Mass Effect Andromeda Is More About Choice Than Story

David Sims

The Atlantic

2017-03-20

“Arguably the biggest contribution in recent years to the space-opera genre—that heady mix of sci-fi, fantasy adventure, and careful plotting that defines works like Star Wars and Doctor Who—has come from a video-game series: Mass Effect.”

“With three titles released in 2007, 2010, and 2012, Mass Effect stood out for its close attention to world-building, complex storytelling, and customizability, allowing players’ choices to shape every narrative arc.”

“For better or worse, Mass Effect 3 ended the grand saga of Commander Shepherd and his loyal friends, leaving behind a beloved galaxy of alien races, intricate backstories, and storytelling possibilities.”

“Five years later, there’s finally a new title in the series, Mass Effect: Andromeda, which offers the chance to play around in the same world—but without the frequently overwhelming storyline of the original games.”

“If the earlier Mass Effect games were fantasy epics, Andromeda is more like a Western: Players are focused on the difficulties of life as a pioneer, living far from civilization, meeting unfamiliar friends and foes, and trying to create a habitable future.”

“So, much of Andromeda’s suspense revolves around the conversations you have, the political choices you make, and the places you travel to. It’s staggeringly ambitious, but also painfully slow and detail-oriented at times, even though the game has also tried to diversify the combat systems of the earlier Mass Effects.”

“Andromeda will probably appeal to a smaller audience, one more enthusiastic about Mass Effect’s promise of customizable narratives than about its cinematic approach to sci-fi storytelling.”

“This emphasis on choice appears to be en vogue for some of the big-budget, open-world games of the moment. Ever since Grand Theft Auto III invented the format of the “sandbox” game that players can explore freely, game developers have promised more, more, more.”

“Open-ended phenomenon games like Minecraft and No Man’s Sky put stock in randomness, allowing each player to experience unique worlds and build infinitely varied items to tackle them.”

“Huge-scale RPGs like Skyrim, The Witcher 3, and Fallout 4 have central narratives that players can just decide to ignore, since there’s so much else to do on the periphery. Fallout 4, ostensibly a post-apocalyptic action game, literally lets you build your own city from the ground up.”

“Quests are more drawn-out and intricate; rather than taking place in some specific level, they can be spread out across an entire planet.”

“Andromeda offers similar scale, but it’s almost hard to evaluate how well the pieces fit together.”

“This industry trend toward ever more expansive gameplay calls to mind efforts by film and TV studios to get audiences on board for the long haul—whether via binge-friendly seasons or a whole universe of interconnected movies.”

“In some ways, this approach offers the potential for real creative freedom. But as with some of the more bloated streaming shows, it’s hard to escape the feeling that the new Mass Effect game is a time investment so massive, that once you’ve made it, you need to stick around regardless of continued interest.”

“Playing Andromeda is likely to eat up many hours of my life. But I’m still not sure it’ll be worth it.”


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