Immortals Fenyx Rising

I picked this up on a Switch sale and played it through while on vacation. It’s ok.

The idea is simple enough – marry the map icon juggling of Assassin’s Creed and exploration of Breath of the Wild. The execution suffers for it because those two systems are wildly divergent in goals. Ubisoft is interested in the Achiever/Completionist player type. Nintendo is focused on the Exploration player type. It seems similar, but wow, much different.

Fenyx has all the trappings of an Ubisoft game. Towers to uncover the map. Icons of repetitive things to do, with no larger purpose than an actual in-game checklist. Parry-based combat. Mounts that serve little purpose. Subversive humour.

Fenyx takes a stride from Nintendo here in the exploration space. Early on you gain the ability to dbl jump and glide, which makes world traversal more pleasant – as it seems nearly everything is split on a vertical axis. Mounts are useless here because they can’t move up/down. It also comes chocked full of puzzles that fit into 3 main categories – moving blocks/spheres, shooting things with arrows, or the rare laser/knockout avoidance. Things start off easy enough, but the later trials are painfully complex or obtuse. Most of these are optional, but there are a few mandatory puzzles that I felt frustrated trying to complete the precise logic. BotW lets you solve most any puzzle the way you want, Fenyx has as specific solution to each.

The highlight is the main quest, which focuses on restoring 4 gods before climbing a literal mountain to encounter the last boss. They are caricatures or the greek pantheon, which is fine given the overall tone. There are enough hidden dirty jokes to make you chuckle along the way. Zeus is an interesting standout here… his lines are impressively delivered. His character development isn’t earned at all, and honestly not needed given that he doesn’t drive the plot. Your character Fenyx is about the purest person ever to encounter monsters… stopping at nothing to help everyone and everything. And the bad guy is just a bad guy – at least it’s not Kronos. There’s a setup in the plot for a sequel (it’s Ubisoft after all) since you don’t see Hades or Poseidon anywhere.

Thee exploration part is fun for a while, and the areas are distinct enough from each other to be thematic. There are no NPCs except for the gods, so it feels like an empty amusement park. The puzzles can be fun for a while, but they get super repetitive quickly. Once you have Phosphor’s double it dramatically simplified all “pressure plate” puzzles. Hade’s Wrath gives you a triple jump to negate a pile of puzzles. The ability to slow down arrows trivializes any shooting puzzle. Being able to lift giant stones gets rid of pushing puzzles as you can just walk out with things instead. It feels like these abilities are breaking the intent of the game, since everything is so contained. Oh, and you need to upgrade your stamina ASAP. There is nothing more frustrating that running out of stamina while climbing a wall, or when gliding around.

The combat portion is mostly about parrying. You can’t easily cancel moves, so you need to avoid mashing as much as possible. A well timed parry (plus a gear perk) will stun an enemy and make the fight trivial. Stealth is here too, and with a Phosphor perk you can chain attack a pile of enemies. Some enemies feel broken in their ability to chain stun you, but generally combat is the best part of the game. Sadly, it gets crazy repetitive and I turned down the difficulty to the lowest to be able to just ignore as much of it as possible.

While the game looks like it was built for a younger audience, that is far from the truth. Even on the easiest difficulty, death is a regular occurrence – especially in the puzzle sections. Mastery of player controls is essential to get all the way through. It does look good, and smart that for a Switch game it opts for less realistic graphics. It looks good.

Fenyx also has some DLC, and the game does give you a taste within the main content. Sadly, that content is the worst part of the game – timed puzzle completion. The controls and camera are quite poor (as with all AC games), so when you put a timer and expect precision, well I expect the game to support it in kind. Celeste this is not. Rare to find a game that does such a good job of pushing you away from DLC.

Fenyx is an interesting game, an attempt to marry divergent goals. It partially succeeds, if you avoid the checklist mentality of similar map-icon games. If you only play the main storyline you’re likely to have a good time – but it is absolutely not worth a full price game.

