Mass Effect playthrough – Pt2

a second wind special

Part two of FBT’s Mass Effect playthrough sees DGAFShep thin out her team and gets angry playing hide and seek with a kid in a forest instead of stopping the Reapers.

So far, despite not caring in the slightest, DGAFShep has stopped Sovereign and is about to stop the Collectors.

Here we go – Goddamnit I need to do a side mission to trigger the IFF. Begrudgingly I do Miranda’s loyalty mission, as she’ll make a good consigliere for my gang and looks better in the black outfit – but I force her to kill that guy and cut her sister out of her life; once you join The Red Sheps, you join for life.

With less than half the team loyal, I know this will be a blood bath. I’d upgraded the Normandy (self-preservation) but expected someone to get offed on the approach. All present and correct. As we head into the base, it’s as tense as my first playthrough – it really is a suicide mission. Ironically, not doing the loyalty missions has distracted me as much as they are; I want to work out how to make everyone survive but DGAFShep wouldn’t care so I pick who I think is best suited and hope for the best. As we cut through the Collectors, I’m on edge – each cutscene is fraught as I watch to see who falls.

It’s not until the seeker level that the team starts to fracture. As my consigliere, Miranda was constantly in charge of the fire team so I didn’t have a loyal biotic. Jack did her best but eventually dropped her shield and … Thane didn’t make it, swept away as we reached the door. One down, loads to go. I always felt ME2 was overstuffed with squad-mates anyway … Not bothered. Don’t care. Sniff. I didn’t even let him connect with his son. I’m a monster.

This is it. The final push. I chose Samara and Jacob, while Grunt takes the crew to safety – I’d default saved them by immediately going to the base. The biotics take care of the collectors and I take out the giant Terminator. TIM pops up to plead for the Collector base. I’ve always destroyed it and earned his wrath, but this time I think he’s right; let those deaths count for something … okay, the base is yours. Anything to get DGAFShep out of this.

The base falls apart and Jacob goes sliding off the edge of the platform and … I catch him! I expected him to fall but no. Wow. Maybe it’s not going to be as harsh as I – Oh. In the aftermath I find Jacob’s body. Poor Jacob; he was a character I always struggled with. A committed soldier throwing in with Cerberus, it seemed as if he was supposed to be a friendly face versus the ultra-loyal Miranda, but it never quite gelled; he always seemed too straight-laced to defect; he was deluded if anything, so I never saw him as a Shep-lite. As I help up Samara, I figure one out of two isn’t so – Samara dies in my arms. I should go. As I escape, I ask for an update and … Mordin didn’t make it either. Harsh, but not as bad as I expected. Okay, I lost a third of the team but DGAFShep did what she set out to do, and made TIM very happy. I wonder if there’s a romance option with TIM in ME3?

I have mixed feelings about ME2 now. It started well, but TIM-related Renegade options are for rebelling against him rather than aligning and that makes them Paragon from an Alliance perspective, while Paragon options just have her forgiving rather than siding with him. A renegade should fall in with Cerberus, become what Ash alluded to. Instead, they just part on wary terms; TIM should want Shep to stick around and Shep knows nothing’s changed with the Council; why give up when things are just getting started? It’s fine if Shep is a girl-scout at the end of the day, but ME1 had a lot of grey areas – If she’s a linear hero then really, Renegade and Paragon are just cosmetic choices and TIM’s sermons hollow. Choosing Cerberus could still mean reaching the end goal – stop the Reapers, and being a Spectre allows Shep to take whatever route she sees fit, not try to earn Anderson’s approval.

DGAFShep in ME2 wasn’t really evil enough to warrant the glowing eyes either; even the people she kills deserved it. Her Renegade interrupts are more DGAF than ‘you die now’ – One time, I get a renegade option to shoot a mech. Wow. Instead of visiting my favourite store on the citadel I just bully the owners into a discount. Shep’s just indifferent; I didn’t stop that kid while taking down Archangel (Garrus shot him not me) and I let that high-as-a-kite Volus get killed.

ME2 assumes I care and want to help squadmates gain closure. Yes you can mess their missions up but that’s not Renegade, it’s just petty. Surely Renegade is a dangerous option, not just a bit stroppy. Shep’s refusal to interact does impact the characters though; Jack and Miranda never get into it and neither do Tali and Legion.

Focusing purely on the main mission, I more readily noticed that ME2 lacked a clear villain. TIM isn’t revealed as such and the Collectors aren’t really doing much for most of the game – a human reaper is terrifying but rather than just a larva I’d have loved to see that thing blast out the Omega 4 relay and attack like Sovereign did, or speak up – The Reaper is people; it might have an interesting take on things given Harbinger was just a disembodied voice.

The biggest let down though is the lack of impact from ME1 moments. I got stopped by an ex-ExoGeni employee to tell me how well the colony is doing (Colony of one with no water or food you mean?) and that’s it, other than a few ‘remember me?’ moments. Also, I find it hard to believe the Alliance would still trust Shep. I sided with avowed terrorists and Saren would be proud of how I abused my Spectre status yet Hackett still sends Shep to sensitive bases full of stuff Cerberus would kill for. I would have loved to see the ME story branch out – Miranda gives you Cerberus tasks instead, exploring their goals and ideals, let you to decide if TIM maybe has the right idea – or at least a more effective end-game than the Council’s ignore it until it goes away.

Oddly then, I’m really looking toward Mass Effect 3 to pull it all together. For all its faults, ME3 relied heavily on ME2 actions – what about Thane stopping TIM’s prancing emo sidekick? What will happen in the Asari monastery with no Justicar? Who’s going to cure the genophage? And Jacob? Erm … I’ll get Miranda to hook up his girl with iPartner Connections. I also realise DGAFShep has made things more difficult – I missed Arrival, and Liara never became the Shadow Broker (why would I ask her about her personal problems?) Also, David is still trapped in the Geth AI machine somewhere – and it’s a testament to that mission’s moving story that I genuinely feel bad about it. It all has an impact in ME3, not to mention I left Reaper tech intact for TIM to sift through; that’s new and now he owes me one, surely? Coming for you, TIM. I mean the Reapers, I’m coming for you, Reapers.

I’d forgotten about Mass Effect 3’s cherubic, innocent child that gets offed then haunts Shep’s 80’s music video dreams. A wise man (TheMorty) once said that the role would have been better filled by whichever character you let die on Virmire and that made sense. There’s millions Shep can’t save, but Kaidan represents what she sacrificed and to have her guilt actually explored with a familiar face instead of chasing a brat around a forest would have been more interesting and tied it all in. But ME3 is less about tying in, it’s about tiding up.

Anderson pulls us from jail to speak to Earth defences, and just as I start thinking ‘why would they want to see a renegade terrorist traitor’ Anderson bellows “I don’t know why they want to see you after all the shit you did!” Oh. Finally, an impact. Sort of. As I tell the earth council they’re idiots for not listening to me two games ago, the Reapers attack. We leave earth and Anderson expects us to get help. You thought that through Dave?

Hey, TIM! Hows it going, you mounted that Reaper head in your office? Remember the time you and I – wait, why are we villains to Cerberus now? Shep’s done nothing but make him proud. It’s the first flag that ME3 doesn’t care so much about your choices as it does keeping to its own narrative. Even if TIM’s indoctrinated by this stage, the Reapers would be desperate to do the same to Shep. Hero of the Citadel as a Reaper spy? Regardless, there’s no reason why ME3 couldn’t have split into two plots, Cerberus and their Reaper-control plan vs Alliance’s destruction – ME3 should be a constant emotional battle for Shep; she wants to save the universe, but it’s going to cost. Going free-agent and having Cerberus missions as well as Alliance could have created entirely new experiences; the foxy Eva instead of EDI for one. Switch allegiances back and forth as you gather forces before committing to one side’s solution. Skyrim did it. But not Mass Effect; a game renowned for it’s choices and impacts. TIM hates me for no reason other than the plot demands it and we blindly support the council who caused this mess. But I shouldn’t be disappointed in the linear story – not when I have choices to be disappointed by.

It would be great to see one seemingly small ME1 event having huge impact, but ME3 doesn’t really have time for that. The war has levelled everything, and nothing except stopping the Reapers really matters – I guess that works for DGAFShep, she’d ignore the repercussions anyway, but it would have been nice to see the actions Shep set in motion become sizable barriers or shortcuts now. Least we still have the old gang, right?

I accept most of the ME2 Dirty Dozen have moved on but Miranda? This will not stand. She was a Cerberus loyalist and we followed the Cerberus party line to the end. There’s zero reason why Miranda would go on the run in this playthrough. Imagine Miranda in the Kai Leng role, hunting us down. Whoa. The game is quick to replace dead characters with clones, there’s no reason Miranda couldn’t have been the one to try and stop us. It would have been amazing!

First off, Kai is a terrible villain. He fails in every encounter until he has a gunship behind him; you wonder what TIM sees in him. He usually gets beaten by a bedridden lizard who can’t breathe – He even got shot by Anderson once; well, twice. Miranda as the antagonist would be a viable threat; she knows us – inside and out, literally. It would turn ME3 into something much more wrenching and intimate to see them go at it, tied into choices with her loyalty mission. Given the unending adulation the rest of the team doles out, can’t just one of them not fall in line? The only time I seem to really piss off the crew is during the Leviathan DLC; I force the daughter to maintain her connection even though James warns me I’m killing her. Afterwards he stroppily marches off grumbling I went too far (and it’s implied she died later, whoops). Aside from that, I can’t bolt around the Citadel let alone the Normandy without some squad member wanting to reminisce about stuff we didn’t do and make deep, meaningful observations. Except Ash.

One of my favourite moments in ME2 is Ash rocking up just to tell us to piss off. I loved that Ash was angry Shep fell in with Cerberus – she was right to be. Ash was pro-human until Shep influenced her (DGAFShep didn’t but still) and in ME3 it’s awkward – Ash says ‘I used to’ when asked if she knew the commander; the tension continues and DGAFShep’s STFU responses don’t placate her (and I don’t visit her in hospital either). We’ve seen Ash grow; she was full of self-doubt in ME1, found herself in ME2 and in ME3 it’s like we’re equals; and DGAFShep has done nothing to convince Ash she’s still the skipper – but I’m getting trigger-happy-ahead of myself; Shep’s barely warmed up.

The renegade options do make Shep see red again, but rather than murdering people, DGAFShep’s rants are just taken as inspiring honesty; I don’t think rousing a squad of Turians with tough talk really deserves glowing eyes. There’s one flash of genius where we go round two with al-Jilani, who ducks a punch so Shep headbutts her. Nice. I have that General on the Citadel assassinated to save running about and as I issue the kill order, he thanks me for helping him see sense back in Cora’s Den. I never spoke to him before. People just can’t stop crediting Shep for stuff she didn’t do. Maybe I have a clone running about somewhere.

As I accept that my previous actions don’t really count in ME3, I concentrate on uniting the universe – and realise that means doing everything since it all relates to the war effort. Still, with the straight-arrow mindset and avoiding small talk, ME3 accelerates as fast as ME1 did; I hadn’t really noticed it before but everything has a dangerous or desperate feel to it. The losses, the determination, it really starts to grip when you’re not scanning for a Volus’ missing laundry; DGAFShep’s ‘get the job done’ attitude works so well – there’s fricking Reapers landing Joker, haven’t got time to groom EDI for you.

