Mass Effect 3 (2012)

It’s been a couple months since I played Mass Effect 3, but I have not written anything about it because I could not express my utter disappointment through words alone. Still, I have to make an effort to try to articulate what went wrong with the final game in the legendary Mass Effect trilogy. Maybe that’s being a little harsh as the game up until the final mission is good, great even, but the ending leaves a permanent stain on the entire franchise.

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The positives of Mass Effect 3 mimic the previous games in the series. Strong storytelling, interesting characters, and a heavy emphasis on player choice. Additionally, Mass Effect 3 plays very similarly to Mass Effect 2 as a cover-based tactical shooter. There are a few new abilities to play around with but for the most part the gameplay is about the same as its predecessor. The big difference between the two games is how quickly the story ramps up. While Mass Effect 2 told short, episodic narratives and focused on your squad members, Mass Effect 3 places less emphasis on your team and more on the galactic war threatening the destruction of all life. The previous two games in the series have been building up to events of Mass Effect 3, and it delivers convincingly with a massive scale war. The game really does a phenomenal job at setting up a David vs. Goliath narrative and making the player really feel like they are the galaxy’s last hope.

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Many of the missions that you will play in Mass Effect 3 are life or death for certain species, planets are on the line. As you travel across the galaxy with your small squad of elite soldiers you will encounter past squad mates and witness how they rose to glory in their respective races. These moments are immensely gratifying as you watch Shepard’s old pals lead their races away from certain destruction and work together to destroy a common enemy. And with the emotional highs, come the tear-jerking moments. You will have to make difficult decisions, and some friends and acquaintances might not survive. These types of moments are what Mass Effect and Mass Effect 2 were lacking, nothing bad ever happened to your squad who you had become so attached to. I guess BioWare was just saving all these moments for the last game, as they are plenty of them.

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The first major issue that I have is not just with Mass Effect 3, but with its publisher, EA. EA likes to make money, and is willing to sacrifice product quality and player experience for it. In the case of Mass Effect 3, that means loads of important content being locked behind downloadable content (DLC) that you must pay extra for. There are numerous DLC missions that are integral to the story and background of the game, and that’s unacceptable. Furthermore, you can buy Mass Effect 3 for $10-$15, but if you want all the essential DLC, you are going to need to pay an extra $60. The price for these missions has not gone down and they don’t go on sale either, so even 6 years after the release of the game you must pay top dollar to get the full experience. This is not just an issue with Mass Effect 3, every game published by EA suffers from their greedy mentality. It’s just unfortunate for Mass Effect 3 that a lot of its best content is locked behind a paywall.

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The biggest issue with Mass Effect 3 is just how much of a letdown it was as a conclusion to the franchise. First and foremost, the mission lacks the oomph-factor. I would have absolutely loved to see previous squad mates show up to the final battle backed by their armies to assist Commander Shepard and have some impact on the gameplay and mission itself. But the biggest flaw is not the entire missions, but the last 10 minutes. I don’t want to spoil too much, but very little is explained to the player. After three story-driven games I wanted to see a fitting conclusion to the trilogy, but I was met with a punch in the gut. The player is told through some expository the reason for the Reaper invasion, but it does not make a whole lot of sense. Furthermore, the final villain is just portrayed terribly. I really don’t know what the developers were thinking. To drive the issue home, there are three choices for the end of the franchise. And realistically, all of them lead to the same conclusion. Every single choice that the player made in all this time playing the series was absolutely pointless. For a story-driven trilogy with emphasis on player choice, this was so far out of the ordinary that I am still in shock. To further rub it in the player face, very little is explained after the final choice. You really do not learn how the galaxy turns out as a result of your choice. Overall, I felt hollow and immensely disappointed that the series ended on such a low note.

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As a whole, Mass Effect 3 is a fine game, it adopts much of what made previous entries to the series so great. If the ending of the game was not such an absolute dumpster fire, Mass Effect 3 would be on par with Mass Effect 2 and the series would be immortalized. Still, the Mass Effect trilogy is legendary. I wish there was a more fitting conclusion, but even without a hard-hitting ending Mass Effect 3 is still unforgettable.

