Showing posts with label xbox. Show all posts
Showing posts with label xbox. Show all posts

Jul 9, 2018

Middle-earth: Shadow of War review

I talked about Middle-earth: Shadow of Mordor before, and I quite liked it, because I thought it was a very succesful take on Middle-earth, and great fun to play. Eventually, I also got around to picking up the sequel, Shadow of War.


John Howe: Shelob, 2000.

**

To start with the least surprising stuff, the timeline is still all over the place, as it was in the previous game. The watch on the Black Gate ended in the year 1640 of the Third Age; Minas Ithil falls in 2002. So 360 years separate the initial events of both games. In Minas Ithil, Idril (again everyone, even Gondorian warriors, have high-elven names!) is told to take some items to the refuge of Henneth Annûn; quite a task, seeing as how it was built nine hundred years after the fall of Minas Ithil. The player character finds artifacts from Rohan in a city that fell hundreds of years before Eorl the Young was born. They even manage to mention Eärnur, the last king of Gondor - who died in Minas Morgul. So, y'know.

The plot is also just a complete mess. There's a new ring, but there's also Shelob, who readers of the Lord of the Rings will know as a giant fucking spider, but who is represented in the game by a bizarrely beautiful barefoot woman. I mean it makes sense that she's barefoot, because a spider wouldn't wear shoes, but the rest of it I'm not so sure about.


Another interesting character is Baranor, who was the subject of some hype for being the first person of color in the Lord of the Rings "universe", which is certainly not true as Kahliel beat him to it. But more diversity is always appreciated!


Now, I certainly don't think any kind of justification is necessary for including a person of color in a Tolkien-derived work - the "all-white" Middle Ages are a white supremacist fever dream and nothing else - but interestingly, there is one in Tolkien's letters. Namely in letter 211, where he briefly describes Gondor:

The Númenórans of Gondor were proud, peculiar, and archaic, and I think are best pictured in (say) Egyptian terms. In many ways they resembled "Egyptians" - the love of, and power to construct, the gigantic and massive. And in their great interest in ancestry and tombs.
(Letters, 211)

Minas Ithil in this game is quite Roman, but I would absolutely love to see a heavily Egyptian take on Gondor. All obelisks and pyramids and giant mortuary temples. Baranor is also a very proper Gondorian name, which is refreshing.

Unfortunately, that was the good stuff. Shadow of War has started taking considerably larger liberties with the background material, and it's just plain silly at times. We learn the identities of several Nazgûl, for instance, and they're completely ridiculous. In general, where Shadow of Mordor mashed up the chronology to tell a story that was surprisingly Tolkienian, Shadow of War throws together a hodgepodge of elements lifted from the books and makes a mess of it. This becomes a problem for reasons that I'll return to.

**

As for gameplay, all the good stuff from the previous game is there: the combat system is brilliant, the orc-captains have even more personality, and the settings are very well done. A particular peeve, though, is that the designers seem to have fallen in love with their dialogue: some of the orc-captains give massively long speeches that feel like they take forever.

At first, the game is great fun, just like its predecessor: roaming around the different areas, fighting orcs and being ambushed by captains while picking up collectibles, is wonderfully diverting and probably worth the price of the game on its own. What lets the whole thing down are the missions. For starters, there's so much going on and the plot is so incoherent that at times it's difficult to understand what it is that you're supposedly doing again and why.

The far bigger problem, though, is that the missions become repetitive. At a point not that far into the game, you've fought the Nazgûl so many times that it becomes boring. You know how to parry their attacks while fighting orcs, and it just stops being interesting. So yes, they've managed to make Ring-wraiths boring, but it gets so much worse than that. There's an entire questline where you fight a Balrog, and it's... boring. There are several quicktime events, a couple of bossfights and eventually a sequence where you fight a Balrog while riding a dragon and it's boring. Honestly, that's kinda impressive.

About halfway into the game - at least in terms of my completion percentage - the problems of gameplay begin to meet the problems of plot. The game is drifting further and further from Tolkien, which means my interest in the plot is dying, and the repetitiveness of the missions begins to make them into a chore. What ended up happening is that I never finished the damn thing. I couldn't be bothered.

**

So, to sum up: Shadow of Mordor's bigger sequel is more bloated, less Tolkien, and a lot more boring. There are hours upon hours of fun to be had, so if you finished Shadow of Mordor and were left wanting more, then you'll definitely get that here. But in the end, the incoherence of the plot, the loss of theme and the sheer repetitiveness of the missions got the better of me. This could have been a great game, but in the end it collapses under its own weight. I've understood that there's a bleak and dramatic finale, but sadly, I can't be bothered to find out.

