Tag Archives: mass effect

The Mess of Mass Effect Andromeda

Well, let me start by stating I’m a huge fan of the Mass Effect universe so I’m just throwing a couple of thoughts down here on my blog. I have been playing Mass Effect ever since ME2 came out (somehow missed ME1 when it came out) but I quickly got ME1 and since have lost count how many times I’ve replayed the trilogy over and over and over again…

So of course when Andromeda came along I was as excited as any Mass Effect fan would be. I went full out and preordered the super deluxe version… because.. it’s Mass Effect why not!

Anyway, once released I immediately start playing and… shocker… I actually like it! Yes, the title of this blog entry make it seems like I’m going to moan how bad it is and so on but… no, I actually like Mass Effect Andromeda. Sure, it has it faults like the laggy multiplayer, sound track that is ‘different’ and a few little bugs (like quests getting stuck) but mostly I like it.

The problem with it though is this: lots of other people that didn’t like it and started giving the general impression that this Mass Effect game is bad. So much so that it seems even the developers/creators of it seems to be in retreat, giving up or running away (well that is the impression I’m getting). Why am I saying this:

  1. The downsizing of the development studio that created Andromeda. Yes, it may be normal some times to do this after a release of a game to have people starting to work on other projects but the timing of all of this seems a bit suspicious.
  2. Previously there were talks of a DLC/sequel related to the Quarian ark – even at the end of the game it is hinted that this must be coming. However, since then it has become awfully quiet and seems all talk about a DLC/sequel has disappeared. Perhaps they are busy with it somewhere is secret but the silence plus downsizing together… is making us fans start to worry a bit.

Well, lets hope I’m wrong to worry about this and there will be some more (new) Mass Effect in the future. We would like to know what happen to our Pathfinder and the team plus what the Quarians are up to! Please Bioware, don’t disappoint!

Child0fThessia

N7 Day

Just though to make my own little contribution to N7 day by posting the group photo of my last ME3 play through. The memories…

GroupphotoSml

Still, I would have liked an ending that was a bit different… just saying…

Mass Effect 3 Patch 4

It has been a while since there were any updates to the game (other than the DLC’s). High time some bugs get fixed. The full list of bugs fixed are available here.

The list was a bit random so I though I’ll group it a bit better (if possible)

Fixes

Single player

– Fixed Shepard’s shadow from not appearing after entering and exiting an Atlas
– Fixed a rare crash in the final mission level involving the firing of the Cain at the Hades Cannon.
– Fixed an issue with Ken/Gabby and Tali/Garrus ambient dialogues not triggering in Normandy engineering

Power evolution changes

– Sabotage power evolution 6 increased tech damage bonus no longer stacks
– Incinerate power evolution 5 now gives a damage bonus to frozen and chilled enemies
– N7 Shadow Sword Mastery power evolution 5 and 6 now apply to Shadow Strike damage

Character ability fixes

– Krogan Vanguard Rage bonuses now work properly
– Asari Justicar passive power evolution 3 power damage and force bonus now works properly
– Fixed Asari Justicar from not being able to activate Biotic Sphere within range of large enemies
– Fixed Flamer power of Vorcha from being activated simultaneously with the Reegar Carbine
– Fixed Atlas rocket applying damage over time on N7 Paladins using the Omni-Shield

Weapons

– Fixed weapons with natural piercing from having their damage reduced with piercing mods equipped
– Particle Rifle no longer replenishes ammo from ammo boxes and supply pylons
– Fixed SMG Ultralight Materials Mod not having impact on power recharge speed
– Fixed Armor Piercing Ammo not applying penetration bonus to secondary weapon
– Krysae no longer ignores enemy shield gates
– Fixed various weapon sound-replications for clients
– Fixed an issue with ammo boxes causing players to be unable to fire weapons after attempting to refill grenades
– Fixed an issue with the Krysae Sniper rifle not functioning properly on squad members (Firefight pack)
– Fixed seeking projectile powers occasionally failing to impact targets even though it appeared to impact

