Was bound to happen eventually

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I’ve been knowing it for a long time, and now that it has happened, I don’t feel too bad about it. It’s always the same…if you undock, expect to explode. See, I was itching for some action and I passed the Torrinos gate in EC-P8R and saw two battleships and two battlecruisers on the gate. I figured I could handle that so I went to Torrinos, picked up the Asmodai and went back in. I was gone for 120-180 seconds at most, but when I landed in EC, a massive battle was taking place on the gate. Apparently Red Overlord decided this was a good time to take over the gate. Oh…hell.

I fought valiantly, but some really bad target calling on my part lead to only a single kill, and not a very good one at that. The Asmodai is now space dust, but I don’t feel bad. He served me really well during the year we were together. The Sansha AI saved me a bunch of crew as well, which meant that the human sacrifice was minimal.

Rest in peace, Asmodai!

UPDATE:

Apparently I managed to get a few shots off on a Scorpion as well…

Adventures, In Character March 13th 2010

What is EVE all about? (OOC)

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I found this little gem when I was surfing the EVE New Citizen’s forum. I felt I had to share it, because it was put so beautifully and humorously.

Cthulu ftghan wrote:

I am no longer “new” at this game.  I started early last year, took a 3 month hiatus, and restarted this year.  I have learned many things along the way, and some things that new pilots can learn from.  Some are experiences, others simply observations, and some are downright obvious.  But having played in PvE and PvP (and being horrible at the latter), I have made some costly mistakes.  I have had to commit suicide in wormhole space with my implants.  I have flown a battleship into battle and lost, and was waving my fist at 2 virtual frigates on a screen.  In no particular order, here are some things I have learned.
 
You will die.
 
A lot.
 
And once you get good at things and understand how the game works, you will end up getting wtfbbqpwnzored by 2 people in frigates, and your battleship will be burning with you inside.  They will demand you hand over more isk than you have in your virtual wallet, and you will realize that, in fact, you still know nothing about this game.
 
You will never win this game.
 
This isn’t a “win” game.  There is no level 80.  There is no set of achievements except the ones your set for yourself.
 
You aren’t safe.  Anywhere.  Period.  PvP occurs in stations too.  It is called The Market.  You might not die, but your wallet could easily disappear.
 
You fit your ship wrong.  Again.  That’s right, you always will.  “My Punisher killed that Rifter!  This is certainly the right fit.  No wait, how did that Coercer kill me?  I need to refit…”
 
Check your directional.
 
Check your local.
 
That Maller is a trap.
 
Warp stabilizers might save you today.  They won’t tomorrow, and probably won’t ever again.
 
Inject your skillbook before you leave the station.  Neo didn’t learn Kung-Fu by having it sit in his usb drive.
 
Bookmark everything.  ESPECIALLY when you jump into a wormhole.  This includes where you came into the wormhole.  Because when you are busy scanning and a HAC targets your Arbitrator, you will be in a pod.  And then you will have a really interesting time getting out of WH space.
 
Keyboards are destructible.  Much more so when used as a projectile.
 
Don’t fly it if you can’t fit it.  That being said, DON’T FLY IT IF YOU CAN’T FIT IT.  And the same goes for affordability.
 
That mentally challenged fellow there in local chat calling you names?  He’s not mentally challenged.  Nor is he forgiving when he finds you.
 
Pods pop easily.
 
Concord delivers swift justice, especially for your mistakes, like targeting friendly pods and clicking the wrong action.
 
You can do anything:  Manufacture, explore, trade, pvp, mine, lead a corporation, lead an alliance, wage wars, pirate, transport, be a part of factional warfare, and I’m sure there is more I am leaving out. You can become virtually rich, and you can lose it all.
 
A friend of mine that I used to play WoW with asked what is so great about Eve, and why he should leave WoW.  It is such a broad and easy question, I didn’t know where to start.  But ultimately I told him the most important thing I have learned in this game:
 
Eve is what you make of it.

Out of Character, Stories March 12th 2010

Notice of closure

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Well. I guess that’s it then.

Corporate information

Good day.

I’ll unfortunately be coming with bad news this time around. Those of you who have been around a good while already know this corp has been through hell over and over again. This join with SMA was the last attempt att getting the corporation to live again.

Unfortunately, it appears the alliance is very inactive and people are reluctant to help fighting in MT.

Our own activity have been dropping steadily due to this inactivity. People haven’t been able to fight, rat or run anomalies or make any kind of meaningful ISK lately.

So, in short, this venture didn’t really work out, so IN ONE WEEK I’M KICKING EVERYONE OUT OF THE CORP AND TAKING DOWN THE POS. I’m not yelling, I’m just making sure you don’t miss that.