Loki

The joy of vacation is that the world keeps going while you’re away. It meant that by the time I came back the entire season of Loki was ready for a binge watch. And it is a worthwhile binge.

I won’t get into specific spoilers here, since that’s part of the ride. I will hit some broader strokes, which I think make this the most “comic book” of all the Disney series so far. The larger plot point tries to answer the question about free will or pre-destination.

The series deals with a time travel agency (TVA). You learn this in the first 5 minutes, and the set design is astounding. It’s borderline brutalist in architecture design, but also full of whimsy – making for a very anachronistic setting. Each episode has something going on within the TVA, and it always feels real. This is a big contrast to the Easter-egg-a-thon of episode 5, which is almost entirely CGI. Comics work because they don’t live in the grey. They have a base foundation from where people start, then end up in space or another dimension.

With the exception of the last episode, every other one manages to build an idea and then subvert expectations. It’s very close to Dr Who under Moffat, where it feels like a roller coaster in the dark, never quite sure of what twist is coming along, but it’s a fun ride. It’s supremely helpful that all the actors here do a great job with the material (casting Owen Wilson seems madly appropriate in his role). The last episode is almost entirely exposition, which I’ll get to in a bit.

I’d be remiss if I didn’t mention the development that Loki goes through. He’s one of the most interesting villains in the MCU, and has been in as many films as the Avengers (10+ years). MCU isn’t known for character development, and Loki was certainly in that package. He was interesting because you were never quite sure what his next crazy plan would be to betray everyone. He was consistent in his inconsistency – sort of like Jack Sparrow. That is not the case in this series – he goes through ample character development, to the point where he is all but unrecognizable by the end. It’s a bit weird that a being thousands of years old has a major change in a couple day’s adventures. He’s not causing any mischief – which is sort of his bag.

The last episode is pure comic book exposition. Love it or hate it, comics books follow a story line for months, then when it’s about to close, they put on bigger stakes or a bigger villain. Loki goes all in on this, and sets up phase 2 of the MCU multi-verse with the grace of a sledgehammer. Which, fine if it wasn’t preceded by 5 episodes of character progression. The sole saving grace in the last episode is that the character doing the exposition is frankly the most interesting character I’ve ever seen in MCU.

Some caution on the multi-verse… I read comics in the 80s when this took off. Without a leash, it goes off the rails super quick and nothing matters anymore because there’s another version to make up the gap. You get something like Sliders rather than Fringe. I’m less worried because it’s clear that Marvel has the larger plot points locked up 5-10 years down the road (as compared to DC), and yet the movie audience is not going to see these movies for the plot.

I liked Wandavision’s slow burn reveal, which was also wonderfully acted. I didn’t like Falcon and the Winter Soldier as it wasn’t episodic, with a really weird pace and structure. Loki feels like the best of the MCU series, while still being handcuffed to the larger story arcs.

Break Time

A much deserved one if I do say so. Cottage time for a bit…and all the big reno work is done.

My little piece of paradise

Hope you all get some time away from it all as well. Been a hell of a ride. Cheers.

Puzzle Boxes

There’s this weird intersect where virtual and physical items meet. You look at movies and the old Harryhausen stop-motion creatures existed for decades. It took Toy Story for industry to realize that digital effects could be a viable alternative. Sure, we still have some serious uncanny valley issues, Star Wars notably, but by and large most things are turning into digital assets.

D&D is a good example of something that has bucked the digital trend. Sure, there are some amazing D&D games, and WotC has some digital tools to help with sessions, but the real experience is still only available in a semi-live event. Two reasons… it’s a whole lot easier to design and adapt a session with physical media, especially with real-time curveballs. Second, the face to face aspects still aren’t working perfectly through video calls. There was a time where digital media looked like it would take over, but the advent of 3D printers and massive price drop in miniatures has reversed that trend.