The fights are gritty stuff. When the shuttle door opens and we’re dropped into the LZ Shep is agile and responsive while the squad-mates follow my lead even more effectively than in ME2. It’s a tight shooter when considering the size of the missions which all have great, epic moments and explosions. Shep is a hero no matter how DGAF she tries to be. The various Reaper and Cerberus forces are a challenge; it’s a fast, focused game and in the heat of battle I lean towards thinking ME3 might be my favourite. Then it does something to really annoy me.

Because I didn’t do Mordin’s loyalty mission, it could be assumed Maelon completed his cure. But no. He failed and new guy Wiks took over the project. So we go through the same plot with a reskinned Mordin. Although I feel cheated it just reworks his story to hit the same beats, I’m asking too much of ME3 – it would be a shock to not be able to unite the Krogan but really, that’s a dead-end story-wise and would only have worked if it had been set up in ME2 – If I knew Mordin had the cure and still let him die, then I would expect repercussions but it makes sense someone else would try. I would have liked to see it be Maelon and all the conflicts that would bring but Wiks does a good Mordin impression (doesn’t sing though). Despite it being a rework, there is an impact – Eve dies and Rex laments that without her, uniting the Krogan will be hard. Ultimately, the choices of ME2 don’t alter the outcome just how we reach it – there’s still a sense I didn’t have to import my character.

We head off to the ‘so hot they’ll kill you’ Asari monastery. This is where Samara takes care of her other Fatal Attraction daughters, but without her … it’s the same mission; apart from daughter Falere making a snide comment about if we couldn’t protect her mother we can’t save her daughters. Which is … true – once the monastery is destroyed, Shep rightly says she can’t risk letting Falere go free and choses to kill her in the face. She doesn’t even get to turn her back like the other Asari I shot. Jeez DGAFShep hates Asari’s – she let Samara’s killer daughter go, let Samara die then after one daughter dies at the hands of a Banshee, I shot the last one. I couldn’t have failed Samara any harder if I tried. Annoyingly though, Liara does nothing. You’d think she would plead Falere’s case; being the Shadow Broker’s changed you. Wait, what?

I check I’ve not accidentally imported DoGAFShep. How in the hell did Liara pull that off without my help? Liara explains it with ‘oh I just tracked him down and took over so I’m now an inter-galactic secrets trader’. Liara has a bigger character change than Billy in Beverley Hills Cop 2. It’s makes no sense, feels wrong for Liara and really draws attention to ME3’s unshakeable story. It’s not like her being the SB really has an impact anyway. Also, she still comes in for a hug – DGAFShep is not a hugger.

Missing Jacob seems to have no impact at all; we still save the Cerberus traitors and a scientist takes his role. I do briefly meet the doctor who was forcing his autistic brother to drive an AI machine but since DGAFShep never met him I don’t get a Renegade option. He only mentions a project that went badly wrong and how Cerberus was forced to nuke an entire planet to contain it. Sorry David. Shame he didn’t reappear HAL2000-style, or as the king of the Geth. Real shame.

I was excited to see how the game handled Thane’s death though. I shouldn’t have been. The only real impact is Kai manages to kill the councillor; Captain Kirrahe would have taken Thane’s role but I killed him too so no chance for the counsellor. Oh wait, an ME1 impact! Talking of which, what about Udina? And Ash …

Like a Renegade interrupt, we’ll pause here. Read the third and final part of FBT’s DGAF playthrough to see if Ash and Shep patch up their differences …

or if one of them is patching up bullet-holes.

Mass Effect playthrough – Pt1

A SECOND WIND special

In a special 3-part playthrough, FBT takes on an unconventional approach to the classic sci-fi series; FBTShep is Bi-Paragon and Renegade-curious

I’ve played the Mass Effect trilogy more times than I can remember. But never as a Renegade; all my Sheps have been good Sheps. Not intentionally, but the unfolding of a galaxy-wide threat drew you in as you grew into the role of saviour – playing any Renegade options just seemed a dick move. About the only renegade thing I do is dump Ash for Miranda and be rude to Udina. Thing is, even Renegade Shep wants to save the universe, but what if Shep didn’t actually give a shit? If they were good or evil, just indifferent? If the series is all about choice, how easy would it be to save the world if the only person for the job threw a sickie?

I was also curious about how the Reaper invasion would play without any distractions, romances or side-missions. Should Shep really be wasting time chatting to adoring fans, trying to bed the crew and doing personal admin while Reapers are decimating the universe? A large part of Mass Effect is the experiences, the moments, the family feel that comes from Shep’s George Bailey impression. What happens if the universe is in the hands of a DGAFShep?

I decided a few rules – I know how this story plays out, but DGAFShep doesn’t, so;

  • unless it’s described as Reaper-related Shep isn’t interested

  • I use Renegade options if a situation threatens the mission otherwise it plays out as neutral.

  • I use Paragon if it gets Shep what they need to progress – otherwise neutral.

  • no conversations, side missions or loyalty quests

  • no romances.

  • DGAFShep isn’t renegade/paragon, they just wants to get this done and crack a beer.

  • I should go.

Mass Effect 1. DGAFShep is an Earth-born orphan who ran a street gang before joining the Alliance to escape. I chose femShep to avoid the Ash v Miranda trap again (just have to resist Trainor). Anderson describes me as a soldier who gets the job done no matter the consequences – in reality I don’t care, but a bad rap helps cut to the chase. I even adopt a skinhead look, just to appear meaner. Don’t mess with DGAFShep.

It’s been a few years but ME1 has held up really well. Now a decade old, it’s basic but a detailed, convincing future. And being rude in the future is easier than I thought. There’s some good cut-the-bullshit lines, and it’s fun to not put up with Joker’s shenanigans. Mostly though Shep just holds everyone to an impossibly high standard; she has no time for the crews concerns and is pissy with an unarmed dock worker who smartly ducked a fight between Spectres. I also feel a bit lonely; I miss chatting with the excitable Tali, reassuring Liara and breaking down Garrus’ cynicism. One thing I hadn’t counted on; is DGAFShep pro-human? Paragon Shep put human interests aside in favour of the galaxy, whereas the Renegade options turn her into UkipShep. That’s not DGAFShep, she just wants out, so I take John Lennon’s approach – ‘I don’t believe in Beatles, I just believe in me’. Didn’t imagine her as a Beatles fan.

If missing the gossip speeds up Shep’s progress, avoiding the side missions and searches has turned ME1 into a speed-run. Suddenly it’s all about the Reaper threat and I quickly stop pining for missed missions and moments; this is intense. Events like Virmire come up so much quicker when I’m not spending hours staring at the Mako’s arse, while avoiding chat and side-missions makes stuff like Noveria race by – I develop a sense of urgency that wasn’t there when I was off looking for that Admiral’s team then figuring out where he’d gone too. Finally, Shep’s “I should go” sounds right; I should. When I make my stop at Feros I drive right past the ExoGeni group and just drop off the daughter and depart. I only picked her up because it’s scripted, otherwise I’d have left her to the Varren; Shep’s not bad, she just DGAF. But when Shep is bad, she’s very very bad.

Killing the Rachni Queen was harsh. I coincidentally took Rex and he made a compelling case for wiping it out so I had to go through with my first truly DGAF choice. She was a possible risk, so I gassed the bug. The Thorian Asari tries to convince Shep she’s as changed on the inside as the outside by turning her back and kneeling, letting Shep decide. Seems like proof enough to me that she’s innoc – Shep just executed her! Holy shit. In the back of the head, while kneeling. She was a danger hence following Renegade but I thought we’d arrest her, not blow her head off.

Only one Feros colonist survived and I don’t fancy their chances since I didn’t do any of the side-missions there. On Virmire Shep shoots another Asari in the back as she runs off. No wonder Liara always looks worried. Sometimes it wasn’t even my fault; it was a complete coincidence I took Rex on the Fist mission, forgetting he was contracted to kill him. Rex is clearly a bad influence.

Playing as a complete git wasn’t my intention, but quickly I’m consumed by the chase – anything that might distract from stopping Saren gets put down quick. I barrel through speech options, don’t get emotionally involved and it becomes much easier to make the tough calls. I don’t even know why but at Peak 15 the security guards turn on me. Obviously I said or did something I shouldn’t but that never happened before, and it doesn’t bother me; they’re between me and my goal of leaving work on time. I’m unstoppable, and this new-found personality really comes into focus on Virmire; I expect to put Rex down – I never spoke to him so not like we’d built a bond and I don’t have time for his tantrum so use Renegade options, but after some home-truths he backs down; it’s brilliant. I don’t even have the option to talk Saren around, we just insult each other. Oddly though, Captain Kirrahe died? Not sure how I contributed to that; I sent a team member with him as always. It’s interesting how those subtle changes to Shep’s approach have larger impacts. I picked Kaidan to die simply because Ash was guarding the bomb (convenient). This play style also has an impact on me; I’m nowhere near the usual XP levels so we’re getting through a lot of medigel and I don’t have the cash to buy the high-powered weaponry. Not caring takes a lot of work.

While I get into Shep’s Dirty Harry-style approach and the new-found urgency, what is disappointing is how everyone just takes the rudeness on the chin. Shep criticises Ash for losing her team on Eden – where Shep herself just lost a squad-mate – but I’m still the best commander ever, and I tell Liara her psychic link is a waste of time but she does it anyway. Anderson just nods sagely at my extremism (tellingly, Udina is the only one to call me on my bullshit). They just don’t get shirty or in my face – I was expecting more backchat, or a questioning of my orders. No time to care what they think though, I’m right on Saren’s tail and so caught up nothing else matters. When we get grounded in the Citadel, I’m actually furious and tear Udina a new one. DGAFShep smirked when Anderson laid him out.

The ending though. I didn’t have the option to convince Saren to kill himself, so I had a fight with him that I’d not had before, and let the council die to concentrate on Sovereign. Not because I dislike the council but if Sovereign goes, I go home. I chose Udina to lead the council because I thought he’d protect me. It was the best/worst choice I’d ever made. He hilariously/terrifyingly turned into The Emperor, raging about how the galaxy will bow before humans and his new council will wage war on the Reapers as we dominate the galaxy. It was great if ominous, and instead of walking off heroically, Shep just stood there giving the best DGAF face I’ve ever seen. It’s beer o’clock.

While I didn’t miss scanning the collectors or spend hours dressing each crew member, it was tough to pass up missions and moments; but it was worth it to discover the backbone of ME1 is a pure thrill-ride that didn’t sag; it became as exciting as the first time I played, and I can’t wait to see how this attitude plays in ME2 – and how DGAFShep treats The Illusive Man (aka TIM).

In ME1 Shep was a borderline psychotic. She wilfully murders people, even when it’s certain they’re no longer a threat. DGAFShep is more dangerous than a Renegade, so I wonder how she’ll fit into TIM’s ranks. He likes things just so. In that mindset, I look for a way to leave Joker to his fate at the start of Mass Effect 2 but I have no choice. I’m not happy about killing myself to save Mass Effect’s Claptrap, but it’s worth it for the medicinal sponge baths I imagine Miranda gives me during my rebirth. As the memories come flooding back, I worry it’s going to be hard work to be indifferent in ME2’s world. Even though I’m now a terrorist.

