Connect with us

Review

Mass Effect 3 | Review

Published

 on

           Mass Effect 3 introduces players to another chapter in the life of player-created universal war hero Commander Shepard, recently relieved of his Alliance military rank and position. We last saw Shepard working alongside the extremist human group Cerberus to stop the threat of the Reapers: an ancient synthetic menace thought extinct, come to harvest and assimilate the various races of the galaxy after being dormant for over 50,000 years. The opening scene sees an Earth base in turmoil, clamoring in fear and preparation of the coming Reaper threat. As Shepard and longtime comrade Admiral Anderson plead for the Council races to unite for the imminent battle ahead, a blast rips through the office; the Reapers have come to take Earth, and there’s nothing that can be done about it. Surrounded by death, destruction and confusion, all resources quickly become scarce, and the Earth is slowly taken hostage. In the midst of all this, it becomes clear that if the Earth is to survive then the races of the galaxy must stand together and fight as a united fleet against this enemy, so Shepard and Anderson decide that Shepard must go to get the help himself…leaving Earth in order to save it. As the ship departs, Shepard catches a glimpse of a young boy he spoke to minutes earlier, boarding a shuttle to safety. As the shuttle lifts off, a Reaper catches sight of it, taking it down in a fiery blaze. That sight solidifies the importance of the mission, shows the ruthlessness of the enemy, and serves as the entire premise of the game.

London, after the invasion of the deadly Reapers

Story – 5/5:

What makes the story of Mass Effect 3 so immersive is the fact it’s being told all around you: refugees tend to their sick and needing in docking bays, decimated forces set up small camps in an effort to make a final stand, hospitals so full that patients must lie awaiting service in the hallways…every place you go tells the story of a galaxy torn apart by harsh intergalactic massacre. You get a rare chance to see the real effects of what war can do: Lives taken away, the people those lives were taken away from, the moments when nothing else matters, and the moments when people grasp the little that’s left. The mission at hand upon leaving Earth, is to amass an army large and powerful enough to take the galaxy back from the Reapers. In order to do so you travel from planet to planet, most of which have already suffered heavy losses in the midst of battles still ongoing upon your arrival to ask for help, a lot of times the result being important leaders stripped from important situations, or rushing toward hasty solutions that require prices too heavy to pay.

These situations play a huge contrast from the previous titles in the sense that while the other Mass Effect games called for a race against time, you are completely out of time in this installment: The enemy holds entire civilizations hostage, and every moment you spend delaying a final battle is a moment where a good soldier’s life is put on the line, because the war continues, regardless of what you’re doing or have planned.

Amidst all of this, you do however get the chance to reunite with key characters from the previous installments like crew mainstays Garrus Vakarian and Tali’Zorah vas Normandy, as well as enjoying the return of popular Mass Effect 1 characters Kaidan Alenko and Ashley Williams as squadmates. There are many other characters whom you as the player reunite with and would like to hear more about their situations and spend more time possibly even carrying out missions and holding conversations with them, but in light of recent events you find that a lot of them have their own loved ones to protect, and while they might have been present for your suicide mission against the Collectors, things have changed: they must put their personal priorities first this time. The game still however does an excellent job of offering closure to these storylines involving these characters, as you get the choice to offer a helping hand in each of their personal plights and journeys, leading to them eventually helping in some part with the final battle, whether it be on the frontlines or in some kind of support role.

All of your choices and decisions in the game lead up to the breathtaking finale: an all-out battle in the atmosphere, skies and ground of planet Earth. These moments are the most intense and gripping battles in the entire series, as you’re put in the middle of the most infested points of the battlefield and forced to survive against waves of ruthless enemies, all in a last ditch effort to set things straight once and for all, wiping the Reapers off of the face of the galaxy after dealing with their effects for so long. At the very end, you stand with nothing but choices, and what these choices stand for is the subject of uncertainty: a theme that stayed with the game the entire way through, driving home the message that you choose the choices you make…you don’t create them. It was an epiphany that blew my mind, and for a game story to be able to pull that surprise and emotion out of me is something worth mentioning, because it forces you to feel something other than the “Hey, this game is hot!” of other titles out nowadays, by giving you a plot that’s worth more attention than that.

