Showing posts with label Mass Effect Retrospective. Show all posts
Showing posts with label Mass Effect Retrospective. Show all posts

Monday, April 25, 2022

Mass Effect Retrospective 15: Andromeda Companions, "Like 'X', but..."

Welcome back, my beautiful freaks, to Sean's Workshop!

 So, even though I've uninstalled Andromeda to free up space for Dark Souls, I'm going to finish off my retrospective. And today, that means comparing the Tempest crew with the Normandy crew. Or rather, to show just how similar the Tempest crew can be to the Normandy crew.

Starting off with the cockpit, Kallo is very different from Joker. While both are crack pilots who are suited to the seat, Kallo was part of the original Tempest design team, and came to Andromeda with the ship. And his memory is good, even for a salarian, meaning he's reliving the building of the Tempest all the time.

Suvi is like a combined Mordin/EDI/Traynor in terms of her roles. Like Mordin, she's the science officer on the Tempest, and like EDI, she's the voice that tells you that you've launched probes. But unlike them both, she's a woman of faith, though it's more of an "I believe in A monotheistic deity, but not any specific one in respect to real world religions." And like Traynor, she's the lesbian romance, though both are more than their sexual preferences, I prefer Suvi's romance to Traynor, since Suvi feels more natural, since it's slower (though you could blame Traynor's romance to it being the last game in the trilogy).

Next on the list is Dr. Lexi T'Perro, who is the ship's doctor. And of course, we compare her to Dr. Chakwas. Lexi plays the role of the "motherly doctor who takes care of the crew", though Lexi lacks Dr. Chakwas' tact. Lexi worries that the crew thinks that she thinks of them as nothing more than experiments, and that bothers her greatly.

Cora Harper takes the role of Kaidan/Jack/Miranda. Like Kaidan and Jack, she's the overpowered human biotic, and like Miranda, she's the second in command of the Pathfinder team. However, what makes Cora "unique" is that she has an asari mindset due to serving with asari Commandos for four years. Little more needs to be said about Cora. She's one of two heterosexual romances on the Tempest.

Liam is the resident "fish out of water", much like James Vega. But where Vega grows into himself over the course of 3, Liam tries to force his views upon a new galaxy. And while he does eventually find his niche, his path is really an annoying one, at least to me. Also, Liam's the other heterosexual romance on the Tempest.

Next up is Nakmor Drak. And Wrex is the best comparison for Drak; an old man of a krogan who wants better for his race, and is willing to fight for it. What makes him unique is that he's got Shepard levels of cybernetics. 

Up next is Peebee. She's like Liara only in terms of being young. In fact, it seems that her writers did everything they could to make her NOT like Liara while still making them both young scientists. The only other thing that's similar between the two is that she's a romance for both Ryders, though if an asari's a romance option, she's probably into both sexes.

Vetra Nyx is pretty much "what if Garrus grew up on Omega instead of Palaven". She's a turian who didn't go into boot camp at 15 and instead became a smuggler. Like Garrus, she cares about her remaining family, though in Vetra's case, her sister is a huge part of the game, and is even a part of her loyalty mission.

Vetra's also a romance for both Ryders.

Gil Brodie takes elements from Lt. Adams in that he's the "Chief Engineer", though unlike Adams, he's the only engineer. He clashes with Kallo over the Tempest; Gil is constantly remodeling and upgrading the Tempest to make it better suited for Andromeda, while Kallo wants him to leave the Tempest alone. That's actually their combined storyline, ending with them coming to an agreement.

Gil's also the gay romance for a male Ryder.

And last but not least, Jaal Ama Darav. And much like Tali was to the Normandy, he's the representative of his species.Lot of lore dumps from Jaal regarding the Angara. But unlike Tali, he's a romance for both Ryders.

All in all, the Tempest crew is very much like the Normandy crew, though much less fleshed out to only having 1 game to shine in. If their story had continued, they'd have had time to grow like the Normandy crew did.

 So, that's it for my Mass Effect retrospective, at least for now. When the next game comes out, I'll review the game and analyze its combat and companions once again. But for now, stay beautiful freaks!