This whole aspect of ME2 always sat a little uncomfortably for me; Cerberus was extreme in ME1 and it always felt wrong that Shep wouldn’t just return to the Alliance – that the Council refused to accept the invasion, leaving the Reapers as Shep’s personal battle and Cerberus her only option always felt a bit convenient, but this time that won’t be a problem after Udina’s crowning; I’m a war hero, an icon, the council’s champion … right?

Wrong, and that annoyed me. The Reapers have still been suppressed by the council who send us on a dead-end mission to get us out of the way. What? What happened to Udina using the Reapers to exert power? I was hoping to see the Krogan statue changed to Udina, a militaristic council with him as a power-mad dictator and Shep feted as a beacon of human might rather than hope. It feels a bit of cheat, something I never thought I’d say about ME2. It also bugged me that the crew fell in with Cerberus just on Shep’s say-so, especially Joker who’s argument that he joined a despicable terrorist group because they rebuilt the Normandy makes him more DGAF than I am. Thankfully, it works perfectly for DGAFShep too; she only cares if the cheque clears.

Dealing with TIM is strange this time around. Normally I tolerate him with a few put downs, but he actually works for DGAFShep in a way that I never got as Paragon Shep. TIM thinks –or wants me to think– our goals are aligned and that suits DGAFShep. After a while, I become indoctrinated. We both have a goal to reach and the quickest way is a straight line. Even when he sends us into traps, I have to agree with the plan and I start to see the Cerberus light. I’m not pro-human, but his ‘sacrifices must be made’ approach is compelling. When I visit Anderson I defend Cerberus and slap Ash down for her naivety. Later, DGAFShep shares some Fake News posts on Facebook with a fumin’ emoji.

ME2 does look and play as beautifully as it did on release. It’s streamlined yet feels so much bigger. Shame I’m ignoring most of it. Still, I realise what a task DGAFShep has ahead of her; ME2 is where Shep evolves from solider to hero, how is it going to play out if I’m anything but a hero? It’s a lot tougher to keep focused – you gain missions just walking within earshot, you’re constantly pestered by Hackett and Kelly, and Shep’s become a control freak; why in the hell am I piloting the ship around? And scanning the planets? What do I keep EDI and Joker around for? As DGAFShep it’s insanely frustrating and makes no sense the ship’s commander would be doing those chores.

I avoid everything I can; those Krogan will never know if there’s fish on the Citadel, Chakwas never even gets to ask for brandy and the crew continue to eat slop. I can’t resist taking down al-Jilani though – Shep gives the gutter-press harridan an actual bloody beat down. But the biggest issue with not caring is everyone assumes I do – even the game.

While Shep’s Renegade interrupts are occasionally a bit mean, the Renegade dialogue options aren’t anywhere near as spiteful or fatal as ME1; they’re more Tough Love than Tough Shit. I have to be actively mean; it takes more effort to let the guy in the Omega slums die than save him – which is then excused by a team mate saying ‘doubt they had any useful info anyway’; whoa, is my DGAF rubbing off on the others? No. Regardless of my behaviour in ME1 the crew all greet Shep like we spent most of ME1 having Pyjama Parties and promising to be BFF’s. Liara comes in for a hug, Ash exclaims Shep’s more than a commander to her -even though I never once talked to her- and Rex uses me as an example of a selfless leader. Even Garrus explains that without my example, he became a burnout. Who are you again? Even sending someone to their death is tough; I leave Reegar to provide cover, assuming he’ll die – yet he limps in at the end. Dunno if he made it home though, I never went to visit the fleet. But, as my Renegade slowly rises, Shep’s brutality literally shines through.

By not bothering to fix my scars (I’m not scanning a dozen planets to get a nose job), red light bleeds through and her eyes start to glow. She looks dangerous and that starts to inspire me to behave even worse. I’m so evil I let my fish die – only kidding; I didn’t even buy any. Kelly still offers to feed them though. DGAFShep starts to teeter on a real Renegade playthrough; I’m actually nasty to Tali. What a monster. I have to keep reminding myself I don’t care rather than I’m a bully. But the game has ways to corral those urges.

Unlike ME1, the main mission – stop the collectors – is often stopped in favour of being nice. TIM won’t give me new missions until I complete side-quests, forcing me on detours. ME2 assumes I care; I don’t. As a result ME2 doesn’t have the zip that ME1 did. Occasionally events happen and you can’t get out of them, which always sent me into a panic originally but now I’m like ‘finally, some action’ – ME2 teases who the collectors are and what their Reaper connection is which is a very different experience to ME1; I’m clawing rather than chasing.

Still, the main missions are solid fights and the companions much more aware and involved, firing and flinging biotics all over the place; in ME1 they would often wait for commands and get shot but this time, picking your pals is much more critical and exciting on the battlefield. To DGAFShep they’re just bodyguards, picked for their prowess not because I want to hang out, and if they fall, I often leave them to smear their own Medigel. They’re not having mine.

Eventually I reach the infamous IFF Install mission. But I can’t trigger it until I’ve done missions and don’t have any Collector-related ones. I’m stuck wondering where DGAFShep is going to have to compromise, until I remember she came up from a street gang; I’ll rebuild it. I chose to make loyal the criminal element only, so Zaeed gets his brutal day in the Blue Suns while Kasumi gets her revenge – although I force her to destroy the Grey Box; I want her thieving for me, not having VR sex. I contemplate Thane and Jack but they’re looking for absolution and there’s no place for that in my gang. Still no IFF so I do Legion and Grunt, figuring they’d make great Enforcers for the Red Sheps. I wanted Samara’s daughter as well, she’d be our assassin but DGAFShep would be unaware of that option and no way she’d want the sanctimonious mum in the gang. Just as I’m contemplating turning Mordin into the gang’s torturer, EDI pipes up that the IFF is installed. Finally. With Shep looking like a Terminator and backed by a team of scoundrels, we start the DGAF suicide mission.

Read part two of FBT’s brutal Mass Effect playthrough – will the entire team commit suicide? Will ME3 be any better on a DGAF playthrough? Can’t be any worse.

Blood 2

A RAGE QUIT REVIEW

A Bloodless FBT dies a slow slow death

Blood is my favourite game from the Doom era, the only one with a true original anti-hero – his put-downs, meta-refs and bleak outlook sounded theatrically real compared to Duke’s hyperbole or Lo-Wang’s Benny Hill impression. It referenced practically everything I was in to; it even had my Elvira calendar on the walls. It was one-part gothic horror story, one-part fanboy fun-fest but still managed to have its own identity – and a true storyline, a rarity during that FPS era. But the best thing about Blood? It still runs.

Blood 2 however, doesn’t. Even though both GOG and Steam merrily sell it. No matter how many times I change the compatibility mode, run as admin, alter the settings, I get that goddamn ‘MFC Application has stopped working’ message. Hundreds of forums, politely unhelpful Microsoft tech support plus dismissive ‘read the small print’ from GOG and I’m no nearer understanding what an MFC is and why it hates early noughties gaming. The answer is seems, is Lithtech. Monolith’s engine, intended to sit alongside id’s Tech and Epic’s Unreal powered a fair few games from this era, all of which collapse when you try to run them on modern systems. Somehow, it just doesn’t gel with later Windows and no one’s found a DOSBox-like one-size-fits-all fix.

And so, I dive into the world of free patches and fixes, following links I hope are not adware while Chrome and McAfee panic like parents spotting their kid poking his fingers in a socket. Why must I be forced to risk my PC’s health and my personal data because GOG and Steam can’t get their shit together? But someone did, and they created something that makes Blood 2 work. Good on yer.

But I don’t really know what I’m doing, even when the instructions are on the screen. I download anyway, using Internet Explorer which seems to have a laissez-faire attitude towards dangerous sites with hidden agendas. Or maybe Chrome is being too nannying. I just hope my nudes aren’t being hacked. After downloading zip-files galore, blindly opening, running and installing without the faintest idea what I’m doing, I start randomly changing everything in the launch menu, making up new and creative ways to murder the inventor of MFC each time it pops up when suddenly … it worked! I’m back in Caleb’s world!

It wasn’t good. I did play Blood 2 when it was released but I don’t recall it being this bad. This is from Monolith; they knocked out classic after classic – Blood, FEAR, NOLF 1 & 2, yet Blood 2 is a mess. This is what all that effort and pop-ups telling me my PC was infected and I need to call a toll-free number to fix it was for?

In the years since Caleb avenged his wife and friends by killing their dark god and destroying the Cabal, the remnants of Techenborg’s followers did a corporate restructure and became an omnipotent mega-corp. One day, Caleb is taking a trip on a Cabal Co. subway when some bloke called Gideon takes control and crashes the train, sending various baddies after Caleb to finish him off. Presumably Gideon is up to something and doesn’t want Caleb getting in the way. Too late now. Caleb arms himself and goes after Gideon.

There’s nothing of the original’s gothic horror tone, the plotting is confused, the art design nonsensical and it looks like it was built on a trial version of Quake. You’re often backtracking in a way that suggests padding and exits turn up in random places. What happened to levels like the Overlooked Hotel, the Friday the 13th woods, the tundra? Where’s the Elvira love, the John Carpenter refs? How does a game made five years after the original, and with that background wind up this anodyne and lazy? The original looks better than this, how is that possible? I get that Cabal has gone corporate but the suits and soldiers are boring and they have two lines of dialogue – “come out, we won’t hurt you” when they can’t see you and “You will die a slow slow death” when they can – and they have one tumble move they all do in unison. Nowhere near as much fun as the cloaked priests who looked like evil Jawas. Elsewhere we’re running into sub-par monsters which remind you of creatures you’ve fought before in better games – little grubs in the sewers latch onto victims and transform them; Headcrab-lite anyone? There’s sketchy little bird-reptile things and floating wizardy types but nothing like the stone gargoyles and that amphibious fish nightmare. There’s NCPs running about with stretchy faces and random behaviours but it’s a very empty, straight game. If it wasn’t for Caleb you’d not know you were in Blood-land.

Aww man, Caleb has been neutered too. Now he’s glib about the situation rather than the murderous manic of Blood 1. A rift has opened up and Gideon wants to control it; that’s where the creatures are from, and only Caleb with his Techenborg powers can close it, hence Gideon wanting him dead. Each time we close a portion of it, one of Caleb’s old friends appears, somehow trapped. Caleb realises this means his beloved Ophelia might be trapped in the portal too, so now he has a real reason to keep fighting – this emulates the original where he was driven by pure rage to avenge her death and now he’s driven to save her, but that’s barely explored and when they do meet they’re indifferent to each other. They just have a domestic that’s left unresolved. It’s hugely disappointing. You can play as any of the Chosen, but doing so idiotically causes all the cut-scenes to skip since you can’t be Ophelia and save her – way to manage your narrative. It could have worked as a reverse of Blood 1 where Caleb brings them all back, but it’s plot is one of many signs that B2 is an unfinished game.