Oct 9, 2017

Middle-earth: Shadow of Mordor review

Since the official release date of Middle-earth: Shadow of War is tomorrow, this feels like a good moment to say a few words about its predecessor, Middle-earth: Shadow of Mordor, or, to those of us who play the Lord of the Rings living card game, The Morgul Vale: the video game.


John Howe: In Mordor, 1989.

**

I've been playing the Xbox One version, so strictly speaking this is a review of that. Set between the events of the Lord of the Rings and the Hobbit, you play a Gondorian ranger on a quest to avenge the death of his family at the hands of one of Sauron's captains. You're accompanied by an elven wraith, who provides conversation, superpowers and a special wraith sight mode. In practice, the easiest way to describe the game is Arkham Mordor; it's basically Arkham City, but in Middle-earth.


For anyone unfamiliar with the Arkham series, a concise definition of Shadow of Mordor would be a third-person open-world fighting/stealth game. You explore a game world where you find various collectables and complete missions to advance the plot. You can sneak and parkour around and stab orcs in the back, shoot them with a bow or just straight up fight them with your sword. Mêlée combat is handled with a "rhythm-based" system where you build up strike combos while countering your enemies' attacks. It looks great and is good fun; I found the system a little bit more forgiving than Arkham's.

What makes Shadow of Mordor special is what's called the Nemesis system. The game world is mostly populated by randomly generated orcs doing orc stuff, like bossing slaves around and so on. Some of these orcs are captains, and each of them has a name and a distinct personality, created through a random selection of strengths and weaknesses.

This actually manages to create some fairly memorable characters. For instance, I can assure you that I do not have fond memories of Mogg the Massive. Through a fortuitous combination of traits, he was impossible to kill quickly, and when his health got dangerously low he'd hightail it out of there far more quickly than anyone called "the Massive" has any right to.

In the early game, the orc-captains are challenging opponents whom you'll meet more often than you'd care to. When one of them manages to kill you (they will), they'll be marked as your nemesis, and gain power and possibly new abilities. The captains are part of a hierarchy where they're constantly trying to advance their position by boosting their power or straight up killing each other, and you get occasional opportunities to interfere in this, and eventually start turning the captains on each other to your advantage.

The Nemesis system is, in a word, brilliant. Not only does it give you personalized opponents, but it's dynamic enough to make the game world so much more alive. At best, it creates a level of creative chaos I haven't seen in an open-world game since GTA San Andreas, and that's really something.

The only real complaint I have about the orcs is that they're green, wear kind of patchwork armor and have fairly prominent underbites. When you add the fact that their dialogue was written (well) by Dan Abnett, there are times when the game veers surprisingly far into Warhammer territory.

**

So it's a fun game to play. But how is it as a Tolkien product? I'll discuss this in two parts: setting and story.

Unfortunately, the setting takes egregrious liberties with the timeline. To start at the beginning, Talion serves on the garrison of the Black Gate. Quoting from Appendix B of the Lord of the Rings, the watch on Mordor was abandoned in the year 1630 of the Third Age - that is, 1630 years after Sauron was overthrown. For context, Gondor still had a king then. He refers to Minas Ithil, which apparently also appears in the sequel; Minas Ithil fell in TA 2002. The Black Gate, as depicted in the game, was built by Sauron after his return to Mordor, so it never had a Gondorian garrison.

Because Talion encounters Gollum in Mordor, the game can be dated very specifically: it has to be set between Gollum losing the Ring and Aragorn capturing him in the Dead Marshes. Gollum was captured in TA 3017. In Appendix B, "Gollum reaches the confines of Mordor" in TA 2980. So when Gollum came to Mordor, the Gondorians had abandoned its fortifications over a thousand years ago. It's not entirely clear from the description in Chapter 2 of the Lord of the Rings how old Gollum was when he found the Ring in TA 2463, but assuming he originally had a similar lifespan to hobbits from the Shire, if he was a young adult at the time he might have been in his fourties or fifties; it wouldn't be unreasonable to suppose he was born around TA 2400. So even Gollum never knew Minas Ithil.

To make a long story short, the game takes two entirely separate times in the history of Middle-earth and mashes them together. In the timeline of the books, Gollum was as far from the Gondorian garrisons of Mordor as we are from Charlemagne. There's just no way the two can be shoehorned together. In a sense, there's also a third time: in the game, Sauron is still in the process of retaking Mordor. This happened long after the watch on Mordor was abandoned, but was long complete by the time Gollum got there. By analogy, this is like making a game set in North America where a Spanish conquistador looking for El Dorado meets Jesse James in a fallout shelter.

