A Reply to Ryan Keyworth

Since I can’t find your email address anywhere, I’ll use the comments to post a summary impression of your Mass Effect posts so far.

I found your blog in a Google search for “ME3 will suck”, and I found myself agreeing with most of your five-part series of caution about ME3. I’ve been following the development of ME3 for the past year, and the more I learn, the more it seems they’re steering development in a direction that goes away from what got me hooked on ME1 in the first place.

Story is the main reason I play video games at all, and I often set the game to an easier difficulty if the frustrating save-load cycles distract me from story presentation. I look for themes, messages, clashes of ideas, and I like to ask myself, “What was the author thinking when they wrote this scene?” In your analysis of the ME games, I saw a kindred spirit.

ME1, if you ignore the fact that it was basically KOTOR without the Force and lightsabers – in other words, it had the same kind of basic story as every other BioWare game – it was indeed about humanity proving itself to the rest of the galaxy. We are, for all intents and purposes, aliens to them. Alien immigrants who’ve been taking their jobs and demanding privileges. My Shepard’s goal was to prove to the galaxy that we could all live in peace, and that we could be trusted with responsibility – and to prove to the Alliance that they were right in advocating her for Spectre status. And although the side missions were mind-numbingly repetitive, I took them too, because I actually felt like an officer on duty – an officer responsible for the lives of her crew, and for making hard decisions.

And when I was scanning unexplored planets, it felt like I was really treading into the unknown, like Columbus sailing to the west, ready to do a service for the Alliance – and for the benefit of the entire Citadel space.

Then in the first minutes of ME2, the hand of the cosmic Author cuts that entire Gordian knot of relationships surrounding Shepard, estranged from the Council, the Alliance, and the ME1 crew, and puts us back at square one. And it feels jarring. It almost feels like Shepard’s story was supposed to go in a different direction, like ME2 is an altered timeline that went off the rails. It’s like seeing your protege ascending a lavishly decorated stairway, only for a trapdoor to open at the worst moment and kick her down into the garbage dump.

At first, I was prepared to hate ME2. I was skeptical about the “streamlined” direction they took, as well as the superficial “darker and edgier” elements. I hated Cerberus, I hated being railroaded into working for Cerberus, and I still do. I chose the most “in your face” options when talking to the Illusive Man, I avoided talking to Miranda and Jacob or taking them on missions at first. In the end I’m glad I did, because there were layers to them that I wasn’t aware of, judging them based on initial impressions.

The story took a very different turn than I expected based on ME1 alone, but now I think you are wrong about ME2 not having a theme. I agree it has a weaker main story than ME1. Much weaker. But in my eyes, ME2 isn’t really about the Collector arc. I don’t even see the Collector Base mission as the sole ending of its arc. The Collector Base, LOTSB and Arrival each provide some kind of closure for parts of Shepard’s personal arc. But none of them provide the definite end to anything. This game has no end. Shepard is restless. The mission is accomplished, but the adventure continues.

Here’s a comparison I saw somewhere: if ME1 is a novel, ME2 is an antology of short stories. The Collector plot only serves as a premise to bring the characters together, while they themselves are the real meat of the story.

As I see it, the main theme of ME2 – at least the Paragon story, since I haven’t played Renegade – is healing broken minds. Shepard assembles a team of ten (Kasumi and Zaeed, as DLC characters, don’t count) dysfunctional, messed-up individuals, and gives each of them a renewed sense of purpose and hope of recovery – as well as helps with one of the causes of their grief. It’s not enough to fix them completely, but it’s a start. And then there’s Liara, the not-quite-companion, for whom LOTSB serves a purpose similar to the one loyalty missions serve for your regular companions.

And my Shepard, in my personal internal view of the story, was also healing herself as well. She didn’t ask to be revived – she was forcibly pulled out of the grave, kicking and screaming. She came back broken, if not physically, then at least mentally, seeing everyone she knew and cared for bite the dust or go their own separate ways. Dumped to the bottom of society, working with the trash and scum, so she could find herself again.

I wouldn’t say that the theme is executed particularly well, mind. With two exceptions, the companions feel like they ignore each other’s presence, and the choices made on loyalty missions don’t affect the finale, either. DA2 did better with its “Questioning Beliefs” series, when your actions towards your companions meant a lot in determining who would stay at your side in the end, and for what reason. And in the end, I think both ME2 and DA2 were damaged by being marketed as sequels, while they were really side stories.

Just like DA2 was better off being something like “Hawke: A Dragon Age story”, so was ME2 not really a sequel, and ME3 would probably work better being called ME2. It’s not about the Reaper menace, and I’m fine with that. Screw Reapers. They’ve served their purpose in the story. We’ve gone from Sovereign, whom I found the one BioWare villain that actually scared me by creating a sense of unstoppable approaching doom, to Harbinger – a total joke after you kill its avatar the first five or so times. I actually applaud Dragon Age for having the guts to shift from a bland and arbitrary external threat to exploring conflicts inherent in the system. Alas, ME is set up as a trilogy about the Reapers, so it will have to bite that bullet, even when I think there’s inherently no satisfactory resolution that won’t feel like a deus ex machina.

Regarding the treatment of Ashley and Kaidan in ME2… I’m obviously biased, being pro-Liara, but I think the main problem is not the shifted characterization per se: it lies deeper. It lies in the merging of two very different Alliance officers into one combined “Ashdan Willenko” hybrid that doesn’t do justice to either of the original characters. Their lines in ME2 are exactly the same, from what I can tell. It seems that ME3 is bound for the same treatment. It saves the writers the bother of writing different situations for them, sure, but it also takes away everything that made them unique and memorable. And don’t get me started on the redesign of Ashley’s looks in ME3. EA’s “streamlining” and “wider audience” in action. Ugh.

I actually read through the leaked ME3 script you avoided. Without spoiling anything, I think that it’s bad, that it doesn’t do the setting justice, and that there are some ideas in it that should have never ever entered the brain of any halfway competent ME writer. Between that, and everything else you said – the excessive marketing focus on the wrong elements, shooterization, EA influence, having a story too crammed with characters to do each of them justice – we have a recipe for failure. With the exception of SWTOR sales, since SWTOR has already launched and is apparently doing well, I expect your worst-case scenario to kick in.

Strong clever writing can still be that game’s saving grace even with everything else ruined, but I already know this is not the ME3 I want. Whether or not it’s good or bad, it most likely won’t be a part of “my personal canon” and I’ll end up plotting a different conclusion to Shepard’s story in my mind.

And weeping over what could have been.

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