You have one week to get your stuff either out of MT into high sec, or relocate to any other corp in the alliance. I won’t tell you what to do. If you wanna stay in MT, I suggest you look up any of the other active corps and join them, if not, move your stuff out before I take the POS down.

I wish you the best of luck in the future, and it’s been a blast flying with you, albeit a bit of bumpy roads.

As for the question of relocation.

Well, I know you probably ask this, but the truth is, this corp has been dying ever since Lalani stepped down as CEO and we lost focus. We had a brief brightness during our wormhole ops until RK kicked us out of Weld. Ever since then, people have been losing hope, we’ve been losing members and there have been a steady decline of members.

I will not keep kicking the dead horse anymore. It would frankly be cruel to you, it’s members, to try to instill any kind of hope in you.

I urge you to stay in CNF public and keep in touch, no matter what you decide to do in the future.

Best regards, Ancy Denaries

Corporation, In Character March 10th 2010

E-honor (OOC) and W-space

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I was browsing through MLYT (My Loot, Your Tears) and came across a very interesting discussion about the concept of honor. I’ve always felt a sting about the whole “honor your ransoms” as a matter of honor. But the way Paul puts it, it just makes the whole thing completely ridiculus. Honoring ransoms is not a thing everyone should do just because. it’s my choice to do it and I’ll keep doing it, but I’ll stop reprimanding others for not doing it.

It’s as inane as asking someone not to bluff in Poker. It’s part of the game, the big sandbox. It’s all a part of the “take a risk” factor of EVE. The ransomed person takes a risk by paying the ransom and hoping for it to be honored. If it’s not c’est la vie, it’s just a game after all.

I simply honor my ransoms because I can’t bring myself to kill someone in cold blood when they satisfied my demands. That said, I rarely ransom mostly because I pirate in fairly crowded space and help is but a few seconds away.

He also goes on to talk about living in wormholes space in this post. It’s something that’s been brewing on my mind a LONG time and something I’d love to do some day. It’s just that right now our corp is bungled up in 0.0 and caught up in inane politics. Also, I can’t just relocate the corp to W-space. Most people in our corp really wouldn’t be able to make a living, or a contribution, to a W-space corp. But some day, I might set up shop in a W-space system. Just me and my alts. All alone.

Frustration

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If you have been following these logs, you know already that my corporation has been through a lot and that it’s more or less a miracle that it is still going. We’ve recently added four new members to the corporation and things are looking better, but I’m still not sure that it’s going to make it.

It all comes down to our new alliance. We’ve managed to secure sovereignty in one system in Pure Blind, but our gateway system out of the constellation is held by enemies, and they have sov in that system. They regularly camp the pipe gates and do frequent raids into our territory. This is to be expected of course, but what irks me is the lack of response from our alliance. CNF has yet to establish a proper presense in our new system, and all we’ve managed to do so far is set up a small POS for hangar and ship maintenance purposes and moved a couple of ships down for fighting the local pirates. These ships are specifically designed for combatting crewed ships, not pod-enhanced ones.

The problem mounts since transporting ships back and forth requires going through the pipe, which is camped almost every hour, making it difficult to move anything that is not cloaked. To add to the problem, our only carrier pilot (we do have several capable, but only one in privat ownership) have been really ill lately and have not been able to do any jumps. We’ve just recently recruited another, which should make things easier when it comes to logistics.

Seeing as we are more or less set up now, it comes down to the activities of our alliance. Will this inaction continue? Will we keep getting kicked at without response? I heard the other night that a stealth bomber fleet assaulted an enemy POS in the neighboring system in order to incapacitate the guns of the spacestation for a coming siege. This is really good news, and I wish I’d been there, but I was currently in a sleep-cycle by then. If we are indeed assaulting our enemies, we might get into trouble however, since they far outnumber us.

Only time will tell if we will survive this.

Corporation, In Character March 2nd 2010

Sansha’s Patrol log #YC112-02-28

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I don’t know what the hell my sister is up to, but last night I recieved a military priority message from the “Sansha nation”, signed with my sister’s name. In spite of having traded fire with her on several occasions, I really never truly believed the rumors. This patrol log changed my mind.

Sansha’s Patrol Log #YC112-02-28
Child: Catrina Denaries, Curse “Sansha’s Demon”
Local time: 17:40
Location: Biphi, Jakemhih Constellation, Domain

Been patrolling the Jakemhih and Emsek constellation for 27 minutes. Limited enemy presence at this time. Detected remnants of combat near Biphi gate in Mamet, Sansha cruisers and the remains of an interceptor of Amarrian origin, probably Crusader class. Crew status unknown. Most likely terminated due to vacuum exposure.