Enemies and NPC

– Fixed pathing for Banshees so they don’t get stuck in a teleport routine
– Fixed dropping Retrieve Objects that could potentially fall under the level
– Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving
– Fixed an issue that caused the Retrieve Objective wave to not recognize the recovery of the object when it enters the retrieve zone
– Fixed Decoy that was blocking the use of ladders to NPCs and squadmates
– Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
– Fixed issue where enemies in Stasis surviving a biotic detonation would become un-synchronized for clients
– Fixed an issue that caused the Retrieve Objective wave to not recognize the recovery of the object when it enters the retrieve zone
– Fixed issue in which enemies surviving a detonated Stasis blast became invulnerable

Multiplayer maps

– Fixed an issue with Firebase Jade giving partial extractions when all players are already inside the extraction zone
– Fixed automatic revive at a specific spot in Firebase White
– Fixed a crash on Firebase Rio caused by heavy melee

Lobby, menu etc.

– Fixed an issue with Private Lobbies not staying private after the match has begun
– Fixed an issue in which purchasing multiplayer card pack purchases would not complete
– Fixed icons of powers disappearing from the Character Screen
– Fixed an issue with talent points remaining after a character promotion

Disconnects, unplayable maps

– Fixed quitting/disconnecting while holding Retrieve Object that could cause the Retrieve Object to disappear
– Fixed users logging off or disconnecting during gameplay from not being able to return online until rebooting the game
– Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards

Other

– Fixed tutorial tip that didn’t properly display an unbound command
– Fixed an issue in multiplayer where if a character has DLC weapons equipped, and the DLC associated to the weapons is deleted, the weapon loadout screen displayed no weapons
– Fixed the Encumbrance Bar from not updating correctly for the Earth DLC weapon mods
– Fixed player death camera beginning before a sync kill is complete
– Fixed Leviathan DLC Weapon Mods not carrying over to New Game +
– Fixed the health bar position of Tactical Scan on Swarmers
– Fixed bleedout effect that was disappearing when another player used an Ops Survival Pack

Exploits Fixed

– Fixed an exploit that allowed players to be invincible and invisible to enemies
– Fixed an exploit where players were able to use rockets from other weapons

PS3 Only

– Fixed an issue on PS3 where after accepting an invite, a player could get stuck in a multiplayer screen by entering the store from the promo screen and then exiting without purchase
– Fixed a crash when pressing PS button during the game’s boot sequence

PC Only

– Fixed the hint popup to update mouse left click and right click bindings
– Fixed an issue that made Origin users display their game as joinable when their game is full
– Fixed a crash on Firebase Rio caused by heavy melee

Xbox Only

– Fixed a rare crash (black screen) on Xbox 360: Upon booting up the game and attempting to reach the title screen, players will now be able to get to title screen to recover their save games. Progress to locked achievements will be reset. Achievements already unlocked will remain unaffected.

New stuff

– Players can no longer grab Geth Pyros over cover (Nooooooo !)
– Attempting to equip similar weapon mods will now present a ‘Slot Occupied’ message
– Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%
– All Batarian and Krogan kits will now stagger less than other kits
– Ops Survival Packs now grant a one second damage immunity when consumed
– Singularity power re-designed (see link for details)
– Melee creatures will now completely ignore pets (drones, decoys, etc.) rather than just having a chance to ignore them
– Krysae no longer ignores enemy shield gatesKrysae no longer ignores enemy shield gates
– Concussive Shot changes (see link for details)
– Marksman will instantly reload weapon ammunition when activated
– Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
– Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage.
– Successfully extracting from a match gives 10% bonus credits. This reward does not depend on your squad members – you must extract personally to get the reward.

Mass Effect 3 Extended Cut sound track

For those that somehow missed it. The ‘sound track’ for the Extended cut is now available for download – for free (as far as I can tell).

Go grab it here.