Tuesday, March 22, 2022

Mass Effect Retrospective 14: Combat-Shepard vs Ryder

 Welcome back, my beautiful freaks, to Sean's Workshop!

Today, I'm going to tackle Andromeda's combat, and how it differs from the Shepard trilogy's combat.



Before I start in, I'm going to refer to Shepard as "she", since I prefer the female Shepard, and Ryder as "they", since both Scott and Sara exist in the same playthrough.

When it comes to control over your character, you have more control over Ryder, and not in the ways you'd expect. Yes, Ryder has the jump jets that let them dash and jump around the battlefield, but I'm talking about something different. You see, Shepard automatically draws their weapons when attacked. Whether you holstered your gun or not between fights, Shepard automatically draws. Now, I realize that's a quirk of the combat engine, but it makes sense; Shepard is a heavily trained, heavily experienced, special forces soldier. Like Thane says, Shepard's training is so finely honed that entering combat is practically instinct. But Ryder? You have to tell them to enter battle by drawing their weapons, which, in my eyes, means they're a little scared about battle and have to mentally prepare themselves for a second or two, forcing the player to take action.

Ryder, however, is minimally trained. On Habitat-7, Ryder mentions that they've "tackled a batarian pirate in my day", but Ryder is quite a bit younger than Shepard. Practically first enlistment young; early 20s at the most, compared to Shepard being 29 in her first appearance. And for Shepard, that time between an 18 year old enlistment and her first appearance is spent in a LOT of foxhole situations.

That leads into the class system, too. The Shepard trilogy is all about a soldier and her team entering battle with their own strengths and weaknesses complimenting each other. Shepard spent 11 years refining her skill set to a point where she can handle any situation that comes before her. But Ryder is an explorer. Using Sara as an example for a moment, she moved from basic training into a field scientist role as a Prothean researcher. And while Scott spent his time guarding a Mass Relay, the Ryders spent their early careers learning adaptability. That's why Ryder isn't restricted to one specific class the way Shepard is; they're adaptable for any situation they come across as an explorer.

Now that they lore bits are out of the way, it's on to the mechanics. As I said previously, Ryder is more mobile, with the jump jets giving them speed to get around the battlefield in ways that are impossible for Shepard. But that's not without consequence; Shepard dives into cover at the touch of a button, where as Ryder has "contextual cover", where they automatically take cover if they hide behind something that CAN be used as cover. And while the games are designed around these systems, it takes a bit of time to get used to the difference if you're playing them back to back.

The other biggest difference is how powers are handled. In Andromeda, you don't have the power wheel that Shepard has. You select three powers for use in battle at once, and you can swap them out on the fly through the pause menu. That means you have to think carefully about what you're choosing. This makes Andromeda a little less beginner friendly in terms of abilities, because you have to really understand what you're doing compared to Shepard. That makes builds more important in Andromeda, with the profile system giving you access to different builds on the fly.

And the last thing I can think of is vehicle combat; there is none in Andromeda. I'm forced to play Andromeda the way I played the original build of ME1's Mako; get out of the car and fight there, though back in 2007, it was because you got 25% less xp from shooting with the Mako's cannons than with your small arms. The Nomad has no guns, and if you run over any mobs, IT takes damage. The Nomad is not a tank, it's an explorer's vehicle.

Andromeda is definitely a different beast when it comes to battle, though its fun in its own way. Just familiarize yourself on Habitat-7 before diving head first, and you'll be fine.

Next up will be my analysis of the Tempest crew and comparing them to their Shepard Trilogy counterparts, but until then, stay beautiful freaks!

Thursday, March 10, 2022

Mass Effect Retrospective 13: Andromeda Review

 Welcome back, my beautiful freaks, to Sean's Workshop!



I know I'm late here, but I've finally gotten around to reviewing Mass Effect Andromeda. So at this point, I'm considered a "second wave adopter", since Legendary Edition brought renewed interest in the franchise, I thought I'd throw my thoughts into the bucket.

