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

Gone Rampant

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AD-Stu said:
So we've got a choice - should we:

- Let Tali copy the data, or
- Insist on following Alliance security protocols and refuse her?

Place bets now!

Next time out we'll tackle the game's other DLC pack, Bring Down The Sky, hopefully the Paragon-specific side quest too, then it's back to the main story for the endgame run.

If anyone has any other favourite side-quests that haven't been covered, let me know and I'll try to squeeze them in too. sorry for the long delay between updates (who knew babies took so much time to look after!) and as always, thanks for reading :)
Give Tali the data, if only for the ME2 lines.

I'd recommend Tali for the DLC- there's supposed to be an armour for her there that makes her damn near indestructible.
 

AD-Stu

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Thanks again for everyone's kind words, much appreciated :)

It's a landslide for giving Tali the data so far - aren't we all nice people! Will leave open for another day or so, but I'm pretty sure we know where this one is going...

woodaba said:
The pay-off for the Geth side-quest is...weird. Maybe it's the way it's worded, or maybe it's because I'm a moron, but it's hard to tell exactly what it is. Were the Geth spying on the Quarian's singing in the Migrant Fleet? Doesn't that prove that the Geth know rightly where the Migrant Fleet is, and therefor prove that the Geth aren't hostile by the virtue of them not rolling up and blowing them all to bits? That said, it is pretty cool and interesting nonetheless.
No, I think you're right and it's just weird. Maybe it's Drew Karpyshyn extending his "everyone has daddy issues" idea all the way out to the geth in some kind of abstract way.

I definitely get the impression that side quest payoffs (like this one, the big silver ball, etc) were where some corners were cut at the last minute and maybe they just slapped up a text box with the first thing that came to mind, not worrying too much about continuity with the rest of the series.

woodaba said:
In regards to the Cerberus/Saren thing...

I'm a firm believer that the Illusive Man WASN'T completely indoctrinated during ME2, because that would mean that the entire plot of that game makes no sense. I still think that it was the remains of the Human Reaper (he recovers some of it no matter what you do at the end of ME2) that finished off his indoctrination. It was probably a scientist at Peak 15 who sold some Rachni eggs to Cerberus.
I like that theory a lot actually, it probably makes more sense than anything else - infiltrating Saren's operation and stealing rachni eggs seems very much in character with Cerberus.

It doesn't necessarily explain what Cerberus actually wants with an army of rachni, obedient or otherwise, but doing crazy shit for crazy shit's sake seems to be the explanation for most of their other actions too so I guess we can run with that.

As to when exactly the Illusive Man becomes fully indoctrinated, what you're suggesting with the remains of the human reaper makes sense.

We know from the comics his first exposure was in 2157 during the First Contact War, and by or around 2183 (the year this game is set) we know from the novels that Cerberus has begun experiments with Reaper technology and indoctrination on human subjects. Maybe they wanted to see if they could do the same with rachni, who knows?

I think the problem is likely that Indoctrination is a device that's been used throughout the series in a very inconsistent and Magic Plot Fixing Fairy Dust way to solve whatever problems the writers are having at the time. Maybe Drew Karpyshyn had a consistent vision for how it was going to work when he came up with it. The novels suggested he did, and the Illusive Man never turned up on screen until Mac Walters was on board writing. Walters also wrote the Illusive Man's back-story comic. But whatever the process or the intention, indoctrination ended up kind of a mess by the end.

woodaba said:
Oh, and yes, the big silver ball of what the hell.
I always read that bit at the end of the vision as it being a Prothean device returning to the caveman and maybe it was just knocking him out to carry out more tests or something. But...

...the Reaper idea is an interesting one too. Maybe the Reapers were keeping tabs on humanity to see if they were worth, erm, reaping or not? And the Protheans just happened to capture data on the incidents? You've just made me think about that from a whole new perspective. And now my brain is dripping out my ear too... dammit!

I think the giant sphere sitting in the middle of nowhere makes sense from a Prothean perspective, since storing data in big physical objects seemed to be their way of doing things, and plonking it down in some out of the way place would be their way of hoping the next cycle would find it without the Reapers interfering with it (same principle as what Liara prepares to do in ME3). But then it could work equally well from a Reaper trolling perspective...