I’ll roll back the clock to Myst for a minute. Revolutionary at the time, it was a 3D puzzle game that focused on logic and the environment. There was a spike in that type of game, but eventually it became saturated with rather poor clones and frankly, bad puzzle designs. We reached a point of brute force clicking to find hidden clues, or solve puzzles. The genre didn’t die though, it embraced that commodity aspect and went straight to Flash’s waiting arms. For a decent period, JayIsGames was the hub for escape room games. There were all sorts of games here, good and bad, with multiple coming out every week. Some were click fests, others key hunts… but there was some gold in there. Long logic-based quests to save a planet, or get out of jail. The genre was tailor made for digital, as the solutions only had 1 answer, and the assets and logic could be reused later on. If you have the chance, you should check out The Room series on mobile… a near perfect example of solid puzzle design. And yet…

In the mid 10’s we started to see Escape Rooms come out into the real world. You and some friends paid money to get locked into a room and have to solve a large set of logic puzzles within an hour. The beauty of these rooms is that while they require some thought to design, they need next to no upkeep for a very long time. You can set up 3-5 rooms and never change them for a year and people will still pay to do them. Mobile Escape rooms are not available, letting you have a similar experience (though MUCH less tactile) from the comfort of your house. They are pretty much multiplayer Myst games.

Roll the clock back even further, and you have old wooden puzzle kits. Slider puzzle. Rubik’s cubes. Things that kept you busy for a while until you unlocked the logical solution. They remained somewhat ‘simple’ because the cost of construction was so darn high. Mr Puzzle is a great window into the ever increasing complexity of puzzle designs. C&C machines + 3D printers have opened up a new world of puzzles and complexity. For $20-$50 you can get some real brain teasers that will get you really going crazy. I recently opted to pick up a pair of wooden puzzles, with multiple steps.

Beer for scale

It’s an impressive feat to take the concept of a puzzle room, in that you solve one puzzle and use that result to solve another, in a physical form. It took me over an hour each to solve the puzzles. Each time I was stumped and came across the solution, I was frankly amazed at how the logic was physically applied. Nothing felt cheap or a cheat to get through.

I’ve got my eldest taking a look at one of them now. It’s supremely fascinating to see a child’s brain at work at solving these things. Maybe someday I can show her Myst and where I cut my teeth on the genre.

Terra Nil

Most builder games have you break down nature to add technology. Nature is viewed as chaotic and random, whereas technology is clean, orderly, and proper. Civilization and SimCity are the grandfathers of that particular mindset, and truthfully, it is often the foundation of most urban engineer educations. Yet, it’s 2021 and this planet is having a hell of a time supporting us. We are going to be gone long before it. So perhaps our hubris that we somehow mastered the complexity of millions of years of evolution and balance is a tad off…

Ok, weird rant aside, there’s an interesting game making some social rounds on rebuilding greenery. We’ve seen a few of these in the past, though mostly relegated to terraforming Mars in some fashion. (And then, only terraforming so that it can be torn down and technology can take its place.) The game in question is Terra Nil, which is a rather small demo you can find on Steam.

Small in the sense of less than a gig in size, and effectively just the tutorial without the ability to save. You get to see the large brush concepts here, and a “full” playthrough is about 20 minutes. As much as it’s a game, there are metrics and bars and whatnot, it also feels more like building a zen garden.

There are no people in the demo, and all the technology in use has as a sole purpose to improve the expansion of nature. I used a solar dish to burn a field, to make ash, in order to grow a giant lush forest. I’ve dug trenches to increase the sprawl of water and then turned them into marshes.

The rules of the game are pretty simple, and the tutorial is more like “here’s things, figure it out” than actually helpful. But games are more than a set of buttons. The best of them put you in the conductor’s seat for a private journey that feels self directed. A movie where you can’t really see the edges of the set. There’s a spark here of that, some potential. Who knows what we’ll get in the end.

Mario Party

There are few games that can break up siblings like Mario Party. Back in the day we had an N64, and we’d huddle around the TV with my dad and play whatever multiplayer game was available. Wave Race, Mario Kart, GoldenEye, and Perfect Dark all got tons of playtime. They each were digestible pieces of excitement. My dad really loved the racing ones, I’d like to think it was more because they were truly 3D and he could follow.