Now, I've only managed to get through the game twice; my first time through as an Adept, and my second as a Sentinel. First time through was the "I'm learning the systems, crafting and combat" playthrough, and the second is the "I know the game better and am discovering things I didn't catch the first time" playthrough. 

Mass Effect Andromeda takes place 634 years after the events of Mass Effect 2, in a galaxy far, far away (I know, but I had to do it!). You play as Scott or Sara Ryder,(whichever gender you choose to play as during character creation), fraternal twins of Alec Ryder, the human Pathfinder. Alec was one of the crew to travel through the Charon Relay, and one of the first N7s, though based on the events of the first Mass Effect novel, he wouldn't have been an N7 yet, since Anderson was a member of the first class through the program. As Scott or Sara, you are part of the Pathfinder team, a group who follow the Pathfinder in his efforts to find a habitable , or "golden" world, in the Heleus cluster of Andromeda, for the human race.

Unfortunately, Habitat-7, the golden world meant for the human ark, had been destroyed, and Alec was forced to give up his own life and save his offspring, transferring the Pathfinder authority to them. And this is when the story really begins.

Now, unlike the original Mass Effect trilogy, Sara and Scott both exist in the timeline. The one you didn't pick still exists in the story, albeit at a lesser extent; the opposite gender sibling being in a coma for the first half and inactive during the second half. However, you do play as the other sibling during a short mission late game, and as a plot device during the final encounter.

Now, at this stage, much like my Dark Souls Remastered review, I know I'm late here. All the anger over the story, animations, "Deadname Abrams" and what not have died down considerably. In fact, we're at a "was Andromeda really that bad?" point in history, where any video you find on YouTube is pretty much praising it. People are more forgiving of it than they were in 2017.

What's my view on it? I have fun playing it. The combat is very fun, though I had to get used to it. Getting your build just right is important, since you only get three abilities in battle per favorite profile. You have a LOT more mobility than Shepard ever did, though I understand completely why Shepard and Ryder are different. Shepard is a soldier, dedicated to a certain skillset, trained to fight and kill, with an imposed honor code to not allow them to become a monster, though a Renegade character can turn into one anyway. Ryder, however, is an explorer first and a fighter second. Their job is, to quote Star Trek, "seek out new life and new civilizations, to boldly go where no one has gone before." Ryder picks up abilities that are necessary to survive and explore, not just kill their enemies.

And that's something I remind myself of when I create characters. Ryder is NOT Shepard, and should not be treated as such. And to remind myself of this fact, I utilize certain facets of the character creation and color schemes to create a "theme". Shepard's color scheme is black and red, with the N7 logo proudly displayed whenever possible. Ryder, however, is white and blue. I use the tattoos for Ryder, and a beard for Scott due to a lack of military regs on facial hair, to differentiate that they are civilians, not soldiers, and have a different mindset.

I also like the story, though I can definitely tell they were planning for more. The role as Pathfinder, some plot threads and the setup for the quarian ark, the story of Ellen Ryder...all of these are screaming "we were planning on DLC and a sequel, but due to the failure near launch, we're not doing that", leaving me screaming about the untapped potential.

For the things I don't enjoy, a couple of these things are my computer's issues, and the biggest one is a part of the game design. I have auditory glitches during conversations on the Tempest in some locations, (I'm looking at you, bridge!), and if I don't delete the autosaves after an hour or so, the game will crash due to a lack of memory, though again, these two are issues with my computer, one of which will be solved once I get an external hard drive.

No, what I really don't like is the exploration. I HATE open world games, and Andromeda is that in spades. That said, when I remind myself that the Andromeda Initiative is all about exploration and finding a new home for not only humanity, but all the Milky Way species, it becomes easier to stomach. That said, I spend the first...I'd say 20 minutes of my time on a planet driving to unlock the fast travel points so I can actually enjoy the missions.

I also don't like crafting, but I've found some easy ways to get what I want. First off, I pick up Financial Infrastructure 1 and 2 from the AVP terminal so I have a steady stream of money. Second, I get  Mining Operations, Hunting Parties, Special Forces and Lab Technicians in that order. And finally, instead of selling weapons and armor, I deconstruct anything I don't want in order to get their materials. That gives me what I need to build my gear, though Remnant and Heleus gear is still time consuming, since you don't get a steady stream of research points.

