Lets Play: Mass Effect (Updated - Ch 6 Part 2 - Virmire)

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AD-Stu

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2-0 for Virmire so far - cool, feel free to keep the votes coming :)

Caramel Frappe said:
In all honesty, to me the main story is important even if you can take your time doing all the side quests. In real life, Saren wouldn't sit around being patient as Shepard does his thing- he's going to do whatever was originally intended thus doing 1, 2 sidequests and a main mission is highly important if not helping you get into the immersion.

Doing 8 side quests only to do a main mission after feels like it was scheduled and Saren came out saying, "Well seems you're done goofing around, now where was I..?" Yeah lol.
Definitely agree on this point - the series as a whole actually screws with you a little in that regard, because it does this great job of immersing you in the main story but then it actively encourages you to faff about on side quests and irrelevant stuff while the main plot waits for you.

To its credit ME2 did try its hardest to subvert this (by hustling you on to some of the main plot missions whether you were ready or not, by punishing you for waiting in some spots, and by allowing you to side quest to your heart's content after the endgame run) but then ME3 went all the way back to the other extreme (you're actually punished for NOT putting side quests before the main plot).

karma9308 said:
On another note, do you have any plans to do a ME2 run as well?
ME2 is a much longer game than ME1 so at the rate I'm going it'd take a long time to finish. But if there's interest in it then what the hell, I'm game :)
 

Zen Toombs

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AD-Stu said:
2-0 for Virmire so far - cool, feel free to keep the votes coming :)
My vote depends on what sidequests you have. If there's any interesting ones then it's 2-1 for Virmire, otherwise it's all in for Virmire.

And I agree, the series would have benefited by being more consistent with what they wanted you to do with side quests/main quests.
 

AD-Stu

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Ah - good point. Not at home at the moment, where I've got the complete list, but it includes:

- Missing Person (finding the bloke on the Citadel's missing brother)
- Strange Transmission (the biotic commune in the Hawking Eta cluster)
- UNC: Besieged Base (the Paragon-specific one, which I'm hoping we should have enough points to trigger after the last update)

There might be one or two others, but those are the main ones.

EDIT: here's the complete list:

¦UNC: Derelict Freighter (Maroon Sea, Caspian)
¦UNC: Distress Call (Argos Rho, Hydra)
¦UNC: Hostage (Hades Gamma, Farinata)
¦UNC: Major Kyle (Strange Transmission above) (Hawking Eta, Century)
¦UNC: Missing Survey Team (Hades Gamma, Antaeus)
¦UNC: Privateers (Missing Person above) (Horse Head, Strennus)

¦UNC: Besieged Base
¦UNC: The Negotiation

At this stage I don't think it's possible to cue The Negotiation so we can cross that one off already. Major Kyle and Besieged Base are probably the best of the remaining ones. Missing Survey Team, Distress Call and Derelict Freighter are all quick but not especially interesting. Hostage and Privateers are OK.
 

Melon Hunter

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Great update! Glad to see this LP back in business.

Thanks for mentioning the whole ignoring the laws of physics thing: that always bugged me! I guess there's the possibility that the asteroid was being accelerated out of orbit, and by prematurely reducing acceleration to zero, the planet will have moved out of the way by the time the rock crosses its orbit. Although, given all the torches are on one side of the asteroid, it should be spinning around uncontrollably... I really should stop thinking about this too hard =P

On the subject of sidequests, I agree with Topaz: I'd like to at least see Major Kyle & Besieged Base get done. The other sidequests I'm less fussed about, but I guess you could harvest the XP off-screen, at least.

But, whatever suits you. Virmire is of course one of the best (if not the best) missions in the game, and I wouldn't fault you at all for heading straight to it.
 

Gone Rampant

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Kinda getting tired of sidequest stuff, so I'd like you to head to Virmire.

Also, premtively, I'm going with Kaidan for That Choice.
 