Blood supposedly went through a torturous development process but even with the basic level design, confusing plotting and chaotic feel, this isn’t Blood. It’s not just the look it’s the feel; it’s missing the narcissistic tone, the clever references – the original Blood bled horror-geek, you knew the devs were just like you, watched the same films, listened to the same soundtracks, had the same t-shirts, fancied the same Elvira. I don’t know who Blood 2 is, but I wouldn’t have a pint with them. Even after all that mucking about, I can’t really be bothered with this. When I face-off against dismembered Evil Dead 2 hands, it’s too little too late, it just reminds me of what could have been.

I rage quit, then convince myself I’m being hasty – this is Blood, I will force myself to love it. But when I try to load it up again, the final boss, MFC Application returns and despite not having changed anything I can’t get B2 to run again. The combined rage at MFC and B2’s crappiness mean I can’t be bothered to keep trying. Rage Quit. And I bought this off Steam and GOG when I could have downloaded for illegal-free? FFS.

As much as I love them, I blame GOG and Steam for not getting their act together and ensuring the games they sell will run on modern rigs. Those platforms have brought back many a good old game, but it’s no good absolving themselves with a disclaimer about requirements – who has Win98 anymore? They need to step it up or stop selling it. Retro games need retro attention; if GOG are still ‘Good Old Games’ they need to make them Playable Good Old Games. They’re missing a trick not creating their own emulators. If they did a LithtechBox or a MFCBox they’d clean up. Short of going on ebay and buying rigs for each windows iteration I’m out of luck and that’s a shame. How is it even possible that I have an emulator that lets me play SPECTRUM games on WINDOWS 10 and I can’t play this? If GOG and Steam don’t start future-proofing their old games they won’t have a future either.

I can’t say I was enjoying Blood 2; it’s a huge, bitter disappointment but I would have liked to finish it; I can’t even get the Nightmare Add-On levels to run, where the Chosen sit around a campfire and tell tall tales which Caleb winds up stuck in. That sounds more like the original Blood but I’ll never get to find out. Damn you MFC; it’s a real frustration but the real Rage Quit is GOG and Steam, leaving it up to enterprising modders to do their work for them while I’m left to download files from dodgy sites. If you see me naked on the net forward it to Steam.

1998 | Developer, Monolith Productions | Publisher GT Interactive

Platforms; Win (Steam/GOG)

Dusk

a second wind review

FBT plays the gaming equivalent of Stranger Things

Ahh, the 90s. It was a high-watermark in gaming. Huge advancements in graphics and PC power, the PlayStation, Online gaming … it was a new era – seminal titles like The 7th Guest, Gran Turismo, Diablo, Tekken, Broken Sword, Monkey Island and Myst brought a more cerebral, complex element to gaming, while franchises like Tomb Raider, Fallout, GTA, FIFA, Resident Evil and Elder Scrolls defined gaming genres; the decade was gaming gold but … what really kicked it in the balls was id. Wolf, Doom, Quake; id’s FPS trilogy caused such an impact, gaming’s balls were never the same again.

While the FPS genre has evolved to include a lot more emotional investment when we shoot people in the face, there’s always been shooters that reject that and try to return to id’s kill-for-keys ethos. Good on’em for trying but the intensity, the overwhelming odds, the plotless tone of the Doom era fails in ‘old school shooters’ because what it took to get that feel can’t be replicated in modern engines; idTech and Build might have been bleeding edge back then but they were still limited – those devs had to sweat those engines to create the games and that sweat, the ingenuity is on the screen. Modern shooters don’t have to sweat so when someone calls a game ‘old school’, it’s just a modern game without cut-scenes – they take less work than the more simplistic-looking Doom clones. At best they’re just copying Doom’s homework. New old school is like remaking Jaws with a CGI shark. Jaws wasn’t just about the shark.

And to prove me right, is Dusk. Some 90s game on the Quake engine I missed the first time, right? Nope. Released in 2018 this is as modern as they come. But unlike the other recent retro throwback, Ion Maiden, this isn’t on an old engine, it’s on Unity, which knows how to make a game fly. But Dusk looks like the 90s. What is this? This is an Old School Shooter.

This isn’t one of the golden-era games rebooted like the recent Wolf and Doom remakes. Dusk is our memories of the Quake era pulled together in one kickass retro dream. It is its own game, own world, own reality, but it’s steeped in every shooter you played between Wolf and Quake; and to recreate those memories so completely in a modern engine, you can see the sweat onscreen. So what’s all the sweat about?

Apparently, Dusk is a farming town where mysterious “ruins” were uncovered. The military and scientists descend, and things go unsurprisingly wrong. And that’s where our arm comes in. We’re an unknown treasure hunter who scales the quarantine zone to scavenge the secrets uncovered, and naturally winds up fighting for their lives against the otherworldly creatures and zombified/possessed/mutilated locals, military and scientists.

Initially we’re belting through environments like farmlands and swamps calling to mind the unfairly forgotten Redneck Rampage, while also taking cues from Blood and Heretic, while the second episode is more industrial and surreal/demonic, feeling more Doom and Quake-like. And inhabiting the levels are the in-bred cousins of everything you shotgunned in the 90s; nothing you’ve not seen before, but everything you miss and this time done pitch perfect. This is the 90s. You don’t even regenerate health.

You do occasionally pause and say to yourself “what am I doing?” – here I am, having paid to play a modern game, on a modern engine in a game that’s spent all it’s time trying to appear out of date; low-res texture, samey colours, repetitive designs, illogical levels, zero plotting. But that’s exactly what we wanted – not a modern game trying to drag 90s style into this decade, but a loved-up homage to the era played entirely straight. No winks to camera, no 4th wall breaking, no irony. Dusk is like going to see your favourite band play live and being transported back to your teens; it’s like flicking through an old photo-album. The kids on The Facebook wouldn’t understand.

Dusk isn’t perfect. Just like the good ole days, some of the levels drag, you get stuck, run out of ammo when facing bosses and occasionally just get fed up with it. There’s often no rhyme or reason to it, but that feels intentional; that’s the games and how we used to play. Just charging about tapping everything and backtracking.

Dusk is gaming’s Stranger Things – when you watch it, picking up 80s homages and yelling “I had that!” every time there’s a scene in one of the lads’ bedrooms, you realise it’s not just a collection of memories, it’s also a really good show in its own right; Dusk couldn’t exist without the Doom era, but you realise it’s a ripping-good shooter too; fast, clean, unforgiving, Dusk pisses on any of those bloated CoD’s you’ve wasted your life on. It’s underselling it to say ‘if you’ve played Quake you know what to expect’. This isn’t just a homage, it’s a killer shooter that’s set in a world where Doom, Heretic, Blood and Quake (don’t forget Redneck) actually happened.

Currently there’s two episodes available on Steam, with the third incoming. It feels like Shareware; about the only way this game could be cooler is if it was released only on DOS. The good news is Dusk’s publisher New Blood Interactive isn’t stopping here. They’ve cracked what is missing and the games they have lined up look insane. When’s the last time you got excited at a CoD trailer?

Companies like New Blood are supporting one-man-bands who are building the kind of games they liked to play and we want to too; games they sweated over, games free of corporate publishers and focus-groups and customer feedback, released on Steam Early Access and GOG in episodic formats; those guys are disrupting the way of things just how 3DR and id did 20-years ago. Leave the big publishers to their ‘old school’ shooters. We’ll stick with the new bloods doing it the old way.

2018 | Developer David Szymanski | Publisher New Blood Interactive

Platforms; Win (Steam)

Ion Maiden

a second wind review

FBT chokes back tears as he gets to play on the Build engine again in

Ion Maiden’s ‘shareware’ preview.

Shelly ‘Bombshell’ Harrison has the kind of convoluted history only 3DRealms could come up with. Conceived in the mid-nineties alongside Duke and Lo-Wang, Bombshell was an ultra-sexualised Barb Wire meets Tank Girl shooter hero – without a shooter.

Shelved while 3DR fannied about with Prey and Duke Nukem, Bombshell was eventually downgraded to sidekick status and bunged into an early version of Duke Nukem Forever. Although it’s good Bombshell was spared the DNF debacle, a female sidekick kicking Duke into the next century might have been just what that game needed. Homeless again, Bombshell went through various school-boy fantasy iterations before losing the Jenna Jameson look and becoming a more typical ‘sexy but fatal’ type. And then was benched again.

Meanwhile, as Gearbox polished the DNF turd, Interceptor Entertainment were busy on Duke Nukem 3D Reloaded. When Gearbox shut it down (allegedly out of fear it would eclipse DNF), Interceptor refused to learn a lesson and along with 3DR, began work on another DN title, Mass Destruction. When Gearbox killed that too, Interceptor and 3DR weren’t about to sack off the work yet again, and set about reskinning it. All they needed was a kick-ass, takes no shit hero.

Oh hai Bombshell. It might have been a hand-me-down, but Bombshell had her game.

And it was awful. Bombshell herself was great; now an ex-bomb disposal expert with a robotic arm and a DGAF ‘tude, but the game was beneath her; it was mauled by critics and avoided by gamers. But Bombshell wasn’t going down without a fight.

As part of Bombshell’s marketing campaign, 3DR created a mini prequel game, Ion Maiden – in the Build engine for old-times’ retro-savvy sake. The response was ballistic. Suddenly 3DR had something. Currently being expanded into a full game, Ion Maiden is a two-level, early-access demo game, with the full game to be released before the end of the year.

I can’t wait that long. A cool kickass female lead in a Doom-clone from 3DR (and indie devs Voidpoint) on the Build engine? I am home. Please be good please be good please be good.

Set in ‘Neo D.C.’ in a near future, Bombshell works for the Global Defence Force who send her to investi – oh hell it doesn’t matter this is Doom-era! Some mad scientist-type has invaded the city using nasties he’s cooked up (ranging from various bad guys to heads on spider-legs…) for reasons explained in a text backstory we won’t read.

Ion Storm, sorry, Ion Maiden, is … pixelated beauty. It’s not simply because it’s on the Build engine. That doesn’t make it automatically cool; just try Extreme Paintbrawl. Not every game from that era stood the test of time, even Duke and Lo-Wang are fairly cringe now, and it’s not like this is the first time I’ve seen Build in 20 years. So what makes IM so special?

Playing something genuinely old school instead of pseudo-retro like Hard Reset, suddenly everything that’s wrong with modern shooters is exposed. This is how shooters are supposed to go. Mad, frantic, confusing, so much fun; kicking dismembered heads, 2D Sprites, keys to progress, baddies hiding in random secrets and slightly messy level design. We’re running through offices or streets, using vents, tapping everything for secrets, finding weapons in odd locations. No level-ups, add-ons, moral choices, there’s no over-complication to it – realism doesn’t matter. It’s just here to show me a good time.

But it’s not just a throwback, it’s a reminder of why the Doom era is the Golden era; modern games can do pretty much anything, and devs nowadays do stuff just because they can, but this is retro in reverse; the id and Build engines might have been bleeding edge at the time but they were still restrictive. Those devs found creative ways to get around the engine’s limits, imaginative ways to get across what they wanted to achieve – and you too had to use imagination to fill in the gaps; that’s what made the Doom era so good – a meeting of imaginations. You don’t get that with modern games; they may look photo-realistic but you don’t make a connection, a feeling that us and the devs are on the same page. It’s a game that’s been freed by its limitations rather than freed of it’s limitations only to become a samey shooter.