Local beacon in Yong registers a count of six in system, two of hostile allegiance, rest at current unknown. Directional scan reveals four signatures. Prophecy class battlecruiser near a belt, two frigates likely parked at POS and a Caracal class Caldari cruiser. Investigation of Prophecy most logical course of action.

Recieve combat chatter on route to belt; Prophecy engaged with Nation soldiers. Move in to assist. Prophecy at 6 Km. Engage microwarpdrive, acquire target, set orbit to 27 Km. Target locked, engage disruptor, neutralizers and tracking disruptor, launch drones. Prophecy destroys Sansha cruiser. Vengeance must be had!

Prophecy engages. Modal Heavy Pulse lasers loaded with a variety of crystals. Estimated optimal range: Less than 10 Km. Estimated TD disruption: ~60%. Final optimal range: 4 Km. Curse is safe at 27 Km, proceed with vengeance. Prophecy aimlessly continues counterattack, multicolored lasers dissipating well before striking our shields. No damage, shields at full power. Prophecy shields failing, Hammerhead drones now attacking armorplating. Limited repair power inhibited by energy neutralizers. Prophecy still attempts to hit us. No change in crystal configuration. Pilot likely in panic.

Rapier appeared on directional scanner. Estimated high threat level, must locate escape route. Nearby belt selected, awaiting enemy arrival, continue destruction of criminal. Prophecy explodes, Thanatos appears on scan, likely at aforementioned POS. Rapier still have not appeared at belt, likely not heading this direction. Caracal has left scannable area. Acquiring pilot pod, apply disruptor.

Pilot speaks unknown language, unable to deliver conditions of surrender, destruction preferred. Security status adjusted. Frozen corpse left as reminder of the power of the Nation. Sansha will prevail! Analysis of Prophecy wreckage reveals lack of fitting skills.

Sansha’s Patrol Log #YC112-02-28
Child: Catrina Denaries, Curse “Sansha’s Demon”
Local time: 17:30
Location: Yong, Emsek Constellation, Tash-Murkon

Local beacon shows four in system, only one detected on directional scanners, all neutral. Others likely at Mamet gate, out of range. Investigate Harbinger class battlecruiser at nearby belt. Arrival at belt reveals remnants of several Sansha vessels and the Harbinger engaged with Sansha frigate in combat. Acquire target to assist. Frigate explodes before target is acquired, begin setting up orbit at 27 Km. Harbinger battlecruiser capable of optimals in excess of 23 Km with heavy pulse lasers. Falloff will allow damage to ownship. Apply tracking disruptor to counter.

At 18 km enemy applies warp disruptor and opens fire with multifrequency adjusted lasers. Focused Mediums. Ownship is safe at current range as target doesn’t launch drones. No need to engage microwarpdrive, allowing ownship to work under impulse power towards selected orbit. Energy neutralizers disables enemy vessels, laser fire halts as does the application of warp disruption. Continue destruction of criminal. Havoc missiles very effective against enemy armor plating. Armor dropping very slowly, in spite of good damage. Likely heavily plated.

Local beacon number dropping. Alone in system with criminal now, no help for you. Justice will be served! Suddenly enemy resumes fire and approaches. Enemy vessel equipped with capacitor booster and microwarpdrive. Smart, but not enough. Overload ownship MWD and burst out of range, stay at 27 Km this time, reapply both neutralizers in staggered manner. After his valiant attempt, enemy vessel explodes and pod immediately leaves the belt. Appears this pilot was far more experienced than previous offender. Loot wreckage  for spare modules, then proceed with patrol.

Sansha’s Patrol Log #YC112-02-28
Child: Catrina Denaries, Curse “Sansha’s Demon”
Local time: 17:54
Location: Ziriert, Jakemhih Constellation, Domain

Patrol continues through Mamet. Too crowded for any meaningful attack, proceed to Hoshoun. 3 locals, all in dock. Unable to attack. Ziriert again has several in system, but none in any favourable attack positions. Misaba sees Systematic Chaos attacking CVA. Risk of getting caught inbetween. Return to Mamet. Fly around looking for criminals but unable to find any. Last patrol into Ziriert reveals an agent’s puppet assaulting a Sansha base in an Abaddon. Manage to locate base and head to assist. Acceleration gate delivers ownship at unfavourable position and enemy escapes after having shot us several times. Puppet remains in station due to crimes against CONCORD.

As we turn towards our home base, Ferox class Caldari battlecruiser is located near a belt. Sansha registered vessel wreckages on scan in same belt. Criminal must be punished. Arrival at belt reveals Ferox engaged with two Sansha cruisers. Standard procedure: Apply disruptor, neuts, TD and establish orbit at 27 Km. Ferox armed with several 250mm railguns. Initially scratches shields, but at 27 Km rails are too destabilized to hit us effectively. A single heavy missile launcher is the singular threat. No drones.