AD-Stu

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Thanks again for all the great feedback everyone :)

We're at 3-2 in favour of Virmire vs interesting side quests now, anyone else want to weigh in? Haven't counted your vote yet Zen, let us know which way you want to swing? :)

Melon Hunter said:
Thanks for mentioning the whole ignoring the laws of physics thing: that always bugged me! I guess there's the possibility that the asteroid was being accelerated out of orbit, and by prematurely reducing acceleration to zero, the planet will have moved out of the way by the time the rock crosses its orbit. Although, given all the torches are on one side of the asteroid, it should be spinning around uncontrollably... I really should stop thinking about this too hard =P
Yeah, you raise an interesting possibility - stopping the acceleration might give the planet time to orbit out of the way. It's been a long time since I was in high school physics class so I don't know what kind of numbers we'd need to be talking about to make that happen, as the game certainly makes it look like the asteroid is incredibly close to Terra Nova and they explicitly say it's only a few hours short of hitting the planet.

In fact if it was only a few hours short of hitting the planet I wonder if even reversing the fusion torches would be enough, since it's probably into the planet's gravitational pull by then... I'm inclined to give them a pass on that though, since they were planning to tow the asteroid into orbit of the planet, so the obviously had a plan for slowing it down once they got there.

Maybe there's an episode of Reel Physics in this or something :p
 

Yokillernick

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I second the motion of faffing about and complete all the side-quests or my completionist syndrome won't let me sleep at night, even though I 100% this game 4/6 times I played it.

Secondly, really interesting piece of info there with the physics. I really didn't think about it too much at the time since I came to the point of just "Don't question it, just accept its video game logic" if only for the sake of my sanity. Great work so far, keep it up and I would really love to see you take this LP to ME3 if you're still interested.
 

AD-Stu

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4-3 in favour of the side quests now - is it just me or is this one of our closest votes yet?

Will give this a few more hours and I'll start gameplay later tonight (Australian time) on whichever has the lead then :)

EDIT: OK, we're off with the last of the side quests :p I promise to get this one out as quick as possible so we'll be onto Virmire ASAP anyway.
 

woodaba

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Sorry I missed the voting on this one. Heh, you're a better man than I, I've only ever let Balak live once. I don't know why, I'm usually 100% paragon in most games, but I reasoned that Balak might go on to pull the same shit he did at Terra Nova somewhere else, and the Normandy's crew (who are, as we all know, the only capable people in the galaxy) might not be around the next time he does appear.

Nice dig at Terra Nova the TV series, BTW. I was actually rather excited by it, but it just ended up being Jurrasic Park IN THE FUTURE! (but also the past)
 

AD-Stu

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I actually planned to put killing Balak or not to the vote, but then I realised it was probably our last chance to get the Paragon points we'd need to get the special side mission. Aside from that I thought this was actually one of the better moral choice points in the game as it involves an actual dilemma - both have downsides, it's not just "give a dog a biscuit because you're good, or kick it because you're not."

As far as the TV show goes, I didn't mind Terra Nova - at least at first. I could tolerate the family-friendly bits and it seemed like they might be about to do something interesting with it. I think having Stephen Lang in it probably invited one too many negative comparisons though - he had me comparing it to Avatar, as well as Jurassic Park thanks to the dinosaurs, and it never really lived up to either. Oh well.

Next update is recorded and almost finished writing BTW, hope to have it up by the end of the week :) And we'll DEFINITELY be off to Virmire after this!
 

AD-Stu

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[HEADING=2]CHAPTER 5, PART 7 (Various) - Biotic odds and ends[/HEADING]

Previously, on Lets Play Mass Effect: We saved an entire planet from being destroyed by an asteroid - but somehow it was letting batarian terrorists live to terrorise another day that got us all the Paragon points. Go figure.

"Commander's log: it's finally happened. Kaidan's OCD meds have run out, and Dr Chakwas says it'll take a day to synthesise more of them. We're ready to depart for Virmire and continue the chase for Saren, but the Lieutenant is raving about how before he dies he needs to see all the systems he hasn't seen and tie up all the loose ends in his quest journal or something. I've got no idea what he's on about but to keep him happy, we're going to check in on the last few odd jobs people have dumped on us."