 

Gameplay – 4/5:

BioWare put a lot of thought and care into showing you the density of the situation, and how it affects not only the people around you, but more importantly Commander Shepard himself by forcing you to make the good or the bad decisions, very rarely offering you a neutral choice in the matter. This small omission from the system paves the way for some of the most compelling scenes in gaming history, due to you as a player being forced to take sides in difficult situations that sometimes don’t allow you to find a common ground. This is skillfully done using the ever-intuitive “Conversation Wheel”: a diagram that shows up at the bottom of the screen during most cutscenes, that allows you to make paraphrased dialogue choices (and sometimes actions, normally shown enclosed in brackets) that turn the tide of the conversation, and can cause, depending on stats like influence and reputation, many changes and effects, ranging anywhere from the violent to the romantic.

An example of the Conversation Wheel feature in Mass Effect 3

From time to time, key decisions are shown on the left side of the wheel in blue and/or red depending on your Paragon (good) or Renegade (bad) levels respectively, which in turn were built up based on the regular dialogue choices you made on the right side of the wheel during most other conversations, as well as some quick-time event sequences that occur during cutscenes. Notable also is the fact that most choices made using the Renegade or Paragon options tend to immediately affect the situation at hand, forcing it in your favor as opposed to the regular choices which may or may not do more than just changing the words used, while the rest of the conversation stays the same. Notable improvements have been made to the decision system, like the ability to hold conversations by speaking into the Kinect, as well as being able to eavesdrop on certain NPC conversations, picking one side or the other based on who the first of the two people you speak to. This is very useful as it cuts down on how many conversations involve a cut-sequence, allowing you to make those less-important decisions on the fly instead of wasting valued time to say…settle a dispute about drink refunds.

Shepard battling a "Brute", one of the new enemies.

Of course, no triple-A title out in this generation would be complete without some kind of a combat system, right? Luckily enough, the game’s combat system has been drastically improved upon, delivering the most authentic shooting experience in the trilogy to date. The shooting itself is now much tighter than it’s ever been, and battle length has been heavily streamlined due to the useful voice commands offered by playing with the Microsoft Kinect accessory, which allows you to call out squadmate commands, attack/ability names, and switch weapons. That in itself still needs to be worked on a little more however, as certain weapon and ability names, as well as specific character commands are a little easier to say than others. The Kinect also seems to often pick up the words that game characters say, which can be highly counterproductive when the characters say something phonetically similar to an ability someone has, thus activating said ability against your will during battle.

Regular movements outside of battle have gotten some very useful upgrades in the much-needed dodge roll, as well as the ability to climb ladders, and an infinite sprint. The cover system still needs a little bit of work however, as it can interfere with some of the other animations like the new quick vault used by pressing the “A” (“X” on PS3) button twice when approaching a cover. I also often found myself unable to separate from cover unless I pressed the down button, or alternatively “A” to perform a vault from cover, which in my opinion is still too slow to be of any kind of use when trying to get out of a line of fire, and with the changes BioWare made to the AI, you don’t want to be stuck or moving too slow when enemies decide to flank you from both sides and a grenade lands in your lap.

Weapons are now customizable with certain modifications found on missions and purchased in stores, which can increase a number of stats ranging from accuracy and fire rate, to weight and ammunition capacity. ME3 also marks the return of multiple weapon upgrades readily available from the “Procurement” database located in the Normandy’s shuttle bay. Ammunition is handled the same way it was in Mass Effect 2, using actual ammo clips as opposed to Mass Effect 1’s heat-sink system, and with the exception of a few really tight situations ammo is rather plentiful throughout the game so players never have to go long without a full reload for their weapons of choice.

 

Graphics – 4/5:

            While Mass Effect 3 boasts the best character graphics in the series to date, with a host of new facial expressions and animations that truly convey drama not possible in the previous installments, the environments you encounter have a quality unseen on most multiplatform titles, so you can definitely see the positive influences of a partnership with EA throughout each and every scene.