As for companions, they're not as good as the Shepard Trilogy companions, but we don't have three games to fall in love with these characters. Anyone playing Mass Effect 1 in 2007 might have found certain characters wooden or one note. I mean, fan favorite Urdnot Wrex was grumpy and confrontational in his debut game, and Liara was extremely wide eyed and naive in 1, far more socially awkward than I could ever be. But we grew to love them over time because we had the time to do so.

 All in all, I enjoy Andromeda. I'll be doing a full combat engine analysis, as well as one for the characters like I did for the Shepard trilogy. Look forward to that, and stay beautiful freaks!


Monday, May 31, 2021

Mass Effect Retrospective 12: Legendary Edition thoughts

 Welcome back, my beautiful freaks, to Sean's Workshop!


I've finally Mass Effect: Legendary Edition, so here are my thoughts on what's the same and what's different.



First off, what's the same. The engines for each game is the same, quests are the same, companions are the same, the way the romances work are the same (for better or worse in the case of ME1), and the classes are the same for the game you are playing. It's still Mass Effect as you know it, but better in most cases.

As for the differences, well, some games are more different than others.  I'm going to front load this analysis by saying the graphics are better across the series as you'd expect for a 2021 remaster of a game series that initially came out in 2007. So, full 4k support, better textures, etc. Also, all DLC is available (save for Pinnacle Station, which they lost the source code for) for the full trilogy.  This includes the Extended Cut ending changes in Mass Effect 3, making it the standard way you experience the trilogy's end.  Some of the achievements have been pruned, removing redundant ones and taking away the hardcore and weapon kills achievements in ME1.

First off, Mass Effect 1. The soldier is no longer a required run for your first time through, something I didn't realize until I looked at the achievements and saw that the weapons ones were gone. And the reason for this is something that has been well published; all classes can use all guns with the accuracy of ME2 and 3 from the start. The biggest reason to play the soldier in this one is that you can make ALL your guns better, as opposed to only some better for the infiltrator and vanguard, or at all for the adept, engineer and sentinel. This creates a bit of a disconnect later, which I'll get to.

Also, the grenade button was moved, and a sprint was added for outside combat. So you should familiarize yourself with the controls on the ship or in the early parts of Eden Prime before entering battle.

Second biggest change is the character creator. We are now using the Mass Effect 3 character creator in both 1 and 2, so there will be no surprises when you load your character into 3, bugs aside.  But what comes along with that character creator is the ME3 femshep is now the standard for the whole trilogy.

And the third biggest change to ME1 is the Mako. First off, you no longer lose xp for killing with the Mako, so you're able to fight as intended with the Mako. This is important, since Thresher Maws now work differently. In the Thresher Maw fights, they have those pop up tentacles that you see in the ME2 Grunt loyalty mission boss fight, and when they're low health, they chase you around the arena. This makes the fight much more intense, making them a real threat and, if you're the Sole Survivor, much more scary.

The second major change for the Mako is the maneuverability is better. It is slightly less bouncy, and while it can still "turtle on its back" if you're not careful, it's less likely to happen. In fact, I only turtled once in my first playthrough. 

The Mako also took the boosters from the Andromeda APC, meaning you can go faster when you want to and can get up the sides of cliffs faster.

As for Mass Effect 2 and 3, they remain mostly unchanged, at least according to what I saw in terms of gameplay. They play the same as they did previously, though the disconnect I mentioned previously pops up in ME2. You see, since ME1 originally restricted the sentinel, engineer and adept to pistols and gave the sniper rifle to the infiltrator and shotgun to the vanguard, none of the classes had a rapid fire weapon in ME2 outside the soldier, so they granted the submachine gun to all but the soldier. However, since ME3 removes the weapon restrictions (though they replace it with the weight system), ME2 exists in a strange place in the Legendary Edition trilogy, as its the only one with real weapon restrictions. You can still choose a new proficiency on the Collector Ship, but as was before, that is halfway through the game. Which is why there are mods for the PC version to remove the weapon restrictions, making the trilogy more consistent.

