero like Wonder Woman. Her dedication to her code, and the dark struggles she’s had to overcome made her for a compelling character to say the least.

My personal favorite has always been Garrus Vakarian, a Turian former Citadel Security officer. He is one of two characters who return from Mass Effect to join your team, and I’m so glad he made the cut. His witty banter and lighthearted competitions with Shepherd help to really create a sense of comradery between the two. He’s intelligent but also very handy in a firefight. He’s like that best friend you can always count on, and the kind of guy who will fight alongside you to the very end. He’s the definition of loyalty, not to mention a great leader on his own merit. He pushes himself hard, and he does carry some baggage from his past experiences and disappointments, always feeling held back.

Mass Effect 2 is many things, but at its core its about the characters and their stories. Yes, the vastness of the galaxy allows for a much bigger narrative, but the really compelling stories originate from these teammates Shepherd recruits along the way. Their trust has to be earned as much as it is given. Every squad member has their own strengths and weaknesses, and the possibilities for mixing and matches their combat types seem endless. I wanted to get to know these characters because they made me care, brought to life by brilliant writing and superb voice acting. In many ways, I feel Mass Effect 2 launched itself to a new height of cinematic storytelling, almost matching the quality of Hollywood-produced television or movies. I simply couldn’t get enough of these amazing characters and the rich universe they came from. And being that so much of the game is left to Shepherd’s choices, it adds so much replay value to the series and each entry in the series.

The brilliance of Mass Effect 2 is how personal a story players can make it , but what will keep you coming back more than anything else is its immensely detailed universe, filled with compelling characters and fantastic writing and voice acting. The gameplay is fun and combat is challenging enough to force you to think ahead your tactics, especially on the higher difficulties. Ultimately, this is gaming’s answer to Suicide Squad at its best, and it’s been out for years! It’s a fun experience for anyone who enjoys a good science fiction story with a strong cast to keep things engaging.

I would recommend playing the original first so you can carry over your saved game into this entry and the third Mass Effect as well, but even without using that feature Mass Effect 2 will keep you coming back for more and leave you with one of the richest, most memorable, most compelling story-based gaming experiences of this generation.

 

 

 

 

 

Medal Of Honor: Legendary Authenticity

Probably one of my fondest memories of my teenage years are of the hours I logged in the fantastic World War II shooter series, Medal of Honor. Originally released on PlayStation, the series launched players into the role of fictional character Lieutenant Jimmy Patterson. You are recruited into the Officer’s Strategic Service (sort of a black ops for the Allies in WWII) and sent on missions set throughout France and Germany, ranging from sabotage missions to undercover assignments. They all generally end up in firefights, but this is where Medal of Honor truly shines.

Everything from the great voice acting, to the look and feel of the weapons, to the amazing sound effects – Medal of Honor delivered some of early console’s best shooting experiences. Authenticity was so paramount to the development team, and this is evident in every title of the series. The more recent titles in the series take the franchise into other roots and were by different developers, and we won’t be covering that in this article. I’m focusing on the original games that launched shooters onto consoles and delivered players with an amazing WWII gaming experience.

Even the original Medal of Honor, as old as it is and outdated by today’s standards of graphics, sound and gameplay, still stood out among its competition. Each title in the series generally improved on the authenticity, with the crowning achievement being Medal of Honor: Frontline released on PS2, Xbox and Gamecube in 2002. I believe the series lost some of its quality after Frontline, but it still maintained the fun elements that made the series great. The development team eventually split into several different studios, and the bulk of the original team eventually went on to produce the fantastic Call of Duty series, which is one of the most successful gaming franchises of all time.

Now let’s get back to what made Medal of Honor great.

One of my favorite elements of the game was how hilarious the enemies were. To this day, nothing brings me as much joy as shooting up a bunch of over-the-top, angry Nazis. Has there ever been a more iconic foe in video games than Nazis? Probably, but for my gaming experiences – killing Nazis never gets old. Their responses and behavior in battle was absolutely hysterical, especially if you threw grenades at them. Grenades and Bazookas lifted their bodies into the air with the most comical rag doll physics, creating hilarious moments. Somehow the authenticity is never lost, even in the funny nature of the enemy AI. If anything, it made the games more engaging. The more intricate and developed an enemy AI is, the better the experience usually. The crazy Nazis would often pick up a grenade you threw at their feet and be all the more happy to return your “gift.” Absolutely hysterical in their frenzied German phrases.

The gunplay made for an addicting experience, too. Of course, how lame would a shooter be if the guns were lacking? Every weapon had its own distinct feel and personality. I became particularly fond of the B.A.R. It was powerful and sounded like a freaking cannon to me. Even more, with the release of Saving Private Ryan around the same time as Medal of Honor, I noticed that the B.A.R. sounded almost identically powerful in both the movie and the game. It was ironic because DreamWorks produced the game and the movie, but I found this a pleasant surprise. All the weapons had sharp, punchy sounds and helped keep things from becoming monotonous.

The level design featured some great architecture and historical authenticity. More often than not, you are placed in battlefields set in France, Germany, and Holland. The variety of environments is impressive, especially for a PlayStation 1 title. The enemies featured several different designs as well, even as blocky as their faces were. To be fair, PlayStation had its limitations, and the game certainly showed its glitches.

And who could forget the brilliant score by the incredibly talented Michael Giacchino, known for recent movies like Jurassic World, Super 8, Star Trek and The Incredibles. He crafted a tense, adventurous soundtrack that completely sold me on the experience. I would actually go so far as to say the score for Medal Of Honor was one of the best parts of the actual game itself. It really drew me in as a player, adding excitement and tension to the fun gameplay. Almost cinematic in its sound, the score reflects the brilliance of its composer and the quality of the game, and this is only continued in each title in the series.

I replayed Medal Of Honor multiple times, attempting to earn new rewards for my performance in each mission. I never got sick of it, honestly. I compare every WWII shooter now to the Medal Of Honor series, and I’m saddened to say that most do not measure up. Even more disappointing is the fact that most shooters in the industry now have abandoned any period of time that is not from the last 30 years. We need more authentic historical shooters. I’m not even suggesting they have to be historically accurate (because at the end of the day these are video games and not simulations). But we clearly need more games like these in an industry that is crowded with modern shooters. Give me more Medal Of Honor, EA Games – enough of this futuristic crap.

Because let’s face it, there’s fewer joys in video games than shooting Nazis in the face as you watch their blocky, awkward bodies flail about like Gumby.