Two "Atlas" mechs, piloted by members of radical human group Cerberus

Ironically however the most beautiful visual moments of the entire game were all of the scenes that involved Reapers. I recall one boss battle in particular that pits you in a one-on-one standoff against one, where all you have is a laser that calls in attacks from space, while the Reaper of course has the trademark giant death beam that doesn’t have nearly as far to travel to get to you. You’re constantly on the move against this dark monolithic marvel while attempting to call these attacks, while the Reaper closes in the distance between the two of you with each successful attack. At the end of the battle there’s a slow-motion sequence where the giant Reaper looms over you, blocking site of the sky behind it, and charging an attack that has absolutely no chance of missing you. While you attempt to strike the final blow before time runs out, you get a chance to see the Reaper in full murderous glory, and watching the beam’s light get brighter and brighter in front of you is terrifying in a way only something so beautiful could have made so.

The visuals aren’t without their faults though: I had a couple times in the beginning chapters of the adventure where cutscenes had issues loading, as well as a couple game freezes, and camera issues during some scenes that forced the camera out of character focus, showing background when a character was supposed to be on-screen saying something. While they were small and could possibly be fixed in future patches, the problems did cause a slight disconnect from the experience when they took place which is a notable problem in a game like this.

Sound – 5/5:

If there was any aspect I enjoyed over everything else in the game, it had to be the sound quality: Every voice, footstep, shot and explosion was skillfully mixed and blended into a realistic wall of sound, making you feel as if you were truly walking through the different locations as they faded in and out of your range, some of the louder and more prominent sounds lingering on even after you’d left the room of origin. The Reapers, as you watched them wreak havoc, would let out their booming sounds of destruction, playfully compared to the heavy brass featured in the main suite for the movie Inception. When you hear it throughout the game however, that playful allusion quickly separates itself from the equation once the visuals match the audio.

Female Shepard’s voice actress Jennifer Hale also outdid herself for the final installment, showing a much wider range of emotion than I’d ever experienced playing through the first two: yelling out commands at the top of her lungs, screaming at insubordinate comrades and teammates, and most important of all a lot more laughter than in the previous titles. The other characters also held their weight as well, with excellent delivery of the masterful dialogue featured in the storyline, one of my personal favorites being the performance of Brandon Keener, the voice actor responsible for Garrus Vakarian.

The soundtrack is also fitting and powerful, mixing the best of the electronic atmosphere featured in ME1, with the more orchestrated cinematic feel of ME2, Two somber piano-heavy compositions at the beginning and end were written by guest composer Clint Mansell, whose most recognizable work is probably the orchestral version of his Requiem for a Dream main theme, which has been used in various movie trailers worldwide. This time around he creates one of three best compositions on the soundtrack: “Leaving Home”, which plays as Shepard leaves Earth at the beginning of the game. The simple piece sets the entire mood for the story, making it only fitting that his other contribution, “And End, Once and For All,” is a reprise of that same piece.

 

Conclusion:

A long time ago I decided that the choices I made in life, whether I felt they were good or bad, wouldn’t always give me the outcome I looked for. There are certain things in life that whether or not you’ve done everything you can will always affect you the same way, and our true strength as human beings is determined in those unexpected moments, where even if we know the outcome isn’t in our favor, we know to make the choice anyway. I like to think that Bioware’s third installment in what I’ve come to believe is one of the greatest stories ever told in gaming history, skillfully culminates that idea into a form that transcends the known conventions of gaming and evolves the entire experience into something much more meaningful, setting—no, becoming the bar for interactive storytelling the world over.

 

Review

Bloodstained: Ritual of the Night Review — A Symphony for the Fans

Published

 on

Bloodstained Ritual of the Night

For a long while, the industry had yet to see a return to a true-to-form Castlevania title, leading many fans to speculate if Konami had abandoned the formula all together. Bloodstained: Ritual of the Night is ArtPlay’s response to this absence, with the legendary Castlevania-veteran Koji Igarashi at its helm. Although Bloodstained may not have certainty that it will continue the legacy of Castlevania, the title delivers on its promise as a game for fans, by the fans, and exceeds most expectations. Bloodstained: Ritual of the Night is a true Castlevania experience in every way except the title. 