Also beginning in ME2, all the DLC armors and weapons are now purchasable at shops throughout the game. That means that powerful guns like the Eviscerator and geth shotguns, the Phalanx pistol and the Kestral armor set have to be bought before you can use them. This was made to rebalance the game so the difficulty is as its supposed to be.

And for Mass Effect 3, you get a lot of the same; all DLC available, DLC gear has to be bought, etc. But the two biggest changes are the removal of the multiplayer (which was done to make a superior single player experience), and a change to Galactic Readiness. Since a lack of playing multiplayer removes the need for the Effective Military Strength (EMS) due to not playing multiplayer halving the strength of war assets, Legendary Edition simply makes all war assets worth their full rating all the time. And while this could be considered worrisome to returning players, if you play the game as intended, you'll have more then enough assets to get access to all three endings.

So yeah, the Mass Effect Shepard Saga is very much improved. If you're playing it for the first time, you'll definitely enjoy yourself. And if you're a returning player like myself, you'll enjoy it as well.


So for now, stay beautiful freaks!

Friday, March 24, 2017

Mass Effect: The Insanity Run Update

Welcome back, my beautiful freaks, to the Assassin's Den!

So yesterday, I finally got my brand new power supply for my Xbox 360, and it works GREAT.  It's as quiet as my first one was when the console was brand new.  And with this in mind, it reminded of something that I learned when repairing my PS2 a few years ago; third party companies care more about keeping your stuff running once the console's lifespan is over.

Now, to keep up interest in this "project", I'm going to post the entry data partially filled in, since I'm still on the setup run for this round.

  1. Name: George Shepard
  2. Background-"It's not about how hard you can get hit. It's about how hard you can get hit and get back up." No phrase has meant more in the life of George Shepard than this.  Born on Earth and given to an orphanage while he was still in diapers, he lived there until it was closed down when he was 10.  Forced onto the streets at that point, he was recruited by the Tenth Street Reds as a pickpocket due to his small size, but became more of a bruiser as he got older and bigger. 

    But he always wanted more; he worked toward getting his high school diploma equivalent and trained at how to fight at the local YMCA.  And when he finally turned 18, he left his life on Earth behind and joined the Systems Alliance Navy.  And life in the military fulfilled him; he worked as a marine during his on duty time, and studied for his college degree in his off.  And things went great until he was sent to Akuze during the first year of his second enlistment.  He lost his entire unit there during the attack of a Thresher Maw, and he had to spend a month seeing a psychiatrist to help with the stress of the horrors he saw.  But George is not giving up; he refuses to give up on himself or the galaxy. He will still do whatever he can to make him self, and the galaxy, better.

     
  3. Class-Soldier
  4. Extra power-Barrier
  5. Build-Since the first game is very much a run and gun, especially in close quarters, I've build George to be able to soak up damage.  This means I've focused on Barrier, getting my armor to max and getting the shield recharge and boosting Fitness to get both health and Immunity. I've also taken Shock Trooper, to boost health, damage protection, and give bonuses to Immunity.
  6. Created on date-This one will be the date I start the insanity run; so it will be the day that the level 56 version of George will start.
  7. Setup-What level and gear I start the run with.  This will be more clear when I do the first entry.
  8. Companion tier-How good each companion is based on the difficulty and my build.  And I want to make things clear; just because I don't like a companion's characterization doesn't mean they're automatically low tier.  For example, Baldur's Gate 2 has an incredibly annoying character in Aerie, but she's incredibly useful due to her being able to use both arcane and clerical magic. So I use her when I'm doing a run where I'm not using Viconia, who is a pure cleric.
  9. Level of frustration-How angry I got with the BS the game throws at me.  Like I said, I'm not going for the challenge, so I'm going to get mad at the cheap stuff the game throws at me.
  10. Content completed-The vanilla game, and Bring Down the Sky.  Pinnacle Station was used to gear up for this run, but due to the buffs that even low level enemies get on Insanity, a couple missions get really, really cheap.
  11. Achievements I'm going for-Medal of Valor, the only achievement I have left to get on this game.
  12. Finish date
  13. Final thoughts-This is where I wrap up my feelings on the run.
The entries for setup, companion tear, level of frustration, finish date and final thoughts will be filled in when I get to the run, and upon completion.  The only loadout I know without question that I'm going to have for a companion right now is Ashley, since I get a full copy of Shepard's gear at the start of an imported run; so my Spectre X guns and Colossus armor will go on Ashley.  But I can't guarantee whether I'll be able to get Colossus armors for everyone else in this run, nor can I guarantee that everyone will have Savant biotic amps (I'd have them with Savant omnitools too, but for some reason, ME1 on Xbox 360 deletes those unless Shepard has one equipped.)  I could also kind of do the companion tiers, but it wouldn't be fair to make definitive statements before I actually start the run.