But Mario Party – that thing I’m sure has caused more divorces than the set up of IKEA furniture.

The game concept is simple. You roll a die, move around a gameboard, collect coins and stars, then at the end of each round play a simple mini game to collect more coins. Social boardgames are exactly that. There are highs and lows, and some crazy trashtalking. Heck, sometimes you just get impressed at some folks ability. The games generally last for an hour, which is just the right amount of time.

Where Mario Party moves the needle is in the competitive and almost backstabbing efforts players can take. The mini-games are either 1v1v1v1, 2v2, or 3v1. You’re never really in a team for more than a minute or so. And they are always competitive – like you can knock another player off the map. In the older games you’d often team up with another player, and then one would betray the other because, you know, there can only be one.

The board also allows players to steal coins and stars from other players. Coins are easy enough to get, and they are a method to acquire items or stars (10 per). The player with the most stars wins, if people are tied, then the amount of coins determines. The original Mario Party has so many catch-up mechanics, and gave out stars like candy that you could easily see 3 or 4 stars move between players per turn. I can’t count how many times I thought I had an insurmountable lead on the last turn, only to end up losing because my stars were poached. Local multiplayer + going from lead to 3rd place = outrage and laughter.

My daughter got Mario Party for the Switch, so we gave it a shot just the two of us. It’d been quite a while since my last go, so I wasn’t quite sure what to expect. We opted for the Bobomb board, and 10 turns on normal.

Countdown completes and you’re in the middle, say goodbye to half your coins!

It’s interesting to see all the new bits they added to the board, so that dice control is more than just rolling the biggest number possible (it still is for a LOT mind you). Being able to add more die to your pool is pretty cool too! The size of the board feels good, and tons of branching paths. I recall this being a challenge in the original, where you could easily end up continually on the wrong end of the board (hence the catch up stuff). The mini-game variety is good, with a lot of close calls. The 3v1 games are still the highlight to me, because the odds are just not in anyone’s favour. I do have a general dislike for the rumble games…

The game still has catch up mechanics, my daughter was given a +5 die roll item in the last 3 turns and she used it to go from last to first. I lost a star to an NPC. The final score had me with 3 stars winning the game. That’s a whole lot less than the 8-12 stars from previous games. It does mean there’s less “stealing” wins here, and puts a whole lot more importance on each turn being successful. There wasn’t a point where there was more than a 1 star difference between any player… and I don’t recall that being the case before.

The winning part wasn’t the cool bit. It was really the reactions we both had for each mini-game. Some were mundane enough, others were both of us at the end of our chairs, or standing up with the tongue out. The classic hot potato game is a highlight of craziness. We both had smiles for an hour and had a blast getting all the way through.

I can see some fun games nights ahead. I keep getting impressed by the social aspect that Nintendo somehow keeps bottled up. Guess that’s why Mario Kart 8 has sold something like 35m copies – there’s just something about playing with other people and it not being about headshots that is missing in gaming. I’m oddly enthusiastic about a new Mario Golf!

Get the Nintendo Lawyers

Super short one, just pure amazement at the brass set here.

I get that mobile app stores are chocked full of scams and reskins of other games. It’s marginally better than the cess-pool that is Steam. Any search for an easy dollar I guess.

Check this one out:

I’ve spent well over 100 hours playing Hades. It won numerous Games of the Year awards. It is built on the SuperGiant art DNA. There’s artistic license and influence, then what is effectively a cut and paste. It’s 2021… there’s no way that something like this isn’t going to get bad press. The only other game I can see from this developer is a FarmVille clone (there have be 10s of thousands now) that uses Disney princesses as avatars – heck even the Disney castle is in their material. Hence the brass set comment above.

The lawyers are certainly looking at this, but it’s a weird time here where you kind of would be interested to see what the Nintendo or Disney lawyers would do here.

Age. It’s a Fact.

Age is an interesting thing. It’s inevitable, but manifests differently for us all.

