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Review: Mass Effect (360)

A couple years ago, when BioWare bypassed the chance to rework NeverWinter Nights in favor of working on their own RPG project, the Internet erupted with speculation on the nature and type of game the highly-respected developer might have in mind. Since the early days of the original Baldur’s Gate on PC through Xbox masterpieces like Star Wars: Knights of the Old Republic and Jade Empire, the company has produced respect-inspiring hits throughout their existence.

And yet, Mass Effect is nevertheless a jaw-dropping, awe-inspiring success. Even when you expect to be inspired, surprised and blown away, BioWare manages to exceed expectations and Mass Effect is no exception. As part one of a three-game trilogy, Mass Effect is an science fiction epic in the best tradition of Star Wars, Star Trek and, perhaps most noticeably, the new Battlestar Galactica.

From the opening moments, gamers realize they are playing a true next-generation videogame. The photorealism of the graphics is second to none – even the well-regarded Elder Scrolls IV: Oblivion. Not only is one treated to a fantastically detailed 3D world, but everything in it seems the product of loving attention to detail. Hologram characters are see-through and when object behind them pass by, you can see distorted versions of those objects just as one might surmise the effect would be. That’s just one example.

More importantly, BioWare pulls off a goal that the folks at SquareEnix has been talking about since the launch of the PS2, and that is detailed enough character models that they can, through subtle, nonverbal looks, portray convincing and recognizable emotions. If you are harsh to a crewmate, a simple look can communicate whether you earned their respect or damaged their emotions. This helps place in-game characters on a level similar to real actors, in terms of conveying story in a videogame setting that has no live actors.

What helps deeply in achieving this goal is a new, far more complex dialog system for character interaction. Few if any games have ever attempted such a bold and ambitious branching dialog system as is found in Mass Effect, and your responses affect far more than in any previous game I am aware of, events throughout and the ultimate outcome of the story.

The story, at the outset, focuses on Captain Shepherd, who by default is a male, although you can create a female Captain Shepherd if you wish. In creating your Captain Shepherd, you are allowed to choose from a combination of backstory elements that could make Shepherd anywhere from a complete jerk to an idealistic hero; the choice is yours. There is not a large variety of costumes for Shepherd; he (or she) wears standard military issue togs, so you can’t deck your Shepherd out in gold chains or anything that exotic and out-of-tone, but that’s a good thing. However, the appearance of your Shepherd is highly customizable and effective, as well as subtle and natural-looking.

Either way, the central story centers around humanity as a new, promising, but relatively inexperienced member of a galactic community full of politics that cast humanity in every possible light, from favorable to demonic. The primary impression, however, seems to be one of jealousy as humanity seems to be climbing the ranks of the galactic council’s favored races far more quickly than species who have been waiting their turn for far longer.

Shepherd, it turns out, is a candidate to join an elite force of galactic enforcers who are necessary to keep order in the galactic alliance, but who operate so far above the power of the ruling council that when they go rogue, there is no balance to check their power. That’s the main reason for the galactic concern over a human joining such lofty ranks, as well as the initial plot device pushing things forward, as Shepherd is cast against an alien who, humanity believes, has indeed gone rogue.

What is especially impressive about Mass Effect is the size and variety of the explorable planets in the Mass Effect universe, each of them as fully realized and painstainingly individually designed as any one game world in any other game. Although the explorable worlds in Star Wars: KOTOR I & II was impressive for its time, Mass Effect takes this level of explorability to a new level of openness. Fans of Oblivion will find a comfortable home in Mass Effect, rather than feeling penned in.

And yet Mass Effect presents an entirely different sense of storytelling than did Oblivion. While Elder Scrolls IV was all about letting the story play out in action, Mass Effect’s story is more naturally integrated into gameplay, yet feels as tight as a cutscene, rather than a random encounter. Story elements trigger as you explore and play and battle your way through environments.

The battle system is also of note; gone are the optional turn-based/action-based options of Star Wars: KOTOR and in its place is an all-new action battle system that embodies the thrills of a squadron-based shooter, while maintaining the important character progression aspects of an RPG; Shepherd and his crew will grow in their skills and abilities as the game progresses and you level up.

The system is thoroughly enjoyable, delivering a smart combination of action-based visceral thrills as well as the tactical control and improvement aspects of the best RPGs. That allows a gamer to feel as they though have improved over the course of the game, rather than remained static and boring.

In terms of balance, the game has stretches that become talky and make one anxious for some action, yet the ability to explore such vast worlds and converse with such a diverse cast of characters holds an appeal all its own. Planetside missions can vary from action-oriented sequences to such procedural detective footwork as traveling to various locations, talking to and reinterviewing folks to unravel various mysteries.