Ferox manages to destroy one Sansha ship during engagement. Curse appears on directional scanner. Not sure of its configuration, avoidance of encounter would be preferrable. Ferox launches a mix of light T2 drones, they reach us seconds before the Ferox rapidly disintegrates, Sansha vessel leaves the area unscathed. Ownship enters warp just as CVA Curse lands in belt.

Return to base.

 

End log.

I’m not entirely sure what to make of all this. In her mind, she’s fighting for her nation. A patriotic struggle to preserve a nation that is under assault by a superior enemy, fighting opression. Just like the Caldari once did with the Gallente Federation. Who are we to judge what is right or wrong in this situation? I may not agree with the Sansha’s methods…but does that make it right for me to destroy their nation?

I must meditate on this…

Catrina, In Character March 1st 2010

Mass Effect 2 Review (OOC)

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And here it is, at last! The much anticipate review of Mass Effect 2. What? Yes, yes I’m getting back to EVE soon again. I have lots to tell.

Mass Effect 2 is the second installment in what is to become a  trilogy, beginning with Mass Effect. I’ll try not to spoil too much about the story and instead focus initially on the differences between the first game and this, and finally giving a review of contents.

Mass Effect 2 is an improvement on all parts over the first game and virtually everything that bothered me with the first one has been refurbished or redone in ME2. The most obvious improvement is graphics. The visuals in ME2 are just stunning to look at. As far as I can tell ME2 uses the same engine as ME but the textures, lightning and particle effects are much, much better. It’s especially noticable when you are talking to people and you see their faces up close. No more blurry, smeary textures. There are some minor irritants though, mostly in shape of characters ending up in the wrong position initially during a conversation and “popping” into place. It’s very rare, but annoying when it happens.

The inventory system has been completely scrapped in favor of a new one. I have to admit, the old one was a bit much to deal with. Lots of selling, scrapping and deciding on what to use. In ME2 you have a basic setup of weapons when you begin, as well as one single N7 armor. Your squadmates will only wear their own armor and you cannot change it. This actually makes more sense when looked at from a realistic perspective. Why wouldn’t you already use the top of the line stuff?

Instead of constantly replacing weapons, armors and upgrades you buy research material and gadgets around the universe that your scientist can use in the lab of your ship. These upgrades can be anything from increasing the squad’s resistance to damage, new heavy weapons, more medi-gel capacity, stronger shields, new parts for your armor or a weapon-type’s damage, it’s shield/armor damage capabilities, accuracy or even ammunition capacity.

Oh yes, ammunition. In ME weapons built internal heat when being fired, and you had to install heatsinks in order to improve the heat dissipation. If you fired too much, the weapon would overheat and you had to wait for it to cool off before firing again. ME2 presents a role playing reason for adding an ammo system to the game. The developers felt that ME had too much wild spraying and people really didn’t care where the shots hit, and there were no urgency in making each shot count. The ammo system in ME2 is simply a rework of the heat system, where weapons still build up heat, but that heat is accumulated into heat chips that are ejected from the weapon, then replaced with a new one. Without heat chips, you cannot fire. Clever, elegant and works perfectly in my opinion, even though I’d liked to have seen the sniper rifles have a bit more ammo and not produce such hideous amounts of heat.

ME2 introduces two new weapon classes: Submachineguns and heavy weapons (and the machine pistol, but it really falls under SMGs). The pistol line was split into Heavy Pistols and Machine Pistols, Shotguns is still just one class, SMGs is a class everyone can use and is a “light” assault rifle. Assault rifles are still only usable by Soldiers up until mid-game where you can either improve one proficiency (use a specialized weapon) or add another (Assault Rifles to Adepts for instance), and Sniper Rifles are the domain of the Infiltrator, even though Soldier can also wield them.

A difference here is that you no longer have any weapon skill to improve in order to do damage, which is nice. You can either use a weapon, or you can’t. It simplifies things and makes the leveling system feel more like an achievement than a grind. It does however prevent you from using weapons you aren’t proficient with.

Heavy Weapons are a “Shepard only” deal, since only you will use them. They range from grenade launchers, heavy beam accelerators, mini nukes and flamethrowers. These weapons deal incredible damage, but have very limited ammo. They’re sort of a “get out of trouble” card when you are swamped by enemies or when you are facing a particularly evil mob. Use wisely.

Finally you can import your ME character into ME2 and enjoy a couple of bonuses such as starting at level 2-5, extra credits, bit of bonus Paragon/Renegade, bonus minerals and of course having all the desicions you made in ME carry over into ME2. If you opt out of this you are presented with a “canon” back story, but having played both I can say that nothing really compares to continue your old Shepard.

