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mass effect

August 30th

…wrote about the TCBAG (This Could Be A Game) Syndrome while I was away, prompting much admission of similar conditions by his readers. I can’t say I actually suffer from it that often: instead I more commonly get TCBABP (This Could Be a Blog Post) Syndrome and feel guilty when I don’t write anything about whatever inspired it.

All the way with LBJ this week, as he looked at Mass Effect and looked at how it separated its combat mechanics from its dialogue choices and ended up with a less judgemental game. Okay, so that’s not word-for-word what Jeffries…

September 12th

I know it’s late this week, so let’s get right into it.

There are two video essays this week. Continuing his series examining Shadow of the Colossus and Ico, TheGameLocker published the third part this week. At the Escapist Daniel Floyd in his weekly video essay examines a single choice in Mass Effect 2, the implications and how only video games can present this moral dilemma as it does.

Michael Abbott explores the backlash G4’s review of Metroid: Other M inspired because actual criticism had the gall to slip into the piece.

Kateri looks at how

May 6th

…of other genres– like action games.

Over at Play the Past, Roger Travis has embarked on a multipart series on the Mass Effect franchise. In commenting on the series’s interaction with ideas of player agency, Travis (perhaps coincidentally?) echoes the grand dame Janet Murray herself:

[T]he way the game produces its effect is little different than JM Barrie’s famous ludic moment in Peter Pan: choice matters because the player convinces him or herself that it matters; the story can’t proceed unless choice matters, because the story proceeds when the player makes choices.

Following that path, we…

January 20th

…off in subscriptions that forced the game into its free-to-play model. Staff layoffs after the game’s release no doubt compounded the difficulty of this changeover, meaning that Hickman’s claim that the team is swamped seems plausible in context. Moreover, we must remember that BioWare doesn’t own the IP for Star Wars, and I’m guessing that convincing LucasArts/Disney – both of whom are notoriously protective of their brands – to allow gay relationships in their ostensibly family-friendly galaxy was a lengthy process in itself. Given all this, plus BioWare’s history of designing SGRs into both Dragon Age and Mass Effect, I…

March 24th

…murder. And thought notoriously painful, Brendan Keogh also reflects on his isolated nature in games and how Dark Souls complicates his single-player experience with multiplayer influence.

The Bonds Between Us

Relationships and intimacy is a long standing fascination of game critics, and writers continue to push our thinking on how relating can happen in games. Jordan Rivas speaks to the Citadel DLC of Mass Effect 3 and how it created a feeling homecoming, of friendship that essentially fulfilled your needs for some bonding. This time on Medium Difficulty, Mark Filipowich renews the conversation about intimacy in games through…

August-September Roundup

…they’re both successful stories through execution. Shafer goes on to discuss “foldback” story structures and how unravelling plot threads can be problematic by a story’s conclusion, but again – is this why Mass Effect 3’s ending was bad, or rather because the fault was in the telling rather than the tale?

Over on Medium – “That Place Words Go For Some Reason™” – Adam Boffa talks about the storytelling nuance of recent games Gone Home and Brothers: A Tale of Two Sons. I haven’t played either yet – the hyperbole surrounding Gone Home had its usual effect of puttting…

March 23rd

…for the idea that sex sells and anything else is doomed for failure.

Mrs. Dawnaway wrote a piece for Big Tall Words about the implications of makeup in Mass Effect.

And Mike Rose delved into the seedy world of digital gunrunners who circumvent the Steam trading system to make a quick buck off of Counter Strike: Global Offensive.

This is where everyone sort of wanders about towards their own interests

Edward Smith wrote a trio of posts about Silent Hill 2 looking at the long intro walk in the woods, the character of Laura and a…

Deadly Premonition

…shocking final revelations about Zach’s ‘other’ identity.

“Cinephilia as Characterization”

Drew Byrd, in his blog entry “Deadly Premonition, Mass Effect 3, Bioshock Infinite: Three Choices, or No Choice?” praises the device as a “satisfying middle ground between choice-driven story development and a focused creative vision” when contrasted against other so-called ‘choice based’ narratives, stating that is in an effective mechanism for directly integrating the player into the events of the game world.

Such enthusiasm was shared by Daniel Weissenberger who put together an extensive 11-part series on Deadly Premonition, celebrating it as GameCritic.com’s Game of the Year…

Assassin’s Creed II

…indeterminacy between Ezio, Desmond, and the player. The game manages to produce a real sense effect on the player, that is presumably the very same one Desmond could have felt. Desmond is a voyeur, someone who observes without being observed, but Minerva crashes this expectation in the blink of an eye. Desmond’s identity changes, he is now an agent, directly interacting with Minerva. Game designers obtained this effect with much care, using dialogues and above all Minerva’s sudden direct glance to the virtual camera.

For Compagno, Desmond’s dream-like search through his DNA memories “on the couch” of the…

This Year in Videogame Blogging: 2023

It probably doesn’t bear repeating that 2023 was a roller coaster of a year. The highs were very high, the lows were very low, and we spent a lot of time rapidly oscillating between the two points. Was 2023 the “best year” for videogames? Only if you look at the number of hot releases that came out this year. But as always, if you broaden the scope of your view, deeper, more complex narratives emerge. For instance, several certified bangers came out in 2023, but those tentpole releases were punctuated by mass layoffs across the industry, with the total