I should be ready to start the run by the end of next Friday, and it shouldn't take me more than two weeks to get through it.  I say two weeks because I'm going to get pissed off and not want to play for a while after a number of unfair deaths. But for now, look forward to future posts, check out my referral code of you're a SWTOR player, and stay beautiful freaks!

Friday, February 24, 2017

Mass Effect: The Insanity Run

Welcome back, my beautiful freaks, to the Assassin's Den!

With Mass Effect Andromeda about to release on March 21, 2017 and me without the hardware to play it nor the money to get said hardware, I decided to do something special for this occasion; beat the Shepard Trilogy on Insanity.  Now, this isn't for the sake of bragging; everyone who cares about beating Insanity has done so already. Nor do I want to challenge myself; I've beaten ME1 on Insanity once before, before my first 360 crashed and burned.  No, this is me being able to say "I got all the achievements on the Shepard Trilogy", something I've been working on for a LONG time, but avoided Insanity at all costs.  But now, I'm finally at a point in my life when I can beat the games on this difficulty.

However, I'm going to make this as easy on myself as possible.  Which is why I'm importing a character into each game and then setting the difficulty to Insanity; that way, I've got a good loadout for my team and a certain build for my character. 

So, the following order is how I'll be posting the setup and completion entries on here.  I'll explain when an entry isn't so clear.

  1. Name
  2. Background-This is going to be more than just "Spacer-War Hero" thing the game gives you.  No, this is the what happened before the opening of the game.  For 2 and 3, it will explain Shepard's alignment and choices that were made in the previous game. But for one? Well, that'll be something special.
  3. Class
  4. Extra power
  5. Build-This goes into how I combine the class and the extra power, and how I plan to survive Insanity with this character.
  6. Created on date
  7. Setup-What level and gear I start the run with.  This will be more clear when I do the first entry.
  8. Companion tier-How good each companion is based on the difficulty and my build.  And I want to make things clear; just because I don't like a companion's characterization doesn't mean they're automatically low tier.  For example, Baldur's Gate 2 has an incredibly annoying character in Aerie, but she's incredibly useful due to her being able to use both arcane and clerical magic. So I use her when I'm doing a run where I'm not using Viconia, who is a pure cleric.
  9. Level of frustration-How angry I got with the BS the game throws at me.  Like I said, I'm not going for the challenge, so I'm going to get mad at the cheap stuff the game throws at me.
  10. Content completed-Basically, what DLC missions I'm doing for the run, or why I'm doing certain content in a certain order.  Some DLC has good items, but some don't have an Insanity achievement tied to them, and don't need to be completed ON Insanity.
  11. Achievements I'm going for
  12. Finish date
  13. Final thoughts-This is where I wrap up my feelings on the run.
Unfortunately, my Xbox 360 power supply died, AGAIN, so I'm ordering a brand new on online.  Won't be an official Microsoft one, since they don't make them anymore, but considering that I've had better luck with third party stuff for the 360, this one should last me.  However, I won't get it until March, and I still need to finish my setup run for ME1. I probably won't finish before Andromeda's release like I intended to.

But for now, look forward to the posts on the run, and stay beautiful freaks!