This is kind of a shame, but unlike some other nominally Tolkien-based products, at least they've taken things that exist in his works - just not at the same time - and created their own adaptation based on them. And it's a good adaptation at that, because I think they've created a phenomenally good take on Mordor.

In the first part of the game, you adventure around Udûn, which is fairly desolate but not completely waste; there are bushes and even some trees, and ruins of Gondorian forts. I was reminded of the description of the Morgai given in the Lord of the Rings:

Upon its outer marges under the westward mountains Mordor was a dying land, but it was not yet dead.
- The Lord of the Rings, Book 6,
Chapter 2: The Land of Shadow

The Udûn you visit in Shadow of Mordor seems to me to be exactly that: dying, but not yet dead. If you take the setting as representing Mordor before Sauron had fully repossessed it, I think it works excellently.


The other main game area is Nurn, briefly described in the Lord of the Rings:

Neither he or Frodo knew anything of the great slave-worked fields away south in this wide realm, beyond the fumes of the Mountain by the dark sad waters of Lake Núrnen; nor of the great roads that ran away east and south to tributary lands, from which the soldiers of the Tower brought long waggon-trains of goods and booty and fresh slaves.
- The Lord of the Rings, Book 6,
Chapter 2

I'll admit I was always fascinated by Mordor, and especially Nurn: to see something of how Sauron's realm operated outside the volcanic hell of Gorgoroth that Frodo and Sam trudge through. Again, if you go with the confused chronology where the game is set during Sauron's retaking of Mordor, this is an excellent take on Nurn: the orcs are still in the process of subjugating the land, the slave plantations have yet to be built, and nature hasn't been thoroughly devastated yet. Visiting Nurn in Shadow of Mordor is a memorable experience, made poignant by the fact that the locals' resistance to Sauron is ultimately in vain.


The only real mistake in geography that I spotted on my playthrough was in the dialogue after finding the Ornate Cameo in Nurn, where Talion remarks that not all the rivers in this land flow into the Sea of Núrnen, which means that the people living there could escape west. This is not true; on the maps in the Lord of the Rings, all the rivers in the south of Mordor are unambiguously depicted as flowing into the Sea of Núrnen. It would be difficult for them to flow up a mountain range anyway! I think the developers must have become confused in their geography, which also explains why there's a river called Poros in Nurn. Tolkien's Poros is the old southern border of Gondor, and flows west from the Ephel Dúath, meeting the Anduin below Pelargir. Talion's statement, together with the Poros on the game map, would suģgest that the developers thought the Poros flows from the Núrnen to the Anduin. This wouldn't make sense, as the Sea of Núrnen wouldn't be salty if it had an outlet to the ocean - and anyway the Poros in the game flows into the Sea!

The only other thing that flat out makes no sense whatsoever is how a former corsair and her daughter have high-elven names.

**

As for the story, I don't really want to go into too much detail, because I honestly recommend this game and I don't really want to spoil it. In general terms, though, if I thought that the setting was thematically very good, I can report - to my great surprise - that the story is not only excellent, but very Tolkien indeed.

As I mentioned already, the character you play is a Gondorian ranger who's been more or less possessed by an elven wraith. Obviously there's no direct precedent for this in Tolkien - or at least in his published works. However, in the early drafts of the Lord of the Rings, elf-wraiths make several appearances. Here's an early rendering of what was probably meant to be a conversation between the then-protagonist, Bingo Baggins, and Gildor:

In the very ancient days the Ring-lord made many of these Rings: and sent them out through the world to snare people. He sent them to all sorts of folk - the Elves had many, and there are now many elfwraiths in the world, but the Ring-lord cannot rule them; the goblins got many, and the invisible goblins are very evil and wholly under the Lord; dwarves I don't believe had any; some say the rings don't work on them: they are too solid.
- in Christopher Tolkien, The History of the Lord of the Rings, Part 1: The Return of the Shadow, HarperCollins 2002, p. 75

So the idea of elf-wraiths was by no means completely foreign to Tolkien; the Three only acquired their separate status much later. In the first version of the verse of the Rings, the Nine are the elven-rings:

Nine for the Elven-kings under moon and star,
Seven for the Dwarf-lords in their halls of stone,
Three for Mortal Men that wander far,
  One for the Dark Lord on his dark throne
  In the Land of Mor-dor where the shadows are.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them
  In the Land of Mor-dor where the shadows are
- The Return of the Shadow, p. 269

Speaking of rings, when I discussed the Council of Elrond, I tried to underline what I think is one of the most important philosophical themes of the Lord of the Rings: power corrupts. To paraphrase Audre Lorde, the Enemy's tools will never dismantle the Enemy's house. This being the case, when Talion's wraith buddy starts talking about how you need to use the Enemy's tools against him in order to defeat him, this should be a huge red flag to everyone that there's something going on here. As there indeed is.