Waluigi Doesn’t Deserve to be in Smash

After Nintendo’s E3 conference centered around the reveal of Super Smash Bros Ultimate fans have been in an uproar over the exclusion of Waluigi. I don’t think highly of Waluigi, and I think even less of the fans behavior. The outcry surrounding this one particular character is insane, and people need to take their outrage down a notch. Would I like to see more characters in Super Smash Bros Ultimate? Yes. But the reality is that roster space is limited and character slots are valuable. As such, Waluigi should bring something to the table that every other possible candidate doesn’t. Personally, I don’t think he is worthy.

Who would he replace?

The entire point of Super Smash Bros Ultimate is that every character from four previous games would be playable in the game. So right off the bat, you cannot replace any of those characters with Waluigi. Next, there are 3 newcomers to the game: Inkling, Ridley, and Daisy. I think it is indisputable that Inkling and Ridley are far more deserving to be in the game than Waluigi. They both are main characters from major Nintendo franchises while Waluigi is a side character who only appears in spin-off titles.

Moreover, those characters are from underrepresented series. Inkling is the only character from Splatoon to be added to Super Smash Bros Ultimate, and Ridley is the third character from Metroid. The Mario series already has like 10 characters in the game, Waluigi would be overkill. The only debatable newcomer is Daisy, but Daisy is an “echo” fighter, meaning that she simply copies her moveset from Peach. Daisy was easy to create, and an entirely new Waluigi character would not be. I imagine that Daisy was a quick addition to the game while Waluigi would require much more work.

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He is not a major character.

There are a lot of characters that get requested to be put in Super Smash Bros. Obviously, Ridley and Inkling were probably the two most desired characters and they both made it in the game. Other than that, Bomberman, King K. Rool, Shovel Knight, Banjo & Kazooie, Bandana Dee, Decidueye, and Shantae were all also some high-profile choices that were commonly requested. Like Waluigi, none of those characters made it into the roster either and I think they are all probably more deserving.

Truthfully, I don’t know when this Waluigi hypetrain got in motion. Only in the past few years have I seen Waluigi gain a whole lot of attention and before that he was a throw away character. I think that he is some internet culture phenomenon that is popular solely as a joke. Sure, the existence of a bizarro Luigi who can only say “WAHHH” is kind of funny, but I genuinely feel the majority of his popularity exists due to meme culture. Waluigi’s entire existence came about because Wario needed a partner for the original Mario Tennis. Since then, he has not starred in any of his own games, nor is he a main character in any game. He is a spin-off filler character, and that is not debatable.

Realistically, Waluigi’s meteoric rise in popularity is only because he has become a meme. Super Smash Bros games are timeless, and I would be pretty disappointed if the developers added a meme character in the game over a major character from another franchise. Sure, it would be hilarious now, but the nature of memes is that in a few years it won’t be funny anymore. If Waluigi is added now, years down the line people will be asking “Why was Waluigi included over X,Y, or Z again?”.

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The fans behavior is disgraceful.

Ok, now for the serious part of the article. The real issue at hand is that fans have been acting terribly since the reveal of the Super Smash Bros Ultimate roster. It was pretty evident at the Nintendo E3 presentation that the game’s director, Masahiro Sakurai, was determined to fulfill many fan requests. They brought back every single character from every previous game, that in itself is pretty crazy. Furthermore, they added two highly requested new characters, Inkling and Ridley. And they added the somewhat popular Daisy as an echo fighter to boot. So, what is the fanbase’s response to the fulfillment of many long-time requests? To go completely ballistic apparently.

Seriously, is it worth making such a fuss over Waluigi after Sakurai and his team worked hard to include numerous fan desires? I would be surprised if the developers ever listened to fans again. It was stated directly that they went through great lengths to include every previous character and Ridley in particular was difficult to design. Yet the developers are treated like garbage because of the exclusion Waluigi. Furthermore, harassing a game developer over Twitter is immature and unacceptable. The fact that there is such an uproar about this is absurd. What about EA’s predatory practices? What about the pre-ordering problem? What about microtransactions? What about cash-grab DLC? Seriously, of all the things people choose to get upset about, it’s Waluigi. Unbelievable.