The subtlety of the game is that its characterizations are rarely stark black-and-white, good-versus-evil situations; even seeming villains have motives that can be understood and, at times, even sympathized with. This is the art of high drama and Mass Effect certainly delivers the message that it is possible in this new generation of hardware to have storytelling, rather than graphic prowess, take center stage in a gaming experience.

That’s not to suggest there is a lack of action in Mass Effect; there are plenty of battles, some thrilling boss-level characters of the bowel-emptying variety; and a wide variety of locations and environments in which the action plays out.

In the final analysis, Mass Effect is more than another RPG; it is the next big “true next-gen experience” in modern videogaming and it is found exclusively on the Xbox 360. Now, that may not remain the case, of course; BioWare was recently purchased by EA Games and is no longer, after the first Mass Effect title, under any obligation to only develop future sequels exclusively for the Xbox 360. That said, the company is fond of the 360 platform and appears to have some independence of EA Games’ corporate mandates, so the series may indeed remain a 360 exclusive, which Microsoft would certainly love to see happen.

No matter what hardware platform the game appears on, however, Mass Effect definitely qualifies as the next great “next-gen must-play” game experience. Who knows? In years to come, the Mass Effect trilogy may yet be spoken of with the same reverence as film trilogies like the original Star Wars and the more-recent Lord of the Rings movies.

Certainly, the story Mass Effect has to tell is on no less epic a scale.

Review: WWE SmackDown vs. Raw 2008 (PS3)

If at first you don’t succeed, try and try and try again.

That is the maxim that has built THQ’s WWE SmackDown vs. Raw into a winning wrestling game franchise. When the franchise first appeared after THQ outbid Acclaim several years ago – and initially appearing on the PSone platform – the game was a pale imitation of Acclaim’s game, which at the time was pretty impressive.

Times have changed, though. After two outings on PSone, about six outings on PS2 and now the company’s debut effort on PS3, WWE SmackDown vs. Raw 2008 is a smooth, slick, deep and detailed pro wrestling sim that gets better every year pretty much off the virtue of listening to user complains and responding to them with surprising flexibility.

This year, one of the main roster twists is that the game finally acknowledges the ECW brand. The show, which airs on SciFi, is now part of the game’s WWE schedule in 24/7 mode, and their superstars now part of the roster. Yet, like so many features that have become part of this game, there’s still work to be done to fully integrate ECW into SmackDown vs. Raw.

For one thing, you cannot play through Smackdown vs. Raw’s 24/7 mode (more on that in a bit) as an ECW superstar on the ECW broadcast. Perhaps that’s due to the far more detailed and varied storyline mode; the developers may not have had time to incorporate a complete set of ECW storylines into the mix, although that’s just a guess. At any rate, hopefully the 2009 edition will correct this oversight and fully integrate ECW into the mix, so that ECW stars and the ECW show are a complete and equal partner to the Raw and Smackdown brands.

One major change to the game this year is the complete elimination of two modes from the past two or three seasons; gone are both Manager Mode and Career Mode. Given the shortcomings of both these modes over the past 2-3 editions, that’s not a huge loss because what replaces it is a much more complete and comprehensive mode called WWE 24/7.

Named for their On-Demand PPV site, WWE 24/7 mode is the new storyline mode and it marks a big upgrade in gameplay and appeal. It marks the first time the game has offered gamers a chance to simulate more of a realistic schedule that WWE superstars have to fulfill, even though some niggling details are still overlooked.

In the mode, you either select an existing WWE star, or create one. Which brings up a great chance to mention the Create-a-Wrestler mode, as an aside. On PlayStation 3, the create a wrestler mode has finally become a refined and subtle tool for creating a realistic and convincing superstar to play as; gone are the days of uncustomizable, wacky, butt-ugly mods and in are a set of features, from head-to-toe, that look convincing. It is a noticable upgrade, especially when playing in 720p high definition. (Unfortunately, the PS3 version lacks a 1080p True HD mode this season … another area for improvement in the future.) Most of the costumes are solid, and do not consist of ridiculous things like baby clothes.

Anyway, if you select an existing WWE superstar, you’ll start out on the brand they were in when the roster was finalized; if you create a superstar, you can identify him with either Raw, SmackDown or ECW, but even if you select ECW, he won’t get to compete on that show, which is a shame.

If you begin as a created superstar, your first concern will be making the WWE roster, which means wrestling a set of Heat matches to show the GMs of SmackDown and Raw where your skill levels are; of course, this is tough, even in easy mode, because unless you’ve accumulated some upgrade first, most superstars you create will start out at a skill level of 36, competing against a roster of superstars ranking at skill levels of 70-95. That’s just tough.