The plot of the game centers around revenge. Several characters in Tolkien's works are motivated by revenge, and it never goes particularly well. One of the most prominent examples has to be Túrin Turambar, who set out to avenge the crimes of Morgoth against his family. If you don't know how that ended up working out, enjoy the Silmarillion, but mild spoiler: he could have done better. So in Tolkien's world, revenge doesn't work out, ends don't justify means and power corrupts. In Shadow of Mordor, you play an undead ranger hell-bent on using any powers he can lay his hands on to wreak his vengeance on Sauron's lieutenants.

I get that the beginning of the game is so generic fantasy / Dragon Age-y that it's possible to accept the protagonist at face value as some kind of "dark fantasy" hero, and his quest for revenge as a good thing. But if you stop for even a moment to think about what's going on, anyone with so much as a nodding familiarity with Tolkien's works should fairly quickly figure out that Talion is no hero. I'm not even sure he qualifies as an antihero, because by the end of the story he's pretty much straight up a villain. His pursuit of vengeance and Command is far more demented than Boromir's worst hallucinations, and even Túrin never led a mind-controlled orc-army. As for his wraith pal, it's worth remembering that in the Lord of the Rings, the mightiest of the elves - most prominently Galadriel - resist the temptation of the Ring and of power. Shadow of Mordor, and especially the Bright Lord DLC are what happens when they don't.

From a Tolkienian perspective, then, Shadow of Mordor isn't one of those American action movies where a crime happens, and then massive male violence is deployed in retribution and everything becomes okay again. On the contrary, the story of the gane is a horrible crime, followed by the fall of the protagonist into evil. The Shadow of Mordor in the title is the one Talion falls into, cheerfully helped along by several parties very much interested in Rings of Power.

This makes for a very dark game, but a strongly Tolkien one and a compelling story. Combined with the very well-executed setting, I was led to completely break with my usual habits and finish the game very quickly. I can't name a single other comparable open-world game where I wanted to advance the main quest like this. So whereas I strongly recommend Shadow of Mordor as a video game, it's also an absolutely excellent Tolkien adaptation. I'm more than willing to overlook playing fast and loose with the chronology and being confused about the Poros when the thematic content of the game is so spot on.

**

To sum up, I was very positively surprised by Middle-earth: Shadow of Mordor. Like I said earlier, a sequel is imminent. Based on what we've seen of it so far, I'm cautiously optimistic. On the positive side, it looks like they've taken the Nemesis system and scaled it up so that instead of fighting individual orc-captains in Udûn, you're now recruiting your own orc army and conquering strongholds in Mordor. Because again, nothing says "we're the good guys" like leading armies of orcs while wearing a Ring of Power.

I kind of like this, actually, because it seems remarkably similar to what Boromir wanted to do with the Ring.

"The Ring would give me power of Command. How I would drive the hosts of Mordor, and all men would flock to my banner!"

Boromir strode up and down, speaking ever more loudly. Almost he seemed to have forgotten Frodo, while his talk dwelt on walls and weapons, and the mustering of men; and he drew plans for great alliances and glorious victories to be; and he cast down Mordor, and became himself a mighty king, benevolent and wise.
- The Lord of the Rings, Book 2, Chapter 10

The potential problem I see with it is that judging from the gameplay footage, while the game looks fun, it also looks much more like Mount and Blade: Warhammer than a Tolkien product. The warhammerisms in Shadow of Mordor I can live with, because the setting and story are so strong around them. Shadow of War, on the other hand, looks like it's going off on such a distant tangent from the source material that I wonder if it'll have much to do with Middle-earth any more. Still, though, if it ends up being a Warhammer game, the odds are it'll be much better than anything Games Workshop ever licensed.

Jan 20, 2014

XCOM: Hidden Potential and Not Created Equally

We got ourselves XCOM: Enemy Within, and we've been enjoying it. I really like the new options for "modifying" your soldiers, and the Exalt missions are an interesting change of pace; what I'm disappointed in is that the main story still centers on the hugely boring alien base and the frankly appallingly tedious final mission. Would it really have been too much to ask for those to be improved? Preferably improved a lot?

