Mass Effect 2: How You Do a Sequel
My history with Mass Effect is fairly chequered, and although it had its bright spots, it took a fair bit of discipline on my part to force my way through it. I put together a post about it a couple of weeks back when I finally did it in preparation for the sequel.
Mass Effect 2, on the other hand, I had no such issues with. It’s a massive improvement in pretty much every area and a must-play.
Visually, it advances the series in both performance and overall quality. A few minor glitches aside, it runs relatively smoothly and still manages to throw around some impressive character models, all animated to an extremely high standard. Maybe it’s the West Wing influence now that Martin Sheen’s on board, but gone are the endless conversations between two characters who are rooted the spot, in favour of digital people who move around and emote, even walking from place to place during their chats. They act, in other words, and BioWare seems to realise that there’s more to this than good facial animation.

Throw in an abundance of new background detail, from the often-amusing adverts and wandering civilians on the Citadel – be sure to check out the Salarian game seller, extolling the virtues of that new human game, Solitaire – to the vagrants on the Blade Runner-esque Omega, as well as wonderfully aggressive use of ambient sound that demands to be experienced in 5.1, and what was a vibrant world hamstrung by technical issues is able to fulfil its potential. The worlds look designed rather than generated now, and all look distinct – the planet with the supernova sun that forces you to fight in the shadows was a personal highlight.
It’s a lesson in streamlining when it comes to the gameplay, and although I’m sure that some, particularly in the PC community, will bemoan the ‘dumbing down’, it keeps stuff like inventory management and juggling upgrades – unwieldy in the first game, to say the least – from getting in the way. In fact, it’s almost been turned into a straightforward squad-based shooter, but it doesn’t bother me, because the important aspects like dialogue trees and exploration are largely untouched. The combat and micromanagement were obstacles and now they’re not, which makes it a net improvement. That’s not to say that I buy the kludgy explanation for why ammunition technology has regressed in the universe, though.
Ultimately, what best illustrates my feelings on Mass Effect 2 is that while I found my interest – or, rather, my patience – with the first game running out by the end of the 18 hours that it took me, I loved every minute of the 26 hours that I spent with Mass Effect 2, and will gladly pop back in for more when some substantial DLC arrives. It’s probably one of my favourite games of the generation so far and has set the bar incredibly high for any game that wants to be the best of 2010.
Mass Effect: A Flawed Gem
It’s been a struggle for me to get through Mass Effect, but I recently managed it at my third attempt. One spell on Christmas Day 2007, another attempt in early 2009, and then a final, successful run at it at the end of the year, finishing it at 8pm on the last day of the year. Even though I came away from it eager to play the sequel and with a thirst for more on the game’s universe – I’m reading Mass Effect: Revelation at the moment, which is up there with the Halo novels as great sci-fi literature – I still have some massive reservations about the game.

Generally speaking, it’s a bit of a kludgy mess. Graphically it’s nothing all that special and yet has a poor, frequently awful, frame rate. There’s very little guidance, instead dropping you immediately into one of the game’s more intense action sequences. Item management? Don’t even think about it; I didn’t brave that menu until I was warned about running out of space, at which point I had to scroll down a gigantic list of items that couldn’t be sorted. Dialogue trees work well but are sometimes marred by that frequent gaming pitfall of giving you a ‘choice’ between sweetness and light or pure evil.
The dialogue and writing are very good, but really, would it have killed the characters to move occasionally while speaking? Or even – God forbid – have your party of three break from their V formation when conversing? One thing that entertainment media has known at least since The West Wing is that people standing still and talking is boring to watch, especially when it’s two human characters in an identikit corridor who look vaguely like melting mannequins. Look at Captain Anderson and his perpetual look of mild surprise.
Like I said, I did ultimately come away with a positive impression of the game, just because BioWare created such a good universe here, and from what I’ve heard, Mass Effect 2 is a significant improvement in every area, so I’m very much on board with that one. It just escapes me how such a fundamentally flawed game can get such unanimously superb scores. I don’t think I’ve ever wanted to like a game so much and yet had to fight so hard to do so. It’s good, for sure, but full marks? You must be joking.
It’s not often that a Hollywood blockbuster comes along with the full force of the hype machine behind it and doesn’t end up disappointing, but this is not one of those times. Avatar comes saddled with a budget big enough to bankrupt a small country and stories about how technology had to be invented just to make it possible, not to mention that it’s the poster child for this 3D film gimmick that’s apparently the next big thing. Oh, and the small matter of it being James Cameron’s first film in over a decade, following up his last modest success.

One compliment that I can pay it is to say that it didn’t even feel close to its 162-minute running time, and in these days of increasingly lengthy blockbusters that overstay their welcome – in Transformers 2’s case, by around an hour and a half – that’s rare. But if that sounds like I’m damning it with faint praise… well, here goes… (more…)
It’s a veritable Halloween in February here, what with this and Left 4 Dead occupying lofty positions in my current playlist and F.E.A.R. 2 shortly to join my collection, but before the inevitable comparisons to Resident Evil 5 start turning things a bit nasty, I have to state how bloody good this game is.
Get it? Bloody good?