...or like I said above, maybe this is just some hastily slapped-together bit of text that we're now thinking far too hard about :p

Joseph Harrison said:
You should give Tali the data, I don't really see any reason why you wouldn't just kinda seems like a dick move for the sake of a dick move not to give her the data.
That's my personal view too (don't let that affect anyone's voting though!). What I find most interesting about this choice is the way it's split on Paragon and Renegade lines. Note that it's the Renegade option that sticks to the rules (Shepard will quote Alliance rules and regs as his justification for not giving Tali the data if that's our choice) while the Paragon choice breaks those rules to give her the data.


Gone Rampant said:
I'd recommend Tali for the DLC- there's supposed to be an armour for her there that makes her damn near indestructible.
Cool, will do.

And yep, quarian armour is one of the rewards you can choose at the end of the DLC. Exactly what armour you get scales with your level, which is one of the reasons I've left it until now - by this stage we should get Quarian Colossus X armour (easily the best Quarian suit in the game) if that's what we choose. We don't need to actually have Tali with us to claim it, but she hasn't had much screen time lately so it'll be fun to take her along anyway.

Caramel Frappe said:
OT: I've missed your updates, was worried you may of been doing something else. No matter, everyone is happy you're updating again and I learned a lot. Like .. about a cow that steals money from you, that the monkeys are actually in this one rather then ME2 (which surprises me) and the fact you're still in fights with the rachni despite you've spared the Queen and all.
Thanks :)

Yeah, the Shifty Cow easter egg is very easy to miss. The second encounter with the rachni is easy to miss too - I'm pretty sure I never found it until my second play through of the game. IIRC there aren't actually any journal quests that refer you to it or anything, the system just appears unannounced on your map after you complete Noveria and you either go to check it out or you don't.

Since the galaxy map doesn't have the "completion percentages" for each system that the later games in the series had it's easy to think it's just a place you've been to before.

I quite enjoyed the pyjak side quest too - I think it shows that even though Bioware was obviously struggling with limited resources in terms of reusing the same four levels for the side quests, they at least tried to do something different with the missions around them them from time to time.
 

AD-Stu

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You're right, I think it is possible to get to that point without having encountered Cerberus at any other point - basically you'd have to do the entire Noveria plotline without doing the Kohoku / missing marines missions, or the Colony of the Dead mission on Chasca, or the Corporal Toombs / missing doctors mission we did earlier in this update. So it's possible, but given that missing marines is one of the first side quests you get given, it seems far more likely that you'd have encountered Cerberus than not by this stage.

On top of that it's not like Cerberus is actually a secret organisation at this point in the Mass Effect canon - it's got at least something of a public profile and it's been denounced as a terrorist organisation by both the Systems Alliance and the Council.

On top of THAT our crew aren't exactly clueless civilians, and I would've thought Wrex in particular would have known about them. After all, he's a mercenary who should be used to dealing with the galaxy's seedy underbelly. He already knew who Saren was, for crying out loud, and Saren should be a lot more secretive than Cerberus. I could maybe understand Liara claiming ignorance, but not Wrex.

At the end of the day though it's just a throw away line in a side quest and we probably shouldn't get all Spoony-what's-a-paladin over it :p

TopazFusion said:
Is ... is this really a thing? I must admit I haven't delved very deeply into the IT. Mainly because I haven't, and never will, accept it as anything close to canon.

But do people really use texture errors to support the indoctrination theory?
Yeah, that was really a thing. People were claiming mirrored textures (exactly the same kind of thing as I showed in this update) on the final Citadel level of ME3 were proof of IT... *sigh*
 

AD-Stu

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[HEADING=2]CHAPTER 5, PART 6 (Asteroid X57) - Frak the laws of physics[/HEADING]

Previously, on Lets Play Mass Effect: Grunka took Wrex and Garrus on all over the Attican Traverse on a hunting trip. By happy accident, some side quests got completed along the way.

The last one of those side quests netted us a geth data cache, and Tali has asked to take a copy back to the quarian fleet as her Pilgrimmage gift. Alliance regs say we shouldn't, but there was a unanimous vote to screw the regs, so...





"The only thing I can offer in return is what you already have: my solemn promise to stay with you until Saren and his geth armies are defeated."

"I never wanted anything more."



There we go, +1 Paragon points for breaking the rules. This must be the seventh or eigth time I've played through this game. Despite that, I've only ever been able to bring myself to say no to Tali here once, on a playthrough where I picked Renegade choices exclusively just to see all the extra dialog. It felt pretty awful, a total <a href=http://tvtropes.org/pmwiki/pmwiki.php/Main/KickTheDog>kick the dog moment.