(Oh, and I'm using my sign off as the block for my referral code now. :) )

Tuesday, April 19, 2016

Mass Effect Retrospective 11: Does the first game still stack up?

Welcome back, my beautiful freaks, to the Assassin's Den!

So I've been going through the trilogy again recently, and I realized that the first game came out on my birthday in 2007.  So that means that, this November, it turns 9 years old.  That means a lot of you guys who read this were still playing with action figures, toy vehicles and dolls when this game came out.  This makes me think about two things; how old I'm getting, and how the series has changed since 2007.

So, for this post, I'm going to compare Mass Effect 1 to three other Bioware games; Jade Empire, an action-RPG that came out two years earlier, and the third game in the franchise, which perfected the system that Mass Effect 1 introduced and Mass Effect 2 refined, with a little bit of the things I don't like about Dragon Age: Inquisition's mechanics.

Now, Mass Effect has been billed as an action-RPG, and this means it follows certain aspects of both genres.  Combat is fast paced and real time, and special abilities are used via a quickbar or power wheel, instead of combos that you normally see in an action game.  Now, Bioware was building off concepts they introduced in Jade Empire, their first action-RPG, two years earlier.  Granted, I can safely assume that ME1 had been in production while Jade Empire was being finished, but still, they saw what worked in JE and implemented it in ME.

Now, what Jade Empire introduced was a "style system" where you chose between unarmed, weapon, magic, support and transformation styles, and used those in combat in different ways.  However, unlike ME1, Jade Empire's system allowed you to be competitive in combat without putting any points into the styles.  You could go into the final boss fight with the Legendary Strike unarmed style at its most basic form and not have any problem, depending on the difficulty.  ME1? Not so much.  Between recoil and abilities being locked out if you don't have enough points in other abilities, ME1 is more difficult than it has to be at low levels, even on the easiest setting.  That's not to say that it's hard at all, but it's more difficult to hit things than it is in the games to come.

Another thing that was done better in the in the next two games is squad control.  Now, I don't have the PC version, but on the console ones, both squadmates are controlled with one button on the controller.  This makes it difficult to send your tank character into battle to soak up fire while you line up your shots, especially when you consider that your enemies run and gun in the first game.  And, as we can tell from the next two games in the series, this was not the intention of the developers.  They wanted you to fight from cover and maneuver the battlefield tactically, but the ME1 engine was not built for that.  This got better with the next games, but this was a huge misstep in this first one.  Especially when you consider that, in previous Bioware games, and the Dragon Age series to come, you could switch between your character and your companion, but, like Jade Empire, the side characters are not as important as the playable character.

Now, in order to get the good abilities, this game, and Dragon Age Inquisition 7 years later, required quite a bit of grinding in order to get the good stuff for your character.  The game gets really fun about 30 levels in, which gives you a good range of low recoil weapons, better armors with good shields, and a wide assortment of powers, and a specialization at level 20.  But you've got to hit planet after planet of side quest in order to get that xp.  Don't get me wrong, side quests are a part of RPGs, but ME1 did them badly.  They require you to drive through huge areas in the damn Mako, which never controlled as Bioware intended.  And Bioware brought back a mechanic that wasn't that good in Inquisition, and gave you a vehicle again to traverse it, this time, a mount.  And it worked about as well as ME1's system.

Don't get me wrong; it's still a very good game. Great story with no missteps there.  Very few glitches, none game breaking outside when the Mako flips over.  But it's not as good mechanically as the next games in the series.  And I can't blame them for using bits of a system that worked so well in Jade Empire. But what worked in a martial arts action-RPG didn't work as well in a military shooter action-RPG. 

With all that said though, even though it is very flawed compared to what we have now, I still advise you play it.  It sets up story points in the next two, and you can't complete a quest in the third one without a certain side quest this one in a satisfying manner.  But I find that this game takes longer for me to complete get the side quests out of the way in order get to the stuff I like, which was my main complaint for Dragon Age Inquistion, as well.

That said, even without the nostalgia right there, ME1 is an enjoyable ride.  It does a lot well, and it even gives you a New Game +, which helps out in a second time through.  So, if you want to get into Mass Effect, play this game first.  Not only does it set up the universe, but it makes you appreciate the refinements made in the second and third game.  I'd even recommenced Jade Empire, due to how well it controls.

