
The bane of fanboys across the ‘verse, The Picky Geek is a column that takes the glaring faults of popular games, puts them under a magnifying glass, and leaves them there until they’ve been fried by the sun. With snark, cynicism, and maybe even a little hyperbole, Ryan Larrabee explores why he never gets invited to any games industry Christmas parties.
First off, let me say that I’m going to get through this whole feature without spoiling any substantial story elements. I might make references to the big events that happen throughout the game, but I’ll keep them as vague as possible for those who haven’t made it through yet.
At this point, I’m sure you’ve heard of the fan complaints about Mass Effect 3. A shitty ending and on-disc DLC are all valid complaints, but an issue you don’t see getting a lot of exposure is the game’s embarrassingly melodramatic attempts at emotional engagement.
The example I’m going to use and the prime offender is Shepard’s recurring dreams of a child that died on a shuttle back on Earth. Now, I’m not one to belittle the impact the death of a child can have on someone, but Commander Shepard isn’t exactly a stranger to traumatic events. Depending on story choices, Shepard could have had a friend and squadmate die in nuclear fire, as well as his entire crew turned into a grey human paste, among other life-scarring horrors. In fact, since that fateful moment on Earth, I, as Shepard, have brutally decapitated hundreds of humanoid enemies with my sniper rifle. So what makes this one impersonal death stand out so much that it gives the galaxy’s biggest hero nightmares? Nothing. The answer is nothing.

This is very much an example of the writers breaking taboos in order to shock you into feeling something. It’s the same thing the Modern Warfare series has been doing lately, first with the infamous No Russian mission, and next with… whatever the one in Modern Warfare 3 was called. This happens because, over our careers, most people familiar with video games have ended thousands of virtual lives, but very few of them are women, and even fewer children. We’ve been desensitized to the in-game deaths of faceless white males, but since we don’t see many kids bite it, it still sends a wave of shock to our brains. Proving my point is the fact that in the same shuttle that the child is in, there are half a dozen or so adults, but do those people get their own slow motion dream sequences? I think not. It’s like when your grandparents watch you play MadWorld. They’ve never been exposed to video game violence, so a whole different spectrum of emotions go through their heads when they see a man ripped in half.
The biggest problem with this form of writing is that it’s completely disregarding the character you’re playing and pandering to the player’s emotions. While many players do like to put themselves into the character, there’s a certain point where you have to realize you may be that character, but the character isn’t you. If the Reaper threat was your responsibility, we’d all perish. The game doesn’t play to your military training, or your skill at diplomacy, so why should it play directly to your emotions?
BioWare tries to market their games on “emotional engagement”. However, with the way they’ve handled the events in Mass Effect 3, it borders more on emotional manipulation. They’re not endearing you to characters and having you experience their troubles and hardships with them, they’re just shocking you into feeling sadness or anger with quick, cheap deaths and sad piano music. Some of the characters returning from previous games, depending on story elements, even follow this formula, seemingly appearing just to die while said piano music fills the background. It follows the Infinity Ward style of emotional manipulation almost exactly.

You see, death is cheap. If you can cut a character’s story short, you can save money and effort by not having to record their voice actors or write out a compelling story for them. Also, there’s the twinge of sadness the viewer gets when you remove a character from the equation. However, the diminishing returns set in quickly. Remember feeling bummed out at the end of Call of Duty 4 when you saw all of your squadmates bite the dust? Did you feel the same way when characters died in Modern Warfare 3 or even 2? Of course not, because after seeing it so often the idea becomes routine to you. Now, characters dying in Modern Warfare is just as expected as the firing of guns. This is what’s happened to the Mass Effect series. At one point in Mass Effect 3, one of my favorite characters made a return and then died. I had the chance to reload a save and make sure it didn’t happen, but did I? No, because I was so used to the idea that it didn’t seem worth the time. The exact opposite of what should be happening in such a story-driven game.
All in all, for a game whose goal is emotional engagement, there’s very little real engagement at all. Once you reach the point where you realize most of your squadmates will likely be dead by the time the game’s over, it becomes less of a story you want to be a part of, and more of a regular old shooter. Then again, maybe that’s the road Mass Effect has been taking all along.





– Vague, but still present, Spoilers –
I’m glad somebody finally pointing out the flaw with using the child so frequently. It works in the opening scene as a way to set the mood for the game and make the player realize death and futility are major themes for the rest of the game, but there are way more important examples of these themes appearing later in the game. Major characters, who as a player I had built put a huge emotional investment in, deaths were much more traumatic to me than the child, and continuing to use the child in the later cutscenes felt flimsy and lacking in any emotional depth after that opening sequence.
The first interaction where the kid wouldn’t accept Shepard’s help by crawling out of the vent, I was like, “Uh… Okay, fuck you kid, have fun dying.” Then when they made it seem like he got out alive for a second I was like, “Oh, well I guess he got ok without me. Lucky bitch.” Then when he blew up I was like, “Shouldn’t listened to me you stupid shit.” When they kept bringing him up in dream sequences I was like, ” Really Shepard? This is you demon? The fact that you’re a reanimated corpse trying to save a galaxy full of assholes doesn’t rate as important enough to dream about, but some random dumbass kid who couldn’t even recognize that he was being saved by the most famous human being of all time haunts his every dream?”
At first I was your a pretty dumb kid that is just spitting out the writers words in a not so discrete manner. Then the dreams were not emotionally engaging but irritating. After the end I wished I could throw gravity grenades down that vent.
The attempt to avert the trope of infant mortality did not connect with me and appeared to be poorly done.
I believe the child, and dream sequences, represent the Reaper’s attempts to indoctrinate Shepard. Shepard is the only one in the game that ever even noticed the kid.
Agree 100% about the use of the child–when I saw it first in the trailers and the demo, I had the same negative reaction to it–and this is a person who cries at the end of “Apollo 13″ even though I’ve seen it about 20 times. I want to rationalize there may have been more to the appearance of the child in the dream sequences (some deeper explanation relating to the Reapers and the fact that the child puts in an unexpected appearance in at the end of the game), but, still…yes, all this.
I thought the use of the former squadmates, though, was an effective storytelling device. It’s one thing for a bunch of faceless thugs or in-passing pixel people die, but another to see characters the players have gotten to know through scores of hours of gameplay bite it because of *your* decisions.
I’ll agree that some of the death sequences themselves were well done, I’d argue that some of them didn’t really need to die.
SPOILERS:
For example. Mordin’s death seemed justified, he went out in a blaze of glory saving an entire species. On the other hand, Legion’s death (Aside from the one where he’s killed by Tali) was pretty ridiculous. His death after uploading the Geth upgrades just seems really phoned in and forced, and was justified by one little half-sentence.
I agree about the kid, but not so much about the rest. I felt that Mass Effect 3 DID do a good job of engaging me emotionally. As a fan who’s been playing this game since ME1, I know plenty of other people who feel the same.
To each their own regarding the “emotional manipulation” that’s present in the game, though I must respectfully disagree with the writer.
Here is a video explaining why fans are irritaed. Spoilers. Is Long so only watch if you have time.
http://angryjoeshow.com/2012/03/top-10-reasons-we-hate-mass-effect-3s-ending/
I didn’t want to reference it int he article, due to spoilers, but I found this conversation to be hilariously bad.
http://www.youtube.com/watch?v=tzqDPf4D4Eg