I could go on forever about the changes, but the rest of them I’ll just sum up here. Side missions are no longer so copy-paste and much more work has been put in to them. There is no more Mako, you shuttle to your location. (VERY convenient).  AI is much improved and it’s noticable. You can really tell beforehand how the combat will play depending on what enemies you face. Krogans will try to rush you, Vorchas are cowards, Mercs usually stay behind cover and try to outnumber you etc etc.

So, what do I really think of this game then? It’s a fantastic experience! While I felt the game was shorter than the first, my game time disagreed with my perception. It took me something around 30 hours to finish the game from beginning to end, not knowing what to expect and it probably would’ve taken longer, had I not been faced with a very difficult choice that pushed me on.

ME gave you many choices that were sometimes agonizing and had wide ramifications, and ME2 is no worse. The choices here really, really matter and many of them affect the outcome of the final mission. Did I mention you can die? Permanently? Instead of just Ashley or Kaidan dying in the first game, anyone on your team can die during the final mission, all depending on what you did up until then. If things go bad enough, Shepard can die as well, preventing you from importing that particular save into ME3.

I can hear you panicking already, but don’t worry! It’ll be pretty obvious to you whether you are ready or not for the final showdown, and you can usually tell beforehand if you’ll make it or just barely struggle through. There comes a point though where you might have to sacrifice something you care about in order to strengthen your team, or brave the dangers to save said loved ones in spite of not being quite ready…

I already spoke volumes about the graphics, so I’ll move on to audio from here. It’s a clear improvement over ME, no doubt. Voice acting is still miles ahead of anything else I’ve played. Bioware really spared no expense in the cast of the game, hiring known stars as Martin Sheen (Wall Street) and Carrie Ann Moss (The Matrix/Trinity). Combat audio is perfect and just blends in there. Nothing that rapes your ears and no repeated combat cries. Mix that all with an excellent soundtrack and you have the perfect experience.

Speaking of experience I can say that ME2 managed to touch me emotionally. While I liked my crew from the first game, ME2 really managed to attach them emotionally to me. I really cared about them. When they had trouble, I wanted to help them, not for gameplay reasons, but because I cared. When I lost some of them in the final mission, I felt an emotional sting. They’re just that well done. Fantastic characters with intriguing back stories, troubles of their own and a personal charm.

Well, I’ll try to wrap up here and just finish this off with a recommendation: Get this game! Seriously. Mass Effect 2 is the best RPG experience mixed with a first person shooter ever.

The Good Stuff

  • A compelling and dramatic story that will suck you in and leave you craving for more
  • Much improved and intense combat system with clever and difficult enemies
  • The best sidekicks ever
  • Gameplay that will keep you on your toes and convey the feeling of urgency
  • Improved interface, item handling and leveling system
  • Very distinct and unique classes, much more so than in ME

The Bad Stuff

  • Occasional positional bugs
  • Planet scanning can become slightly tedious
  • One of the characters cannot be acquired until the end mission (who though this was a good idea?)
  • The last mission might be over the top difficult if you’re looking for a perfect run (no deaths)

Final Verdict: 9,5

  • Gameplay 10
  • Graphics 9
  • Audio 10
  • Replayability 8
  • Controls 8
  • Entertainment 10
Non-EVE Related, Out of Character February 27th 2010

Changes are a good thing

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Was a long time I bothered to write anything here. It’s not because I didn’t want to, or didn’t care. I’ve just been far too busy to get anything down. There’s been a literal crapload of things going on lately with our corporation leaving our old alliance and joining a new one. There’s a really long story behind all that, so I’ll just give you a tl;dr up ahead.

The Confederate Navy was displeased with the current situation and lack of action and decided it was time to leave the alliance to stand on its own. A brilliant offer surfaced and CNF joined an alliance to move into Pure Blind.

There, with that out of the way I guess it’s time to take the not so short version. We joined Forever Unbound, which at the time really wasn’t much more than a shell for three corporations; CNF, Solaris and Golden Cross Enterprises, in order to start building a member base while maintaining some security from war declarations and corporation theft. CNF was supposed to be “main corporation” where the bulk of the members were to be housed, taught and tried. Solaris was to be the executor corp with a single member in it, just for security reasons. Golden Cross Enterprises were tasked with being the industrial backbone, providing ships and modules for CNF in it’s doings. In return, CNF would lend manpower for protecting GCEN assets and for occasional mining ops, alternatively giving minerals from own mining ops to GCEN. GCEN were also to start recruiting to build up the needed member base. What happened was that CNF restructured to better fit its PvP focus, and GCEN did pretty much nothing, or so it looked like from our end. As I understood it, GCEN got issues with logistics and recruiting, while not properly setting up their hangars and rights, which led to a bit of chaos, never really getting the industry off the ground.