Mostly it is just rework pieces of existing tracks from the already existing sound track. I like it though. Gives you a more ‘in depth’ feeling of the final few minutes of the game/story. There are 7 tracks in this download:

  1. Wake Up
  2. An End, Once And For All – Extended Cut
  3. A Future That Many Will Never See
  4. I Will Watch Over The Ones Who Live On
  5. I Am Alive An Im Not Alone
  6. We Fought As A United Galaxy
  7. Resolution

Thanks BioWare (or whomever released it). You scored some more browny points with me. Now the Earth DLC is next in line.

Enjoy!

That Extended Cut

[ Spoiler warning if you haven’t played it yet ]

Well, most players of ME3 now probably tried out the ‘new’ Extended Cut with the ‘new/not so new’ ending to the story. My take on this is a bit more complex. It is not a major flop but neither a fantastic success. Overall I think it is better – actually much better than the original way they ended the game but there are a couple of ‘holes’ that need plugging. Mostly small questions or blatantly ‘duh’ issues.

Lets begin with the ‘run to the beam’ scene. Explaining how your squad mates that were with you at the start of the ‘run towards the beam’ got to the Normandy was explained a bit better. But at the same time it was a bit cheesy and opens the question – Aren’t there a damn Reaper shooting at you guys while the Normandy openly comes and land right in front of it! I mean really, that would be the ideal target for a Reaper or the Normandy could have taken out the Reaper… and then immediately after the Normandy leaves the Harbinger starts shooting again… Very convenient. How do you explain that one??

The extended dialog options with the Catalyst was done well. Even though I don’t really agree with the ‘facts’ as he/it stated. But it does help picture the story behind the ‘story’ and even raises some new questions – especially about the actual origin of the Reapers and Catalyst itself. Obviously they went over the rails somewhere and lost ‘focus’ about their actual intended ‘goals’. The fact that the Catalyst was aware of the Crucible but choose to ignore it is also a bit naive – I think. And why could it not take action itself for a new ending of the cycle considering all the other ‘smart’ and powerful things it was doing??

As before I first choose the destroy option (will try the others later) and there is still that ‘hint’ that Sheppard might have survived. I don’t know if this is part of it but when the crew of the Normandy place the names of their fallen friends/leaders the name plaque for Commander Sheppard is never actually seen being fixed to the wall. Instead, it is hold up close to the wall and then the scene ends with the Normandy taking off again (but I thought it crashed…).

The epilogue given by Adm Hackett does give a sense of a more ‘positive’ future despite the destruction and many deaths. I particularly liked the image of the Krogans with their babies and children. But what about Palaven? Or did the Turians suffer too much and were completely destroyed? Also, what about the Salarians?

Another thing never mentioned explicitly is what happened to the ‘people’ that were on the Citadel before it was taken over by the Reapers? What became of people like Bailey and the rest of C-Sec? Did they somehow escape before the take-over or hide away only to be killed when the ‘red’ ending blew up the place?

Then one thing that keeps on bugging me is why do/did the Catalyst look exactly like the boy Sheppard saw just before leaving Earth? That ‘smells’ of the indoctrination theory to me.

I still think the ending could have been a bit different but at least it is an improvement. At least now there is possibility of a continuation of the whole ‘Mass Effect universe – even though the Reaper threat has been removed. I’m sure there are other threats that will soon take its place 🙂

Hope for ME3

This may be just a hoax or misunderstood info but apparently there might be a different ending for ME3 (in the works) after all – or at least a better explanation of why certain things happened the way they did.

Look at this screenshot.

There is some possible explanation why the ending was so ‘bad’ and how they possibly changed it just before the final release to give themselves more time to complete the ‘real’ ending – called something like ‘The Truth’. They do mention release dates of April/May which have passed already…

There is also mentions of more Multiplayer character classes like the Prothean Adept and Vanguard. Well, perhaps this is just grabbing at straws for hope but it may just give some hope for the Mass Effect story line/universe after all.

But perhaps the best option would be to just have some ammo (like Grunnt would say. I don’t need luck – I have ammo)

ME3 war assets

Well, I started a second play-through of the game to try and ‘max’ out everything I could or do it as best possible. In the process I discovered a few ‘mistakes’ I made during the first attempt – like loosing Miranda (don’t ask me how I managed to to that).