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I’m all for tons of different characters being included in Super Smash Bros Ultimate, even Waluigi. But including characters takes time, resources, and money, so roster space is ultimately limited. Inlcuding Waluigi as a joke character over numerous other worthy choices is kind of bizarre if you ask me. Waluigi is a meme, and memes die off. Still, regardless if whether or not you want Waluigi in the game over anybody else, don’t act like a jerk. Harassing the developers over social media and writing angry posts about Waluigi is just disrespectful. Even if you’re joking, remember that people’s literal livelihood was making Super Smash Bros Ultimate, and berating them and their efforts because they didn’t include a meme is unacceptable. Maybe I’m taking this too seriously, and honestly, I didn’t care much about the issue at first. But when a developer goes out of their way to appease fans and they get flak for it I can’t help but get offended. Games are meant to be fun, the community should strive to be friendly, not full of vitriol and hatred.

A Hat in Time (2017)

Few games can hit the nostalgia nerve without being a direct remake of a game that you played as a kid. Somehow, A Hat in Time manages to take me back to the early 2000s despite being a brand new 2017 game. Inspired by the likes of Banjo Kazooie, Super Mario 64, Super Mario Sunshine, and Psychonauts, this game combines elements from these classic and memorable games to take the player back in time to experience pure platforming bliss. A Hat in Time is witty, charming, and a wholesome game that anybody can jump into and have a blast.

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Perhaps the most nostalgic game for me is Super Mario Sunshine, despite all its issues I just feel happy playing that game. The sunny environment, the upbeat music, and the extremely varied levels makes it a game that I look at back with great fondness. A Hat in Time heavily emulates Super Mario Sunshine in its structure and presentation but it modernizes it for a new generation to enjoy. You play as Hat Kid, an adorable little girl who is piloting a spaceship on a journey home when her travels are interrupted. The player must hunt down timepieces to fuel the rest of her trip and make it back home. From the hub of the spaceship, you can choose from four separate areas each with numerous levels. Levels can be any number of challenges, some are mini-games, some a boss fights, some are collectathons, some are free-roaming, but most are tasks based in platforming. Quality level design and variety make this game a blast to play.

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The other shining feature of A Hat in Time is in its characters and charisma. Hat Kid will encounter a number of different characters, each one is goofy in their own right. Each area has an episodic story told through the levels that has you interact with the characters. Moreover, even though Hat Kid is a silent protagonist, she still displays plenty of emotions and has a few funny moments. A Hat in Time just oozes charm with its lovable characters and story. Furthermore, the vibrant colors and cheerful music are sure to keep you joyful.

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A Hat in Time method of progression is similar to most 3D Super Mario games, but with a twist. You unlock new areas by collecting timepieces (similar to Stars, Shines, or Moons from the Super Mario series), but Hat Kid herself can unlock new platforming tricks through the use of hats. As you progress through areas you can collect optional balls of yarn that are used to craft a number of different hats. Some of these hats provide simply quality of life bonuses like the ability to sprint or a hat that shows where the next objective is. Other hats have necessary abilities to progress through levels. You can swap these hats around whenever you want, and you can even equip special badges to get even more small bonuses. These hats provide some a nice feeling of progression that gives the player a bonus incentive other than just timepieces.

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There are a few minor problems that I have with A Hat in Time. First in foremost, while the game takes the best features from early 3D platformers, it also comes with one of the worst, the camera. The camera controls in this game are unwieldy and occasionally frustrating. In tight spaces especially. Frequently the camera will become locked and you cannot rotate it around to see your surroundings. This can be enormously annoying because sometimes you cannot even position it to see where to jump. The next issue that I have is that while three of the four areas are phenomenal, one is just a letdown. The area Alpine Skyline lacks the charm of the other areas because there are no characters or major objectives, it is a simple free-roam to collect a few timepieces. Moreover, these are the longest timepieces to obtain in the game by a longshot. You have to undergo 15 minutes of lame free-roam platforming to reach the real areas where the timepieces are even located. Its unfortunate because A Hat in Time is short as it is, only having three worthwhile areas makes that issue even worse. Still, I guess it bodes well for A Hat in Time that I wanted more of it, it shows that I really did enjoy the game.

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As a whole, A Hat in Time takes the player back to a simpler time in video games. Just some nice, wholesome fun. I can say with utmost certainty that anyone can enjoy this game. Whether you are a complete newbie or an older gamer looking for a hit of nostalgia, A Hat in Time is sure to impress. I wish the camera was not so janky and that there were more quality areas, but overall it was a heartwarming experience. For these reasons I give A Hat in Time a 9/10. I hope we will see more games like A Hat in Time being produced, as it was simply a pure and joyful ride down memory lane.