The series writers seem to be fond of Tali as a target for kick the dog moments, actually. You get the opportunity for another senseless one at the end of her loyalty mission in ME2 (right after she's just been through a major personal trauma to boot), and again in ME3 at the end of the quarian plotline.

They're all optional, but I don't recall any other characters that are singled out for that kind of treatment that many times by a Renegade Shep. Correct me if I'm wrong?

Anywho that's our good deed for the day. In the process of all that side questing last update we've run ourselves up to the 9,999,999 credit cap again, so let's go shopping:



9.9 million credits later we have a few things to show for our efforts, including a set of Colossus X armour for Tali.



In fact, we got three sets of it. As well as a bunch of other duplicate or pointless stuff - I think the only other useful things we got were another Savant X omni-tool and a few more Spectre X guns. So we go sell all the rest of the stuff back to the Normandy requisitions officer for a bit over 7.8 million.

Now off to our main quest for this update - Bring Down the Sky, the game's first DLC pack (which we're playing second). I don't know why, but this DLC (on PC, at least) is actually pretty hard to track down now. You can still download it (AFAIK) from <a href=http://masseffect.bioware.com/me1/galacticcodex/bringdownthesky_pc.html>here, but I don't think the serial key generator works any more and you have to contact EA support to get a key or something. I saved the executable and the key to my hard drive when I first got it (before ME2 was released) so I just reinstall from there any time I need to.

Pinnacle Station, on the other hand, is readily available on Origin. Does this have something to do with the fact that Bring Down the Sky was released free to owners of the PC version and Pinnacle Station was paid? You be the judge :p

Anywho, the adventure begins in the Exodus cluster, which is also home to Eden Prime (the planet where we started the game). We want the system next door though:





This system is home to Terra Nova...

"Whoah! I thought they just sent us back in time, not across the galaxy!"

"You were an over-budget Avatar clone that got cancelled, so we'll never know for sure."

*pouts*

...and Asteroid X57.





Uh oh. That sounds bad. Better go investigate!













Oh good, more fun in the Mako I hear you all saying ;)





So here we are on the surface of the asteroid. Let's check our map:



Sure enough, three fusion torches. Since we haven't done one for a while, let's do a quick stats check too:







We're all up to level 53 and at this stage we're really just fiddling around the edges - everyone has loads of points in
the key skills I planned for them to have. Note too that we're finally starting to make some progress towards filling one of our morality-meters (Paragon). The whole balanced-playthrough thing hasn't exactly worked out for us (among other things I've missed a bunch of free points, on both sides) but what the hell, we've had some laughs :)

Anyway, before we investigate the fusion torches there's a marker behind us on the map to look at:









That sounds like something we should investigate when we get a free moment. We also get a good view of the battlefield from up here:





Those are a minor annoyance - they're missle turrets hidden inside bunkers that only open up when you're close to them, meaning we can cheapshot them from a distance. So we need to resort to the other standard missle turret tactic: running around in circles. I'd say cue the Benny Hill music but screenshots don't really do the hilarity justice, so let's cut to the bit after they're destroyed.













So... yeah. The four-eyed blokes are batarians. They're "vile" and "evil" according to the marketing for this pack. Just to jog your memory, they were the bad guys who raided Grunka's childhood home on Mindoir in 2170, killed her parents and enslaved what was left of her colony. Batarians also funded the Skyllian Blitz attack on Elysium in 2176 - Grunka was there too. So you can see why she doesn't like them much.

"Ooh ooh ooh - did you know <a href=https://twitter.com/CaseyDHudson/status/97906675377385472>the initial ME story had batarians instead of geth, and the batarians were small bat-like people?"

Not until I read that. Thanks Casey. Though "small bat-like people" don't exactly sound very threatening, so maybe that's why they were cut. Spoiler alert, this update is the only time you'll see batarians in this game, as one of the DLC's big selling points was their introduction as a new race. The only indication we have of what they would have looked like as "small bat-like people" is the codex image that shows before you install Bring Down the Sky:



Batarian space is also fairly close to human space, and the two species have been competing for colonisation rights on various worlds since humanity took to the stars. The batarians got so pissy about it that in 2171 (14 years after human first contact with aliens, one year after batarians raided Mindoir, and 12 years before the events of this game) they asked the Council to declare the Skyllian Verge a "zone of batarian interest" to keep the humans out. The Council refused, so the batarians threw an epic temper tantrum, chucked all their toys out of their cot and cutting diplomatic ties with the Council races. They've since chosen to spend their time hiding out in their own systems, funding pirates and slavers to do nasty stuff on their behalf.

