Mass Effect Legendary Edition Review Part 1: Mass Effect

Unsurprisingly, EA’s 4K remaster of the first Mass Effect is a night-and-day difference from the 2007 original. One look at a side-by-side comparison tells you most of what you need to know about this upgrade: textures, character models, and effects have been retrofitted and everything runs at 60 frames per second or more, though animations show their age in places, especially on human faces. But to find out how this famed but notoriously uneven game plays in 2021, factoring in the gameplay tweaks in the Legendary Edition, I spent 30 hours on a full playthrough. Revisiting an RPG I hadn’t played since 2008 turned out to be a fantastic refresher on one of gaming’s best original science-fiction universes, and also a reminder of the mechanical weaknesses a lot of us were willing to overlook at the time because of how revolutionary Mass Effect was back then.

In general, Mass Effect looks good at 4K. (I played on Xbox Series X.) Environments are a tad on the sparse side when it comes to how spread out everything is, but textures are sharp and detailed and the lighting effects look respectably modern. Its biggest weakness – visually – is its facial animations, which are hard to ignore considering how much you see of them. In contrast to their detailed and well-lit skin, a lot of human characters look like their faces are paralyzed between their upper lip and their eyes. Sometimes those eyes have an uncomfortable, unblinking gaze. It’s not terrible but it definitely stands out next to current games. However, the nice thing about aliens is that they’re immune to the uncanny valley effect because for all we know that’s how their faces are supposed to look – so they mostly look excellent.

(The new photo mode is a nice addition, though I don’t know if the original Mass Effect – even after its 4K upgrade – is a good-enough looking game to inspire a lot of photographers who could just as easily be practicing their craft in a game that originated in this decade.)

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What comes out of their mouths, though, has held up brilliantly. Mass Effect’s voice cast is outstanding, especially Jennifer Hale as the female version of Shepard. The supporting characters have plenty of recognizable voices, including Keith David, Seth Green, and Star Trek: The Next Generation veterans Marina Sirtis and Dwight Schultz. Naturally it’s all but impossible to have a 30-hour game without a few low points in the voice work here and there, but the prominent characters are all extremely well done.

[poilib element=”quoteBox” parameters=”excerpt=There%E2%80%99s%20nothing%20terribly%20wrong%20with%20your%20human%20crewmates%20%E2%80%93%20they%20just%20pale%20in%20comparison%20to%20the%20four%20aliens.”]The story of Commander Shepard and the crew of the Normandy working to stop the rogue Specter Saren from jumpstarting an ancient cycle of galactic genocide hasn’t missed a step in the past 14 years, and neither have its unforgettable alien companion characters. To be fair, there’s nothing terribly wrong with your human crewmates, Kaiden and Ashley – they just pale in comparison to the four aliens who’ve earned their reputation as some of the best companions in RPG history. Wrex, Liara, Tali, and Garrus’ personalities come through strongly in their voice acting and dialogue, like when Garrus needs to be talked down from his shoot-the-hostages style of law enforcement. It’s legitimately tough to decide which two characters to take with me on each mission because I want to hear how they’ll interact.

Meanwhile, Saren is a strong villain who comes across as both a monstrous traitor and at times somewhat sympathetic. He’s certainly evil from the jump, but as you learn more about him you find that he has beliefs that drive him and an argument to support them – even if it’s one that no sane person would get on board with. (I remember the first time I played, which was relatively soon after Star Wars: Knights of the Old Republic, I was annoyed that Shepard couldn’t choose to accept Saren’s offer to join him. In hindsight, I can see how that might’ve been an issue for the sequels.)

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On top of that, it’s simply astonishing how much worldbuilding is crammed into this first game without any of it seeming like a giant exposition dump. Through conversations, both aboard the Normandy between missions and with dozens of characters on the worlds we visit, we learn the interconnected and complex histories of the Krogan, the Salarians, the Quarians, the Turians, the Asari, the Geth, and more, and all of it is used to build up tension in the uneasy alliance of species that governs the galaxy from the shiny white Citadel station. When bad blood bubbles up between characters of different species, it all makes perfect sense. Revelations come at a pace that keeps the energy up, and I’ve rarely seen a universe feel so thoroughly fleshed out so quickly. Also, the frequent criticism of the unchecked police power of the Specters feels relevant today, too (though its embrace of the idea that only a good space cop can stop a bad space cop may not please everybody).

