Mass Effect 3 demo thoughts - March 6 cannot come soon enough
The demo, which went live on Feb. 14, features single and multiplayer portions of the upcoming BioWare sci-fi epic “Mass Effect 3.” I’ll address the single player portion first followed by an overview of the multiplayer goodness.
The single player part of the “ME3” demo features two missions – one at the outset of the game, as the Reapers invade Earth and one later in the game on the salarian homeworld as Shepard attempts to drum up support for humanity from the alien Council races. The second mission is meant to showcase the action and squad aspects of “ME3,” which is great and all but if you’re really looking to get a feel of the combat from the demo, just play the multiplayer portion. The first mission of the demo, however, serves as just a small taste of the level of emotion BioWare is hoping to convey with the final installment of this incredible sci-fi story.
The demo opens on Earth as Shepard is once again called on to discuss the return of the Reapers and what can be done to stop them. As Shepard is questioned and informed that more and more human colony worlds are falling silent, the unthinkable happens – Earth loses contact with all Lunar bases and the Reapers begin their assault on our home planet. Shepard and Anderson scramble to rally as many as possible and reach a nearby spaceport so Shepard can board the Normandy.
Seeing major death and destruction isn’t anything new for video games – even for Mass Effect. But BioWare has an incredible ability to tell a powerful story and those emotions are not lost in the demo. As Shepard and Anderson try to escape, Shepard comes across a small boy hiding in a vent. Shepard tells the boy he can help and to come with him, to which the boy replies, “You can’t help me.” The boy disappears and Shepard must fight his way to the spaceport past Reaper husks. Once on the Normandy, Shepard surveys the carnage from above. He sees the boy from the vent boarding one of numerous escape crafts fleeing the spaceport and can do nothing but watch helplessly as a Reaper annihilates each fleeing ship. These scenes are incredibly powerful and serve to show how little remorse the Reapers have and also to convey to the player (and to Shepard) that should you fail, all will be lost.
Though Shepard worked with Cerberus in "Mass Effect 2,"
they are once again your enemy in "Mass Effect 3"
Though the visuals are very similar to “ME2,” they have been polished very nicely for “ME3.” The character models are very similar but environmental textures have received a big upgrade which makes areas seem more alive, more lived in. The sound is greatly improved too, especially the sounds of the firearms. Each weapon now has a punch that they never had in the Mass Effect series – a great help now that the series is much more action-oriented.
I’ll be going over the controls and the feel of how “ME3” plays in the multiplayer section but I just wanted to go over one more thing for the solo campaign. Players can choose from Action, Story or RPG mode in the demo (each of which is detailed below in the Most Anticipated post). I wound up choosing Action because you needed to customize the appearance of your character for RPG and I just wanted to start playing. In Action mode, there are no dialogue choices and these character interactions are treated instead like in-game cinematic sequences. I was worried that in this mode, Shepard would be relegated to being a boy scout good guy and was very happy to find that even without my guiding hand, Shepard won’t be a pushover.
Now, onto the meat of the demo – the multiplayer. Those who bought “Battlefield 3” and redeemed the online pass get early access to the multiplayer portion of the demo (it opens to everyone on Friday). First off, I’ll admit, I was worried about BioWare putting multiplayer into a traditionally single player series like Mass Effect. Too many games these days seem to have tacked-on, afterthoughts of multiplayer modes that only take away from what should/could be a great game. Let me say right now, this is not true of “ME3.” The multiplayer portion of “ME3” is said to have a positive effect on the single player game (your created characters can be called upon to help you, allegedly) but it isn’t necessary to play if you don’t like multiplayer.
Atlas robots (left) can take a beating before being destroyed
There is no competitive multiplayer for “ME3,” only a co-op mode where a group of up to four work together to defeat increasingly difficult waves of enemies. Each game is 10 waves and at waves 3, 6, and 10 there are objectives that need to be accomplished, such as downloading data or taking out targeted enemies. Completing waves and killing enemies earns you XP to improve your character while completing objectives earns credits which can be used to buy new weapons, single use items or new character classes – though the method used to unlock these items is more akin to a card trading game than to other established first and third person shooters.
Ok, now I know what you’re thinking – just what the hell does that mean? Don’t worry, I’ll get to it in a second. When you first start up the multiplayer, you’re asked to pick a class (Adept, Soldier, Engineer, Vanguard, Sentinel or Infiltrator) and each of these classes has four different loadouts (usually denoted by a different race such as asari, krogan or quarian). Now, in most games, these other classes would be unlocked after reaching a certain level or perhaps by earning enough in-game credits to buy them. It’s slightly different in “ME3.” With the credits earned in game (and remember, you only earn credits from completing objectives), you can buy either a Rookie pack or a Veteran pack. Each pack contains five items that can be anything from one-time use items (like rockets or medi-gel), new weapons or new character classes. The Rookie pack costs less but has a lower likelihood of “Uncommon” items and is 5000 credits. The Veteran pack is 20,000 credits but is guaranteed to contain at least one Uncommon item. It’s an interesting method of obtaining new items/characters – by using pure chance as the method of unlocking new items in multiplayer, BioWare is pretty much guaranteeing you’ll keep playing forever because there’s always going to be one class or new character that you need to keep striving for but never happen to unlock. For example, I finally saved up enough money to buy a Veteran pack with the hopes that I’d get an Uncommon character. I wound up with a few new weapons and a ton of great items but no characters. Rather than being upset about not getting a character, I was motivated to keep playing so I could buy another Veteran pack cause even though my human Engineer is great, I’d really like a drell Vanguard or a salarian Infiltrator.