Hang on. What does any of that mean?! Did I really start the review by describing Ion Maiden as ‘pixelated beauty’? What? Do I really believe this game, built on a 20-year-old engine and memories is really all that? I’m clearly blinded by Build. If this had been built on a modern engine, would I be Rage Qutting it as an unimaginative rip off?

It’s a question I don’t want to answer, and thankfully, I don’t have to. Right now, I’m having more fun in Bombshell’s two demo levels than I have the last four or five modern shooter releases and that’s all that matters. But the real test will be when the full game comes out. It’s possible I got suckered; I did just pay top-dollar for what is in essence a 20-year-old game. But it’s the essence that I enjoyed so much; it’s our era. Ion Maiden isn’t a nod to the Doom era, it’s from the Doom era; a game you missed the first time around. I can’t wait for the rest of it.

I am so pleased they dropped Bombshell from DNF and eventually unleashed her to show the big boys how it’s done. Duke Nukem should be her sidekick.

2018 | Developer Voidpoint | Publisher 3D Realms

Test Drive Unlimited

a second wind review

FBT lives the driving-sim dream

I avoid dedicated Driving games – I’m a strictly Carmageddon, Driver, Saints Row and GTA driver; games where I can go off road and over pedestrians. I can’t stand track-games, winning by going round in circles. I want my car to be a weapon. And I really can’t stand the idea of Driving Sims; why would I digitally behave? TDU seemed like GTA without the GT. But I’ve come to accept I’ll never own a Bugatti Veyron, so the closest I’ll get is a game like TDU, putting me behind a wheel I’ll never afford.

Doesn’t even look like I’ll get to drive a digital Veyron. TDU is, or was, bolted to Gamespy and once that went, so did the servers and ability to connect. Although TDU can play offline, it was very insistent about being logged into Gamespy – encouraging me with the warning “you won’t be able to finish the game completely”. Well that sucks. Luckily, I can skip by assuring TDU I’ll never be good enough to reach the end anyway.

We open with a nice little scene-setter – picking my character from a passport line, I’m flown to Hawaii to rent a low-end car then purchase a house. No reason, no backstory, no further plotting. We literally have $ to spend and time to fill. With what I have left I pick my first car (should not have bought the most expensive house) – a dinky Golf R32. If I squint it kinda looks like a Veyron.

Although the map is open, I can only trigger missions/races by discovering them. It’s kinda like a car-based Skyrim. I put my foot down and … nothing. Turns out I have to turn the key with a separate button, something that will constantly infuriate me as I get into it. The first icon I discover is a Ben Sherman shop – at first I assumed product placement but I can actually visit and buy clothes. I’m not racing for Ben Sherman shirts. I consider rage quitting but you can’t really rage quit in a Golf, and once I zoom into the map I realise there is a lot to do here; challenges, races, missions, plus dozens of very posh looking houses and what seems like hundreds of cars. Everything way out of my price range. I have a purpose. This really is feeling like an RPG but instead of bringing peace or justice to the land I’m buying it up like some tax-dodging absent landlord who gets his Veyron towed and just buys another one. There’s also clubhouses where you can hang with other drivers, buy and sell cars, and the island itself acts much like an online world with other drivers logging in. Except not anymore. It’s just me and the AI.

The main issue with TDU is your fellow drivers. They’re not dangerous but they are stupid. They will indicate, which is helpful, but often make last minute lane changes, break suddenly or just pull over. It’s fraught. Although your cars can’t be damaged, the worry is a bump slows you down and every millisecond counts; winning means $ and when granny decides to change lanes it’s the difference between affording a Cadillac and a Veyron. I can’t be sure if they’re reacting to me, other drivers or just doing random stuff, but it can be frustrating. The game also cheats to keep up with you so once you have a speedy little number you’ll suddenly spot some titchy little car scream across the intersection to catch up, making it hard to anticipate. But you can anticipate the cops blaming you for it.

Although the cops don’t seem concerned with speed – I’ve passed them at 400kph before (Not in my Golf, mind) and never gotten a flash but if I clip an AI’s wing mirror they’re on me like it’s GTA5. And they’re tenacious. You’ll hear the call go over the radio then have to avoid them until the heat dies down. The more mayhem you cause (Or the AI Cars cause for you) the worse it gets until they’re throwing up roadblocks and cornering you. It’s not like Driver where it turns into Car Wars, if you keep out of sight long enough they’ll give up, but every time they spot you it’s reset and a lot of the roads don’t have many options. Going off road pauses the meter so the second rubber touches asphalt again they’re on you. And getting pulled over means a hefty fine. It’ll take two or three races to make that back.

Money is as free-flowing as the game is free-roam. Most races will net you from $1,000 up to and beyond $100,000 – soon you’re buying up the most insane houses and filling the garages with cars and bikes and it becomes more than just race, race, race. Well it is purely racing, but if you get your head into an RPG state of mind, TDU is something special. It’s not just a driving sim, it’s a lifestyle sim. I am a Rockstar sauntering out, staring at my motors and deciding which to take for a spin and see where the day takes me. I didn’t expect it but there’s something incredibly cool about swaggering into a dealership, your wallet flush, and buying your first hyper-car. When the cut scene plays of you driving it out, it’s as cool as leveling up or upgrading a weapon – you smirk and can’t wait to take it out for a spin.

The ‘quests’ are usually pretty cool, stuff like “160mph in heavy traffic” or go quick enough to set off speed cameras. You can pick up rich wives (well, ‘Models’), assuming you have a cool enough car and they’ll give you their unused Groupons for clothing stores if you didn’t ruffle their hair. It’s a bit of a low prize, especially considering how rough some of them are. The routes, not the wives. Hitchhikers don’t care what jalopy you’re in but like the Model Wives, too much jostling and they’ll bail. I’ll never get that Ben Sherman shirt at this rate. Courier missions are a bit more GTA-like; while the package doesn’t care about being lobbed about, you will care about the cops on your tail and the tight time limit. There’s also missions where you rock up to some rich dude’s house and drive his car to his other house. Those are high-earners, but they come at a high cost; if you chip his car your earnings will take a beating. So go easy, obey the Highway Code and all is well, right? Wrong, because there’s a car out there all TDU drivers fear … The Ghost Car.

Endless amounts of time I smack into a car that isn’t there. It triggers police interest, costs me valuable credits, ruins my speed laps, has cost me 1st. It’s costing me a Veyron. You’ll have no inkling, just a sudden cloud of smoke, sparks and police sirens. They don’t even appear afterwards, a victim of slow-ass Draw Distance. They’re just not rendered, only the collision. You’re concentrating on passing one car only to hit one you didn’t even know was there – they’re like Velociraptors. I had a perfectly good Sunday afternoon bike ride ruined by a ghost car. Wound up costing me nearly $100,000 in fines by the time the police had caught me – and how did they catch me? I ran into another invisible car.

‘Side-quests’ aside, the races and high-performance challenges are where the big money is, and in order to do them you step up in classes; designated by the cars you buy. The higher the class, the classier the car required. While the physics and handling are very 2006, the cars do all differ, and it’s also about getting to know the island. Like an RPG, know what you’re driving into, start getting tactical with your car choices. Then you’ll start earning. It’s so much fun getting enough money to rev out of the showroom with something as beautiful as a … well, they’re all beautiful.

The Ferrari Enzo, Pagani Zonda, Koenigsegg, the Vanquish; they’re eye-watering. The Maserati MC12 might look like art incarnate, but it handles like it’s on ice. Still, look at it. But for me, it was the Saleen S7 Twin-Turbo. That thing GOES. I passed 430kph before losing it. It was exhilarating being in the driving seat. You can change views, from behind to driver’s seat to basically sitting on the bonnet and they all provide a different experience. But if you want to just to pootle around town, I recommend the McLaren F1 GTR, a snip at $1.5 mil. Sounds like the devil’s having a coughing fit when you floor it. It’s no Veyron, but damn.

But it’s not all hyper-cars – I’m not compensating for something. There’s classics in here. Maserati 3500 GT, Lambo Miura, E-Type Jag and the Aston Zagato. When you get in one of those you feel like 60’s-era Michael Caine, James Bond, The Saint (hang on, he drove a Volvo) – you get a real sense of accomplishment, excitement – when you drive those cars into your eight-garage house with an infinity pool, you’ve arrived. You earnt this. Stroke the dash, rev the engine, peal out of the driveway, and smash into a Ghost Car.

Muscle cars are taken care of too; Camaro, Mustang, Firebird, the Ford GT and the Shelby GT. Plus there’s concept cars, AC, TVR, some oddities and the low-end starter cars which shouldn’t be ignored. Who am I kidding, they’re totally ignored but you’ll buy them anyway because you’re so freaking rich.

Once you’re in the top-class cars, the games really step up. It’s cool to come across a race for just Ferrari’s, like an exclusive little club. Best thing though, it goes by make not model, so get yourself the best of the bunch, then pile it over to a garage and get it pimped. My fave was finding a race for Alpha Romeros and rocking up in my Competizione, unlocked only by completing the Tour of the Island challenge. It’s a zippy little filly but luxurious too. I feel like I should be wearing driving gloves and a flat-cap playing this game.

There’s bikes too, which for the most part just show how basic the physics are. Ranging from Triumphs to Ducatis, riding them does call to mind GTA VC-style cornering and steering. As in, they don’t do either. But I bought them all anyway because I look fabulous in leathers.

Some of the cars have hidden qualities, especially if you upgrade them; a middling c-class is suddenly a dark horse that can trouble a Ferrari, but it’s here that the game struggles. Each house you buy has a number of garages, and while you can tour the garage of the home you’re in, you only get a text list of the others, which doesn’t compare cars at a glance. As such, that XJ220 that can ruin anything else in the B-class is constantly missed because you’re flicking back and forth trying to remember what it’s called or track all their stats – that’s one hell of a first world problem to have, too many houses and cars but it’s an annoyance when you know there’s the perfect car and you can’t find it.

Unlike it’s cars, TDU hasn’t aged that well, the ghost cars are a major frustration as is the bloody start button and the menu sucks, plus there’s the coupons – since you only see yourself lounging or getting into or out of cars it seems a bit redundant; I get that I have to look the part but do I need to scroll through 24 Ben Sherman shirts? To be honest, there’s nothing in TDU that we haven’t played in other racer games, and many have done it better. Without Ghost Cars. And now Gamespy is no more, TDU is unsupported; some cars are missing due to online activation and there’s no DLC to download anymore – But, by the near-end of it all I had amassed the kind of car and house collection only billionaires dream of.

Because you’re not battling a leader board or trying to win a season, losing doesn’t matter so much. Just go back to one of your ten garages and pick one of two dozen cars and try again. Some of the races and challenges are insanely hard/unfair, but as a sim, a genre I avoid, it’s brilliant. In real-time, I drove my Enzo on a Cannonball Run called the Millionaire’s Cup around Hawaii’s coasts, bringing it 1 minute 10 seconds under the one-hour limit. That meant something; I drove a Ferrari for nearly an hour straight and loved every minute. And netted $1Mill in the process. It’s awesome.

While I tried very hard to turn TDU into GTA, eventually I realised I was missing out on the sheer joy of just driving. I still drove like a loon, but there’s just something classy about TDU, taking the scenic route in a E-Type is pure wish fulfillment. It’s one of those laid-back games that doesn’t put pressure on you yet makes it very hard to leave.