I’m not getting into that whole Resi 5 comparison because it only ends in tears – suffice to say that Resi did it first but Dead Space has better controls – and this game can stand on its own merits. Yes, it has obvious filmic inspirations as well, and the similarities between the aesthetic here and stuff like Event Horizon, Alien, and The Thing are so clear as to almost go without saying, but this does its own thing where it matters and has plenty of surprises as it begins to ramp up within a couple of chapters. By that point you’ve been through several of the Nostromo Ishimura’s environments and it starts to mix things up on you a little bit.
It’s actually quite difficult to put my finger on what exactly it is that I like so much because so much has been seen before, so I’m just going to have to shrug and say that it’s just a very good, very polished game. It doesn’t really do anything new, a couple of nifty gimmicks like the dismemberment and zero-gravity sequences aside, but what it does it does well.
Maybe the fact that people have seen a lot of the stuff before is part of the reason why it didn’t set the sales charts on fire, but I don’t think it’s a bad thing. There’s nothing wrong with a game just doing old things in a polished and pretty way. It has fantastic presentation – the graphical quality is obvious from the screenshots and the HUD design is superb, but the audio is beyond stellar – and, if nothing else, the development team at EA Redwood Shores knew which parts of which games to borrow in making a well-rounded horror experience. Nothing wrong with that when it’s done as well and is as fun as this, right?
This may be tempting fate – new EA is still EA, after all – but fingers crossed that Dead Space did enough business to warrant a sequel.
The Doctor Who Cliffhanger
The current series of Doctor Who has been pretty variable in quality, often thanks to the very presence of Catherine Tate, who has had moments but, as a rule, I can’t stand – the announcement that she was a permanent fixture was almost enough to make me bail out completely – but last night’s penultimate episode of the series was something else. As if it wasn’t already apparent, there will be spoilers here after the break. Those who haven’t seen it and want to know what happens, there’s a good synopsis here.
The big crossover between the three previous series’ of Who and its two spin-offs, as well as the now-annual return of [insert major Who villain from the past here] (an awesome incarnation of Davros, in this case) was well-known and the major talking point beforehand, but OH MY GOD at that ending. (more…)
There’s little that I like more as a guilty pleasure than an invasion movie. For all its willful ridiculousness, Independence Day remains a film that I can watch on repeat and never tire of (my recent purchase of the Blu-ray means I’ve now seen it in the cinema – my first 12 rating! – and bought it three times on various formats), and I must admit to deriving a little bit of enjoyment out of the Hollywood interpretation of Godzilla. Stick on something from the 50’s with a bloke in an unconvincing rubber suit and I’m in heaven.
Alas, I never got around to seeing Cloverfield in the cinema, even as involved as I was with picking apart the untitled trailer – I subscribed to the hypothesis that it was a Cthulhu movie at first, which now is only topped by the rumour that it was Voltron (someone heard “it’s alive” from the trailer as “it’s a lion”, you see) in being wide of the mark – and viral campaign. Regardless, I’ve seen it now and want to weigh in with my impressions.
For all its flaws, which I’ll get onto in a bit, I thought it was one of the best, most original monster movies I’ve ever seen. Blair Witch did the shaky camera and discovered footage thing first – not to mention the teasing, Internet-led marketing – but that never struck a chord with me. Jaws taught us that the moments when you see the creature are most effective when they’re fleeting and don’t happen until the end, and Blair Witch’s conceit of showing nothing at all didn’t work for me. I’m not saying it was wrong, because it was their stylistic choice; just that I like to know what my on-screen companions are so shit-scared about. Shallow? Maybe, but it would piss me off if we never saw a monster here as well.
OK, so maybe Cloverfield wasn’t that original. We’ve established that it’s the result of a fling between Jaws and Godzilla and a tryst between their offspring and The Blair Witch Project. It has the spectacle of a Hollywood blockbuster married to the home-made aesthetic that we’ll be seeing a lot of in these years following the emergence of YouTube as a cultural force (see also: Diary of the Dead).
Special mention has to go to the visual effects in this film, though. How convincing everything looks is impressive enough – at no moment was I thinking about it as CGI – but to do it without a steadicam, often with the camera waving wildly? Some poor CG artists must have a few grey hairs after this one. Hopefully their sacrifices won’t be forgotten when awards season rolls around.
Credit should also be given to the film for not overstaying its welcome, being as it is a slender 85 minutes, but then again it does take rather a long time to get going. The party scenes weren’t half bad (I didn’t find the characters as annoying as some people have said), but the monster doesn’t even turn up until a good 25 minutes in, nearly a third of the film. Once we’re past that, though, it never lets up. Some cinemas had warnings for people who suffer from motion sickness that compared the effect to a rollercoaster, which is actually very apt.
The motion didn’t bother me, but what did was the same problem I have when watching someone else play an FPS: they never look where I want them to look. There’s one moment in particular when the monster is just there, and rather than filming it we get fleeting glimpses and a lingering shot of the soldiers shooting at it. Realistic? Yeah, I’d hide behind a car, too, but it’s a movie about a bloody great monster woken up by a falling satellite. Complaining about a bit of Hollywood drama in this is like complaining that an alien language in Star Wars has no appreciable sentence structure.
Although, to fall into my own trap, what kind of camera can fit 85 minutes of HD video onto an SD card? It’s not like they’re using a Mac to interface with an alien computer, but it seemed weird to me. Didn’t stop Cloverfield from being a must-see, but I’m just saying…