[poilib element=”quoteBox” parameters=”excerpt=Just%20about%20every%20major%20world%20you%20visit%20contains%20at%20least%20one%20weighty%2C%20life-or-death%20decision.”]Of course, just about every major world you visit contains at least one weighty, life-or-death decision that we know will have repercussions in Mass Effect 2 and 3, including the fates of major characters and even entire species. Behind all of that is Mass Effect’s signature morality system, which lets you choose to play Shepard as a truth and justice-style Paragon or a Renegade who gets the job done by their own rules. It’s still a pretty great roleplaying mechanism that rewards consistency with more persuasive conversation options. And it’s not too rigid: I didn’t feel penalized for making my generally law-abiding Shepard knock a few heads or even work outside the law on a few side quests when it felt appropriate.

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Combat isn’t much of a highlight. To its credit, The Legendary Edition has smoothed things out a bit with improved aiming, shorter ability cooldowns, a revamped interface, and the ability to direct your two squad members individually. You do get some moments of intensity when you’re being pinned down by enemy fire and taking potshots at them. Also, Shepard can now use any weapon regardless of your class, which occasionally comes in handy. But the AI is barely there, to the point where you’ll see certain enemies moving in clearly predefined patterns, so they’re not exactly tactically interesting fights that really require you to make use of all of your squad’s abilities. As long as you’re periodically updating your squad’s gear with the slightly improved but still slow and clunky inventory system there aren’t many battles that are likely to slow you down much on normal difficulty.

[poilib element=”quoteBox” parameters=”excerpt=Enemy%20AI%20is%20barely%20there.”]Inventory management remains a drag on the pacing without a lot of upsides. You can now mark a bunch of items as junk and sell them all at once when you reach a store, which certainly is a big increase in convenience, but other than that it’s a lot of slowly scrolling through tons of items to find what you want. One thing that constantly gets on my nerves, given that you have the ability to swap out your weapon ammo mods on the fly, is that you’re effectively encouraged to do it whenever you need to counter a new enemy with a shield or other resistance. The problem is that in order to do that you have to pause, select the menu item next to the one where you change your graphics options, find the right character and weapon, then scroll through your list to find what you need. It’s just a lot when you’re in the middle of a gunfight, and it makes the shift to the ability-based ammo system in Mass Effect 2 feel like a great idea.

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I played on the new default Legendary mode, which just means you’re only prompted to stop and put in upgrade points half as often as in the still-available Classic mode – and it still felt like it happened a lot. I preferred it this way because most individual points only give you a negligible stat boost; this way you can usually put in enough points to unlock something new when you level up. The original Mass Effect has a lot more old-school RPG stats than its sequels, but it’s not like it’s asking you to crunch any intimidating numbers – just pick which skills of your chosen class to boost and unlock. I wish there were more room to make my Shepard feel like a build I chose within my class, because I had enough skill points to max out nearly everything by the end and that made it feel homogenous.

[poilib element=”quoteBox” parameters=”excerpt=The%20real%20problem%20with%20the%20Mako%20is%20that%20nothing%20you%20do%20in%20it%20is%20fun.”]Another highlighted change in the Legendary Edition is the adjustments to the way the Mako landing vehicle drives. And sure, I appreciate that it’s less annoyingly bouncy and not as prone to instant deaths… but that just made me realize that the real problem with the Mako is that nothing you do in it is fun. Combat is incredibly bland because most enemies basically just sit there and shoot at you while you pick them off with two boring weapons, and the rest of it is just driving from point A to point B on the large, open, and mostly empty world maps you can land on and explore. Small adjustments to make it less punishing can’t save it, and it’s easy to see why BioWare mothballed the Mako in the next two games.

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Some other annoyances from the original version have been toned down to the point where you have to wonder why they’re even there at all. The hacking minigame, for instance, is the same simple Simon Says button-pushing routine from the original Xbox version (as opposed to the “Frogger” one from the PC version) except that failing is entirely consequence-free – you can try again instead of resorting to spending your omni-gel currency to unlock it (or reloading a save). In fact, in my entire playthrough I never used omni-gel to hack anything once.

Game Scoop! 626: The Games We Hope to See at E3

Welcome back to IGN Game Scoop!, the ONLY video game podcast! This week your Omega Cops — Daemon Hatfield, Justin Davis, Seth Macy, and Nicholas Limon — are discussing topics like Breath of the Wild 2, God of War, Final Fantasy 16, and more. And, of course, they play Video Game 20 Questions. The music in this episode is from Bonk’s Adventure.

Watch the video above or hit the link below to your favorite podcast service.

Listen on:

Apple Podcasts

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Spotify

Stitcher

 

Find previous episodes here!