As far as alien assets I got all the possible fleets including both Quarian and Geth fleets. Previously I could not for the life of me get both – had to choose between them. It turns out you have to leave the Rannoch missions until the very end so your Paragon/Renegate is high enough to choose one of the ‘overriding’ dialogue options. In the first iteration I even managed to get Tali to commit suicide… ouch!

Another thing I discovered that I didn’t know before was that the Omega missions are not accessible if you have Mordin and the Genophase cure saved since Maelon isn’t required to get the possible cure anymore. I happened to have both so I missed the Omega mission(s) again. Then there was the pleasant surprise to have Miranda survive her Horizon mission. Again I managed to miss the critical dialogue decision the first time that managed to ‘save’ her.

So in the end I managed to gather a war asset strength of just below 8000 (7978). I promoted a couple of multiplayer ‘squads’ as well that helped and I could have tried to add some more if I wanted.

Of course to actually make use of all those assets you must play the multiplayer (each day to keep it 100%). I’ve started to really like it but there are a couple of things I could suggest they add to the multiplayer ‘experience’ – like having the ability to invite friends from in the game (say on the lobby screen or just after finishing a good game where you were impressed by someone).

I also like the new multiplayer manifest pages they added (e.g. mine). They should also add stats on your kills as well as kill count per weapon/power. This could make it useful to see what weapons/powers you do the best with so you can enhance it or improve how you play. Of course, this is also useful to see how your friends are doing and how you all can compliment each other.

A couple of screenshots of the war:

The fleets arrive!

This sequence really is the epic high-point of the whole ‘Mass Effect’ series. The moment you/Shepard worked to hard to achieved. Pitty it turned out to be all for nothing…

And starts to move towards Earth…

Open fire!

Engaging the Reapers

Fighters enter the battle…

Fighters start to move around

The Reapers starts returning fire!

Alliance ship gets blown to hell (and back)

Chaos, blood and guts and more chaos!

This is not war – this is carnage and the Reapers are feasting…

Update: Well I’ve finished the game again – this time with fleet strength maxed out so that when I chose the ‘destroy’ option (don’t get me started about the bad ending again…) that hidden/secret video clip plays hinting that Shepard may still be alive. To be honest – that is more like I would have liked the game should have ended… Alternatively, a clip of Shepard and Garrus meeting at the bar (in heaven) should have been played… (ok but Garrus is not dead yet in ‘my’ game’s ending…).

After Mass Effect 3 – what if..

Part one of … not sure
The following is just a couple ideas of how things could ‘be’ after the events of Mass effect 3 – despite the bad ending… 😉
Since there are a lot of things not actually ‘shown’ in the final cut scenes we are left to wonder about a lot of things like what happened to some characters, planets, technologies etc.

My preference for the ending is of course the ‘destroy the Reapers’ option.

First off – a couple of things that can be directly deduced from the final cut scenes:

Some characters definitely (from what I can see) survived – like Joker, Liara, Garrus, Ashley/Kaiden, the Prothean and Admiral Hackett. Possibly Tali, Grunt, Jack, Jacob, Zaeed, Kasumi, Miranda could also have survived. I’m a bit unsure about Wrex since there was a cutscene just before the ‘run to the beam‘ scene where he and some Asari commandos were hit directly by a Reaper beam. Most of these characters would have been on the Normandy when it crashed (but I’m still totally confused how they managed to get back to the ship at all and why!?). They would be stranded in the middle of nowhere between points where Mass relays were. That implies they would be nowhere close to any known planets or space traveling routes which implies no one else would know where they are as well. Sheppard is almost surely dead unless that secret ending hint is true (only possible if you choose the destroy option with very high war readiness). Anderson is dead – period. So is Thane and Mordin.

