His Review with Ian Abbott
Welcome aboard Commander Shepard. We’ve not known each other very long. Around 35 hours. I’ve not travelled with you on your previous missions; I don’t know the crew, the intergalactic politics or who’s really got the fate of the world in their hands. But I’m here and I’m willing to try to help you in the final part of your multi million selling Sci-Fi games franchise.

At the beginning, I was given an option to play the game in one of three ways: action (conversations have automatic replies and a normal combat difficulty), story (conversations have manual replies and a minimal combat difficulty) or rpg (conversations have manual replies and a normal combat difficulty). I thought this invitation by Bioware to plot a bespoke course through the game was very generous and something I’d like to see more in games (imagine playing Doom as an rpg). I chose to play as an action man because I had not played the previous two iterations of Mass Effect and had no depth of association with the characters, narrative or environment and wanted to see some space action.
As I began to play the game, an important question began to form - how accessible are video games and other cultural franchises to newcomers? Is it important to try and appeal to new audiences or do companies try and create something for those who already own, have invested in and embrace the franchise? I recently played The Darkness II, without having played the original. In the introduction, it gave a short 3 or 4 minute cut scene overview of the previous game and it let me know how and why the main character has arrived at the start of game two. This very warm and considerate entrance to the game left me feeling immediately informed and ready for action. However with Mass Effect 3 I was provided with very little context or history, felt completely isolated and plunged straight into the land of Shepard and his surroundings. I was also unprepared for the amount of cut scenes and story dialogue that interspersed my choice of action. There was a total of 82 minutes - as long as most Hollywood blockbusters - to sit through and not consistent with the action game choice that I’d made.

However, and this is a rather large however, the cover system was terrible. I just didn’t seem to stick to the wall. Sometimes it wouldn’t let me peep out and blind fire and others I’d be burped out at 90 degrees leaving me severely exposed. I often popped up from behind a wall, like one of those whack attack games from the 90s arcades, waiting to be picked off the many adversaries. The action was needlessly fraught because the cover was inconsistent, unpredictable and removed a lot of the enjoyment and satisfaction from these particular encounters.

As a soundtrack it stands alone as a fine, fine piece of work that is eminently listenable away from the screen, but when it was attached to the visuals, it sang from the heavens. They delivered emotional comfort but also ruinous demoralisation with only a piano and their fingers. Tracks and cues that were embedded within scenes of species annihilation, human and alien inter breeding or playable action sequences of galactic destruction were pitched so effectively. I began to believe in the time and space that I inhabited and the audio design transported me into their world.
But here’s another rather large however…the connection achieved with the soundtrack was immediately shattered with the speech and lip-syncing. In a game that relies on dialogue to progress the narrative and bring the player into the world (especially one which integrates Kinect voice activated controls), when the characters couldn’t form or finish their words off properly (they looked like they were chewing tennis balls) all sense of immersion was broken.
Bolted on to the game was another identikit online multiplayer experience (the first time that ME had ventured into this territory). Wave after wave of enemies attacking me and up to 3 others for 10 minutes at a time in locations drawn from the single player campaign using the same old weapons. For a game that is famed for its narrative and choices, the addition of a seemingly meaningless multiplayer didn’t really add value to the world. It was only after mass frustration and research that I realised I had to complete quite a few hours of online campaigning which would enable me to reach 100% galactic readiness, which in turn would have a serious bearing on the ending of the game. At no point was this hinted at or explained to me and I was given no help to achieve this objective.

Her Review with Tracey McGarrigan

It’s taken more than two weeks for Mass Effect 3 – my Mass Effect 3 – to sink into those little pockets of my brain where I gently wrap up memories in cerebral, fleshy blankets to be treasured and kept pristine. The final scenes in my game were at every second what I believed should/would happen and played out perfectly. Though I feel more than satisfied with my final outcome, I find myself in the void I call “The Bioware Blues” – that feeling I sometimes get of not wanting to play anything for a while after a game I’ve heavily invested time and emotion into ultimately comes to its end.
Unlike Ian, I’ve played through every game in the series, usually privately, at very early hours in the morning when the most of the world around me is hushed, dreaming away. The different pulse and atmosphere in those street lamp lit hours seemed to balance out the first and final steps I took as a red-haired, green eyed female with a strange trout-pout, (which was an unintentional accident in my design) that over time, I grew fond of. Similarly, over the years the crew I slowly recruited either through hardship and bullets or some powerful yet empathetic speeches also garnered special places in my heart. I’ve fought well for their respect. Together, we have had some scrapes but have always come through. This being the third and supposedly final title in Commander Shepard’s series, there were many moments of reflection, be it from old stalwarts Garrus, Liara or Tali sharing their memories with members of my in-game crew or from within me as I sat in the dark as Clint Mansell’s goosebump inducing, movingly melancholy score filled the house as the credits rolled.