Remembering Perfect Dark – A Sci-Fi Fueled Goldeneye

When Perfect Dark released in 2000, it wasn’t the sequel anyone had in mind for Goldeneye. Perfect Dark took Rare’s FPS concept in a bold and interesting new direction introducing a brand new science fiction world. With a brand new Perfect Dark revealed to be in the works as of 2020, it’s the … dare I say, perfect time to look back.

Replaying Perfect Dark, I feel like FPS games just aren’t made like this anymore. And that’s both a positive thing and a shame at the same time. I think First Person Shooters have evolved the most of any genre since their advent with BattleZone, Doom, and Quake. Especially on consoles, where controls were always an issue and somehow, Rare made it work with the wonky N64 controller, even if it now feels incredibly dated. So – let’s take a look back at Perfect Dark.

As the game takes place in 2023, how crazy would it be if the brand new game released in 2023?

I Have A Metroid Prime Conspiracy Theory

We’ve had very little in the way of Metroid news since Nintendo announced it had completely restarted the development of Metroid Prime 4 back in January 2019, but something in the company’s last Nintendo Switch Online game update trailer causes me to believe that some kind of Metroid announcement is imminent.

Like the best conspiracy theories, this one is premised on tiny, incidental details that likely have no significance at all. Still, I won’t let little matters like logic put a damper on things, so join me as I dive down this rabbit hole and outline the (admittedly tenuous) reasons why I believe some Metroid news is coming soon.

To put everything into proper context, we first need to go back to September 2018, when Nintendo launched its Switch Online service. One of the primary perks the service offers to subscribers is access to a library of classic NES games (which would be expanded to include SNES games as well starting in September 2019). If you look at this screen cap from the NES overview trailer, you’ll notice that Nintendo’s Switch profile icon in the upper left corner of the screen is Mario.

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This isn’t surprising, of course. Mario is Nintendo’s most recognizable character, so it’s only fitting that he’s the company’s stand-in for these trailers. Every single time that Nintendo announced new additions to the NSO library since the service launched, the company used the same picture of Mario as its profile icon (and if it demonstrated a multiplayer game, the second player’s icon would be Luigi or another character from the Mario series). That continued all the way through the July 2020 update.

Then, beginning with the September 2020 game update, everything changed. As you can see in the upper left corner of the screen of that month’s trailer, Nintendo started using a different profile icon:

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Computer, enhance.

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The company has been using this same Metroid icon in its NSO trailers ever since, including in this month’s video. Why the sudden change? A reasonable person would say that perhaps a different employee is now capturing the footage used for these trailers, one who is likely a big Metroid fan. I, however, don’t buy that. Given how carefully Nintendo curates its public image, I can only see this as a deliberate tease.

The timing is also unusual. It would be one matter if Nintendo recently introduced a new slate of Metroid profile icons that month as part of a Switch firmware update and was showing one of them off, but this icon has been available since the system launched. And why would it begin using it in September, of all months? That’s suspiciously close to the series’ anniversary. The original Metroid debuted in Japan in August 1986. Since there was no game update in August, the September one was the closest to the series’ anniversary. The pieces are all falling into place!

Like Zelda, Metroid is also celebrating its 35th anniversary this year, which would make this the perfect time to bring a Metroid game to the Switch, be it Metroid Prime 4 or an older title like the original Metroid Prime Trilogy. A Switch version of the latter has reportedly “long been done.” Perhaps this is a hint that we’ll finally get it this year?

Couple that with the recent Fortnite comic, in which a character that kinda-sorta-maybe a little resembled Samus could be seen in the background in one of the panels, and this is definitive proof that something is afoot with the Metroid series this year. Or maybe not. Maybe, in my desperation for Metroid news, I’m reading too deeply into minor details that the company hasn’t even noticed. I choose to believe I’m onto something here, however, so remember this if Nintendo makes some kind of a Metroid announcement next month during E3.

Halo Infinite Battle Royale: Breaking Down The Rumors And Possibilities

Thanks to a viral tweet, there has been a lot of renewed discussion and interest in the possibility of Halo adopting a battle royale mode of its own at some point in the future. 343 Industries has commented on the possibility of Halo battle royale before, but the studio has never given a definitive answer, and even if it did, plans can always change. In this feature, we’re looking at what’s been said so far and diving into what a Halo battle royale could look like and offer.

How We Got Here

With games like Fortnite, Apex Legends, PUBG, Call of Duty: Warzone, and others dominating the headlines and sparking conversations about battle royale, it was only logical that attention would eventually turn to Halo. In July 2018, Halo franchise writer Jeff Easterling poured cold water on the idea of Halo Infinite featuring a battle royale mode by saying, “I’ll tell you right now, the only BR we’re interested in is Battle Rifle.”

