The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
Near the beginning of Mass Effect 3, an emotional scene takes place
when Commander Shepard encounters a frightened boy on Earth. A feeling
of hopelessness pervades the encounter; Shepard can’t do anything to
help, and the child knows it. The galaxy didn’t prepare for the Reaper
invasion, and defeat seems inevitable. The scribes at
BioWare never abandon this tone throughout Mass Effect 3, leading to a
dark story that beats mercilessly to the pulse of war and the death it
While the universe’s fight for survival is the backbone
of this drama – a masterfully written examination of war and the toll it
takes – Shepard’s humanity is often reflected in key moments along the
way. In a few sequences, BioWare even breaks free from traditional
storytelling conventions to artfully illustrate Shepard’s state of mind.
Many of the conversations exchanged between Shepard and military
leaders are grim, and often feelings of finality or impending doom are
implied or outright spoken. The once-vibrant white walls of Citadel, a
hub of galactic unity and prosperity, now hold the injured and dead and
are blackened by war.
As bleak as this story is, it’s offset by
war sequences so large in scale and beautifully animated that you cannot
help but look upon them in awe. The Reapers are often bigger than a
city’s tallest skyscraper. As they approach they create terrifying
sounds with enough bass to make your subwoofer rattle. Space battles
consist of hundreds of vessels, gigantic volleys of laser fire, and
cinematic shots that owe a debt to both Star Wars and Battlestar Galactica.
Almost every shot in this game, whether it’s showing the finesse of a
ninja-like foe or a simple conversation between Shepard and a crewmate,
is beautifully framed. From Earth's darkest hour to the universe's last
stand, this game revels in heart-pounding excitement and soul-crushing
twists. It starts out with a bang and rarely slows as it races toward
I was left speechless at the end of this story. I won’t
divulge the feeling that washed over me during the final sequence, but I
absolutely love how it concludes. Most of the major plot points
and character side stories – even those harking back to Mass Effect 1 –
resolve. Some of these characters feel like old friends or family
members, and it’s remarkable how much emotion these fictional beings
evoke. I was sad to leave them behind, but satisfied since I had no unanswered questions.
If you played through Mass Effect 2’s Arrival DLC, you
understand the severity of the decisions Shepard has to make. I didn’t
encounter as many Renegade or Paragon choices as in the first two games,
but most of the options have an important effect on the story, and many
are hard to make. Yes, Shepard still finds the time to dance in a
nightclub on Citadel, be cruel to reporters, and find love on the
Normandy, but rarely do you have the choice to apply evil or good
actions to trivial matters. BioWare has a clear path in mind for where
the story threads end up, but Shepard’s input determines who is involved
and what trigger is pulled. The decisions carry significant weight and
lead to interesting outcomes that transcend the traditional
I lost three party members (Grunt, Legion, and
Jack) at the end of Mass Effect 2. Obviously, I don’t know how their
stories conclude in Mass Effect 3, but even if you took Mass Effect 2’s
suicide mission to the extreme, you won’t be cheated out of content. You
still play through the sequences that would have featured these
characters; you just don’t see how they would affect a scene. You'll
want to import multiple saves to see how these scenarios play out with
(or without) certain characters.
Despite its more emotional narrative, Mass Effect hasn't lost its
edge on the battlefield. While the majority of the gameplay mechanics
over from Mass Effect 2 with little alteration (a decision I have no
qualms with), the addition of melee strikes opens up new combat
strategies and allows players to abandon cover. The Omni-Blade mechanic
feels great and finally gives players a solution to close-range
assaults. I just wish it would lock on to downed foes and could be
canceled if I know I’m going to swing and miss.
Squadmate AI is
more independent, moving freely on the battlefield and engaging enemies
intelligently without waiting for orders. This is a great thing, since
the enemy forces are often greater in number and coordinating their
attacks. Shepard can no longer sit back in one spot like a sniper and
pick off an entire battalion. Movement is necessary, and while the cover
mechanic works better than it did in past incarnations, it’s still not
perfect. Sometimes, the control still feels sloppy as you vault and move
between cover points. Regardless, combat offers a higher level of
intensity and the encounters are more interesting this time around –
especially given the great variety in environment and enemy types.
Off the battlefield, Shepard rounds up troops and resources to
fuel the war effort. This mechanic highlights the epic quality of this
galactic conflict, and gives players a strategic experience that seeps
into almost every mission. Some of this is handled through main story
missions, side quests, and planet scanning. Don't worry, scanning isn't
the time-consuming nightmare it used to be. BioWare clearly listened to
complaints people had about Mass Effect 2 and trimmed the fat – I didn't
endure one hacking minigame or awkward vehicle segment.
Friends can also lend a hand to your
war effort through new four-player co-op missions. You won’t share story
moments, but completing these missions raises Shepard’s galactic
readiness in the main campaign. These battles play out much like Gears
of War’s Horde mode, only they’re packed with objectives. Some
are tough to accomplish, especially as you ratchet up the difficulty
setting. Like any good multiplayer game, every match and kill brings
experience points, and players can pass the time by leveling up their
character, modding weapons, and purchasing gear, upgrades, and even
character skins. This co-op experience is a fantastic addition that
gives the game longevity whether you want to enrich your
single-player experience or sink hours into a full-fledged multiplayer
offering. Buying randomized reward packs between matches reminds me of
collecting baseball cards as a kid; the prospect of a rare and valuable
find is enough to keep me addicted indefinitely.
full games, we heard about the Reapers. Mass Effect 3 shows us how great
this threat is both to the inhabitants of this fictional universe and
to the players who must face off against it. I guided Shepard across
three massive games spanning over 100 hours, and feel BioWare has
delivered one of the most intricately crafted stories in the history of
the medium. After getting to know these characters so well, it’ll be
hard to leave this universe behind, but it’s been one hell of a ride.
On Xbox 360, players who own Kinect can also
layer tactics through voice command. This system is shaky at best –
sometimes forcing the player to repeat commands – but when it works, it
aids in sticky situations. As Shepard is unloading a round, you can yell
“Liara, singularity” to chain together attacks. I used Kinect for the
occasional battle, but found it most useful during conversations. When
you’re catching up with the Normandy crew you can put the controller
down and bark out commands, freeing up your hands to stuff your face
with food. Laugh if you will, but I bet Kinect owners will use it just
like I did over the course of long gaming sessions.
The downside to the 360 version is the need to swap discs; this
doesn’t just happen once or twice during the story like in Mass Effect
2; this happened five times for me. PlayStation 3 owners don’t have to
worry about this at all, but I still give The Edge to the Xbox 360
version because you can play the entire trilogy on that console.
of the writing of this review, Game Informer was unable to evaluate the
PC version. We’ll check it out and report on it separately if we feel
it warrants an individual review. If not, consider this the definitive
Email the author Andrew Reiner, or follow on Twitter, Facebook, and Game Informer.