Combine all the above with us being in alliance of one 30 man corporation, and one 2 man corp, in addition to one 1 man corp…We ain’t looking good. We’re looking stupid. So CNF decides to bail on this since it’s not working out. We decide we intend to stand on our own for a while we rebuild our member base and find a new focus. Only days after the split, we received a very interesting offer from the Spacemonkey’s Alliance. An offer involving NBSI policy, potent low sec access and 0.0 sovereignty in Pure Blind. Long story short, we joined up and relocated to Pure Blind. We’ve yet to settle in completely, but we’ve already had a lot of action. Which is nice, since quite a few of our members were getting a tad bored.

Oh, and I got a kill today too.

Corporation, In Character February 18th 2010

Mass Effect 1 Review (OOC)

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After having been completely devoured by this particular series of games I couldn’t help but write a review of the games. I know that it has already been done several times, but I’d still like to share my feelings over the games with my friends, readers and corpmates.
I’ll begin today with a review of Mass Effect. The first game in a planned trilogy in the Mass Effect universe, released May 28, 2008. This review will not contain any major spoilers in case anyone of you haven’t already played the game and intend to do so. Revealing plot or deliver spoilers would literally spoil your experience. And boy, what an experience!

Mass Effect begins by asking you to log in as your character, Commander Shepard. Since Mass Effect is a role-playing game, you are given several options for you character. If you’re feeling lazy, you can always select the default male or female character and thus play as Soldier class.

However if you are more like me, wanting to fine-tune your experience, you are given several options. First off you choose gender and first name. The first name is mostly fluff for yourself since it’s never displayed in the actual game except on your character sheet. People will refer to you as “Shepard” or “Commander” regardless of your sex.

Next up is choosing your class, which is the most important choice. You can select any of six classes: Soldier, Engineer, Adept, Infiltrator, Sentinel, and Vanguard. They are arranged in one primary specialist group and one “jack of all trades” group, with Soldier being the Combat specialist, Engineer being the Tech specialist and Adept being the Biotic specialist. (Biotics are Mass Effects equivalent to fantasy games’ magic).

The other three classes are dual classes that combine two of the above into one class. Not as specialized, but more versatile. Infiltrator is the Combat/Tech combination, Vanguard being the Combat/Biotic and Sentinel the Tech/Biotic combination. In addition to the above classes, any class can choose to specialize further after reaching level 20 and doing a specific mission, thus further enhancing his or her power in a specific field.

After this you are asked to choose a background, which affects some side quests (called Assignments) and your Paragon/Renegade scores. I’ll get to these later. Once your background is chosen, you select your psychological profile, which again affects some assignments as well as Paragon/Renegade scores. Both the background and psychological profile will also affect dialogues here and there in the game, and serve as an identifier for who Shepard is. (Since I’ve played Mass Effect 2, I can let you know it carries over to dialogue here too.)

Once you’ve made your choices you are treated to an intro where you overhear a couple of voice discussing you (Shepard) for a special assignment, while watching yourself staring out a window on a spaceship or space station with a planet looming below. Then you are pretty much tossed right into the story where you have been chosen as the XO of the “Normandy”, a secret stealth vessel of combined alien and human technology that is now having it’s shakedown cruise. Things rapidly change, and you are told this is no shakedown cruise at all, but a covert pickup on a colony on the far fringes of space. Things quickly go bad from here on in.

I won’t go more into detail here, but Mass Effect treats you to a rather cliché-ish “Save the Universe” story, but with many unusual twists and refreshing details that makes it all feel new and creative. The Mass Effect universe is ripe with interesting races and cultures, and will inspire you to read codex entries, talking to aliens and whatnot only to find out more about this cast universe.

Something I particularly like is the way they solved the fact that you have the right to use any means necessary and have clearance to go through almost any logs, something that is generally overlooked in these kinds of games. In Mass Effect, Shepard is, after a while given a special rank that allows her to step outside the law in order to do her job in Citadel space. In most games, you simply do as you please in spite of it being illegal, but none seem to react. Small detail, but adds to the whole believability and immersion.

Immersion is something Mass Effect definitely doesn’t lack in any amount. The graphics are very good, even though some of the character textures looks slightly blurry up close,and runs fairly well on a modern gaming computer. It’s also available on the Xbox 360, but from what I’ve heard, the revised PC version is miles ahead of the Xbox version, unfortunately.