We'll start out for no particular reason in the Maroon Sea:





Let's skip the pretense, it's full of Husks so Grunka boards and shoots their guts out while they're flying through the air. Seriously.



Sure enough there's Dragon's Teeth in the forward cabins:





"They brought it on board and then... this is odd, Shepard. They plotted a course straight into the Perseus Veil. As if they wanted the geth to find them."

"This sounds like a continuity SNAFU in the making."



"After that, the entries become confused. As if the captain's mind was degenerating. There is no mention of how the ship returned to this territory."

"The geth turned them into husks and left the ship where someone would find it. Trying to show us what happens to organics dumb enough to enter the Veil."

In ME2 we learn that the Geth who ventured beyond the Perseus Veil to follow Saren in this game are actually just a small portion of the total Geth population - a portion that come to be known as the "Geth Heretics".

The Geth that still live beyond the Veil are the ones that rejected Saren. Plus the Heretics have demonstrated time and again that they can turn humans into husks on the spot, using the Dragon's Teeth we saw here and elsewhere. So it doesn't really make sense that this ship had to go all the way beyond the Veil, where Geth who aren't involved live, just to turn the crew into Husks.

Let's give the plan some credit though - maybe the ship's logs were altered to make whoever found it think there was a gigantic Geth army waiting beyond the Veil when in reality there were just Geth who wanted to keep to themselves.

Moving on, way back in one of our earliest chapters a guy on the Citadel told us his brother had gone missing in the Horse Head Nebula.





This doesn't sound good for the guy's brother. We scan the ship and conveniently find a "faint trail of radioactive particles - possibly exhaust from a sublight nuclear drive" that leads to the nearby planet of Xawin. It's a reasonably pretty place.



A mercenary base is the main point of interest on the map. Grunka kills a Thresher Maw on the way to it.





The base is surrounded by rocket turrets. Just for shits and giggles, let's demonstrate how overpowered the Immunity ability is at this level. Fire it up, and you can actually take repeated direct hits from the rocket towers, meaning all you then need to do is stand in front of one with the fire button mashed down and wait for it to die. observe:







Inside is the usual mercs-in-a-warehouse shooting gallery.





And sure enough, out the back...





Everyone saw that one coming, right?

Grunka heads back to the Citadel to let his brother know. In the elevator ride down from the Normandy's dock, we hear this news story:



"The biotics commandeered a freighter and were last seen in the Hades Gamma cluster. No demands have yet been made. You stay classy, Turbolift 442!"

That adds another side quest to our journal. We'll deal with it in a bit.





Further "sorry for your loss" small talk is exchanged before he goes off to make funeral arrangements.



"It was nice of you to show such concern Shepard."

"Thanks Tali. Concern be damned though, I'm just trying to harvest Paragon points - we still haven't triggered the final side quest yet and I'm starting to panic!"

Indeed. In the elevator ride on the way back up Tali and Liara have this exchange:





"That is an ignorant opinion. Quarian explorers have uncovered more mass relays than any other race!"

"I am glad that some still remember the contributions my people have made."

I actually planned for a whole intermission update called Riding in Elevators with Aliens where we'd get to see all the amusing unique dialog that your squadmates exchange while they're in the elevator... but after about an hour straight taking this same damned elevator ride over and over I discovered that all they really exchange is background lore like the tidbit above. Very little, if any, of it is actually funny. So for the sake of everybody's sanity that's an update we won't see. Seriously, it's so boring that I don't think even the nerds (bless their cotton socks) over at the Mass Effect wiki have ever bothered to catalog it all :p

Next up, there was a report a little while a back about a survey team that went missing in the Hades Gamma cluster.



For the lore and trivia buffs, the system contains this planet that AFAIK has never been referenced again in the series - feel free to post your best explanations or conspiracy theories on what this may or may not have been all about:



The planet we actually want is this one though:



We kill another Thresher Maw because it was there:



Note both the experience AND monetary reward, BTW - Thresher Maws are actually really easy to kill once you know how (keep your distance and kite them with the Mako, stop on raised ground when it goes underground, pop out and finish them by hand when their health is almost wiped out) and they pay big rewards.