Divinity: Original Sin 2 (2017)

The genre of computer roleplaying games (CRPGs) is fairly unpopular and has not seen a lot of attention in recent years. While many classics such as Diablo, Baldur’s Gate, Fallout, and Planescape: Torment are seen as incredibly important titles there not much demand for these types of games anymore. As the medium of gaming as progressed, the slow, methodical, and classic style of RPGs has become niche as it was replaced by action-adventures. These types of games are inspired heavily by tabletop roleplaying games like Dungeons and Dragons, with heavy emphasis on character building, numerous progression options, dialogue, and stats. This tradition has been upheld by Divinity: Original Sin 2, which is a deep, creative, and addicting CRPG. As a disclaimer, Larian Studios recently announced that they are going to release an enhanced version of the game the fixes some of the things that I am going to write about, so some of this review may be obsolete in a few months from now.

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Divinity: Original Sin 2 is the newest entry in the longstanding Divinity series, but don’t fret, even as a story heavy RPG this game is not is not dependent on its predecessors. Even though I have not played any of the previous games, I completely understood and was drawn in by the story of Divinity: Original Sin 2. The central theme of the game is focused on an otherworldly magic called source. Few individuals can tap into this source and it allows them to cast powerful spells and abilities. By accessing source however, it allows monsters from the void to travel to the world and attack bystanders. The player is one of the few who can tap into source and is persecuted for it. You join up with companions who are in a similar situation and attempt to uncover the mystery of source and the void.

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The gameplay of Divinity: Original Sin 2 is an isometric turn-based RPG. The player can control their own avatar and up to 3 companions throughout the world. As a CRPG, the game has a very heavy emphasis on dialogue options and different paths. In the starting area alone, there are 7 or 8 different methods of progression to move forward. It is immensely satisfying to hunt down all the numerous paths and branches and make choices that reflect on your character’s personality. Of course, many paths and options are locked behind stat-checks, clever responses, and special abilities, so you have to find the path that suits you. Like its pen-and-paper predecessors, Divinity: Original Sin 2 lets you create and build your own character from the ground up. Even if you mess up and make a bad choice, the game lets you redo your stats so there is no need to worry about min/maxing. Aside from character building and decision making, Divinity: Original Sin 2 supplements its gameplay with turn-based and strategic combat.

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While the combat is usually not the focus of a CRPG, Divinity: Original Sin 2 does a fantastic job at making it addicting and gratifying in its own right. There are plenty of different classes, skills, builds, items, and strategies to play around with. The interesting thing about Divinity: Original Sin 2 is how many of the abilities interact with each other. You can use rain to put out fire which creates steam which you can strike with electricity to create a static storm. And that’s just the tip of the iceberg. Tons of different elemental abilities and status effects interact in unique manners to allow for some dynamic and creative strategies. Even more intriguing was the decision to allow players to partake in “cheese” strategies to effectively break the game. “Cheese” strategies include things like teleporting enemies into pits before the fight even starts, or littering the battlefield with explosive barrels preemptively, or having one of your characters leave combat to buy potions while the rest are locked in a turn-based affair, and much more. These creative solutions break the game and almost feel like cheating, but the developers intentionally left these things in the game to allow for player freedom and ingenuity, and I quite like that.

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With the combat that Divinity: Original Sin 2 offers, there are a slew of issues that can plague any instance of combat. The first being that the game is fairly confusing and daunting at first glance. With dozens of different stats, abilities, skills, items, environmental effects, status effects, and combat nuances there is a lot to soak in. Realistically, it does not take too long to understand the basics, but I can see how many people may be dissuaded by the depth of the game. The next issue is balance, as with any game, some abilities and classes are better than others. However, some abilities are so wildly powerful that I wonder how they are even on the same plane of existence as many of the weaker skills. What really busts the combat are the crowd control effects, things like stuns, knockdowns, taunts, slows, etc. These abilities generally deal solid levels of damage while also incapacitating the enemy. Sure, they have cooldowns, but with 4 characters and each with a dozen different ability slots you can easily chain crowd control together in a way that never lets the enemy perform an action. The only downside of these skills is that they require you to break the armor of the opponent before you can crowd control them. Battles become a race to destroy the opponents armor and indefinitely stun-lock them before they can do the same to you. As such the difficulty can be a little binary, you either break their armor before they break yours and the battle is a breeze or vice versa and the battle is nigh impossible.

