In 2007 Bioware swung for the fences: our Shepard avatar vs. the villainous Saren, organic life vs. machines, upstart humans vs. an unfathomably old cycle of destruction. These are the themes of the first Mass Effect game.
ONE
Humans are only one sentient species among many. We’re actually a fresh addition to the activity of the galaxy. We’re ambitious, though. Shepard, one of the best humanity has to offer in terms of fighting ability and determination, has a chance to become the first human Spectre, a special forces rank. On a routine mission to show what she can do, Shepard faces an unknown problem.
TWO
The Turian Spectre set to judge Shepard is surprised by another Spectre, Saren, who shoots him in the back. It’s a stark moment. The Geth are a shocking enemy, something humanity has never seen and other races haven’t seen in centuries. They’re minions, though, and Saren is their leader. His presence here is obviously the Trouble that’s resolved at the endgame battle. The Reapers are the overarching villain, but in this story the specific antagonist is Saren.
THREE
This really isn’t a story about humanity fitting into an established galaxy. This is war with the unknown — with history, actually. Shepard interacts with a Prothean Beacon, an artifact, that implants a confusing vision in her consciousness. What does it mean? Why is the rogue Spectre after the same information? Can humanity have a place in how the galaxy answers these questions?
FOUR
The first part of the Four is world-building. Races, people, the team, the plan — all of this is hardly even gameplay. By incorporating dialogue choices and consequences, Bioware takes a cinematic story and turns it into a game. It’s only at Noveria and Feros that we start a more traditional style of shooting. The interaction is dense or light, depending on how deep Shepard dives into conversations and backstories. The fighting, although cumbersome because of the game’s age, is still good.
SWITCH
Captain Kirrahe and his demands at Virmire are the Switch. Will Wrex die? Which crewmate goes with the Salarian team, leading to somebody’s death? Kirrahe breaks up the group that was formed throughout the Four. After the beach decision, we move into the Five.
FIVE
The beautiful lagoon setting of Virmire and the increased difficulty of fighting, culminating in our first Saren battle, really up the stakes. We meet Sovereign virtually. Friends die.
Back on the Citadel we’re locked out of the Normandy and must partner with Captain Anderson to hack an escape. At this point the Council works against us. Once we leave the Citadel we won’t be allowed back until endgame. This is the time to finish all other business and outstanding quests.
Eventually, though, all that remains is Ilos, the crucial Prothean site. Fighting through the worst the Geth can offer, we unlock the gate Saren entered and follow him deep into the ruin.
SIX
The Three is our first encounter with Prothean technology. Their battle against the Reapers, their warning to future generations, is planted then. Now, at the Six, the Prothean warning and their solution are presented. Vigil is a tremendous upgrade. It speaks, it explains, it doesn’t just flash red images. It also sends us out to confront the final battle, armed with all the knowledge we can glean.
SEVEN
We’re chasing Saren in order to save the galaxy, so choice is not really in play here. However, driving through the Conduit and transporting to the Citadel is an action that controls many fates. Even though no other options essentially existed, this is still a momentous decision.
EIGHT
Citizens are dead, the Citadel broken, and Geth swarm the tower. We suit up and walk on the outside of the building, fighting Geth along the way. Near the top we use a maintenance hatch to enter the tower proper. Here, on the Council parapet, Saren tries to access the mass relay to allow the Reapers to enter. We stop him. He thinks he’s in a symbiotic relationship with the Reapers, organic and human working together and utilizing each other’s strengths. Of course, he’s actually indoctrinated. He’s been too vicious to become pitiable at this point, but his suicide does indicate how far he fooled himself. His resurrection as a husk indicates how very wrong he was to think the Reapers had any respect or consideration for his individuality and will.
Meanwhile, outside the Citadel the naval forces defeat Sovereign.
NINE
The galaxy is back to normal. Either the existing Council steps back into power, or a new Council forms. The choice doesn’t really matter. It’s all bureaucracy and inertia. When the next story starts, government will have learned and changed nothing.
CRITICAL NOTES
Look how sweet this baby is. Prothean Artifact information In at the Three and Out at the Six. Boom. Saren Trouble at the Two confronted at the Eight. Teammates’ lives on the line at the Switch.
I am completely unsurprised to see a solid structure to this plot. As I mentioned, gameplay and cinema are integrated throughout. I even had difficulty capturing screen grabs because so much of the visuals use motion blur and a dynamic camera. When I think of the future of entertainment, this game is often a model for me. Playing is like watching a movie and being a character in that movie simultaneously. It’s really tremendous.
The downside to this kind of game-movie is that it tends to be exposition heavy. Boss battles are also the place where information is delivered. A movie would unfold this plot in two hours, or maybe six. Gaming takes place over multiple hours and days. Details of a story can get lost over that time frame. I think smaller bites of plot would be easier to remember and enjoy, but we’re at the beginning of a new entertainment process and we’re all making it up as we go.
I look forward to Mass Effect 2 and 3, and then a look at the trilogy. I should admit now that I absolutely despised the ending of ME3. Many of us did. I will try to be fair, lol, and justify every moment of my hatred. That’s in the future, though. Right now we have a gem and a delight.