My grand father was an active man until he passed this fall. Active in the sense of 2 hour daily walks, planting gardens, trimming trees… things that people half his age didn’t do. My father was an all-star athlete is his youth, but that didn’t stick around as he got older, and larger. It’s a weird topic to have with your dad. When my youngest was born, I do recall casually saying it would be nice for them to be able to grow up with him as I did with my grandfather. Since then, he’s pulled a near 180 in terms of overall health and activity.

My father-in-law was also an athlete and his career path was as a tinsmith, and to some degree, a handy man. He hunts, and loves to be outdoors. His self-worth is based on what he can do with his hands. Well, years of that has had a cost, and his back just can’t take it anymore. He’s had surgery. He still thinks he’s 40 years old, acts accordingly, and then his body more or less shuts down for a while. He doesn’t live alone, so that has an impact on the people around him. He’s just not able to accept that he can do less and still have a full life.

My birthday is coming up, and I’m certainly in what folks call middle age. I don’t feel old. There are some things I can’t do today that I was able to do when I was 20. Most of those things just don’t interest me anymore, so it sort of works out I guess. The things that I do enjoy, I can still do well. I don’t feel like I’ve lost a step in any particular field, if anything I feel that things are easier because of experience. Don’t get me wrong, I am finding it painful not being able to play hockey due to the pandemic… as much for the physical aspect as the social. I’m quite antsy for that to come back!

As I’m watching my elders get older, and my kids grow up, I’m coming to terms with the concept of age. As much as I’m my dad’s son, I’m my kids’ father. The expectations are different for each role, yet I’m fortunate enough that my dad has been really good with that evolution. Sure, there’s some deference to him in a few areas, but it’s still adult level conversations and respect. I’m not indebted to him raising me, which I always find a fascinating space for some of my friends.

I’m coming to terms that at some point, I will be less than I was in areas where I take pride. I’m less worried about it on the physical side… or perhaps because it’s physical and we can see it everywhere, it isn’t so much a surprise. Yes, quality of life, but that’s a different topic than just not being able to lift a couch. The stuff that really gets me is the hidden part. My wife’s side has a fair amount of dementia. Seeing a fully able person lose their mind is a terrifying prospect! I’m overly fortunate that this is not something on my side of the family, so less of a concern I guess. And yet… my mind is what makes me, me. So I can’t mow the lawn, big deal. If I can’t read, or remember what happened yesterday, there isn’t someone else that can do that for me. It’s the most isolating of all things.

This is a really off topic post, but my thoughts of late are really focusing on my centre self, my purpose, goals, and fears. Changing jobs often triggers this reaction in me, because it’s such a LARGE impact. This blog gives me the ability to put words to ideas, to digest concepts, and to move forward. It’s an interesting concept…publicly writing personal thoughts. A sort of side appreciation to it all I suppose. A cathartic act. A much needed one at that.

Crazy Days

Last week I officially had a new boss (she was here for about a month to learn the org). Last Thursday we got a new puppy (mini golden doodle). This Monday my old boss came back into my position and I took over a different group. This Monday I had an interview for a promotion, which I’ve spent nearly 2 months preparing for. And yesterday, I received a vaccine shot.

So in terms of stress factors, I have work, a new dependency, financial items, and health all as triggers. I’m only missing relationship challenges to pile on for a perfect storm.

A new boss comes with the requirement to build a new critical relationship and reset of my mandate. Every new boss wants to make an impact and they have their own approach to get there. We’re in the execution phase of a ‘can’t fail’ project that impacts a few hundred thousand people, so there are some limits to flexibility in change.

A new puppy, as anyone who has had a dog can attest, like brining a dependency into the house. The good news is that she’s already had some basic training and has a calm demeanour, and she sleeps like 15 hours a day. But there’s the nipping and good habits that need to be instilled, so work in that sense.

A job change in a brand new team is easier than to a sister team, because there are no expectations. This lateral move means I need to modify my existing relationships and then build a different one since my old boss is now my peer. To complicate matters further, we have different methods to achieve the same goal, so there’s some challenges in consistent messaging. Nothing that can’t be managed – if it was the only thing.