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The one massive issue that I had with balance was the leveling system. Levels are massively impactful in this game and they take a long time to earn. A singular level increases your power exponentially, and this creates a plethora of problems. Battling enemies who are higher level than you is ridiculously difficult, and battling lower level enemies is incredibly easy. The slow gain of levels means that you can be level 9 with 99% experience, but you are still going to struggle against a level 10 enemy. And finding more experience is not easy, especially since it takes 2-4 hours to gain a single level. You can get roadblocked by higher level enemies and have to turn back and hunt down easier foes. This especially is frustrating when you are in the middle of a quest because you have to abandon your progress and come back later, and by that time you will have forgotten the details of what you were even doing. More frustrating still is how armor and gear scales just as quickly as the player. A level 10 common piece of armor is often better than a level 9 legendary piece of armor. Having your best equipment being made obsolete by common clothing in a single level is infuriating. Moreover, it means that you have to constantly keep track of all 10 pieces of armor on 4 separate characters to make sure that is always up to date. When you get a new breastplate for example, you have to check if its better than any one of the 4 that you currently are using. Constantly reequipping your characters is mind-numbingly boring and tedious, but it is absolutely necessary.

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Despite its issues, Divinity: Original Sin 2 has flashes of brilliance and is easily one of the best modern CRPGs on the market. I could get over the balance issues and leveling system, hell they could be easily patched and rectified, but there is something much more detrimental to the game. The biggest issue that I encountered was just how the game got worse in nearly every aspect as I got further in. Divinity: Original Sin 2 is a long game, but it wasn’t just fatigue or the desire to “be done” with the game that hampered my experience. The game is split into 4 distinct acts, each taking place in a new map. Act 1 was absolutely phenomenal, tons of side quests, a gripping main story, polished level design, and while it was fairly linear it still offered a ton of different branching paths. Act 2 was much larger, but to its own detriment. Too many directions to go with very little guidance, and the issue with the leveling system rears its ugly head. Much of the map is nearly impossible to tackle early on because you are not a high enough level. This means that you have to explore the entire area just scrounging for enemies that you can actually fight. Act 3 is a short and uninspired area that lacks any side content.

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Finally, Act 4 is an utter disaster. Most of the fights feel like nonsense that require you to use “cheese” tactics or overpowered abilities to even stand a chance. There are very few options or paths of progression for many of the quests, some literally only have 1 possible option which is a far cry from Act 1’s branching decisions. It’s a shame because after such a long playthrough you want to enjoy the end and the resolution to all the major quests and plotlines, but many of the late game fights just feel like the developer is throwing the kitchen sink at the player. Worse still, the game’s performance drops drastically as the game slogs on. Glitches become commonplace, framerates begin to suffer, and load/save times skyrocket. I feel like Act 1 was meticulously designed, tightly crafted and tested extensively, Act 2 was still solid but not nearly as carefully planned, and Act 3 and 4 were just rushed.

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Overall, Divinity: Original Sin 2 still may be one of the best CRPGs ever made, even if it is a dwindling genre this game manages to demonstrate why these types of games can be so fun. Divinity: Original Sin 2 showcases the best of the genre: branching paths, witty dialogue, fun character building, and creative solutions. And it also has the worst of the genre: rampant balance issues, frustrating inventory management, and broken enemy encounters. As a whole, I think the goods significantly outweigh the bad. Acts 1 and 2 make up the majority of the game, and the one good thing about Acts 3 and 4 being oversights is that they are fairly short. Moreover, the developers are working on an enhanced edition of the game said to fix much of the balance woes and completely rework Acts 3 and 4. If the game was Acts 1 and 2 alone, it would easily be a 9/10, but sadly it just falls apart too much in its final act. For these reasons, I give Divinity: Original Sin 2 an 8/10. I really hope the enhanced edition fixes the issues that I have with this game, as this game has tremendous potential. The first act alone is a masterpiece of RPGs and is worth experiencing but prepare to be let down later in the game.