We find the survey team's camp:





<font
color="0000BB">"On three everyone - one, two, three..."

"Scientists are always doing dumb shit!"

Sure enough, in the mine nearby...







"Actually Wrex, it's not. It's right over there."



Those with good memories will note the object looks very similar to the one the geth were 'worshipping' back on Feros:





Sure enough there are dragon's teeth in the back room along with some loot:



Off to the Hades Gamma cluster next:





We're somewhere in the Hades Gamma cluster, and we've found a freighter, so it's safe to assume this is the one from the news report where biotic extremists are holding that hostage. This mission is interesting because as soon as the enemy hears you or sees you, this happens:



"Ugh, idiots. Don't they realise the hostage is worth nothing to them dead at this stage?"

<font
color="0000BB">*takes a quick look around the party to make sure Kaidan, Wrex and Liara are all back on the Normandy* "Well... the brief did say they were biotics. And everybody knows who's smarter when it comes down to biotics and tech geniuses like ourselves, am I right?"

"Ooohhh - nice one Shepard!"

"I'm just glad it's not me being ostracised for a change. There's a big clock ticking down on our HUD though, shouldn't we stop talking and get on with things."

"Thanks Tali, good point."



Once again we've brought three tech specialists to a biotic fight because Damping is awesome, and the biotics hardly land a shot on us.



It takes under a minute to clear the main hold and get to the front where the hostage is being held.



"So how about if I kill Chairman Burns and finish this charade?"

"Then the Council Spectre standing right in front of you would be all out of reasons not to kill you?"



Note the terrorist isn't just holding a pistol to the guy's head, he's using a shotgun. That's either a super-baller display of overkill, or a poor reflection on his belief in his own aim :p



"Since the chairman here decided that we didn't get reparations, we've got nothing left to live for! Some L2s are nearly crippled from side effects of the implants, but you voted against reparations!"

"What is it with you L2 biotics? Why are you all such whining emos? I've got one on my crew and he's almost insufferable."

If we'd brought our emo with us, BTW, he'd speak up somewhere around this point, reassuring his fellow biotics that they can trust Shepard. Emo.



That somehow encourages the Chairman to cave and say he'll take a second look at the reparations bill - why he'd cave now when he's seconds away from rescue instead of right at the start of this ordeal I don't know, but the biotics accept it and surrender. Shepard organises for a Fifth Fleet vessel to come collect the Chairman and arrest the terrorists and figures they'll all just hang around on this ship and play nice in the meantime.



"Erm... Shepard, shouldn't we at least take their guns?"

*inspects guns on terrorist's back* "Nah, they're crap. We've got a locker full of better stuff, and they wouldn't even sell for that much."

"I meant so they wouldn't be able to change their minds on killing the Chairman... or us."

"Hey look over there, a three-headed pyjak!"

From one bunch of biotic crazies to another, let's go to the Hawking Eta cluster and look into this Major Kyle fellow.



"Message coming in, Commander. Big surprise - the Alliance needs you again."

Joker doesn't play a particularly large role in this game - while all your squadmates get story arcs and multiple unique dialog sequences, Joker just gets the one on-board conversation, same as Engineer Adams, Dr Chakwas or Navigator Pressley. And his is mostly about his obscure brittle bone disease, he doesn't even really impart that much interesting lore. Even so, I think they managed to characterise his snarky side quite nicely with lines like this.

Anywho, the call is Admiral Hackett giving us a bit more detail on the mission:

"An Alliance officer named Major Kyle has set up a small compound in the Hawking Eta cluster. He's attracted a number of followers. Mostly biotics. He's become an outspoken critic of the Alliance, and we believe he's mentally unstable."

Turns out the Alliance sent a couple of negotiators to try to talk Kyle down and they were never heard from again, assumed dead. The group has turned into a cult, with the biotics calling their leader 'Father Kyle'.



"He used to be a model soldier. So graceful, in any outfit. He could even turn left. But something happened to him at Torfan. Too many Alliance soldiers died under his command. He couldn't cope with the guilt."