Most the major civilizations home planets are destroyed – except for Sur’Kesh’s (Salarian), Rannoch (Quarian/Geth) and Tuchanka (Krogon) (which is a wasteland anyway). To be specific the planets Thessia (Asari), Palaven (Turians), Dekuuna (Elcor), Kahje (Hanar and Drell), Irune (Volus), Khar’shan (Batarians) and of course Earth are destroyed or very close to it. There may be survivors but the best chance for survival would be small colonies that might have been secondary targets for the Reapers which they would have attacked later if they survived. To summarise – there are survivers but they are spread all over the place and isolated. Many small colonies might actually die if they cannot survive on their own.

Although the relay network was/is (tenses are gona be confusing since I refer to fictional stuff here) disabled or destroyed depending on ‘Sheppard’s choices travelling between major planets are difficult if not impossible in a reasonable time. There is a posibility that some could have survived – those that has not been activated, discovered or disabled in the past. Even so the network as a whole would be out of commission for all practical purposes. FTL drives would still operate but since most technologies were based on the relay network most civilizations would not have bothered to make advances in FTL technology for very long distance travel. Even if they try it it could take years, decades or even centuries to travel to other systems – especially those that are on the other side of the galaxy. Think of the poor Quarian fleet that have to travel back home (provided any survived the final battle over Earth). Then again they were ‘used’ to long term space travel so perhaps… If any Turians or Asari ships survived they would also have a very long journey ahead of them. The same goes for Krogon which probably have to hitched a ride with the Asari since Tuchanka is on the way to Thesia as seen from Earth.

Pockets of small fleets that might have been traveling or battling Reapers in remote locations would also be stranded. It is assumed that most of Earth’s forces were at the final Earth battle so these pockets might mostly be those of other species.

The Citadel is destroyed or very badly damaged. If anyone survived the Reaper take-over they probably would have died during the final ‘beam’ event. Still, it is a massive structure so perhaps parts of it could have survived or could be re-used for rebuilding something else.

Other technologies might also be affected. During the final conversation with the Catalyst (ok more like a monologue) it is stated that some organics already contain some synthetics. Whether that means they also would stop working given the destroy option is unsure. The same might apply to the ‘control’ option as well. With the synthesis option those technologies obviously will survive. So the general feeling I get is that technologies like biotics and Mass effect type weapons would still be usable.

Deductions and theories.
So how could things change given some time of recovery? Although the Earth’s surface has been all but destroyed the survivers have access to all the element zero formally used by the Reapers. That would give them a good chance to recover more quickly. Perhaps the same would happen on Thesia and Palaven as well. Using the larger concentrations of element zero some more advanced FTL drives can be developed.
Humans are adaptable and if (real) history teach us anything even major disasters can be overcome as long as there are a few survivors. The biggest threat (other than surviving Reapers) would be pirates that would also be desparate after the whole invasion. They would strip any resources they can lay their hands on. Actually, any survivors would fall into this description.

One theory or idea I have is about whether any Reapers might have survived the ending – given the destroy option. If it was only the blast from the Catalyst that killed/disabled them then there is a chance that some might have survived in deep space away from the relay network. I don’t believe they would have sent all Reapers to the final battle over Earth – not even an AI would be so foolish to take the chance that some enemy can potentially wipe out all of them in one single battle. Also, given their long history they more than likely have multiple hiding places.
Then if the Catalyst merely used a signal to disable them why would the all willingly simple ‘kill’ themselves? What intelligent being would willingly self destruct just by getting a signal? Some could have rebelled or refused to obey. This is all speculation but it does raise one big problem. If any of them did survived the organics would still have a major problem! Being almost wiped out, many isolated or spreaded thin it could only mean the Reapers would still have won and can clean up the survivors and then start rebuilding for the ‘next cycle’… This is one of the reasons I don’t like the current ending of the game – by removing the relay network any further resistance would also be useless and destroyed.
If Sheppard choose one of the other two options then the Reapers definitely would have survived. On the Mass Effect Wiki it is stated that the Reapers then ‘peacefully’ leave the galaxy… but why would they stay away if they need to harvest organics to survive themselves?? A predator cannot stay without food forever…

Another totally different idea I have is – what happens in other galaxies? Do they also have Reaper like ‘control’ mechanisms to avoid synthetics from destroying organics? Even if the Reapers in the Milkyway do get destroyed how long would it take for such ‘alien-reapers’ to realize the vacuum of power in this galaxy and come over to prey on/help organics? Then again it was never stated definitely that the Reapers are ‘only’ from the Milkyway. They could even be from another galaxy for all we know.