In Ritual of the Night, players take control of a Sharbinder named Miriam, an individual who can harness the power of magical shards crystallized by the souls of the enemies she kills. As the core mechanic, the ability to absorb shards and utilize their new skills is required for player progression and success. The fact that Miriam is a Shardbinder further reinforces the narrative of Bloodstained, since their existence often lead to negative events. The story contained within Ritual of the Night is similar to most Castlevania titles, except this time, Dracula is replaced in favor of Gebel, a more skilled Sharbinder and Miriam’s old friend and mentor. 

Bloodstained Castle

Most of the game takes place inside a castle, but long-time Castlevania veterans will expect that the castle is only an external facade, with caverns and caves hiding beneath. Remaining true to its Metroidvania roots, Bloodstained contains a sprawling map full of hidden rooms and secrets. Exploration is encouraged by the ever-present possibility of better items and power-ups in the following rooms. Bloodstained finds a perfect difficulty balance by spacing out save rooms to encourage caution. Every time death was close, the curiosity of what could be behind the next door drove the desire for further exploration.

The map present in Bloodstained is truly expansive and worthy of a Metroidvania title. Each new area provides an extension onto the already dense castle setting, never requiring players to travel to a new location to progress. All additional areas remain connected to the central castle, providing an experience that is continuous and believable. Similarly to Castlevania: Symphony of the Night, players can unlock an “Inverse” ability that will flip the playable map upside down and allow for new experiences in an already explored area. Just as he did with Symphony of the Night, Igarashi-san crafted a beautiful setting that retains its appeal even when explored upside down.  

The desire to progress deeper into the castle is fueled in part by the Shard system and the potential of discovering new ones along the way. In Bloodstained: RotN, enemies have the potential to drop shards that provide enhanced abilities and passive stats. Players can equip multiple shards at once, each enhancing different areas of play. For instance, one shard can provide Miriam with an ability drawn from the creature that dropped it, while another can summon a familiar to accompany Miriam throughout her journey. 

Bloodstained Shard

As the game progresses, players are required to backtrack and utilize newly gathered shards to enter areas that were not accessible early on. In this regard, the title maintains its genuine Metroidvania, or Igavania, genre as some fans are hailing it. Killing a random sea creature might net Miriam the ability to create a directional aquatic blast, but use that ability near deep waters and players might be surprised by what they can do. 

Since every enemy in Ritual of the Night is capable of rewarding Miriam with a shard ability, players will quickly find themselves host to multiple of the same kind. To counter this, players are encouraged to sell unwanted shards for coins at the local merchant, where they can also purchase crafting items. The crafting system allows players to utilize recipes found throughout their journey and create food that provides a temporary boost to Miriam’s stats. Additionally, players can use materials gathered to enhance the shards they have amassed to alter its capabilities and damage output. 

Although Bloodstained deserves to be showered with praise, the game is not immune to technical issues that can hinder the experience. During the preparation of this review, the game was subject to continuous frame issues, where too much action would result in stuttering. Additionally, optimization issues plague the console port, with registration lag featured every time Miriam would absorb a shard or with the occasional room entry. ArtPlay has responded to these issues ensuring fans that optimization is a high priority for the company, and it will be addressing these problems within the next few patches.  

Despite a few technical setbacks, Bloodstained is truly an experience for first-timers and longtime Castlevania fans alike. Igarashi-san and ArtPlay built this game out of their love for the genre and that is evident in every aspect of the game. The preservation of a traditional Castlevania game along with the advancements made towards propelling the genre further help Bloodstained stand out amongst other Metroidvania titles of recent years. Although an argument could be made that the title leans too much on its Symphony of the Night influences, Ritual of the Night succeeds in providing fans of the genre with an experience that has been absent for years. 

Given that Bloodstained: Ritual of the Night is a crowdfunded game, the amount of love and attention evident in its production comes as no surprise. The level of quality that is present in this package is truly astounding, and the appreciation grows even more when considering the free content promised for the coming months. Perfection should not be expected from Bloodstained: Ritual of the Night. However, the result is exactly what was promised by the developers, and fans could not ask for more. Throughout its development, Igarashi-san provided continual assurance that he desired to make the game a product of its fans. By listening to criticism and acting on it, he fulfilled his promise with Bloodstained: Ritual of the Night

OnlySP Review Score 5 High Distinction

Reviewed on PlayStation 4 Pro. Also available on Nintendo Switch, PC, and Xbox One.

Continue Reading