Anywho, enough made-up history. These batarians have cried harak chekt chekt let slip the varren of war, so we'd better shoot them in their beady four-eyed faces.





This starts out as a reasonably difficult fight, since you get swarmed by varren which hit hard at melee range. Garrus got bitten by one of them and had to have a lie down. The batarians also have engineers with the Sabotage ability to disable our guns... which is annoying when the shoe's on the other foot. Still, Grunka and Kaidan persist and soon all the bad guys are dead. The torch controls are in a back room.







"My name's Kate Bowman. I'm an engineer. I was part of the team assigned to bring this asteroid to Terra Nova.



"I think they know the torch went out."

"I know batarians are pretty gawd-damned stupid, and comically evil too according to the marketing, but why are they doing this?"

"I don't know. But if this asteroid isn't slowed, millions of people on Terra Nova are going to die. If I find out anything I'll... I've got to go. Good luck."

That... wasn't exactly helpful. We've been able to put a name to the voice at least though. On the way out we run into this guy:





He promptly tries to shoot us.







"Sorry. I didn't even realise you were human until... well. Guess I'm not much of a soldier."

"That's what you humans call stating the obvious, right?"

"Exactly right. *turns back to the not-much-of-a-soldier* I know you're scared. But I'm here to help. Commander Shepard, with the Alliance."

"Simon. Simon Atwell. I'm the chief engineer on this rock. We don't have much time. The batarians fired up the fusion torches. You've got to shut them down before we hit Terra Nova!"

"I'm no physicist, but shouldn't we have to do more than just shut the torches down to stop the asteroid hitting the planet? An object once in motion and all that stuff? Don't asteroids that are already moving hit planets all the time without the help of fusion torches?"

"Erm... uuummm... well..."

"What I think the engineer is trying to say, Lieutenant, is that pointing out stuff like that is probably what got you beat up so much in school."

Kaidan does have a point, of course. Simply switching the torches off would do absolutely nothing to stop the asteroid hitting the planet. We'd need to somehow rotate the asteroid and then fire the torches in the opposite direction or something. Rookie error in a sci-fi game IMO, but most people are so busy hating batarians at this stage that the writers pretty much get away with it.

Anywho, Atwell goes on for a bit more about the consequences if the asteroid is allowed to hit the planet. The asteroid is twice as big as the one that probably hit to wipe out Earth's dinosaurs, so if it continues on its current path the planet's four million human inhabitants would be...

"Properfucked?"

...aye, that. For about the next million years. Then there's more discussion about how evil the batarians are, because they're doing this even though asteroid drops are against Citadel Conventions. The scale of reprisal the batarian government could expect from the Citadel races leads Atwell to suggest that this is probably a rogue group acting without the backing of their government. Here's what Grunka thinks of that idea:



Anywho, he tells us the batarians landed at the main facility, which is now locked down and we need their new passcodes to get inside. He heard someone call the leader "Balak". He also points out that he helpfully placed a whole bunch of mines around one of the torch stations we have to shut down, so we have to approach it on foot. And this:





Wow. It's official, the batarians are now basically the Nazis of the Mass Effect universe.





"Katie's alive? She's one of my best engineers. She signed on with her brother. Aaron, I think his name is. He's part of the security detail. I hope they're okay."

"He works security and you only think you remember his name... he doesn't wear red shirts by any chance does he?"

"As a matter of fact yes, he does like wearing red. Why do you ask?"

"Oh, no reason. I'm sure this'll end well for him. I should go."

We hit the road again. On top of a nearby hill there's a damaged transmitter tower. Repairing it adds a bunch of interesting stuff to our map.







Those new points in the corners of the map are the survey stations that Atwell's missing people went to check out. We've already been to the one in the bottom left. On top of another nearby hill we find this.







You can turn the music on and it plays cheesy elevator music... which I think is a disappointing missed opportunity to have AC/DC play as the soundtrack for the rest of this mission, but whatever. Actually it occurs to me that doesn't have to hold us back, so if you're so inclined...