Shepard prepares to unleash a devastating heavy melee attack
In each class there are four options of loadouts which feature different powers. To keep it simple, each character only has five abilities to upgrade – three offensive powers, Allied Training (upgrades weapon and melee damage) and Fitness (upgrades health and shields). Each power is mapped to the Left and Right bumpers and Y buttons so that they can be used on the fly. While powers are always active, you can mix and match your loadout of weaponry to suit your play style. Be aware, though, the more weapons you carry the slower your biotic powers recharge. So say, for instance, you wanted to roll into battle with a sniper rifle, assault rifle and shotgun, you’d only be able to use your powers sparingly. But if you went into combat with only a pistol, your powers would available much more often, nearly to the point of recharging almost instantly. Allowing players to tweak their characters to their own personal play style was one of the most refreshing aspects of “ME3’s” multiplayer.
Now, like I usually say, these features wouldn’t mean a thing if the game wasn’t fun to play. However, “ME3” is incredibly fun to play – without-a-doubt the fastest, most fun and fluid combat of the entire series. I really was blown away by how smoothly not only the multiplayer performed but with the fluidity of my own character’s actions. Sprinting, rolling, aiming, getting into and out of cover – each action is solid and tight and has a feeling of weight to let you know it is being performed as asked. Though “ME3” is much more action-oriented than any past game in the series, it’s still very much Mass Effect.
When starting an online game, you can pick the arena to play in (only two in the demo) as well as the enemy as the challenge type (this being the difficulty of the game). Though you can only play against Cerberus in the demo, I’m sure that at least the Reaper forces will be available in the full game. There are multiple challenge types – bronze, silver and gold, bronze being the easiest. I’ve only tried a silver challenge once and even with my strongest character (a level 7 Engineer) playing with a full squad, we didn’t last one wave. This is due in part with the greatly improved enemy AI in “ME3.” Cerberus troops don’t just keep charging from one direction until they’re all dead. Rather, they use cover intelligently and work relentlessly to flank you. On top of that, there are numerous different enemy types in the demo alone, from standard assault troops to asari commandos to giant Atlas walker robots.
You'll need numerous talents to survive the more difficult challenge waves
Being that this is a demo, I’m letting slide the fact that it’s very easy to stick to cover when you just want to roll or sprint, for instance. On the other hand, there are a few things I can’t let slide. One being that the “A” button does too much. Sprinting, getting into cover, getting out of cover, rolling, interacting with the environment, reviving teammates – all these actions are handled by one button. Too many times I’ve watched teammates die as I repeatedly roll over their bleeding out corpse as I try in vain to revive them. Also, while the melee attack is a great addition and very helpful for when enemies get too close, it has a very, very short range and isn’t that powerful, unless you use a heavy melee attack (by holding down the B button) but even then, the heavy attack is very slow and leaves you open to attack. Different classes have different speeds of melee attacks, though, so it might just be that my Engineer’s melee is very slow. Also, I absolutely hate ladders. Interacting with them is even slower than performing a melee attack and leaves you even more open because at the end of interacting with a ladder, now you’re just on that ladder and not even able to attack. A stupid little complaint but it has screwed me too many times already.
Overall – I can’t wait for “ME3.” It was already one of the biggest releases of the year and one of my most anticipated and this demo is just making it worse. I wasn’t anticipating falling this hard for its multiplayer portion and now I’m afraid I won’t even play the single player (as much as I should) because of how much I’ll be playing co-op. Honestly my only concern for “ME3” after playing the demo – are my multiplayer stats going to carry over to the full game?
Just a few more notes I wanted to make:
The demo only gives you a small taste of how many different ways there are to customize each character. Not only are there the five core skills to upgrade (3 active, 2 passive) but each of those power trees branch off after a few levels have been earned which start to truly shape that power. For instance, my Engineer can summon a Combat Drone to attack and distract my enemies. After leveling it up a few times, I have to decide whether I want it to be more heavily armored or whether it gets a massive increase to its attack damage. Though I don’t see a way to re-spec a particular character, having four different characters per class should be more than enough to create a few interesting builds. It's also possible to upgrade your weapons with up to two different attachments such as increased ammo capacity or a scope.
Guardians (center) use massive shields to protect against most frontal assaults
After playing for a few days and coming across more and more powerful people, it gets a little intimidating to try and upgrade your lower level characters. I’m hoping that there might be some sort of matchmaking present in the full game to group similarly leveled characters together so that no one is at too much of an advantage or disadvantage.
I’m really enjoying the level of teamwork it takes to complete the later bronze challenges. It’s only once I was familiar enough with the game, and had a powerful enough character, did I start to realize just how much strategy must be needed to complete the silver and gold challenges. Once the enemies in the waves become more diverse, featuring enemies with different capabilities (such as the Combat Engineer’s armored turret, asari Phantoms with shields and tactical cloaks or the riot shield carrying Guardians), greater teamwork is needed to weaken and take out enemies. Cerberus troops also use smoke grenades to engage in flanking maneuvers as well as use it to close distance on you, as the smoke makes it much more difficult to target enemies with firearms as well as biotics.
Though I spend a majority of my time playing as a human Engineer, I’ve also started exploring the other classes as well. At first I wasn’t too thrilled with the majority of them, finding their low level powers not nearly as effective, I did eventually become aware of how useful the other classes could be, given the right build. For instance, the Infiltrator class can use a Tactical Cloak to turn invisible, Predator style, for a short time. Though shields don’t recharge while it’s in use, it gives you more than enough time to escape any hairy situation. Plus the class’ proficiency with sniper rifles makes it an excellent ‘lone wolf’ build. Also, again, given the right build, the Vanguard can be an incredibly powerful melee combatant. With its fast melee attacks and Charge ability, a Vanguard who goes light on weaponry can make very interesting use of its close combat capabilities.
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