The interview for promotion is one I’ve been training for a while now, nearly 2 years. The last 2 months have been the larger process of triage, testing, and then interview. I have no doubts about the capability to perform, but I am recognizing that any promotion is less about the ability to execute than the ability to dance. It’s a rather obtuse dance that only becomes clear once you’ve taken a stab at it – yet its also the most fair approach to avoid nepotism/favouritism. I think I did a solid job, but now it’s about waiting a few weeks to get the final results. And then, the real choice of what I want to do once if I get it. That choice will impact me for the next 3-5 years.

And then there’s the vaccine. I live in Canada, where the rollout has had a few hiccups but seems to be going rather well now. I’m not essential, I can work remotely with ease, I am young and without conditions… so all of this put me near the back of the line. No stress from that factor, but a whole lot of social anxiety that as a country we can hit the proper immunization numbers to find some normalcy. It’s been an adventure to talk to all sorts of folks on this, either hesitant for the unknown side effects (understandable!) or downright anti-vax (where Darwinism isn’t fast enough). I try to be inclusive and pragmatic, there’s a reason people think the way they do and sometimes discussing it you can find common ground. In some cases however, their personal stress levels and need to find a scapegoat have pushed them into a spot of no return. It sounds weird, but it’s quite similar to an addict. They need to want help. It’s not fun.

So yeah, let’s just say that it’s coming at all sides, all at the same time. I’m more than fortunate in multiple ways, but it would be foolish to think that I am coping well. So some work to do to get back into a good mindspace by the end of month.

ME 3 Thoughts

I finished up the campaign the other night and, as with most games, I have a couple thoughts I need to write out.

First off, ME32 has aged really well. It’s 9 years old, but would still be a decent new release today. There are many games that are a zeitgeist, where the only fit in their time period. ME3 is lucky in a sense that it was a refinement of as-new model of action and RPG mergers. And honestly, it looks better than Andromeda.

It would be hard to ignore the social impacts of ME3, where the gamers tried to take ownership of creative direction of a game, and the developer conceded. Without access to the ‘non extended cut’ version of ME3, it’s hard today to have a real apples to apples conversation about the changes. Instead we have to remember through wiki entries, where the original launch had quite stringent requirements on what options were presented to players, and then what the consequences where of those options. Not decided on actual choices in the game, but frankly by the number of planet scans you had performed. Curing the Genophage still has no actual impact on any gameplay, or ending. Saving Miranda in ME2 doesn’t change the fact that her father still does the experiments in ME3. The illusion of choice rears its head in fierce fashion in ME3.

Tangent Time!

  1. Asimov’s Foundation series is celebrated because of the ideas it brought to the table without the need for violence. It celebrated diplomacy and scientific prowess to solve galactic issues, and generally looked down upon the military complex (pre-quels aside). The series ends with the creation of Galaxia (a planet where all organisms are interlinked) and the merger of AI and organics (Olivaw). The concept here is that the resolution of differences is only accomplished by merger rather than annihilation or assimilation. That sociopolitical concept is still a challenge today, what with diversity feeling like a 4 letter word. Yet the concept has been essential in sci-fi for nearly 70 years.
  2. Final Fantasy has a habit of a last minute bait and switch on the villain, where 95% of the time you think the ultimate baddie is say, Kuja, but in reality it’s the essence of death, Necron, who was the bad guy. No setup, they just pop up and that’s the bad guy.

Back on Track

ME3 tries to take this concept and expand upon it, where you are provided the choices of Destroy (all synthetics die, but will certainly be re-created and cause a war), Control (which is arguably Dune 2.0), or Merge (synthetic and organic merge of sorts). The challenge with this line is that none of the options are earned, doubly so if you have not played the Leviathan missions.

ME1 is about the Reaper threat to destroy the galaxy. The reasons are not provided aside from it being a cycle. When the game ends, you haven’t stopped the threat, simply delayed it.