Yet another idea is what is the posibility that some civilizations somehow did not encouter or refused Reaper tech? They would then develop on their own – slower but without the influence of Reapers. How would they fit into the bigger picture? Such a group could develop tech that could be unknown to the Reapers and possibly have no defences against. Of course they might have the same issue with developing AI’s that may rebel but there is also the posibility that they survive or sidestep that problem. However, such a group would not fit into the Mass Effect universe at all and thus could be ignored – sorta.

Given that Javik survived and he can read/talk Prothean he could help with technology discovered at Prothean ruins. They were alway presented as very advanced and the ability to understand such discovered tech could be very valuable. The problem is just that he and the rest of the Normandy crew are stranded somewhere out ‘there’. Just imagine Liara and Javik conversations about discoveries she made – during all that time they are stuck on that alien planet… but Javik might actually get crazy of it all 🙂

If Sheppard and Mordin managed to create and spread the cure for the genophage the Krogon would again thrive on their planet, despite the conditions. This is one good reason for the relay network to be disabled. The Krogon could then only expand to close-by systems when they start expanding again. A problem would be if Wrex did not survived (which I suspect). This would mean the Krogon would once again fight among themselves but at least it would stay ‘local’ only on the planet. I kind of felt sorry for them in that situation.

The Rachni is one of those possible good and bad things depending how they turn out. If any of them survived the final battle they could possibly be a problem on Earth because of their past history and the misstrust between other species and them. Thankfully Sheppard didn’t bring a thresher maw along as well!

So what would happen if among the debries of the destroyed Reapers they found plans or notes on how to build a new relay network? That could be a very interesting avenue for a future direction for the Mass Effect universe. Even if they did find tech like this it would take very long to establish a new relay network as you have to first travel to the destination manually to build a ‘destination’ relay before anyone can jump to that point. Even then you have to use ‘local’ resources at that location to build that relay. This makes me wonder how the network was built in the first place and how long it took? Certainly some ‘old’ gates as mentioned before could still be there – ones deactivated, burried or disabled that can help to spread the new network again. Would this be a good thing? Who knows? At least if the network between the major civilizations could be restored it could help a lot. There is also the chance that the Reapers themself did not actually create the relay network but inherited or conquered it from someone else. Perhaps the ‘gate/relay’ builders still exist somewhere in the universe or they were the first victims of the Reapers/AI’s.

Catalyst is lying idea

I’m sure I’m not the only one that has thought about this idea. Given how powerful mind control abilities the Reapers (Saren) had it is not unreasonable that everything the Catalyst supposedly said could be a lie to accomplish something else. Also seeing that the relays, Citadel and lots of other technology were actually ‘theirs’ it is not hard to imagine that even the Crucible was actually their design just waiting to be discovered and used by organics to do their bidding. They could have used the attack from the combined fleet from the organics to simply get all remaining resistance in one place to wipe them out in a single battle. It would be a terrible tragedy that Sheppard played right into their hands (perhaps under their influence) – ironically and unknowingly following the same path as Saren. Just perhaps that is why the Normandy was running away from the Sol system… to get away from the influence. If so hopefully they took Sheppard’s body along as well that might still have been laying next to the beam dreaming the whole encounter with the Catalyst… (One issue with this idea is that was Sheppard;s actions that let to the Relay network destruction which stranded the Normandy so how could the crew have Sheppard with them while they crashed… questions, questions, questions…)

This might open the possibility that there could be a continuing story involving Sheppard somewhere (but BioWare did state that this game would/should be the last involving the character… but… they could also be lying like the Reapers hehe).  Perhaps we’ll have to wait for part four of the trilogy (Mr Douglas Adams would have been proud 😉 )