Torfan is a small moon that was used as a hideout by batarian terrorists. In retaliation for the Skyllian Blitz attacks of 2178, the Alliance raided Torfan and a bloodbath ensued. Major Kyle was in charge of that mission. There's some additional background here for a Shepard with the "Ruthless" background - if we'd chosen that background then Shepard would have been on the mission under Kyle's command, and it would've been Shepard that gave the order to pursue and kill all the batarians, even those who surrendered, even at the cost of additional human lives.

Hackett goes on to tell us that Torfan broke Major Kyle mentally so they gave him an honourable discharge and psychiatric help. Apparently it didn't work though because he's ended up leading a biotic cult, even though he's not a biotic himself.



"We don't want this to turn into a massacre, Commander. Kyle is dangerous. I trust you to use your judgment. Hackett out."

Because I can't help myself at this point, Kyle's base is on a moon orbiting this planet / piece of background lore:



Cliffnotes: The planet was shot by a great big gun 37 million years ago. We land on its moon to go look for Kyle.



In a nice touch, the art department ensured that the Great Rift Valley is facing the moon while we're there:



Here's Kyle's compound. He's got a warehouse and a science bunker, the lucky duck! Most side quests only get one or the other.



The science bunker is locked, so we go to the door of the warehouse.

"This is a private sanctuary. Outsiders are not welcome here."

"Oh. But I heard this place was a refuge for downtrodden biotics, so we've brought our wimpy biotic friend here *shoves Kaidan in front of the camera* to sign up"

"Both you and your friend are clearly from the Alliance - plus we know who you are, Commander Shepard. We've all seen that 'marine punches reporter' vid on the extranet."

"Dammit, thwarted by my own fame again. Well in that case..."



"Father Kyle wants nothing more to do with the Alliance."

"The Alliance wants someone to pay for those murders. Let me speak to Major Kyle and maybe I can find some way to help you all get out of this alive."



Huh. That was actually pretty easy. The door to the science bunker is now open.





Inside we find "biotic cultists" walking around with guns in their hands. They say sane-sounding stuff like this:



None of them challenge us though, so we're free to walk all the way to the back room (because it's always the back room) to find Major Kyle himself.





"They wanted to take me away from here! They wanted me to abandon this place. Turn my back on my family. They spoke blasphemy! I did what I could to make their end quick and painless. I had no other choice. It was necessary to protect my children. Only I can keep them safe."

*mutters under breath* "Coming right out and admitting he killed the Alliance negotiators is an... interesting tactic. I mean Hackett only suspected they were killed."

"The Allilance sent me to bring you in, Major. Can't you see this has gotten out of hand? Don't you understand you're endangering your followers?"



We're presented with a range of options at the bottom here - there's the unsubtle "enough crazy talk" option or the ruthless "surrender or they all die!" but since we still haven't managed to metagame enough Paragon points for our final side quest yet, Grunka chooses the Charm/Paragon "you can't help them now" option:



"Erm, Shepard? I thought we were going to take the peaceful stance on this one?"

"We are Tali - I'm saying to the gentleman here that if he doesn't comply then my buddies from the Alliance will bomb him and all his 'children' into dust from orbit. We, on the other hand, won't get involved and will remain perfectly peaceful."

"Keelah... and the universe holds a grudge against us for creating the geth?!? You humans are crazy."

Crazy or not, and questions over whether threatening people with third-party violence is really more Paragon than just growing a quad and threatening them with first-party violence aside, the gambit works and Major Kyle agrees to give himself up.



We net 8 Paragon points, and we're now free to search the compound for loot. I didn't bother to do it this time, but I believe we're also able to enter the warehouse compound and loot it at this point too.

That was the pacifist way to complete this quest BTW - as mentioned, I'm really scavenging for any final Paragon points to get us over the line on the morality side quest at this stage... and that last haul will have just done the trick. But the quest can also be resolved as a straight-up shootout - in fact I think if you don't pass the (relatively low) Charm/Intimidate skill check at the first door then you're required to shoot your way through both buildings. That makes this just like every other side quest though, which I don't think is as fun or interesting.

