Noveria

A corporate world where anyone can do as they please as long as no other business is impeded, Noveria is Matriarch Benezia’s current location. She landed with heavy crates and a phalanx of Asari Commandos, and headed for a remote research site.

After negotiating the politics of the docking station, we finally get a garage pass and take the Mako out onto the mountain road. It’s a snowy planet under blizzard conditions, but the real danger is that Peak 15, Benezia’s destination, is under lockdown because of a biohazard containment breach.

Of course we must fight Geth. Benezia brought them in those mysterious crates. The surprise is what else we find: Rachni. This is a species thought extinct that now infests Peak 15. They’re a kind of giant scorpion thing with an alleged intelligence. Before we can confront the Matriarch, we must deal with the Rachni.

From a gameplay perspective, this mission has always been confusing. If I go into the hot labs too soon (which is what I mistakenly did with Tag) I lose a lot of side quests. If I meet Benezia first it’s easy to miss killing the Rachni in the hot lab. Ideally, I will settle with Benezia, kill the Rachni horde, and help the medical team as a side quest. The game doesn’t always help with getting me to every mission.

First, Benezia. She attacks us with her Asari Commandos and Geth, but when we defeat them we see that she resists Saren’s mind control. For a moment she has clarity and is repentant. From the Rachni (a species from another part of the galaxy) Saren has learned about the Mu Relay, a space location related to his pursuit of the Reapers. The Matriarch also gives us the coordinates, but where within the Relay we need to go is still a mystery.

Then Benezia, her control failing, attacks us and we must kill her. Tag didn’t take the daughter, but when Ace does we get a tiny, tender reunion. As Benezia dies she calls Liara “Little Wing”.

As we prepare to leave, a dead Asari on the ground rises up and starts to talk, mind-controlled by the Rachni queen in her glass cage. The queen argues gracefully that we should let her go. She is a sentient being, and who are we to commit genocide?

Well, this is Tag the renegade. She injects an acid bath into the box and kills the queen. It was quite easy for me to role play a disgust of mind-controlling beings (again) and their wants.

But, in wonderful replay-ability, I also took the chance to let Ace release the queen. Her talk of singing, of the color of sound the Rachni use to communicate, is beautifully written (even for a bug). It’s really a masterful scene of characters speaking of a history that we in this time barely know.

Regardless of decisions, either way Saren and Shepard now have the same information, and both of them seek specific coordinates within the Mu Relay to further their pursuit of the Conduit.

Feros

Rescuing Liara is designed as our first mission. It’s easy and short. After that we have our choice of two other missions, each much more complicated. I choose Feros, a human colony barely surviving under Geth assault. (We’ll take Noveria, the third mission, last.)

The colonists all work for the corporation ExoGeni. After we clear out the Geth in the residential section, we head across the skybridge to the work environment. It all seems straightforward, except some of the colonists act weird. They’re secretive and a little cult-like. Also, why are the Geth here? Something over at ExoGeni has attracted their (meaning, Saren’s) interest.

It doesn’t take long to get the story. ExoGeni is here to study an indigenous life form, the Thorian. It’s an immense, brain-controlling plant. (Gross.) The colonists have been unknowingly infected, living right on top of it. ExoGeni considers them guinea pigs, basically. Evil corporation, human lab experiments, the usual villainous plotline.

Remember, I have two Shepards, the renegade Tag and the paragon Athena. Tag wipes out all the colonists and double-taps the Asari mystic aligned with the Thorian. Athena is a more forgiving sort.

Before passing judgment on the Asari Shiala, though, we receive her information, the ultimate purpose of this location. She is an associate of Matriarch Benezia, following her into Saren’s service. The Asari thought to soften Saren, but instead he persuaded them to go against their nature. He has an enormous alien warship, Sovereign, that exerts a subtle but all-consuming mind control. Benezia no longer acts independently.

Meat with a gun, baby.

Shiala merged with the Thorian so Saren could communicate with it. Apparently, the Thorian predates the Protheans, so knowledge of them is stored in its memory. In order to understand the vision of the Beacon, Saren (and Shepard) need to think like a Prothean. Shiala’s biotic/magical connection allows that memory to be transferred. She did it for Saren, and she does it for Shepard, imparting another dream sequence of orange apocalyptic destruction.

It’s mission-critical, so we can’t say no. “Embrace eternity!” Shiala calls out before she invades our physical and mental space. This game really has a problem with personal boundaries.

Finding Liara

I and my two away team members are dropped on a planet. We drive and fight our way into an archaeological dig site, a Prothean ruin. Here we’ll find Liara — Matriarch Benezia’s daughter who is a scientist and an Asari biotic (which is Mass Effect’s version of magical powers). Geth swarm the ruin, looking for her. Saren, for some reason, wants her. Is it because of her mother? Or is it her expertise in Prothean technology and history? We can only guess.

After rescuing her and bringing her to our ship, we tell Liara about the Beacon and its vision. Her research shows that the Protheans were just another in a line of races who inhabit the galaxy and then disappear. We introduce her to the idea of the Reapers, the ones who extinguished the Protheans. She’s never heard of them or the Conduit, but she believes her knowledge can help us as we search. Our team is now complete.

Liara is very impressed with Shepard’s strong will. She, like most every other NPC in the game, will eventually invade our personal space and suggest a hook up.

Forming the Team

We’re still on the Citadel, trying to prove that Saren has gone rogue. In the process of digging up clues, though, we assemble the rest of the team. Garrus the Turian is doing his own independent investigation, and when we find him he rolls in. Wrex, a Krogan badass, is ready to join us. And Tali, a Quarian who always wears her head mask, has information we need.