In April 2019, noted Microsoft insider Brad Sams reported that 343 was considering the possibility of adding a battle royale mode to Halo Infinite in some form. Sams reported that Halo Infinite’s take on battle royale would offer something different compared to Fortnite and Apex, but we never learned any specifics.

Halo Infinite is looking gooooooood
Halo Infinite is looking gooooooood

Responding to this, Halo franchise manager Frank O’Connor said 343 will not discuss the launch content for Halo Infinite “until we’re ready.” That being said, O’Connor confirmed that Halo Infinite will not release with a battle royale mode. O’Connor reminded players that they can basically create their own version of battle royale using the Forge tools. A quick search inside Halo 5 yields a number of results, but these fan-made modes are a far cry from something more substantial for Halo.

O’Connor did say that 343 wants to develop “big social modes with lots of organic shenanigans” for the next Halo game. However, again, O’Connor said there were no plans to bring battle royale to Halo. Though these comments were made in April 2019–so 343’s plans for Halo Infinite could have changed since then.

More recently, community director Brian Jarrard shut down rumors of Halo Infinite adding a battle royale mode. He said the ongoing rumors are “unfounded.”

So there you have it. The official word is that Halo Infinite may not have a battle royale mode, at least not at launch, or potentially ever. But Halo Infinite is a live service game with plans to exist and live on for 10 years into the future as a platform that grows and evolves.

Could a battle royale experience ever be a part of that?

The Viral Tweet

Famous streamer and content creator Jack “CouRage” Dunlop tweeted recently that Halo Infinite ought to include a battle royale mode to keep up with the times.

He said, “I’ve played Halo since 2005. It’s my favorite game series of all time. If Halo Infinite doesn’t release with a robust and well-made battle royale game mode, then it will be one of the greatest gaming failures in history.”

Dunlop is intentionally being hyperbolic. His tweet went viral, with responses pouring in, both positive and negative. The tweet getting a reaction like that is evidence that people care a lot about whether or not Halo Infinite has a battle royale mode.

Microsoft is no doubt aware of this ongoing conversation. It’s likely that many developers making a shooter game in the years since PUBG’s rise to popularity in 2017 have probably given some thought to the idea of making a battle royale. For example, Respawn cited PUBG as the reason for making Apex Legends instead of Titanfall 3. It’s presumed that other developers have at least considered the possibility of adding a battle royale mode to their games, as was the case with Battlefield V’s Firestorm mode, or creating a brand-new game, like Ubisoft did with Hyper Scape.

Chasing Trends

An issue people bring up is that 343 as a studio of developers is only so big, and directing efforts to a battle royale experience could come at the expense of the traditional multiplayer experience. Fans have pointed to the example of Call of Duty: Black Ops 4, which ditched its entire single-player campaign in the same year that it launched Call of Duty’s first battle royale experience, Blackout. Developer Treyarch never said the campaign was cut to work on the battle royale mode, but people themselves made that connection.

More recently, however, Activision has provided a template for a big FPS series having its cake and eating it too. Before Call of Duty: Warzone was released, some wondered if the Call of Duty community could sustain two major console/PC releases at the same time with Warzone and Modern Warfare. As it turned out, both games thrived. They did not cannibalize each other.

In fact, Activision management has said the success of the free-to-play Warzone encouraged players to pick up the premium Call of Duty: Modern Warfare and now Black Ops Cold War. Activision has created a behemoth that feeds itself in a cycle, and the company is reaping the benefits. One would have to imagine that the executives at Microsoft have been keeping an eye on Warzone (and other FPS games in the market) to plan out their own strategy for Halo Infinite.

There is also the matter that Microsoft may not be interested in chasing a trend but instead creating something new. Making a splash in the battle royale space isn’t easy, after all. Chasing a trend like battle royale is antithetical to what Halo is all about in the eyes of many, and it’s led the franchise down some challenging paths before. Halo 4’s multiplayer was widely criticized for chasing trends by adding things like sprint and loadouts, mechanics that were borrowed from other popular franchises. People seem to want to see 343 blaze a new trail instead of follow a path.

Halo Infinite design lead Jerry Hook recently said in a video that 343 is trying to strike a balance between respecting Halo’s rich legacy and taking steps to make sure the franchise “doesn’t become an amalgamation of what the market is currently doing. But that what makes Halo unique remains unique for our players, our community, and for the industry.”

What Else Might Halo Infinite Have?