To wrap up, let's head back to the Hades Gamma cluster:



As soon as we arrive Admiral Hackett contacts us.

"Commander, I'm glad you were in the area. We've got an emergency situation, and you're the only one I can trust to get the job done. Biotic fanatics have hit a medical research station with a psychotropic drug. The drugs have temporarily driven the researchers crazy, and the biotics are effectively using them as human shields."

This is one of the two alignment-based side quests in the game, and it only cues when your Paragon points meter reaches 80% completion - the Major Kyle quest helped us just fall over the line with that.

I also find it interesting that it's biotic terrorists again. It's kind of a quirk in the order I did the side quests that we ended up with so many biotic missions in the final bunch here but at this rate I think we've ended up doing almost as many quests against "biotic terorrists" as we have against Cerberus. Dunno what's up with that, "biotic terrorists" as a concept isn't really something that shows up ever again in the sequels. I suspect they were chosen for this particular mission because they're among the most difficult enemies to face in the game.

But enough digression, Grunka immediately picks up on the finer points of this mission in her own special way:



"Exactly. A normal team could handle the biotics, but a lot of innocent researchers would die during the operation. And despite the logs that show you recently spent a week running all over the galaxy shooting innocent wildlife, that's why I contacted you. I'm hoping you can keep the casualties to a minimum."

Shoot the biotic fruitloops, don't shoot the drugged up fruitloops. Seems straightforward. The mission takes place in one of two new systems that have popped up in Hades Gamma:







A short drive later across a clean, blue landscape and we're there.



The game reminds us one last time that we're not supposed to shoot the civilians:



Incidentally, if we were close to getting our Renegade meter high enough to trigger the other alignment side quest then we might actually WANT to shoot the researchers here. But we're not even in the ballpark, so let's play this straight and try to save everyone.

The drugged-up scientists are incredibly fragile - you can even kill them with the area of effect fallout from using tech skills. So ideally you want to either lure the terrorists away from the civilians, or shoot very precisely.

Unfortunately squadmate AI makes our companions useless at either of the above things, so we're going to order them to stay put in the lobby, way out of the way.



The we're free to try to lure the terrorists out one by one.



Massive abuse of Immunity, Damping, Overload and Sabotage follows until they're basically all gone. The leader keeps hiding inside though, and we have to go in after them. I make Tali and Kaidan continue to wait in the lobby.







Indeed, all the scientists are safe now and we're free to check on how they're doing...





"Should we do something to help them?"

"Nah, seems like they're having the time of their lives!"

Mission over and that's pretty much everything. Just for the sake of completeness though, let's check out the other system that just popped up in Hades Gamma - it's easy to miss because the quest journal never prompts us to go there:



It's home to this planet:





This is where the Renegade mission would have taken place if we were able to cue it. Note the contrast to the airy blue world that the Paragon mission took place on - this place is dark, is about the only place I can remember other than Liara's recruitment mission to feature actual lava and has not just one but two Thresher Maws to kill if you're so inclined.

There's also this scene:





Here we go, big lakes of lava - it's insta-death if you drive into it, or even too close to it:



And here's the outpost where the Renegade mission would have taken place:





Unfortunately since we don't have a high enough Renegade score to trigger it (you need 90% Renegade once you've triggered the Paragon quest, or just 80% Renegade if you do this first) the door remains locked and we can't go inside.

The premise for the Renegade quest is Hackett asks Shepard to come here and negotiate a treaty with a bloke called Darius for mining rights on an asteroid rich in element zero. You learn that the Alliance actually set Darius up but he's since gone rogue and started calling himself 'Lord Darius'.

It's possible to navigate the conversation with him so that you can secure peace and the mining rights... or you can just kill him and all his buddies in a great big fight.

Interestingly if you do resolve the situation peacefully, Hackett expresses surprise that you managed to do so, and it turns out he chose Shepard as the negotiator specifically because he though it'd end in Shepard killing Darius - he effectively wanted an assassination with plausible deniability.