Presenting ourselves for the camera. From left to right: Udina (who deserves to only be seen from the rear), Tali, Garrus, Athena (me), and Wrex.

While on her Pilgrimage, a Quarian tradition, Tali disables a Geth and accesses its memory core. There she finds proof that Saren is working with them. When we take her and her recording to the Council, they finally declare Saren a rogue and grant our Shepard Spectre status so that we can hunt him down. Hopefully we’re now ready to leave the station and begin our adventure.

Tali delivers much information that isn’t completely relevant at this point, but we should keep it in reserve:

Saren seeks the Conduit, a form of Prothean technology like the Beacon. Then we’re introduced to the idea of the Reapers, an advanced machinist species that wiped out the Protheans 50,000 years ago. The Geth revere the Reapers as gods, and Saren is presenting himself as the Reapers’ prophet, and the one who can bring them back. Working with him (identified on the recording) is Matriarch Benezia, a powerful Asari elder.

Also, something mostly irrelevant until Mass Effect 2, Wrex explains about the genophage. The Salarians infected the entire Krogan race with it and now his people, unable to reproduce, are dying out.

The Salarian Councilor. It’s easy to believe that this species bioengineered a deadly weapon. Look at that face!

The Chase

See my Critical Notes after the breakdown for how I would fix a mistaken Three in an otherwise smoothly-structured episode.

ONE

Appa and the gang rest at a campsite. 

TWO

Appa’s fur covers the ground. Aang blames the spring season as Appa shakes loose more of his coat.

THREE

From the fur Sokka makes a silly wig and Aang a beard. Rolling her eyes, Katara says she’s glad there’s now another girl in the group. Toph steps between the guys and lifts her arms to show off her “hairy” pits. A beat, and then Katara joins in the laughter.

Continue reading “The Chase”

The Citadel

We dock at a flying city, the Citadel. It’s the hub of galactic civilization, the home of the Council. (The Galaxy Council? The Universe Council? Three races represent the three Council seats and humans aren’t one of them.)

We’re here to complain about Saren and ask that the Council revoke his Spectre status. Instead, Saren deflects any blame and makes us look like whiny babies. We’ll need more proof to convince the Council.

Mostly we’re here to introduce ourselves to the world-building. All the races have ambassadors here, so we meet Elcor (the elephantine creatures who tell you their feelings aloud with no passion), the Volus (small, round creatures who breathe through a mask apparatus and work back-end finance deals), the Hanar (pink jelly tentacle creatures who speak in the third person), and, of course, the powerful Asari (blue-skinned women who live a long time), and the lizard-like and super-brainy Salarians. Turian, Asari, and Salarian are the Council members.

We have the opportunity to load up on side missions that basically deliver flavor and immersion. It works, but the fighting is at a minimum, which can get boring.

Zuko Alone

We have a problem, lol. See my Critical Notes after the breakdown.

ONE

We see Zuko riding his ostrich-horse across a ravine bridge in a desertscape. (The Western theme is set right away.) His stomach rumbles as he smells meat cooking. Grasping his knife, he considers killing the man tending the fire.

THREE

The man turns to attend to his pregnant wife. (This is a couple we will see again in a later episode.) Zuko continues on, drinking the last of his water.

TWO

Now woozy and faint, Zuko dreams of his mother as she walks away from him. 

Continue reading “Zuko Alone”

The Beacon

There’s nothing we can do for Nihlus. A dockworker saw the whole thing and tells us about this other Turian, Saren. On we go, fighting our way to the spaceport and the Beacon. However, Saren’s there first.

A cut scene shows Saren approach the Beacon and get caught in its beam. He leaves before we can arrive.

After we clear the landing area, we’re alone with the Beacon. Kaidan, curious, approaches. It tries to grab him in its beam. I knock him aside and end up caught in the beam myself. Visions of Geth and destruction are shown to me until I pass out and collapse. When I awaken, I’m back on the Normandy. Kaidan and Ashley brought me in. Doc clears me for duty. I really don’t want to tell anyone about my dreams — they sound so childish and unspecific — but we’re on our way to the Citadel to report our experience to the Council.

Meanwhile, in a cut scene, we see Saren on his ship (that threatening claw from earlier). He has an associate, The Matriarch, who discusses me, the Normandy, and my superior, Captain Anderson. That I’ve accessed the Beacon makes Saren . . .

. . . unhappy.

Eden Prime

One of my crew, a young and enthusiastic lad, is killed immediately. As Kaidan and I continue on mission, we find another soldier, Ashley, fighting frantically to save herself. The enemy? Geth, a synthetic AI species created by the Quarians. 

One of the great trash mobs in gaming, the Geth are deeply unsettling.

They rebelled, driving their makers into exile, and then disappeared behind the Perseus Veil (great name, no idea what it means) 200 years ago. Their backstory doesn’t really matter. because they’re here to impale humans on metal spikes and turn them into zombie-like husks.

Continue reading “Eden Prime”

MASS-ive Undertaking

I’d like to try looking at the Story Enneagram of another game, and the grandaddy awaits, Mass Effect. Can I do it? I bought myself the Legendary Edition, all three games, and I haven’t played in years, so I have a tiny feeling of freshness and a large feeling of nostalgia. The minute that menu music started playing, I teared up. This and Dragon Age were my first RPGs. Let’s try!

Backstory begins. We’re told that humans in the year 2148 discovered alien ruins on Mars that jumped our space-faring civilization forward. We now have the plans — I think? — to build a relay machine, the Mass Effect. Yet, the universe and many alien races already use this technology, so Mass Effect relays are spread about the cosmos.

My little, tiny ship flies into the glowing ball of the Mass Effect relay and shoots out across the universe like a bullet from a barrel
Continue reading “MASS-ive Undertaking”