I do also have to mention one particular gripe: the random soldier specializations. I'm currently playing a game where I have two heavies, one support and ten snipers. Ten. It's fucking ridiculous, and makes the game much more difficult than it should be. XCOM snipers are exactly like wizards in most tabletop RPGs: they're useless and vulnerable at low levels, but once you get them going they're incredibly powerful. Only how do you fight with a squad that consists entirely of low-level snipers and rookies? It's not impossible, but it is frustrating, especially when the rookies level up...into snipers. Which, by the way, makes it really hard to get your hands on enough Meld to turn them into mechs, too.

Surely it wouldn't be impossible to weigh the odds of a given class being rolled up based on your existing roster. It would stop complete stupidity like my current lineup from happening.

**

One of the things we really liked in the new Enemy Unknown were the Second Wave options. I never got around to really giving Not Created Equally and Hidden Potential a proper shot, but now that I'm playing Enemy Within, I was considering whether they're worth it or not. I have to admit that Not Created Equally scared me, because the average XCOM rookie is so completely useless as it is, and I had visions of getting soldiers with even worse stats. So I did a little math, and because I couldn't find these numbers with a quick Google search, I thought I'd share.

Not Created Equally

The basic rookie has an Aim of 65 and a Will of 40. With Not Created Equally, these values are rolled randomly, with Aim being somewhere between 50 and 80, in five-point increments, and Will between 25 and 59. So basically your average Not Created Equally rookie will have an Aim of 65 and a Will of 42, meaning they're ever so slightly better than the cookie cutter guys. There's also a 1/3 chance they'll have slightly lower movement, and a 1/6 chance it'll be one point higher and another 1/6 for two more points, so that also averages out better than normal.

So based on that, Not Created Equally is theoretically worth taking, if only for the slightly higher Will and Movement. The real benefit, obviously, is the chance of getting rookies with a significantly higher Aim than normal, which is really the only way you're ever going to get a heavy who can hit anything smaller than a building. So I guess I'll have to start picking this option.

Hidden Potential

This one I'm a lot less sold on, to be honest. Hidden Potential replaces the normal stat progression with a random increase per level, so I calculated the average increases for Aim and Health per class and level in the defsult system and Hidden Potential. Will increases are unaffected.

For the assault class, their average Aim and Health increase per level are normally 3.4 and 0.6 points, respectively. With Hidden Potential these change to +3 and +0.5, so the assault class guys get screwed.

Heavies have a dismal average Aim increase of +1.4 per level, which drops to an average of +1 with Hidden Potential, while health progression is unchanged. So heavies get screwed too.

Snipers benefit slightly, replacing an average Aim increase of +5.7 with +6 and bringing their health progression in line with the non-heavy classes at +0.5 rather than the default +0.4.

Support soldiers get better Aim (+4 vs +3.6) at the expense of lower health (+0.5 vs +0.6). MEC troopers clearly benefit, getting +3 Aim per level rather than the old +1.4, but their health progression has dropped as well.

What makes this slightly more complicated is that Hidden Potential also gives each soldier a 20% chance of increasing their Movement stat by 1 per level (10% for heavies). So the average soldier will have gotten an additional point of movement by the time they make Captain. Without Hidden Potential, movement never increases.

So to sum up, Hidden Potential gives you faster troops and better snipers, at the expense of your heavies and assault guys. In my opinion, this comes down to playing style and the vagaries of class generation. Personally, I don't like it. Although my current game would be better off for it!

**

One area where I think XCOM could do with some more depth is injuries. Right now, being wounded just takes your soldiers off missions for a while, unless it's a critical wound, in which case they lose Will permanently. I'd prefer a more nuanced injury system, where badly hurt or critically wounded soldiers would get a randomly assigned injury rather than the automatic Will penalty. Arm injuries could affect Aim, leg injuries Movement, head injuries Will and torso injuries Health, for instance. This would tie in excellently with MEC troopers, as augmenting a soldier would obviously remove any limb injuries, and in my opinion could remove most other injuries as well. The idea of MEC suits as a badly injured veteran's way of getting back into combat would make them much more interesting.

**

As I was writing this, I kept on at my campaign, and now have two heavies and a support soldier, and will get a cybernetics lab next month, so maybe some MEC troopers are on the cards. When trying to play with a lopsided roster like mine, two particular problems stand out. First of all, recovering any Meld at all starts to get unreasonably tricky as the game goes on. One is simply not inclined to dash off into the scenery to find the Meld containers, what with Mutons and Cyberdiscs lurking around.