Much better! Next up we check out the survey station at the bottom right of the map.





She's dead too - hands up if you're surprised. Nobody? Thought not. Her logs say the batarians found her hiding inside the hut:



Here's the next torch station - the lights indicate the outer edge of Mr Genius Engineer's minefield, so we get out and proceed on foot.





Basically you've got to weave your way through the minefield without getting too close to any individual mine. Which would be all well and good, except halfway across the field a bunch of batarians (including Rocket Troopers) pile out of the torch station and start shooting at us. This is a job for Immunity and getting to close range ASAP!





Inside is another warehouse type environment filled with batarians and flying drones. This one very kindly gives us a little raised battlement to hide on though, which trivialises most of the fight.













When the torch is shut down, Kate calls us up again.

"Are you there? You've got to hurry. You've really pissed them off. Their leader's setting charges everywhere. I think he's going to blow this whole facility... don't shoot, please!"





Subtitles spoil things again - this is Balak.



Kate refuses to say, so Balak shoots the hostage in the head. They're really laying it on comically thick with this batarians are evil thing - I almost expect Balak to turn around and boot a fluffy kitten across the room at this stage.

Balak cuts the connection, so we're forced to go on to the third torch without our radio buddy.





That's Kaidan getting up after collapsing from a couple of measly direct hits from rockets. Emo.



This station distinguishes itself from the others with its cool nightclub lighting and its U-shaped layout, which forces most of the stupid AI enemies to run down, around the bend and straight into our killbox in small groups without us ever having to leave the entryway.







With the final torch shut down (if you ignore the laws of physics) we've just saved the planet below. Now there's just the remaining batarians to mop up. once again the game pulls its "spawning behind you" trick and we find these guys waiting for us on the way out.



"Oh I don't know about that..."



"We can do this the hard way... or we can end this peacefully."



"N'yeah, you obviously haven't met my friend Commander Shepard - with her, the peaceful way is the hard way..."



"I signed on to make a little profit. A quick slave grab. Nothing more."

I know it pales somewhat in comparison to smashing a giant asteroid into a planet, but I don't see how he thinks telling us that he was 'just' here to enslave a bunch of people for profit is supposed to make us want to shoot him any less. Maybe it's there to give us a bit of insight into the batarian mindset (they're quite big on slavery, and don't see it as the absolute moral evil that decent regular people do).

So it's against her better judgement that Grunka decides to metagame and sacrifice combat XP for Paragon points:







We go with the Paragon/Charm "Forget Balak" option and this is what Grunka decides to go with:



ParagonShep - making deals to help criminals get a promotion instead of shooting them in the face since 2183CE.





Charn gives us the access code to the main facility in return for letting him go, and walks his troops out the door. Fortunately this does pay off with a reasonable haul of Paragon points.



One more survey station to check out on the way to the main base.







We follow the footprints over the hill and find another body. It's been shot by a sniper, apparently.



Nothing left but the main base now. It's protected by a heap of moving turrets, which are taken out with the usual Benny Hill running in circles routine.





Immediately inside the door is the lobby we saw Kate in during the cut scenes earlier. Pretty crap hiding place, if you ask me. An office or a storeroom or an air duct or... basically anywhere else, really, would've been a better choice. No wonder they got found.





Inside is a large multi-level circular room. As an aside, this area was apparently built for an early version of Liara's recruitment mission, which somehow involved a salarian drug lord and this was his hideout or something. That stuff got cut (which is why Therum is shorter than, say, Feros or Noveria) and the level got recycled here instead.

There's a bunch of batarian soldiers running around in here, supported by flying combat drones. Let's get to killing them all!








We even find a rare use for the sniper rifle!





Balak only turns up once you've killed all of his mooks...



"You're almost more trouble than you're worth."







"I can't just let you go, Balak. Not after what happened here. Plus I promised to kill you so that some other shady four-eyed bastard could take over what's left of your gang.

"This is nothing. You humans have done far worse to the batarians. We've been forced into exile. Forced to survive on what we can scrounge up. It's been like that for decades."

"Well why don't you cry about it - with all those eyes, I think you'd be pretty good at it. Otherwise don't make it sound like you're the innocent party here. You brought it upon yourselves."