Just one last tour of my garages, maybe a quick drive into the mountains with some Frank playing. Think I’ll take the …

Wait, there is no Bugatti Veyron. I bet that’s the Ghost Car …

2006 | Developer, Eden Games | Publisher, Atari Inc.

Platforms; Win | PS2 | X360

Championship Manager 01/02: Part 8 – End of an Era… or Error?

As TheMorty ended his epic, 3-month play-through of Football’s greatest simulator, he remembered he was supposed to be reviewing the game…

Well, this was it. My Championship Manager journey was finally coming to an end. A game that could, quite literally, go on forever had to stop somewhere and I’d decided to stop it here. I’d tasted domestic silverware success twice, winning the League Cup and the FA Cup and I’d comfortably finished third, securing Champions League qualification in the process. So why not end on a high, eh?

Before I switched off the laptop and said a final goodbye to a childhood friend, there was just one piece of business left to finish. A loose end to tie up. A season ending swansong. While on paper a game away to West Ham was meaningless for the Geordies, it presented itself a unique transactional opportunity. Nothing less than a win for the Hammers on the final day would suffice in their battle for survival and I had the opportunity to relegate them by leaving the Boleyn Ground with just a point. A bit harsh, taking satisfaction in relegating a team – isn’t it? Perhaps, but I feel no ill towards West Ham and wished them only well – this was purely business.

You may remember back in August that I had several bids turned down from West Ham for their midfield starlet Joe Cole. He’d be a fantastic acquisition for any side on the game but I wasn’t prepared to meet their asking price. My final rejected offer was north of £10m – with £15m being the likely figure I’d need to pay to land him. No way would I part with that much cash when for the same price I could have purchased:

5 Frederik Risps,

21½ Kim Kallstroms,

35 Mark Kerrs

or 1,500 To Madeiras.

In CM 01/02, many players have release clauses at the start of the game – it makes it hard to sign them at your first season, but after 12-18 months you can pick up some right bargains. As it happened, Joe Cole was one of these coveted players with a common release clause that made him available for just £3.3m if West Ham were to be relegated from the Premier League. All of a sudden, this game meant something – sorry Hammers fans, but I was going to pull out all of the stops to make sure I landed my missing midfield man!

Squad vs West Ham (Away)

Formation: 4-1-3-2

Starting 11: Given, Duff, Risp, Said, Crainey, Dyer, Kerr, Bakircioglu, Shearer ©, Kallstrom, Madeira.

Subs: Pinheiro, Solano (on 45), Selakovic, Barsom, Lee (on 27).

With Chiotis finally serving a suspension, I handed a rare start to Shay Given. Shearer and Madeira resumed their red-hot partnership up top and I recalled Robert Lee to the bench for what would be his final appearance in a Newcastle United shirt – I had opted not to renew the 36-year old’s contract. My plans to bring him on for a 10 minute run out at the end swiftly changed when Mike Duff went down with a calf injury and Rob was brought onto the field in the 27th Minute. I decided to be kind and play him in his preferred and natural DM role, while Kieron Dyer moved to right-back to plug the Duff-sized gap.

Fortunately, this came at a manageable time. We were already 1-0 up thanks to a trademark, bullet header from Alan Shearer.

At half time we had a slender advantage. All we needed to do was hold on for 45 minutes…

Unlike some of my earlier match-ups, there was to be no final day roller-coaster ride. What followed was a boring and event-less half, where Newcastle shut up shop and West Ham looked void of energy and idea – almost resigned to their impending fate. The game ended and Newcastle were victorious. I had finished my season (and play through) on a high and I now had my shot at securing a world class central midfielder for next to nothing. Brilliant.

As final whistles blew around the grounds, we had our final standings. Arsenal were Champions with Manchester United Runners-Up.

Newcastle and Liverpool took the remaining champions league places while Leeds and Chelsea would play in the UEFA Cup. There was a respectable and somewhat surprising 7th placed finish for Leicester City, who pipped Ipswich and Middlesbrough to the Intertoto Cup place on goal difference.

At the Bottom of the table, West Ham joined Derby and Southampton on the express train to Division One while Charlton narrowly avoided the drop – despite losing 1-2 to Fulham on the final day.

In reality, the league table from 2002 wasn’t too much different. Same Champions, same top 6 – albeit in a slightly different order. Derby, Everton and Bolton finished in the same positions as they did in my play-through too. It left me asking, is this game really that good, that it can almost perfectly predict the final outcome for every team?

I mean, there’s obviously a lot of additional factors with a game to take into consideration, but most teams finished very close to their real life position. The accuracy of this text based simulator was astounding and certainly a lot better than all other sports sims I’d played to date. I decided to prove my point and put CM to the test by starting a career on FIFA 18. It has all the bells and whistles you’d expect of an HD next gen game, but when I simulated a whole season the results were almost random. In my game Spurs won the league, Manchester City finished 8th and Sunderland were promoted back to the Premier League at the first time of asking – a far cry from real events.

The guys at Sports Interactive were clearly not just football fans, more football experts and that knowledge shone through in every element of their meticulously planned and perfectly executed game.

The scouting network was incredible and even back then, when it was a lot smaller than the 1,300 scouts SI employ in 51 countries around the globe, it was scarily accurate enough to get so much varied player, team and boardroom information pretty much bang on. The in-game scouting, combined with my Biff Tannen Sports Almanac, meant I’d fared quite well during the play-through. I’d managed 37 victories at a win rate of 68.5%. The third best in the division behind Arsene Wenger and Sir Alex Ferguson. Not too shabby…

I’d bought 18 players – the 7th most transfers in the world that season and my reputation had increased from “Unproven” to “Fair”. I was a long way to “World Class”, but at least I was now ranked as the 111th best manager in world football. For those curious, Then Bayern manager Ottmar Hitzfeld was nummer eins.

So. Was the game as good as I had so nostalgically remembered? Yes. I’d loved it. Simple yet shrewd, plain yet pure and set in a time un-corrupted by the Broadcast TV money that enables modern football to be the ruthless business it is today. I’d adored not having to deal with complicated transfer systems and contract negotiations that had infuriated me during my playthrough of FM 2018.

Don’t get me wrong, Football manager is a fantastic game. It’s smart, accurate and is as close to the real thing as you could ever get without putting on your suit and sitting in the dugout. However, it lacked that immersive element that CM 01/02 just oozed and while I happily swapped my £40 game for a free one, I can’t say that CM didn’t have moments where I’d longed for a press conference to deliver a spiteful, hate filled jab at my opponent who’d just beaten me. I’d missed being able to unsettle a player by verbally singing their praises and I’d missed sitting back and watching the replays of key goals it big matches.

While that is certainly a major selling point for the latest games, it wasn’t enough to sway me back to the shiny lights of football simulations answer to the Las Vegas Strip. The mystery and intrigue of what would happen next was always more exhilarating that seeing the 2D or 3D build up play.

Had this old, 18 year old title delivered? Well, I’d spent 3 months playing this game and it had really taken over my life. I was going to bed late, getting up early and I’d made more coffee than Gunther from Friends in my bid to stay awake at my desk. I was spending my lunch breaks on forums and watching CM 01/02 streamed games on twitter as I couldn’t wait to get home and resume my game. So yeah, delivered is certainly one way to put it.

It’s repeat play-through value is indeed priceless and while I had achieved my goals as Newcastle gaffer, I still didn’t want to walk away. The devil on my shoulder saying “Just one more season…” while the Angel was saying… “Go on… just one more season…”

I wanted to dip back in immediately, move clubs and maybe manage a country – I felt like I wanted to play this game forever and explore every experience available. With the World Cup approaching, I was itching to do an England play-though with the excitement of a kid at Christmas. I had to physically stop myself for fear I’d never play another game again and FBT would kick me firmly off the site for taking up all the blog space with football puns.

My advice to all football fans, it’s just as good as you remember – and if you didn’t play it get out there and give it a go. It’s free, so what are you waiting for? Kiss goodbye to the partner, the children, your friends and your colleagues tell them you’ll see them in a month. Crack open a beer, put your feet up and play. I promise, you won’t regret it.

Contract J.A.C.K

a second wind review

No One Lives Forever is one of FBT’s fave games. Contract JACK isn’t.

There’s many games I’ve disliked, loads I’ve given up on and a fair few I hated for what they were, but Contract J.A.C.K. is the only one I hate for what it isn’t.

There’s two things that set NOLF apart from any other FPS game; it’s celebration of the Sixties spy genre, and Cate Archer. CJ doesn’t have either and does nothing to replace them. It is a spin-off without the spin. It’s just off.

Set before / alongside NOLF2, John Jack is ‘just another contract killer’ who escapes a bunch of Mafioso thugs only to be tricked into a to-the-death shootout with waves of HARM troops – the super-villain group Cate fights – and discovers it’s actually a fairly extreme job interview to work for HARM itself. Hired, JJ is sent to uncover what ‘Danger Danger’, a rival super-villain group is up to. Essentially our mission is to stop them finding a mad scientist and deliver him to HARM instead, and that means us raiding military bases, a secret rocket facility, NOLF1’s Moon Base and assaulting Danger Danger’s headquarters in Italy. Considering the universe CJ is set in, you can’t help but think you’re in for some fun with the eccentric, surreal inner workings of HARM; at least more of the sixties tv love and silliness. Nope, nothing. Not a thing. Amazingly, what sounds like a fun romp and reboot of NOLF’s plot is a straight shooter without any of of NOLF’s charm, ingenuity or commentary.

There’s nothing to this at all but shooting. Endless, repetitive shooting in badly paced missions that just won’t end, facing waves of henchmen like some close-quarter Serious Sam. CJ has none of the spirit of NOLF, it just happens to look like it, and so you’re constantly reminded of how sublime that was. Cate Archer was a brilliant character. Smart-as, beautiful, capable and able to bat away rampant sexism with a deft one-liner. In her place we have JJ, a standard silent hero – an opportunity to explore the inevitability of being a nameless NCP? Surely he’s called ‘just another contract killer’ for a reason? He should be Sam Rockwell’s character in Galaxy Quest, constantly terrified of getting killed because his character doesn’t even have a name. Or continue NOLF’s commentary on sexism, and parody the unbeatable male hero? No, none of that, JJ isn’t just another killer, he’s just another arm in a shooter.

CJ doesn’t even take the opportunity to repeat Cate’s experiences from the POV of the villains. Hang out with the henchmen, suck up to the Director, observe key moments in the background, getting involved in/ruining HARM’s schemes, meeting Isako, recruiting the villains Cate later faces, the creation of the Supersoliders – there’s a whole subplot about Abigail they could have explored. All ignored. We don’t even get to play with the Man-Handler. So much opportunity and instead we have nothing to do with HARM at all, just a self-contained plot to stop Danger Danger – mostly humourless Italian clichés who aren’t a patch on the French Mimes or Indian Evil Alliance. NOLF parodied generic FPS (remember the sewers?) and now here we are in a master-class of what NOLF aped.