Of course, over time, you can overcome this, but expect to lose a lot along the way.

The 24/7 mode has plenty of out-of-ring features as well as a wide variety of in-ring match types and challenges, and solid story variety. The mode is a true career mode that lasts several seasons and not just one. It is as well done as it has even been, and finally realizes some of the potential of what such a career-type mode ought to be.

One way in which the 24/7 mode could be improved is if THQ were to pay attention to the dialog and interaction system created by BioWare for Mass Effect; if a similar system were implemented for the storyline mode in SmackDown vs. Raw, it could offer gamers an even deeper level of immersion and a feeling they are affecting the course of their storyline.

The controls for this year are standardized across all platforms and on PS3 do not take advantage of the SixAxis’ motion sensitivity, which is a shame, especially since the Wii version does incorporate that – although the game is significantly different on Nintendo Wii.

The grappling system is less complex this year, and an all-new struggle and submission system adds some drama to those submission hold and escape maneuvers. The system is now pressure-based and responds on PS3 to how much pressure you apply to the control sticks – just don’t break ‘em, homey!

Graphically, the game is a step forward, especially in 720p, although the lack of a True HD 1080p mode on PS3 is a sore spot for Sony fans who want to get the most for their HD money, which is why many early adopters probably bought a PS3 instead of a 360. Still, the game has a long way to go to achieve next-gen refinement; next to a true masterpiece like Mass Effect, the graphics still have quite a way to grow.

SmackDown vs. Raw, over the years, has overcome many obstacles. When THQ first took over the WWE license, the company was determined to do a different style of wrestling videogame for each hardware platform. Some of us still remember WWE Raw for the original Xbox, WWE Royal Rumble for Dreamcast and WWE WrestleMania for the N64.

Yet with most of those games, a more arcade style of game play predominated and eventually it was the sim-style of SmackDown vs. Raw the proved most popular with wrestling fans, leading to THQ eventually narrowing the franchise to one game appearing on all platforms.

While THQ’s stewardship of the WWE license was shaky at best for the first four or five years, the company has really grown into its role as a group passionate about capturing a true-to-WWE experience for fans, even if they have a prominent and annoying habit of releasing modes and features that are, at best, works in progress.

However, in the end, THQ has proven adept at continual improvement or, as Vincent Kennedy McMahon might term it, ruthless aggression. The ECW element of the game, as well as the lack of 1080p resolution on PS3, are the most obvious examples of this, this season. But as time has proven, we can now count on THQ to come back next year with noticeable improvements to these shortcomings, as well as a handful of new ideas that, likewise, will be rough and in need of refinement.

And so it goes.

Mass Effect and Blue Dragon are 360 home runs

If ever a couple of videogames were, by themselves, reasons to re-outfit your entertainment room with an HDTV and a plasma TV lift, as well as all the other accoutrements of of the new generation of videogame goodness, Microsoft and their Xbox 360 partners have come up with it this holiday season.

I’m speaking, of course, about Mass Effect, developed by BioWare, and Blue Dragon, developed by Mistwalker Studios and – basically – created by the same minds that brought us the first nine editions of Final Fantasy. I have recently spend time with both and am completely re-devoted to my Xbox 360, which only a couple months ago was gathering dust as I had run out of new things to discover in Oblivion.

Like Oblivion, Mass Effect and Blue Dragon are also RPGs; none of these games, however, are very much lick each other. Everyone by now should know what Oblivion is like. Mass Effect is an sci-fi RPG that is more completely cinematic, photorealistic and deep than any game you’ve ever played.

Now, that’s not to say Mass Effect can’t be beaten quickly. I know one killjoy who bragged about “beating” the game in 30 hours. Personally, I like to take my time in good games and really explore and enjoy every nook and cranny, every encounter, every bit of dialog. And that’s where Mass Effect excels; with the quality of the animated actors, combined with the voice acting and an all-new, more complex than anyone’s ever seen before in a videogame dialog system, Mass Effect is a complete winner and probably the new winner of “a real next-gen RPG experience” award type of game. That honor previously rested with Oblivion.

Blue Dragon is completely engaging as well, but in completely different ways and for different reasons. Blue Dragon makes no pretenses of being photorealistic or completely immersive. Instead, it is quite simply chock full o’ action and never stops dishing up the thrills.

Of course, unlike Oblivion and Mass Effect, Blue Dragon is turn-based, but the system is do fun and fast, you might not notice.

Anyone who says the 360 is allowing PS3 to catch up hasn’t played Mass Effect or Blue Dragon.