Also, some of the maps are still just inhuman, especially when trying to get your rookies some experience. I took three of them along to raid a landed small scout, and we ended up on the river valley map, smack in the middle of a river with no high cover anywhere. As we were deploying on the first turn, we spot a Mechtoid. Thanks to a timely Disabling shot, we didn't lose anyone there, but we were barely done with the Mechtoid when along come three Mutons and a Cyberdisc. With all three rookies dead and my best sniper badly injured, we had to get the fuck out of there. Maybe if everyone had dashed into the trees on the left on the very first turn, we could have dealt with the situation. Or maybe we would have run smack into the Cyberdisc. Note that the reason I had three rookies was that I desperately needed other classes than snipers. No way am I assaulting the alien base without a medic. But with only low cover available, we just got slaughtered.

In the situation I find myself in, with the RNG constantly sticking me with snipers (I lost a bunch, only to get new ones instead of classes I'd actually need) and little or no Meld to go around, even without excessive gene modding, it's incredibly difficult to level up rookies. Thank Yog-Sothoth for EXALT. I'm in no hurry to raid their base.

**

Anyway, there's a bunch of random XCOM thoughts for you. Remember: pick Not Created Equally but give Hidden Potential a miss, and give your covert operative Mimetic Skin. If not for how incredibly boring both the alien base and especially the final mission are, this would be an incredibly good game. At least they've got things to fix for the sequel.

Nov 28, 2011

Mass Effect 2 is a white supremacist game

To begin, a disclaimer to avoid misunderstanding. I have no knowledge or opinions of the Mass Effect 2 designers' and developers' actual political views, so I'm not talking about them. What I intend to show is that Mass Effect 2 tells a story that shares many characteristics with the way white supremacist movements see themselves, and co-opts the player into sharing that narrative. Contains spoilers.

Despite being a big fan of the first Mass Effect, I really didn't like its sequel. I found ME2 incredibly disappointing in many ways, and I share many of the views put forward in this article. While the gameplay in itself was a big letdown, what made the game actively distasteful for me was the way it not only trampled all over continuity from ME, but it does this to make you participate in a white supremacist story.

In Mass Effect, the player encounters a rogue Alliance black project called Cerberus, which aims to create super-soldiers. During the course of the game, it becomes obvious that they've gone totally insane, fighting Alliance personnel, including the player character, and perpetrating all kinds of atrocities. They're basically Unit 731, only worse. In fact, if your character has the Sole Survivor background option, it turns out that the people responsible for the death of your former unit, who spent years torturing the only other survivor, are in fact Cerberus. Because the first game is quite immersive, I have to admit that by the end I figured my character had a fairly negative opinion of Cerberus, to say the least.

Having said that, it was a bit of a shock for me when the Cerberus we meet in Mass Effect 2 seems to have nothing to do with Cerberus from the previous game. In the second game, Shepard dies and is resurrected by Cerberus to work for them. The Cerberus operatives you meet enthusiastically explain to you that you've got it all wrong: Cerberus isn't a bad organization at all! They're an independent human supremacist group, bankrolled by a reclusive millionaire, and not some horrible terrorist organization that murdered your entire unit!

What makes the game truly shocking, and totally killed the series for me, was that your character is forced to go along with this. Yes, that's right: my character, who's an Alliance military officer and has seen first hand what Cerberus does, who indeed was mainly known before the events of the first game as the only survivor of a Cerberus atrocity, is now gladly putting on a Cerberus uniform.

It gets worse when you're introduced to your new ship, which is exactly like the old ship. There are even some of your old crew members on board, but they all seem to have entered some strange parallel universe, having renounced their former loyalties, if not even their personalities, and gladly joined a paramilitary human supremacist organization. If this smacks rather strongly of rewriting history in general and Holocaust denial in particular, that's because the game does. What's worse is that this isn't just a couple of characters talking. It's not like this is their version of what Cerberus is; instead, this seems to be the common view of everyone you encounter on Cerberus. Back in Mass Effect, Cerberus and its atrocities were headline news; now it seems collective amnesia has set in, to such an extent that the in-game documentation now gives a whole new view of Cerberus. You're also effectively prevented from seriously questioning it; such topics as the Sole Survivor background being pretty much taboo.

The absolute nadir of the game comes when you encounter a former squadmate from ME, who asks you how you can possibly be working with a disgusting terrorist organization like Cerberus. This isn't even lampshading, it's much worse: your character is being called out on the game's retconning. What are you supposed to say? My answer: because the game forced me to. I can't even begin to imagine what my character would say, because I'd pretty much lost all immersion in the world by then.