And that's it, you've now seen basically every side quest in the game (other than the dull galaxy-wide collection ones). Thanks for reading - next time we're really off to Virmire to continue the main plot :)

As a side discussion: the entire Mass Effect series is filled with great moments, and there are some comedy bits from the sequels that are among my favourites (the scientist salarian song in ME2, the emergency induction port in ME3, etc).

The elevator bit in this update had me thinking though - none of those funny moments that stick in my mind come from this game. In fact, now that I think about it, I'm not sure I can remember any pure comedy moments in this game. There's the "Shepard, Wrex" exchanges, but they're only made a joke in the later games - it's basically played straight here. Same with Shepard's dancing. Garrus never calibrates anything. Joker has his snarky and sarcastic moments, but they're all pretty serious compared to what he comes out with in the sequels. The alternate version of the Liara recruitment mission (if you leave her for last) is kind of funny, but not many people see that.

So help me out here - am I forgetting some of the funny moments from this game? Or am I remembering correctly, and the whole thing is played pretty much straight?
 

woodaba

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Wait...a sentient gas giant?



I guess Solaris got tired of Superman beating him up and vacationed in the Mass Effect galaxy for a few thousand millenia.

Is it bad that the first thing that came to mind when I read "Father Kyle" was Comstock? Man, I have been playing too much Bioshock.

As for funny moments, I think you're right. There aren't too many funny moments in ME1. I think the reason behind that is that most of the humor in the ME series derives from it making fun of itself, and while there are moments that are plenty funny on their own, stuff like Garrus' skill in calibrations, and pretty much the entirety of the Citadel DLC, was self-referential. With ME1, there really wasn't much room to be self-referential in that game, mostly because the fans hadn't created so many memes out of the series.
 

Joseph Harrison

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Mass Effect 1 took the serious Space Opera route while ME2 and 3 really kinda reeled back from that. The first game is a lot different in theme and tone from the other two its actually quite interesting.
Also, I'm pumped for Virmire, I've never played Virmire last so I wonder if anything changes.
 

AD-Stu

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Yeah - it just seems weird because when I think of the Mass Effect series as a whole, "funny" is definitely one of the words I'd use to describe it (along with "epic", "awesome", etc) but that impression is obviously only coming from the second and third entries in the series.

It also makes me think of this again:

ME1 - written by Drew Karpyshyn
ME2 - written by Drew Karpyshyn AND Mac Walters
ME3 - written by Mac Walters

I've used that to chart the prevalence of NPC daddy issues in the game before, but I also wonder if it has something to do with the introduction of humour? All the Mass Effect novels that Karpyshyn wrote were pretty serious affairs too (though so were the Mac Walters comics, so go figure).

I think you've got a point about the self-referential stuff too woodaba - as the Citadel DLC proved, quite a bit of the humour is actually fanservice and they obviously didn't have any of that to work with when ME1 was released.

I'm not saying I think this game suffers for its lack of humour, BTW - I'm just saying I'd forgotten it was all so serious :p

woodaba said:
Wait...a sentient gas giant?



I guess Solaris got tired of Superman beating him up and vacationed in the Mass Effect galaxy for a few thousand millenia.
Yeah - I'd completely forgotten about this planet until I stumbled across it again doing this update. Who knows, maybe it is another crossover!

Kinda leads to something else I've been wondering too - what do people see as the biggest influences on Mass Effect? Personally I've been rewatching Battlestar Galactica (the reboot) recently and there's an awful lot of parallels, particularly with the quarians/geth/Migrant Fleet and with the AI issues. Hell, some of the Migrant Fleet vessels we see in ME2/3 even look like ones from the Colonial Fleet in BSG. And that's before we even get into some of the voice over talent later in the series ;)

But that said there's definitely influence from Star Wars and Star Trek in the too, and other sources. There's maybe a bit of Firefly in there too. Other people's thoughts?
 

karma9308

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AD-Stu said:
Yeah - it just seems weird because when I think of the Mass Effect series as a whole, "funny" is definitely one of the words I'd use to describe it (along with "epic", "awesome", etc) but that impression is obviously only coming from the second and third entries in the series.

