The story of a human soldier gaining the honour of spectre in an alien run galactic society and having that chance of saving every race has a vast potential of being extraordinary. However, the game’s far and few between storytelling or playing leads to the story lacking much relevance to the entirety of the game. Yet when the story is used the emotions and relevance is felt strongly and if it was used more frequently the player would’ve found themselves amerced.

In the simplistic gaming environment little to no interaction is found between the player’s proceedings and their surroundings. However this is not to say that the Bioware team did not put vast amounts of effort in creating an aesthetically pleasing world. At any chance a player will find themselves looking skyward or through a window marvelling at the eye-pleasing milieu. The HUD is understandable and the mini-map is never misleading. Unfortunately all this simplicity is undermined by the complexity of the in-game menu. One finds oneself struggling at first to explore the intricate selections yet once one’s bearings are found the options become tedious. The upgrading and collection of weapons and add-ons as well as improving the characters acquired special talents becomes monotonous at the best of times.

As previously stated the environments are well designed and serve to please the viewer. However the in-game videos reveal flaws in the facial and bodily region. Facial expressions rarely suit the situation and the texture of everything looks so rough and hazy. During game play the Bioware team makes its debut. Explosions are an array of visually attractive images. Gunfire and movement are always precise and never blurred. The environments hold their neatness during the most graphically demanding situations.

Game play:
Mass effect continues its simplicity through it’s almost too easy game play. Changing weapons, movements, reloading, firing, selecting specially acquired skills and ordering team members about is all easily achieved with quick single touches. Firing on usually critical body parts does have a major effect in this game. Game play is found to be realistic and true in the logics of warfare. The engine is able to run the most demanding events with little to no lag. Freezing is unapparent which makes for a well developed game.

The game in general follows a more unsophisticated path which is hugely impressive in the ever increasing complexities of game creation. With a few areas of fault the game is able to retain an enjoyable existence that allows for an assortment of gamers to give it a try.


Josh “Swift” Sack

Games Editor