The jarring continuity problems are so bad that the most sensible explanation for ME2 would seem to be that your character wakes up in a parallel universe. I've been struggling to find a good analogy to how the rebranding and whitewash of Cerberus felt for me. It's rather like if one were to write a story about an Israeli commando who wakes up from a coma to find that his unit has defected en masse to Hamas, and explain to him that Hamas isn't a terrorist organization at all but a pacifist charity. Or a British left-wing pacifist deciding that maybe the SS isn't so bad after all and joining it when he's told that the Holocaust was really just a lie. And Josef Mengele, who would have fit right in at Cerberus, was a good Samaritan.

**

If it was just that Mass Effect 2 is really bad at continuity, I could just chalk it up to the generally juvenile and subpar quality of the writing, which produces memorable scenes like this one:


The "ass" in "Mass Effect" seen in the picture is one of the new characters, whose only real game functions are to explain away your previous notions of Cerberus and, well, that. Speaking of characters, most of the recurring characters are also more like parodies of themselves, from Tali and Garrus both actively ridiculing the previous game and delivering frankly embarrassing fan service, to the totally ludicrous transformation of Liara that reminds me very strongly of the Mad parody of Steven Soderbergh's Traffic. Liara's reinvention as a gangster and "information broker", and Garrus's new personality as a sort of lame Turian Punisher, are not only ridiculous but again, offensive to the previous game. Remember the whole side plot with Garrus, where you investigate an unsolved case from his C-Sec days? Where you can guide him in either the "paragon" or "renegade" direction? Turns out you needn't have bothered, because he's going to go and become the Turian Punisher either way.

One of the new NPCs you recruit is Jack, a powerful biotic who was the victim of cruel Cerberus experiments and, unsurprisingly, hates them. You get the same old propaganda line from Cerberus and their on-board cheerleader: the great leader didn't know about it and so on. That may be an attempt at narrative ambiguity; either you believe them or you don't. But the problem with that is that you're not allowed to act on it in any way.

By the way, biotics have been completely nerfed, so you don't actually need her for anything. She only has special cutscene powers.

More jarring universe-breaking follows when you meet the ship's AI. That's right; in the first installment of the series, everyone completely freaked out when AIs were even mentioned, and now here they are, happily living on a ship with a built-in AI. The only person who even notices is Tali, and even she can just be talked out of it. Then again, you can talk her into happily co-operating with a Geth, too.

But the problem isn't just poor continuity: what's being done with Cerberus is morally distasteful as well. In Mass Effect, Cerberus was an organization dedicated to human supremacy and the creation of a "super-man" in order to defeat the aliens and conquer the galaxy for man's living space. Sound familiar? It should, because Cerberus seems to be rather directly based on the SS.

So in Mass Effect 2, you're revived by the SS, and two cheerful SS officers explain to you that you've got it all wrong! They have nothing against the Jews or Slavs as such, it's just that they're concerned with maintaining Germany's racial purity and standing in the world community. Of course, some individual SS members or member organizations, even, may have undertaken some suspicious activities in the past, but those have probably been misrepresented and anyway, they can't keep track of everyone. (The really atrocious examples are simply ignored, and you're not allowed to ask.) What matters is that their leader is a great man with a great vision for the future of our race. Surely you'll put on this SS uniform and follow his orders!

**

So right at the start of the game, you're forced to go along with rewriting history in a manner that rather too strongly resembles Holocaust denial. It then starts getting worse. Soon enough, you're initiated into the main plot of the game. Evil aliens are abducting thousands of people, and the Alliance government doesn't care. Therefore, it's up to the heroic racist militia of Cerberus to stop the evil aliens and save humanity. You see? It turns out the racists were the good guys! The government is corrupt, and its entanglement in a sinister one-galaxy government means it doesn't care what happens to ordinary folks. Luckily, the racist militia does care, and by defying the government, they save lives from the alien threat.

This is a narrative that could have been cooked up for a video game by a Midwestern racist militia or a European neo-fascist group. The main character is a brave government agent fighting on the side of good. He's resurrected by a racist group he's previously fought against, but finds out that after his death, the government has stopped caring about the people. Some of his former colleagues are now members of the racist group, and talk about their alienation with the goverment and its cover-ups of their heroic deeds and the coming alien menace. Only the enlightened elite that make up this militia group understand that the government's destructive policies of multiculturalism are leading to the destruction of the human race, but for saying this they're branded as racists. So the main character realizes that the racists are, after all, really the good guys, and the corrupt government is evil. He gladly joins a racial supremacist organization and battles the evil aliens.