If Halo Infinite doesn’t include a battle royale mode, the possibilities are potentially even more exciting. With Halo 5, 343 ushered in the MOBA-style mode called, of all things, Warzone, and it was a breath of fresh air for the series that stagnated with Halo 4’s multiplayer. No one saw Warzone coming. New ideas are the lifeblood of any creative endeavor, and it should be expected for a franchise like Halo to deliver something meaningful and exciting for multiplayer beyond the tried-and-true (and very fun and important!) head-to-head Slayer mode.

The counterargument to be made is that Halo Infinite would not be chasing a trend by adding a battle royale mode but instead reacting to the market as it stands today. Fortnite reacted to the success of PUBG and others, and it became a juggernaut. Call of Duty: Warzone and Apex Legends also did not break new ground completely, instead opting to take what makes their own franchises excellent and apply them to battle royale to appeal to a new set of users.

For the team at 343 to not even consider a Halo battle royale mode–or potentially a separate standalone game, however–would be surprising to me, and that’s because Halo already has an excellent formula that is seemingly tailor-made for battle royale.

Grand Possibilities

The Halo franchise has a rich and esteemed legacy when it comes to the recipe for a good battle royale game: a huge variety of weapons, locations, and vehicles, as well as tight controls and shooting mechanics that feel good and fair. Thinking about it that way, Halo as a franchise has the opportunity to excel and thrive in a battle royale context if executed properly.

It’s exciting to think about dropping onto a massive Halo map with distinct areas from across the Halo universe, stomping around the battlefield in a Wraith, or zipping by at high speed in a Mongoose with a gunner on the back, firing at enemies as they pass by.

Some of the most fun I’ve ever had playing Halo has come in Big Team Battles, where 16 players square off on giant maps with vehicles and powerful vehicles. The high-octane, white-knuckle action of these modes could be a template for a Halo Infinite battle royale. Halo’s large-scale modes consistently deliver the kind of epic watercooler moments because there are so many possibilities for what can happen.

A scene from Halo 5
A scene from Halo 5

Layered on to that could be some form of a battle pass–which Halo: MCC already has–where you can unlock new cosmetics and other content to customize your character. I would be shocked if Halo Infinite’s standard multiplayer doesn’t have some kind of battle pass-style progression system when it releases this fall–as its multiplayer component will exist as a seperate free-to-play game that generates revenue in part from microtransactions.

Wrapping Up

Even though Halo has some of the best shooting mechanics, most unique map layouts, and excellent weapons and vehicles, I personally don’t believe Halo Infinite needs to have a battle royale mode to succeed in 2021. I’m more excited to see 343 branch out and try something new and unexpected with a large-scale multiplayer mode in Halo Infinite, and I hope 343 delivers.

Dave Filoni Was Already The Executive Creative Director For Lucasfilm, The Studio Says

The internet lost its collective mind when the Lucasfilm updated its website, listing Dave Filoni–one of the masterminds behind Star Wars: The Clone Wars and The Mandalorian–as executive creative director at the studio. Lucasfilm has some good news and some bad news for us, though. The title is real, but Filoni stepped into it months ago, Lucasfilm told IGN.

“Dave has been serving as Executive Producer / Executive Creative Director at Lucasfilm for quite some time now,” a Lucasfilm spokesperson told the site. “We simply updated our website. Nothing has changed with his current and future projects. He is busier than ever in a galaxy far, far away!”

Now Playing: The Evolution Of Star Wars Games

Even if the move happened months ago, fans are excited with good reason, and they’re not alone. Actors like Katee Sackhoff (Bo-Katan Kryze on The Clone Wars and the Mandalorian) and Ming-Na Wen (Fennec Shand on the Mandalorian and the Book of Boba Fett) both expressed excitement on Twitter following the news.

What’s all the hubbub about? Reception of the latest trilogy of Star Wars films, helmed primarily by JJ Abrams, was financially successful but largely disappointing for fans. Filoni, meanwhile, has helped bring some of the galaxy’s best moments in recent memory to life. He’s acted as creator, producer, writer, and director on many episodes of The Bad Batch, The Clone Wars, Rebels, and the Mandalorian, as well as on upcoming shows like Ahsoka and the Book of Boba Fett.

For many fans, the cinematic side of Star Wars feels like a bit of a mess between what appears to be a generally unplanned trilogy and a couple of side-story films that landed to mixed reviews. Works with Filoni’s name on them, meanwhile, have been received warmly by the community, giving him a reputation with many fans as the Kevin Feige of Star Wars–an executive-level creator who understands the material well enough to make sure that it comes out feeling like Star Wars.