What really sets Mass Effect aside from “Generic RPG #2097″ is a combination of an engaging story, spectacular voice acting and a unique feeling of companionship. During the course of the game you will recruit others to help you in your venture and every character adds something unique to the group, not only through their skills but also through their personality. You’ll find that you are just as engrossed in their back-story by talking to them as you are exploring the universe. You might even develop an affection for them. In fact, the game even allows you to develop a relationship with some of them.

Mass Effect offers a blend between an RPG game and a first person shooter. All combat takes place in real time in a FPS fashion. You can, however, pause the action in order to relay directives and tell your squad members (who can only be two active at a time, chosen prior to the mission) to use their powers and abilities at specific targets. If you find this micromanagement to detract from the action, you can simply set your squad mates to “Full power use” and let them decide when and where to apply their powers, while assigning your own abilities to quickslots and blast away without ever having to pause.

It’s fairly well balanced and I found that playing on “Veteran” was “just about right”, with “Hardcore” (available after finishing the game once) was offering me a challenge and “Insanity” (available after finishing the game on Hardcore) was really tough, but doable. I am by no means a FPS god so this should be true for the casual player.

Mass Effect also treats you to a gigantic universe with races, cultures and plots peeking at you from every nook and cranny. Once you are given your own ship you may travel the universe, land on pretty much any planet that isn’t a molten rock or a gas giant, and explore to your heart’s content. You do this by landing on the planets in the “M35 Mako”, which is something of a combination of a tank and a terrain vehicle. While on planets you can discover usable gear, weapons or more lore. You also gain experience, which will make the game a little bit easier to finish. The Mako does have the unusual ability to scale almost vertical mountains, which makes for some rather hilarious moments sometimes.

You are free to advance the story at any time by flying to any of the Mission Planets and progress, but you’ll be missing much of what Mass Effect has to offer if you do. There are lots of assignements to do, planets to explore, people to meet. I think I spent some 50 hours on the game the first time I played it. Of course, I’d finished it once by then but there was so much I’d missed, so much to do different and still other classes to test. To this date, I’ve still not played neither Engineer, Soldier or Sentinel.

What really makes Mass Effect feel so real is that your choices matter, and I mean really matter. The choices you make throughout the game will follow you, not only through this game, but through the other two games in the trilogy. Yep, you heard me, you can import your ME1 character into ME2 and have all your history brought with you (in addition to some bonuses, depending on how well you did) and your ME1/ME2 character into ME3.

Now, this wouldn’t seem half as awesome if I didn’t tell you what overwhelming choices you can make. You choices can mean the difference between life and death for a teammember, wether the universe will radically change politically, the life and death of an entire species (!) and much more. Mass Effect really does a good job making you agonize over choices since they will come back and bite you in the hind end. As always, there are no “right” choices. There are simply bad and less bad choices, which makes the whole thing much more interesting.

Bioware (that made the game) also thankfully let go of the tired old “good/bad” mechanic where everything you did was on a sliding scale of good or bad, which usually ended up with me being somewhere in the middle. In Mass Effect, most choices give you “Paragon” (diplomatic and helpful, “no one gets left behind”) and “Renegade” (selfish, callous and efficient) points. Being a renegade doesn’t mean you are a bad person. It’s kinda “get the job done, no matter the cost”, while paragon is more trying to find the best for everyone involved, and let the mission suffer.

With giving you the ability to amass both kinds of points, Mass Effect really lets you tailor your experience and choose differently in situations without suffering for it (ie losing “light” or “dark”). You simply amass whatever points resulted from your choice. More points in either will grant some bonuses, such as Ability Cooldown reduction (Paragon) or Increased Weapon damage (Renegade).

So, in closing, I can’t really say anything but “PLAY THIS GAME!”

Seriously.

 

 The Good Stuff

  • Exceptionally well thought out and presented story that really pulls you in
  • Fantastic voice acting allows incredible immersion
  • Smooth and mostly problem free combat system
  • Vast universe that actually seems to work together with its history and cultures
  • Unique and creative aliens
  • Sounds and music flows well with the action and doesn’t get in your way
  • You get the feeling that you really do, in fact, matter in the scale of things
     

The Bad Stuff

  • Might be tough on old computers
  • Has some annoying texture popping when loading new scenes
  • Long elevator rides (loading times)
  • Assignments tend to feel a bit copy&paste at times (main missions are however excellent)
  • Enemy combat taunts can get really repetetive when you fight mercs.
     

Final Verdict: 8

  • Gameplay 9
  • Graphics 8
  • Audio 8
  • Replayability 7
  • Controls 7
  • Entertainment 9
Non-EVE Related, Out of Character February 3rd 2010

Victorious continuation

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The day that started out so well continued in the same manner through the evening. I took some well needed R&R in station before waking up to continue my adventures in the wormholes. As I signed on I found several of my corpmembers online and was greeted by several nasty grins. Apparently, they’d read my logs. Yeah, yeah, you wannabe bad guys.