In sum, Mass Effect 2 is the most disgustingly racist game I've ever played in my life.

Oh, sure, there are aliens on your team. That's not historically inappropriate; there were all sorts of nationalities in the Waffen-SS, too. The plot of the game still is that the government doesn't care if thousands of people are dying, because it's more interested in covering up alien attacks for some senseless nefarious reason, and people need armed anti-government racists to protect them from foreigners. I'm surprised they don't make you plant a truck bomb at an Alliance office building.

From what I've heard, in ME3 Cerberus will once again be your enemy. I wonder how they're going to pull that off. Retcon the retcon? Unless ME2 is rewritten out of existence (it was all a dream!), the fact will still remain that while the Alliance (federal government) stood by and did nothing, Cerberus (white supremacist militia) saved thousands of people from the aliens. Never mind that this whole notion of the Alliance being so corrupt and evil that they don't care about people any more comes out of nowhere.

I'd like to take this opportunity to suggest some more plot points for Mass Effect 3, in line with the new creative direction taken by ME2:

- the Alliance bans firearms and sends squads of aliens to collect them from human patriots
- main character discovers the "Protocols of the Elders of the Volus", proving the Volus are secretly allies of the Reapers
- the Council races join forces to create a New Galactic Order, a socialist one-galaxy government
- the New Galactic Order brands all humans with a barcode and bans the non-coded from buying and selling
- main character finds out that an ultra-secret cult, the Space Masons, secretly controls the Alliance

There's a lot of mileage to be covered here. The game could be called Mass Effect 3: The Shepard Diaries.

**

Mass Effect 2 was an insultingly bad game. If you were a fan of the first Mass Effect, ME2 went out of its way to slap you in the face. Instead of a dynamic, ambitious CRPG, we get a second-rate Gears of War clone that occasionally masquerades as a racist adventure game. Oh, and don't forget the planet-scanning mini-game, which was almost as much fun as stabbing yourself with a rusty knife.

The game also manages to be disgustingly sexist. As part of your crew, you have a sort of SS yeoman, who, of course, is a cute girl. If you get talking with her, it's possible for your character to develop a kind of romantic sub-plot with her. The consummation? A kiss? A sex scene? No.

You get to use her as a cabin ornament.

It's literally sickening. And, of course, there are no more same-sex romance options, because in the Space SS, that's just wrong.

In this hyper-sexist environment, what was merely poorly executed in the first game becomes actively troubling: every alien race is made up of a single gender. The only exception is the quarians, who seem to come in male and female; in neither of the games do we encounter a single krogan, salarian or turian female. On the wiki, we can have some reasons: the salarian "females are cloistered on their worlds out of tradition and respect". The krogan: "Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over." And even though there's no "fluff" justification for never meeting a turian female, we just...don't.

In the first game, the stated reason for never seeing a turian female was, as per the wiki, insufficient time and resources. I can believe that, and I'm certainly not saying that every permutation of alien race and gender needs to be represented in every sci-fi game. Still, for every major alien species we meet, the females are cloistered on their homeworlds or kept as chattel, or are just inexplicably absent. The quarians are the only exception, and when it comes to the more exotic aliens, gender isn't even mentioned but the assumption seems to be that everyone is male. The more unusual alien species are confined to brief walk-on roles, so they're not very relevant. Notable among them are, of course, the volus, a mysterious race of merchant profiteers with prominent noses whose race is denied membership in the galactic council because it's inferior.

And then there are the asari. Even though the asari have only one gender, the in-game Codex describes them as an "all-female" race, surely a mindless statement. The Orion slave girls of Mass Effect, the asari look and act like blue-skinned human women. They're promiscuous bisexuals who, despite looking very human, are inexplicably sexually desired by all of the major races of the Mass Effect universe. The asari can be found throughout the galaxy as strippers and prostitutes, and the game makes sure to bring some loose blue women your way for flirtation and more regularly.

So each major race maps nicely onto a gender. The turians, krogans and salarians are all men, and the asari are all women. The former provide NPC soldiers and scientists, while the asari get by on their biotic powers. As a point of note, while ME1 included a female soldier, in Mass Effect 2 your squad members divide neatly along gender lines. The men are soldiers or scientists, or at best semi-biotics, while the women are biotics, plus a thief added in the downloadable content. In other words, in ME2 women need special powers to be useful team members, while men can just pack a gun and come along.

Yes, it's a man's life in the Mass Effect galaxy.



So, if you've always wanted to be a space nazi, heroically rescuing the overwhelmingly white and heterosexual human race from evil space foreigners, this is the game for you. It made me want to vomit.