There’s so little of NOLF here it’s like a mod (except the fans would have done better). No stealth, gadgets, puzzles, Santa-style Quartermaster; also missing is Cate’s travels as she dismantles HARM. Admittedly, NOLF2 overdoes the India location but CJ is essentially three locations – the base, the moon and the lair (from the outside) and each outstay their welcome, over-long and over-populated with the same villains doing the same things. It’s so repetitive CJ almost ruins NOLF; there’s so many henchmen to fight you notice how scripted they are when they’re not talking about their mother in law or the causality between villainy and alcoholism. It’s just no fun; how do you miss the fun? Why don’t we have a mission where we (try) to silence Armstrong or recruit Pierre the Mime King? Failure could have been a fun option for this game, an anti-hero in the literal sense, but no.

What about something to tie it in? Naa – when CJ does reference the original it’s getting it wrong; the moonbase is a repeat of NOLF’s trip but without any of the cool 2001-inspired spacesuits or, unforgivably, the nightclub. JJ gets blasted into space and has to fight off other space-villains, repeating the fall from the plane in NOLF, except there’s no henchman yelling ‘please be full of hay’. It’s just a straight shooter using NOLFs assets. There’s no quotable lines, quirky behaviours, in-jokes, references. The only reason I’m persevering is in the hopes Cate might make an appearance. And kill me.

And then, after a too-little, too-late fun ending where we use cannons to take out Danger Danger’s base (which was a slog to get to, enlivened only by a short ride on a Vespa), JJ gets double-crossed by HARM and takes his revenge on Volkov, explaining his pained reappearance in NOLF2. It doesn’t even make sense, other than to explain why Cate doesn’t face off with JJ in NOLF2. Plus, JJ is supposed to be a stone-cold killer and his revenge is ruining Volkov’s holiday? That’s our NOLF payoff? There’s one scene where we torture a Danger-Danger henchman but although it’s played for laughs it’s actually more painful for us, and not an ounce on the scene where Cate tricks a HARM henchman into telling her where their base is.

What were Monolith thinking with this? I can understand some other developer being given the franchise and missing the point but this is inexcusable – they made the original. I mean, CJ is built entirely on NOLF2’s assets, so why did they drop the one thing that made NOLF special? Everyone in HARM is an eccentric, why is JJ a cliched silent hero? He should have been a parody of ill-fated henchmen, or a Frank Drebin type, at least a satire on the silent, masculine heroes. At the very least, it should have been a NOLF game. Contract JACK is one of those straight to video sequels starring Joe Estevez and Don Swayze. It’s Highlander 2.

The most annoying moment is during the opening of JJ’s first mission where, from the back of a truck, we briefly glimpse Cate on her way somewhere far more interesting than we are. That’s like briefly seeing the shark from Jaws then realising you’re in Sharknado. Contract JACK is just a loud, relentless, mindless slog of a shooter and aside from being thankfully short, there’s nothing redeeming about it – I was even more pissed off when in researching this, I discovered something I didn’t know. The PS2 version of NOLF contained an additional level called ‘Nine Years Ago…’ which featured The Fox, Cate’s burglarising alter-ego before her capture by Bruno. How do we have Contract JACK and that’s not available? How could they not have made that prequel instead of this ‘side-quel’? I can’t think of a game that has more spectacularly backfired – and I’ve played Mass Effect Andromeda.

2003 | Developer Monolith Productions | Publisher Sierra Entertainment

Platforms; Win/Internet

Alien vs Predator (2010)

a second wind review

FBT cheers for the underdog in Aliens Vs Predator

Somewhere in space, the Weyland/Yutani corporation has uncovered a Predator training ground. Activating the Pyramid and triggering a huge EMP blast, Weyland sets in motion a series of events – well, one event told from three points of view; the eyes of a colonial marine, the infrared of a Predator, and … however it is that Aliens can see without eyes.

Starting out as a Colonial Marine, we’re circling a planet after a distress call about a research lab being overrun – and a xenomorph may be involved. As our drop ship departs, another ship decloaks and attacks. Crashing on the planet – which does a brilliant job of calling to mind LV-426/Hadley’s Hope – the survivors are scattered. Our hero, ‘Rookie’ is ordered about by Corporal ‘Tequila’, a Vasquez-lite who needs us to find our CO so he can order a rescue. As soon as we’ve done all the usual ‘turn this on’, ‘shut that down’ missions while fighting through Xenos, Tequila realises the only way out is through – as in, the Alien nest, and we all know what’s in one of those.

The Marines section is ultimately a by-the-numbers horror FPS that coasts on our love for Xeno, but the Aliens do elevate it, as does the attention Rebellion gave to reflect the original movies; there’s tons of references, nods and subtle reminders of where all this started. It doesn’t help that our hero is about as generic as you can get though; Rookie should have been cut from the same cloth as Hicks – at the very least, Hudson – but he’s largely Freeman with a pulse rifle. He gets the movie-standard flame-throwers, Smartguns and motion trackers – sometimes blips will disappear and you can’t be sure the aliens have left or just stopped moving; but it’s standard FPS fare – if it wasn’t for those movie-moments that motion-bleep wouldn’t be half as scary.

There’s nothing wrong with the Marine section, but throughout the checkered history that is AvP, humans were always the bridesmaid, never the Queen. They’re not who we’re here for. The Aliens are fast and scary, use stealth and sheer-number attacks, skulk in shadows, run along the walls and ceilings, but it’s not all shock-scares; there are some great stand-up fights to please the Hudson in all of us. Problem is, we never really feel like we’re in an Alien movie (and even less a Predator movie – they barely feature); just a regular shooter and AvP relies a little too heavily on button-mashing – Aliens recoil from a bop on the nose? – have Rookie do an auto-fire with a shotgun while yelling ‘eat this!’ when you hit melee instead! If Shepard can auto-melee when Geth get too close, why can Rookie? And you get pop-ups telling you to ‘hold’ to dish out a pistol-whipping – how much more of a hint do you need than huge teeth rushing at you?

Strangely, the nest isn’t the end for Rookie’s run-through. Once out the other side we have Weyland-Yutani to stop, further removing it from the AvP stars we bought this for. It’s just about getting the hell out of there. Meanwhile, the Predators are trying to get in.

Pred’s mission is fairly straight forward – to contain the outbreak. Of course, it’s not as easy as it seems, but not because of the Marines, Weyland’s plans or even the aliens. It’s because for a Predator, it’s not very good at predatoring. They’re all about tactics, yet there’s nothing subtle about constantly going back to the menu to figure out which button does what – everything requires a button, everything; nothing’s automatic or intuitive – to even leap you have to press two buttons; the Predator is a stealth hunter, a master tactician – it should be fluid, automatic, a pleasure to kill – you’re a creature who’s turned hunting into an art-form but it’s like the Predator’s suit is running Windows 98; “aim the shoulder cannon – Are You Sure?” Oh, and the Aliens can see through your cloak. They’re supposed to be the ultimate prey, their rite of passage, how are the Predators not better prepared? They’re not even acid-proof so you’re constantly taking splash damage.

And when it’s not the woeful under-preparedness, it’s personal admin. Weapons, shield and cloak all pull from a central power source which drains so rather than treating this like a sport, you’re distracted looking for power outlets. Is Pred wearing a Nanosuit from Crysis? And when it is powered up, it’s useless – in heat mode Pred can’t see Aliens, but in ‘Alien vision’ it can’t see Marines. Normal vision makes it hard to see either. How is that super-predator behaviour? You’re always flicking, it’s like watching an 80s music video. I’m constantly taken out of the “Predator” moment – no marine is going to mutter “She says the jungle … it just came alive and took him” when they see me flaying about and falling out of trees. Dillon had it right; bullshit, it doesn’t make any sense. Neither does Pred’s plot.

As other Predators go off to conveniently act as mini-bosses in the other storylines, Pred gets off easy; he’s tasked with destroying the Aliens which Rookie did for him, then turns his attention to destroying the Pyramid for no real reason since it’s all destroyed anyway – one of his pals gives birth to a Predalien and that’s the only bit of business Pred has really; and it turns into a platforming bounce-around over lava. Tactical.

The only thing that makes the Predator stand out is its spectacularly OTT trophy kills. Get close to a marine/alien and you can execute the kind of kills even the movies avoided, with blood and vertebrate spraying everywhere. But even that seems a bit daft. The skulls are trophies of the hunt, not the kills.

The Alien on the other hand, doesn’t have anything to prove.

It’s odd that the Alien is given the best storyline out of all of them. It’s even odder that they’re the best character, the best gameplay and the best reason to even bother playing this. I expected old hissy to be the least satisfying but it’s a whole other level. Referencing Alien Resurrection, we’re in a clinic breeding Aliens. As the scientists collect chestbursters from test-tubes attached to the victims, they notice the sixth specimen is missing. Turns out ‘Six’ smartly chose to burrow back into its victim and leaps out of the mouth to escape. Although the attempt fails, Six catches the eye of Weyland and is spared, only to grow up as a lab rat, trained as a bioweapon for Weyland.

When Wayland opens the Pyramid and triggers the blast, it shuts down the lab and Six breaks out, frees it’s stable-mates and decimates the facility. Then we’re off to rescue the Queen and create a new colony where we all live happily until some marine decides to come clomping through looking for the exit.

Six is just brilliant to play. Being an Alien is constantly thrilling, clever and tactical; the Predators are, when not player-controlled, a serious threat to Six as are the Marines – in the open Six is exposed, but it’s not a stealth game. You have to be as aggressive as strategic and lying in wait for a Marine then leaping out is the stuff of Dietrich’s nightmares. Obviously, it’s all close-quarter fights, flinging claws, tails and teeth but it’s so clean and efficient. You can crawl over walls and ceilings (either auto or triggered, take note Predator), see through walls (again, Predator?) and be an ambush predator (Predator). It is so much fun and to top it off, Six also has an army of Facehuggers. If you pin down a human you can impregnate it instead. Eugh. Six also has ridiculous trophy kills, a POV shot from inside the mouth. Where are their eyes?!

Conveniently, Six is distracted by the Predators (not our Pred; no idea where he went during Six’s mission, likely stymied by a four foot-high wall or gone to charge his suit) while Rookie takes a shortcut through the nest, and due to his actions, recapturing Six becomes Weyland’s focus as everything goes to hell – the scene is set for our generic hero, anti-hero and non-hero to finally meet as we all head to the same final showdown. In the sequel. Which never happened, leaving our heroes on aggravating cliff-hangers. Sure that layabout Predator was happy about that.

Six itself is constantly referred to an exception and more conniving that it’s brethren, and the ending implies a reason for that increased intelligence; it’s annoying that Six was only one third of the game, it’s the absolute star of the show. It’s as if Rebellion took Ash’s line about Kane’s Son having a hostility matched only by it’s perfection and made that its character-arc; I become death, playing more dangerously than I have in years, bolstered by the sheer reputation of the Xeno. It’s completely impossible for me to relate to or impress emotions onto it, and usually I’d complain about not understanding a character’s motivations, but here it’s freeing and compelling. It is the ultimate non-human character to play, literally alien, and that you’re tortured and manipulated in the opening scenes gives you a revenge angle that lets you be a total badass.

While Rookie is a seen-it-all-before shooter with just enough franchise cap-doffing to get away with it, Pred’s should have been like the original movie, with one squad to take out in a game of cat and mouse, or at least a black-ops cover up, leaving no witnesses. He’s cool-AF in the cutscenes but clunky-AF when it comes to game-play. I’m supposed to be ‘El diablo cazador de hombres’ not ‘el diablo jugando como mi madre’.