But these are all just ‘what if’s’…

Music of Mass Effect

Now and then you come across tunes or rythms in places that just grab you or get stuck in your head. These usually have some kind of association to something you enjoyed for some reason. The music and sounds of Mass Effect does this very well. Despite the game’s ending (don’t get me started on that again) all the music of the game really ‘mean something’ as it portray some aspect of the emotion or situation of that part of the game. I firmly believe this is a must in any story that can make use of it – like TV, movies, games and yes, even old radio hehe. Books are of course a bit older but it could have been very interesting if you could read a book and have the emotion of the current stage playing somewhere in the background… hint for ebook makers… hehe

As for Mass Effect (the whole series) even the first and second games’s music did the same even though they had a different composer. I actually liked that too. When you start the original first game (Mass Effect) with the opening scenes introducing the story and the Normandy the theme music really set the stage – futuristic, expecting excitement, anticipation adventure etc. Even the ‘new worlds’ or ‘uncharted worlds’ theme afterwards reminds me of fond memories of the game (even though the scanning for resources really became annoying after a while 🙂 ). And who can forget the first time you close in on the Citadel! The music playing adds to the size, awe, mystique of the place!

Mass Effect 2 also had some new music that set it apart from the original. The whole shift to the ‘Cerberus side’ changed things but the music portrayed a more positive or excitement idea. Who can forget the almost overly excitement of Grunt and his comments on the battlefield about how ‘good’ he is 🙂

The third/last game also shines at these. The opening scenes of the game – even before you start playing really tells you something of the game. The atmosphere have changed again. There is a feeling of more drama, sadness, fear. Perhaps almost too much as the overall feeling is leaning towards the fear/sadness side. The only real positive/uplifting themes are when Admiral Hacket gives his speech and the fleets arrive to save Earth. Then there is the really scary theme of the ‘Ardat Yakshi’ that kind of creeps you out just hearing it.

Overall each game’s music sets a general theme and tells you about the direction of the story.

1. Introducing a new exciting, mysterious world of adventure.
2. More heart pounding action/excitement of combat, preparing for the real big battle ahead
3. Fear, confusion and sadness of the coming battle, loss (of friends and the war)

Some notable themes I like(ed) are:

1. ‘The Mass effect’
2.  ‘The Normandy’
3. ‘The Citadel’
4. ‘Spectre Induction’
5. ‘Virmire drive’
6. ‘Uncharted worlds’
7.  Uplink
8. ‘The Illusive man’
9.  ‘A Rude awakening’
10. Thane
11. ‘Grunt’
12. ‘Tali’
13. Mordin’
14. ‘Jack’
15. ‘The end run’
16. ‘Fate of the galaxy’
17. ‘Leaving Earth’
18. Mars
19. ‘The view of Palavan’
20. ‘A future for the Krogan’
21. ‘The Cerberus plot’
22. ‘Prothean beacon’
23. ‘Stand strong, stand together’
24. ‘I was lost without you’
25. ‘We face our enemy together’
26. The fleets arrive’
27. ‘I’m proud of you’
28. ‘Das malefitz’

If it wasn’t for the music the game wouldn’t have been half as good it is. Despite the ‘bad’ ending I’ll still have fond memories for a couple of years about the whole ‘Mass Effect’ world. It really sets it apart from most other games/shows that is currently around. For example – despite what an impact the ‘new’ Battlestar Galactica had (around 2004) who actually remembers anything about it?? – since it had no music, no themes that reminded you of anything noteworthy that happened. Hell, I have better memories about the original Battlestar series that at least had a theme song!

ME3 ending – more

Wow, there are some really good comments out there that summarise the ‘problems’ we (the fans) have of the Mass Effect 3 ending (that isn’t an ending many times and for none..)

See this: ‘All That Matters is the Ending, Part 2: Mass Effect 3

I could not say it better myself…

Although Bioware is within their rights to do whatever they like with their ‘game’ I sincerely hope that they consider doing something to change/improve the ending in such a way that all parties (they included) could be happy about it. Admittedly, that won’t be easy but what needs to be done needs to be done. They started the line now they have to hold it!