It also makes me think of this again:

ME1 - written by Drew Karpyshyn
ME2 - written by Drew Karpyshyn AND Mac Walters
ME3 - written by Mac Walters
You ninja'd me! That was my exact thought, that the serious tone was more a style of Karpyshyn's writing style over Walters. Since ME2 is kinda mixed on serious and humorous moments, it does kinda fit.
Of course, ME3 become very self-referential and humorous but also had the PTSD going on with Shepard with the dreams featuring the stupid kid as well as all the "War is bad" messages it was obviously trying to convey.

It may not just have been Walters though, considering the turnover rate for the writers during the trilogy, it could have just been the new faces on the writing team. I know that if you listen to Donbrow (sic?) he essentially said he wrote his characters based on how fans would want them to be written. Considering his characters encompass most of the fan favorites (Wrex, Garrus, Javik), it's pretty easy to see.
 

AD-Stu

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Thanks for all the great feedback everyone, much appreciated :)

Caramel Frappe said:
OT: I've noticed that most of the sidequests involved humans being screwed over due to other humans or aliens involved. I wish there was side missions mainly involving the turians or actual krogans. I understand this is the first game, but the reason this is my least favorite version of the ME series is because it mainly focuses on humans and crap, let alone the unfavorable gameplay lol. But still it was amazing and got me into playing ME 2 and ME 3.
Good point - I don't really know what's behind that but there's a couple of possible explanations. Maybe they thought they were probably bogging us down enough with human lore and it'd be a bit too complicated to introduce too much alien-focussed stuff alongside it. It seems very possible (given the copy-pasted side quest locations) that it could've been a resources issue too. Plus we're with the Alliance in this game, ostensibly doing odd jobs for the Alliance, so I guess from that point of view it would make sense for us to mostly be focussed on humans.

Obviously it's a situation that gets improved upon greatly in the next game ;)

karma9308 said:
It may not just have been Walters though, considering the turnover rate for the writers during the trilogy, it could have just been the new faces on the writing team. I know that if you listen to Donbrow (sic?) he essentially said he wrote his characters based on how fans would want them to be written. Considering his characters encompass most of the fan favorites (Wrex, Garrus, Javik), it's pretty easy to see.
Yeah, very true. I hadn't realised there was one guy largely responsible for Wrex, Garrus and Javik - though now that I know I have to say excellent work that man! Javik in particular had dozens of fantastic lines in ME3.

TopazFusion said:
I only ever played the Renegade-specific mission once. And yeah, it's quite funny how Hackett actually DIDN'T want you to make a deal with that guy. (No idea how you'd get 90% Renegade, AND 80% Paragon. I wouldn't think that would be possible, without cheating.)
I think it's one of those things that's technically possible, but you've gotta plan the entire thing out from the start and basically play the game with the morality guide open beside you at all times to make sure you never, ever miss a free point or anything. I've certainly never been able to manage it - it was something I wanted to aim for in this LP, but instead we've just barely fallen over the line on the Paragon side and we can't be much higher than about 45% on the Renegade side.

Maybe as an academic exercise some time I'll work through the morality guide and map out exactly what you'd have to do to accomplish it :p
 

sage42

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Well I'm glad I haven't read this for a while just managed to kill two hour with all these updates I never read. On the latest update though I never knew these were alignment specific missions. First time through I barely did any side quests. After that I just always used the glitch to max out both. So I always got both missions.
 

AD-Stu

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I think the biggest impediment with the elevator conversations is that there's so many squadmate combinations you need to go through to hear them all and, worse than that, you've got to sit through all the repeated news stories in the meantime. I literally spent an hour going up and down that elevator with a few different combinations of squadmates and got maybe ten comments out of them? On the other hand I'd heard every news story multiple times.

With that in mind, someone datamining it would probably be a quicker solution :p
 

sage42

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If you just want to hear 'em all look it up on youtube. I'm sure some poor schlub has gone through and done it. If you wanna do it, a free day and a lot of patience.