LOL - Balak managed to blink all four eyes right as I took that screenshot. After building the batarians up as puppy-kicking Nazi puppy-rapists throughout this mission, Bioware decided to shoehorn in a morality element right at the last minute. It doesn't seem to be working on Grunka.





He's really nailing this blinking thing!

"You couldn't possibly understand... actually, you just don't want to understand. And I'm done wasting my breath. Now if you want your friends to live, I suggest you step aside."

At first i thought it was out of character (or a textbook bad villain mistake) that Balak even took hostages, since he just killed everyone else he found outright. But note that he only started taking hostages after he found out there was someone fighting back that he might need leverage over. Clever, I guess.

Anyway, we're presented with two choices - attack Balak, or let him go so we can disarm the bombs and save the hostages. With apologies to anyone who'd like to see Balak die I chose to metagame this one too and save the hostages for the Paragon points. And because it's good to save hostages. But mostly for the Paragon points, in the hope they'll get us back on track to unlocking the Paragon-only side quest.





He blinks all the time on camera, and now his varren is yawning. Nice. Balak runs away, we're left to disarm three bombs in two minutes and he spawned a bunch more drones to hassle us while we're doing it...



...but we got our sweet 24-point Paragon haul, so that's the most important thing, right?









There's a bit of a goof in this too, by the way. We had to run around and disarm three bombs in the main chamber, but if we'd chosen to kill Balak instead, then only one bomb would have gone off, inside the room where hostages are being held, killing them and nobody else. It was obviously done for gameplay reasons (sauntering over to disarm just one bomb wouldn't be very difficult, while letting the main chamber bombs go off after killing Balak would kill Shepard too and wreck the joint for the epilogue) but before we have time to ponder that properly, Atwell the Useless Engineer appears out of nowhere.





"I... there might have been something I could have done to help. I thought I should be here. I know this asteroid better than anyone."

"And I know the business end of a gun better than anyone - everything in its right place, old man."

"Oh. Even so, I thought you'd still like to know..."



"I ran the numbers, Shepard. X57 would have struck near the capital city. The most densely populated region. But that's not going to happen, thanks to you. Is Katie in here? Is she all right? Is her team?"

"Balak was holding them hostage. I let him go to save them."



Atwell offers us a reward for ending the batarian threat and saving his world (he offers it regardless of whether you choose to kill Balak or save the hostages, BTW). Here's our choices:



Part of the reason I've put off doing this DLC until now is the equipment rewards you get here scales with your level, and at high levels he actually gives out some pretty rare stuff. His omni-tool in particular is a really good one. Thing is thanks to the millions of credits we've dropped at the supply ship we're all sorted for omni tools, quarian armour, medium armour and heavy armour. Liara could still use a better set of light armour though, so we go with that. We get a set of Colossus XI, which is pretty sweet.

The same scaling applied with the reward weapon you get for completing the side quest in Pinnacle Station BTW - but the difference there is that regardless of your level, the weapons he gives you are always crap. High level crap, if you wait, but still crap :p



"Have you found them?"

"Yes, all of them. Their bodies, anyway."

"Oh. I see. Well, then. I guess it's better than not knowing."

That just leaves releasing the hostages - yes, we actually left them locked up while we talked with the doddering old man.





"I half expected you to just let us die. Sacrifice the few for the many."





"Your brother was the one Balak killed?"

"Yes. Aaron."

RIP Private Red Shirt. You red shirted just as hard as you knew how. We finish up some small talk with Kate, and somehow come away from the conversation a bit over 200,000 credits richer.



And that's it, mission over! Tune in next time for... well, for whatever you vote for below!

So what should we do next? We've got one more major quest world to go, Virmire, which is waiting for us to arrive. Here's the thing though: when I started this LP I said I was just going to cherry-pick the best of the side quests. But as it turns out we've done almost all of them and there's only a handfull left. So what would you like to see?

- Get back on track with Virmire, skip the side quests, or
- Finish the side quests first, giving us pretty close to a completionist run?

Place bets now, and as always, thanks for reading :)
 

karma9308

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I'd like to see you get back on track and do Virmire. You've already done the character side missions, and you've essentially done all side missions that even get acknowledged if you do an import into ME2. I think the only ones left are the collection side quests that Conrad Verner gives you more war assets over.

Besides, I'm interested to see what happens after the Virmire mission.

On another note, do you have any plans to do a ME2 run as well?
 

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?