This is firstly due in no small part to the magnificently talented Jennifer Hale who puts in her best vocal performance to date. I thought Ian’s Shepard didn’t quite have the same poignant power or breathy anguish as brought to the role by Hale. I haven’t and won’t question why I originally chose to play as a female character – I don’t wish for strong female lead roles in games, simply compelling, attractive and magnetic lead characters. Only by not being typically female with her male gait and heavy weapons or ways of articulating, did my Shepard command the respect she needed to succeed in bringing everyone together whilst also finding her flirtatious and subtly vulnerable side. Secondly, I played with the Kinect command system on and it makes for one of the most engaging and fluid combat experiences I have EVER had. At key moments, rushing in against fearsome opponents, rather than breaking the momentum by bringing up sub menus to change weapons or assign abilities to the squad, I simply shouted out a word here or there and it was done. Garrus attack, grenade, Liara cover me, medi-kit, rifle, singularity; just one word coupled with a cursor in the general direction where I wanted the action to happen made me and my team almost unstoppable. Fixing me right at the heart of the fray, using the Kinect meant I had a greater sense of how the battle was going, more in control, reacting fast to each encounter and feeling connected to my team. Add to this the improved customisation and upgrading of weapons and armour which allowed me to find my comfort zone and play to my strengths and I found myself once again addicted and attached.

There could only ever be one conclusion…
More than its predecessors, Mass Effect 3 shows little beauty in the locations but still has an authenticity with endless grey metallic bases, often hidden in rugged and craggy landscapes pitted with the remains of weapons and fallen soldiers. Even the Citadel seems to have lost its dewy glow, replaced with endless walls of glass and refugee camps whilst the story highlights the unglamorous, energy sapping, adversity of war in space. I don’t think this game is designed to be ‘enjoyed’ in the positive sense of the word, rather Bioware is holding a mirror up to remind us that though life is fragile it’s worth fighting for, that hope is powerful but fate is cruel and that even if we appear to have done everything right in our preparation, there are some things that we simply have no control over. Following similar, unsatisfactory reactions like Ian’s regarding the lack of diversity in the final outcome (which is also partly influenced by the multiplayer game and although good fun, was largely ignored by me), billions of column inches across the internet have been dedicated to an outpouring of grief and rage. From in depth conspiracy theories (which in itself is surely testament to the success of any sci-fi franchise) to organised protests, where fans have petitioned Bioware to create different endings (one protest group went as far as raising over $1000, sending the developers metaphorical cupcakes decorated in different colours though stating that no matter which was chosen, the flavour would always be vanilla), the fabled ‘perfect ending’ remains elusive for so many.


This is and always has been Bioware’s story to tell, not mine, and they told it with skill. To interact and feel emotion, real-genuine-human-goosebump-inducing-or-angrily-charged emotion was so worth the undertaking. “The Bioware Blues” will eventually wear off and maybe the cupcake protesters will find solace elsewhere. Yes, the idea of different flavoured cupcakes might be tempting but personally I’d rather have vanilla cake than no cake at all. I’m Commander Tracey and this is my favourite cake on the Citadel.
Mass Effect 3 is out now for Xbox 360 with Kinect, Playstation 3 and PC
UPDATE> This weekend, Bioware officially announced on their forums that this summer, they will release free Mass Effect 3: Extended Cut DLC to help answer some questions and give closure to this chapter of the Mass Effect story. With additional cinematics and epilogue scenes, Bioware remain "Committed and are proud of the artistic choices we made in the main game. We are aware that there are some fans who would like more closure to Mass Effect 3. The goal of the DLC is not to provide a new ending to the game, rather to offer fans additional context and answers to the end of Commander Shepard's story."