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| Mass Effect Review |
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| Written by James Pikover | |
| Sunday, 17 February 2008 | |
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Page 2 of 3 Because you have to pick which set of abilities you have before actually playing, the only way to fully experience the game is to have at least two plays through, which is perfectly fine. However, it also means you won't get a taste for how any abilities operate until at least sitting down to any new game for a good half hour or so, using those powers in battle. Once all that is selected, the story unfolds. The player's chosen backstory is discussed and soon enough we're thrown into a mission to investigate something of galactic importance. The whole time, you're discussing with different people on the ship about the planet, the mission, and the ship's alien guest. The way dialog works is incredible. Using what's called a dialog wheel, different commands players can make appear in a wheel which is accessed using the right analog stick. Instead of showing exactly what Commander Shepherd, our daunting hero, will say, we see the gist of it and watch as the characters interact with one another. Other than being more cinematic, the way dialog works as a whole is much more realistic. It starts out with players listening to the characters, then seeing the thoughts in just a few words on screen. When a thought is chosen, typically before the other character finishes speaking, Shepherd says exactly what the original thought portrays. Usually this works, though there were some occasions where the dialog and the thought didn't quite match. Yet with thousands of lines of dialog, a few times is just a fraction of a percent of the whole.
After that first mission, Shepherd is made into the first Human Specter, a special class of government police that has a free pass to making justice as they see fit. The idea is to track down Saren, a "rogue Specter" who's after something and is obviously up to no good since "he hates humans" and, as you know, that's the only species you get to play as.
These special dialogs are for charm and intimidate. These options allow you, if available, to do just that; either charm whoever you're conversing with to do what you want, or intimidate them into it. And because the way you behave, the missions you take and the way you speak all have influence over what kind of person you become, either Paragon or Renegade (good or bad, respectively).
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| Last Updated ( Sunday, 24 February 2008 ) |
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