Another frustration is how linked yet unaffected the separate missions are. They do all impact each other but only in the cut-scenes – Rookie’s faceoff with the Queen has a huge impact on Six, who derails Pred by facehugging one of his pals while Pred … actually not sure Pred does anything to inconvenience the others. It would have been much more interesting to see choices you make affect the others. I’m not asking for Aliens Vs Predator: Mass Effect edition, but a little cause and effect would have gone a long way – we know the Aliens and Predator universes; we know what’s in the nest, what Pred has on his wrist; the idea seems to be you need to play all three stories to get the whole picture, but it’s obvious. We’ve seen it all before. Except Six. It was something else. AvP would have worked better as just A.

An Alien-only game where we have to establish a nest, cocoon folks, raise kids, control lower-caste drones while keeping the colonists unaware and later keep the marines at bay would be awesome; so many ways this could have gone. As it is, AvP is a 3 out of 5. Occasionally a Six.

2010 | Developer Rebellion Developments | Publisher Sega

Platforms; Win/Steam, PS3, X360

Mass Effect Andromeda

A RAGE QUIT REVIEW

FBT wishes ‘destroy Andromeda’ had been an option at the end of Mass Effect 3

Sometime between Mass Effects 2 and 3, several ‘ark ships’ depart on a one-way trip to Andromeda. But after a 600-year voyage, a disaster costs us our ‘pathfinder’ – the survey specialist who claims new planets – and the system turns out to be hostile and dangerous, not the ‘golden world’ we were promised. Up steps one of Pathfinder’s off-spring to lead the rag-tag crew to a new home. But all I can think is ‘Wonder what Shep is doing’ because unlike the plot, ME:A doesn’t break new ground, it just reminds you of better ME moments.

Once our ship has reached the Nexus, a mini-citadel for the various Arks that launched, we find it barely hanging on; it’s become a powder-keg of tension as the inhabitants went stir-crazy waiting to get onto a planet. As the other arks are still AWOL, it falls on us to get the Nexus shipshape and the inhabitants a home. We’ve got dozens of planets to explore and at first it’s exciting. But we’re rarely doing Neil Armstrong impressions. Most of the time Nexus scouts already tried to settle the planets and it turns out an ancient civilisation of Poundland Protheans did all the hard work (most of the missions are restarting their old machinery). I’m less Pathfinder and more path-follower.

Adding to our woes, the ‘kett’ rock up. An invading force which takes entire populations never to be seen again, they’re hilariously cliched (the boss wears a cape) and look like a mix between Saint’s Row’s Zinyak and those aliens from Galaxy Quest – you can’t take them seriously as what amounts to fun-size Reapers. There’s also the annoying, characterless Remnant, hostile Geth-a-like tech left behind by pretend Protheans who also caused ‘The Scourge’, a dark energy fallout from a bomb, trapping us here. So we’ve got not-Reapers, not-Geth and not-Protheans. All we need now is a not-Shepard.

Stand up Pathfinder Ryder. And … sit down again. Scott or Sara, you can pick either Ryder (the other one joins in later) but it doesn’t matter, they’re as middle-of-the-road as it’s possible to make a hero. The Pathfinder has an element of Spectre-like adulation but it’s undeserved; they blandly defuse problems and just bum about – this is supposed to be an adventurer, a heroic leader yet if they make a movie, you can picture Owen Wilson as the lead. There’s some commentary about trying to live up to Dad’s legacy, but there’s a problem with that – Dad chose this area, put everyone in hibernation for 600 years and is then shocked to find its all changed? Well, yeah? We picked the wrong family to follow. Shep felt the pressures of command but was outwardly a decisive, natural leader and you got behind them; Ryder just acts like he’s got a bong hidden in his quarters. It would have been better to play as Dad for a while, build up and get to know the Ryder twins then chose one to play once he pops off; one naturally Renegade, the other Paragon in nature. But no. We don’t even get Paragon vs Renegade, which really has more relevance here than it did on the Normandy; conquering or colonising, displacing or bonding with locals, do we make this an exploration or an invasion? None of that happens; choice is the one thing they don’t bring from ME?

The squad-mates we get are equally second-rate. Cora the explorer, our second in command is supposed to be an Asari-trained Commando but rather than dangerous or cool she’s a brittle character missing Ash’s warmth. There’s Liam, a too-cool dude who sleeps on a sofa he sneaked onto the ship. Idiot. We have a Wrex-lite Krogan and a female Garrus, who behave exactly like their epic counterparts. We’d already had those squad mates, it just invites comparisons. And then there’s ‘Peebee’ an Asari adventurer who comes across like Annie from the 80’s musical. She’s a romance option which feels off given her prepubescent look and attitude; she’s hardly the coquettish Liara or the experienced, older-woman fantasy of Samara and Benezia. It would have been far more interesting to deal with a bratty teen Asari growing into herself rather than this ‘carefree’ annoyance with sub-Joker comments. As an afterthought, there is one local that joins the crew, Darav, the only interesting one out the lot – and a Javik replacement, given to pointing out how idiotic and naïve humans are. We know. Our first contact with his species is epically fumbled; it should be a startling, amazing moment but no – the crew makes jokes like a new fricking species isn’t a big thing and Ryder saunters out to meet them in his off-duty attire, which in my case is a Blasto vest and some Beats. Just checking, you’re Scott Ryder, son of the Pathfinder, right? We didn’t accidently thaw Shaun Ryder?

The ship’s pilot is a Salarian and actually one of the better characters, while our Dr Chakwas is an Asari who’s been around the block – why are the two best characters non-squad mates? I’d take the doc over sofa-boy any day. Can’t romance her either, so if you’re into Asari it’s baby Peebee or nothing. Romance is odd. Luckily for our drippy hero, it seems the name Pathfinder opens a lot of legs. I get locked into romances without even realising that’s where the convo was headed, while twice I was just talking to crew members and got a variation of ‘I have a boyfriend’. I wasn’t asking. Seems like everyone on the Ark was a nympho. Guess that’s one way to colonise quick and the romances are the one time ME:A doesn’t follow ME – instead it goes for Witcher ‘adult’ scenes which feel a little gratuitous.

We’re also supported by a god-bothering scientist and have a commando team to do … stuff. No idea what, it’s the multiplayer mode but in single-player, it’s the trading sub-game in AC Black Flag. Finally, we’re accompanied by the voice of ‘SAM’, a male EDI who controls everything and is linked to the Pathfinder. Whereas EDI had that voice and her curiosity, SAM is a know-it-all (even in a new galaxy) and about as compelling and real as that voice telling you ‘unexpected item in bagging area’.

It’s also needlessly complex and over engineered. When Shep said “I should go” there was nothing stopping them. In ME:A there’s so much fiddling and viewing and clicking and choosing and researching and – I’m supposed to be exploring the star system not the menu system. Ryder has more choices than planets to tinker with making it slower to get going than in ME1 where you’d spend hours tidying up everyone’s lockers. Even when you do get out into the great unknown, SAM is badgering you about this and that while the game helpfully tells you stuff like ‘press to slow the mako’ endlessly. Another problem dragging the game down is the number of places you knock about. In ME, the Normandy was your centre, in ME:A you start aboard the Hyperion – the ark ship – then transfer to the Nexus, the mini-Citadel, and finally get your Normandy-lite, the Tempest. And then spend forever staring at the backside of the new Mako. You’re just lacking that grounding, that place to strike from. There are tons of planets to explore and each looks beautiful but there’s nothing on them. And why do we plant a flag on one tiny speck of land then have to move onto the next planet? There’s entire continents being ignored yet I’m being pestered to provide space for all the colonists. ME:A isn’t sure if it’s like the original trilogy where you had some freedom but focus, or Skyrim in Space and everything cancels everything out being so epic but empty.

The fights themselves aren’t much but Pathfinder and the others have a mini jetpack to scramble about with (which means watching squad mates leaping like they’re on a trampoline as they try to follow) and you can use it to pause in mid-air to fire over cover, but the biggest leap is you don’t control squad mates as you did in ME. No control wheel – which is a massive trampoline backwards. Take Cora – a honed, precision killer. What does she do? Charges into a huge group of bad guys and gets overwhelmed – and the others aren’t any better, having panic attacks or choosing your gun muzzle as a good spot to stand. I thought we left that kind of follower idiocy back in the Goldeneye era? Get out the way. It’s also repetitive. Rather than constant kett, why not have individual villains dedicated to each system which we chose to bargain with or beat up, apex predators, hell even a Thresher Maw if pressed, instead of always arguing with the kett over it? We tangle a little bit with a Cerberus-style group who want to drive all not-them folks out of the system but otherwise, it’s the kett and they’re just an annoyance when we could be doing so much more.

It’s also hard to believe. Why the citadel races would go for this when the milky way is still half undiscovered is one thing, but four huge ark ships plus a mini citadel have embarked on this venture, which happened just after the Reapers were exposed? Isn’t that precisely when you’d not spend trillions sending folks to a new galaxy? It’s semi-explained in a side-mission which ultimately makes Pathfinder Dad an even bigger coward and idiot; plus, the revelation isn’t explored in a way that lets it resonate. It’s a half-baked attempt to separate ME:A from ME but that doesn’t ring true when ME:A seems unwilling to break away, and the twist is hidden in a side-mission you’ll almost certainly not bother doing – it feels like a cheat. Plus, who’s smart idea was it to fill a ship with Krogans? They’re still dying at this point, not too smart for a colonisation is it. Bet it was Dad again.

If you’re going to call this ME then go all the way. Imagine the possibilities; it’s not an ‘ark’ it’s a refugee ship running from a Reaper. It reaches a Relay just as Shep’s Catalyst choice hits, sending us and the Reaper millions of miles into uncharted territory. Shep’s choices then affect the entire game – if they chose destroy, then the ship and it’s AI are dead, leaving you to rebuild from scratch. If they choose symbiosis then we have to deal with having circuits and full-realised AI – and a cautiously friendly Reaper as a huge side-kick. And if they chose control, the Reaper has Shep’s personality; a Renegade Reaper that can’t be trusted would be awesome. Okay, drop the Reaper idea but at least by having ME’s impact feed in, ME:A would be an adventure in its own right but still explore the repercussions of Shep’s actions. That’s a Mass Effect game. You can’t simultaneously ignore and rely on past triumphs. Just have the ship crash on a planet like Normandy did, make it all about surviving a huge, unknown planet; hell, let’s just pick up where the Normandy crashed and play as your grieving lover dealing with your choice. Anything but this load of empty space.

Like space, the entire game is a vacuum; it has its moments, looks good and plays really well. If it was only brave enough to drop the ME adulation and dig into what colonising a new star system would really be like, you’d have something. Even when we colonise the first planet it’s not celebrated – we just leave. Epic, memorable moment there. ME:A is scared of its own potential and intimidated by the original trilogy – it'[s so vacuous you just lose interest, kinda just stop playing and forget about it. It’s so bland I Rage Quit out of indifference. The best I can say about ME:A is it’s not a bad game, just a bad Mass Effect game.

2017 | Developer, BioWare | Publisher Electronic Arts

platforms; Win/Origin | PS4 | XO