I kept sifting through wormholes and found six (!) of them in Rephirib. After having looked through five of them with not a single piloted vessel in them, I started losing hope. Is wormhole space really this empty? As I entered the sixth and final wormhole, my sensors registered two vessels in the vicinity. A Hyperion and a Raven. After the previous wormholes where every ship I came across was safely parked at a POS, I wasn’t too excited, but I dropped my probes and got to work nonetheless.

My heart raced a bit as I narrowed them down. They were nowhere near a moon! This meant they were certainly piloted and active. I quickly recovered my probes as to not spook the pilots, and warped to 50 km off their position to observe. What met me was a glorious! Two enemy ships, marked red by our standings, were battling a Sleeper battleship and it’s frigate escort. I knew they would probably had killed the battleship and be off if I left now, so instead I observed, waited for them to move on.

And they did. Once the sleeper battleship exploded, the Hyperion aligned for warp out in the void, and I retreated to a planet, decloaked and redeployed my probes. After less than a minute, I had pinpointed his location, again nowhere near a moon. I opted for simply bookmarking the spot and hurried back to K-space.

As I entered Rephirib again I blared across the corpchannel for people to get ready. Reds were to be destroyed! Unfortunately, most of my valiant corpmates were in no position to join up as they were 30+ jumps out, but Isaac and Klown were ready and willing. Isaac mounted his Armageddon and Klown jumped into his newly acquired Onyx Heavy Interdictor. Sweet, a bubble!

I opted for firepower and jumped into the Asmodai. Those pesky reds would get a real surprise when this Sansha monstrosity warped in on them. We formed up on the Rephirib gate, I was given squad command and issued the interlinked gang-warp. We landed at the mouth of the wormhole and slid through into the class 3 system. Silently and quickly we aligned towards the Hyperion’s position and I again iniated gang-warp.

We landed almost right on top of them. The Raven were 15-18 Km out and I quickly put my warp disruptor on him. He wasn’t going anywhere. The Hyperion however, was 37 Km off, too far off for either of us to get a point on. Klown valiantly engaged his microwarp drive and sped towards the Hyperion, catching it with his infinitpoint. We opened fire on the Hyperion, but when I attempted to reload my guns with Scorch crystals for range, I recieved an error message.

Apparently,  I was out of cargospace and there was no room for the crystals to be moved back for the swap. Crap! I forgot to drop off the loot from HOPTOH earlier. Damnit, oh well. It didn’t matter much, since just as Klown got ready to deploy his bubble, the Hyperion somehow jammed him and warped off to a safespot only 300 Km away. Furious as we were, we turned to the Raven and Klown deployed his bubble around it. He was certainly not going anywhere now!

The Raven was well in range for mymultifrequency crystals and it didn’t take many volleys from me and Isaac for the Raven to evaporate. The pod was swiftly destroyed and it’s pilot sent home to the vats. The Hyperion glared at us from a distance, but there was no way we would catch it, so we returned home.

As we were about to dock in our home station, a red undocked a Drake straight into us. We couldn’t believe our eyes! Klown quickly locked it down while me, Isaac and some LEGIO guys opened up on the Drake. It buckled in less than 10 seconds. It was completely obliterated and it’s pilot sat dimbwitted in his pod looking at the smoldering mess of metal that used to be his ship. Tydcrims made short work of his pod, further killing his security status. Tyd has gone from 5.0 to 1.33 in one day. Well done there Tyd…

A few hours later, we spotted a red gang of two Abaddons, two Guardians, an Absolution and some other escort rabble. We formed a fleet together with some other guys and got hunting, but by the time we caught up with the red gang, they had been joined by a Megathron, a Golem and carrier support in their staging system. There was no way we’d be able to break that, so grudingly we returned towards Hoshoun. As we landed on the Hoshoun gate in Mamet, we saw a red Drake in tackle range! Points were issued, weapons were fired and the Drake was beginning to buckle.

But he was already 20 or so Km off when we started, and we had no really fast ships, save for Klown’s Onyx. As the Drake was speeding out of my overloaded disruptor range, I feared he might escape, but Klown was on his tail and kept his infinipoint on it, and eventually the massive shielding on the Drake dissipated and it was short work from there on in. (The killmail went to someone else who has yet to share it)

In short, this day has seen more pewpew than I have had in the last month. In spite of the obscene amounts of lives lost in all this, I can’t help but feel absolutely fantastic!

Adventures, In Character January 25th 2010
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