ME2 has little to do with that specific threat, but the proxies around it. It’s a borderline McGuffin, with a weird twist at the end for a human/reaper hybrid. But that’s not the story. The real story is the rebirth of Sheppard and the building of a team to explore the galaxy’s various internal threats. You fight political battles way more than Collector/Reaper battles. Heck, try naming the bad guy here?

ME3 merges these storylines into a concept of unifying the galaxy in order to fight the repears head-on. There are no compromises possible, that was made clear in the first two games and most of this one. There are no alternatives, it’s entirely focused on using the Crucible (which you don’t know what it does until you use it) and the Catalyst (which you don’t know what it is until the final mission). Up until the last minute, the only option you can think of is destroying the Reapers.

Then you learn that no matter what choice you have made, at any point in the entire game, none of them have any bearing on the larger choice. Instead, it’s a point system that determines what choices are present, and the scale of those choices (either Earth survives or doesn’t). It’s a curve ball, with no ability to prepare for the choice, limited understanding of the impacts (Control in particular), and up until the extended cut, no real understanding of why these choices exist in the first place.

There are hundreds of published sci-fi stories every year. Few of them are good, less so great. It’s really hard! Without a clear plan, and lots of effort creating the necessary breadcrumbs, it’s almost impossible to craft a complex story with a satisfying ending. I mean, look at GoT Season 8.

Even after all these years, the ending of ME3 still doesn’t work.

Paragon/Renegade

Just quickly here, the Paragon/Renegade improvements of ME2 are mostly removed here. There’s really only 1 meaningful choice here (genophage) and the rest is a tough wash. There’s only a few trigger commands available, and they are either giving a handshake or shooting someone who is about to shoot you. It’s a weird reversion to the ME1 model. Of note, the final decision you have to make is based on having explored every single Investigate conversation option across the entire game with the Illusive Man.

The Good

Enough with the bad. There’s a lot of good here.

The inventory is a great improvement on ME2, where you have tons of options and customizations. While there are simple stat upgrades, some changes are substantial (like shooting through shields). It’s powerful without feeling like its tedious.

The powers are also much improved, with faster cooldowns, more choice for a given power (e.g. recharge or damage). There are multiple enemies where fighting with powers is tons more effective than any weapon attack would be. This is a clear precursor to Anthem, and it feels really good. I will say that Liara’s Singularity power (with tons of recharge boosts) is crazy OP.

The fights themselves are generally improved, though a few too many ‘wave’ based fights. The cover mechanics work really well, and the enemy AI is generally decent. Guns have the right feel, the aim is solid, and the physics add weight to everything.

The companions are more integrated into the overall story, rather than being simple DPS items. Well maybe not James, who’s as useful as lips on an elbow. Javik in particular provides some much needed context in many quests, which further solidifies that he was pulled out of the game on purpose. It’s great to see them are more than window dressing.

The majority of quests (N7 aside) are well written and structured. The final Krogan mission with Mordin is the highlight. The DLC quest chains are a real highlight, with multiple steps and great scenery. Leviathan is foundational to the overall story, Omega is a real rollercoaster with a well-written bad girl, and Shore Leave is pretty much Ocean’s Eleven in game form. Fine, in the grand scheme they are meaningless, but on their own, they act as a sort of quality anthology.

I’d be remiss to not mention the audio. The bass reverb sounds of the reapers works to add some awesome atmosphere. The Hans Zimmer influence here is evident, with strong use of contrasting sounds. It’s an interesting mix where a video game has clearly influenced visual media in such a large form.

Residual

It’s impressive what Mass Effect was able to do. The series is a true landmark, where the sequels attempted to build on the prior ones. You can trace a lot of games and media to what was delivered here, and the Legendary edition is without question the best way to experience it all. Fine, the last 10 minutes did not deliver on the promise, but it would have been a miracle if it had. (Dark is the only thing that comes to mind that has ever succeeded in this.)

I really enjoyed my playthrough.