This summer at the big GCDC games conference in Leipzig, Germany, I attended a session where design vets Ken Ralston and Bob Bates talked storytelling in games. When Ralston said that he hated the way game stories tease deeper subtext, and then fail to pay off on all the choices, I wanted to stand up and cheer. This is a problem in Mass Effect, where talky sections unfold like dull, flat sine waves, punctuated by sawtooth-style segments of manic action. On the one hand, the system's been nicely refined to allow more natural pacing by letting you choose a conversational approach before someone else finishes speaking. But it's still like playing the weird descendent of an old choose-your-own-adventure book, with spurts of action inelegantly sandwiched between exhaustive dialogue trees that don't change the game to speak of. Smoothly paced or no, your conversations don't shape your experience in Mass Effect so much as shuffle you along like a weirdly glib FedEx operative.
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Mass Effect: Xbox 360 Game Doesn't Live Up to its Hype
Beautifully rendered with an above-average plot, Bioware's new sci-fi epic for the Xbox 360 still turns out to be a disappointingly overhyped encore to Microsoft's main holiday act in gaming, Halo 3.
Just Imagine the Whiteboard Dialogue Trees
The Fate of Everything Depends on . . . Your Chitchat Skills?
Released Too Soon?
Less Shoot-'Em-Up, More Interactive Cinema
Just Imagine the Whiteboard Dialogue Trees
Roam (and Jump) If You Want To
The Character of Its Convictions
A Modicum of Class and Talent
AI Stands for Artificially Inept
Watered-Down Tactical Shooter?
A Lexical Jungle
Gracefully Cinematic
A Reasonable Range of Alien Antics
Booty Clog Up
Evolution or Devolution?
Bottom Line: Overhyped
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