For now, check out my SWTOR referral code, and stay beautiful freaks!

http://www.swtor.com/r/8vl8L5

Monday, April 28, 2014

Mass Effect Retrospective 10: Updates and retractions

Welcome back, my beautiful freaks, to the Assassin's Den!

Over the last couple of weeks, I've been going through the ME trilogy again, and I've found out a few things.

First off, ME1 romances.  There is a way to cut off both romances for your gender and NOT carry one into ME2 if you choose your gender specific romance option as the Virmire Survivor.  There's a point in the romances where you have to be very, very harsh in your dismissal of them.  For Liara, you have to choose the bottom choice when she asks if you and her could share anything.  But make sure you reject Liara first, because if you reject her second, she locks in no matter what you say to her.  For Kaidan, it's when he talks about the BAaT program and initially brings up Vyrnnus.  You have to tell him that "this is a battlefield thing", which is the most "Renegade" option for the final line.  For Ashley, it's the conversation where she talks about her grandfather and Shanxi.  You have to get to the point where she starts ranting about aliens, and "kowtowing to the Council".

Essentially, you have to have the tone that "I don't need this high school bullshit" in order to outright reject them.  You'll know you rejected them because Liara won't talk about the asari joining, Ashley won't bring up the fact that "there's a reason for everything", and Kaidan won't talk about "getting the Council on our side"; in other words, they won't talk about the future with you. It's harsh, yes, but it is the only way to reject both Liara and the Virmire survivor without killing the opposite gender romance.  And a reminder that, if you want to reject both, reject Liara first.  If you reject the human romance option first, Liara will lock in, regardless of whether you reject her or not.  This is more important when playing a female character, as you have to reject both Liara and Kaidan at the same time, where as with a male, you reject Ashley one conversation after Liara.

Second, updates to my ME3 loadout.  Due to a playlist by a youtuber known as D4nnyB0y1066, I've been able to check out the weapon capabilities without going in and testing them all myself, and I found I like different weapons than I had before.  And here is the list, along with the upgrades for the weapons, as well as when you get them, and whether or not they require DLC or not.

Assault Rifles
Cerberus Harrier-Start-Firefight pack. Shepard gets the magazine mod and extended barrel, and companions get the scope in place of the magazine.
M-8 Avenger-Start. Since this is for a power focused build, this gets ultralight material and an extended barrel.

Shotguns (Companions get choke and barrel. Shepard's load out is as follows.)
M-22 Eviscerator- Grissom Academy. Choke and Barrel
M-300 Claymore- the Rachni Mission. This gun is Wrex, Vega and Grunt only, above mods apply.
Graal Spike Thrower- Priority: Tuchanka. Soldier and Vanguard Shepard Only. Magazine and barrel.  While heavy, this one has a charged shot that uses no extra ammo.

Sniper Rifle (Scope and barrel for all)
M-92 Mantis - Infiltrator start, or on Priority Mars.
M-98 Widow- Priority: Thessia.

SMG (Companions scope and barrel)
M-9 Tempest - Turian Platoon. Companion gun only.
M-12 Locust- Priority: Horizon. Ultralight material and barrel.

Pistol (Companions get scope and barrel, Shepard switches magazine or ultralight material for scope)
M-5 Phalanx - Priority: Tuchanka.
M-6 Carnifax - Arrae: Ex-Cerberus Scientists
M-358 Talon - Priority: Citadel 2. This is essentially a shotgun in range and power, so give this to someone that can tank, like EDI or Kaidan.  All else, go with the other 2.

The reason I advocate scopes and barrels on companions is 2 fold; they aren't bothered by weight, and they don't run out of ammo, so anything that doesn't boost accuracy or damage output (either ranged or melee, if you prefer melee. I don't, so I don't recommend it.) are wasted.

My preferred loadout on Shepard is as follows, in order of weapon appearance;
Soldier- Cerberus Harrier, Mantis/Widow, Eviscerator/Spike Thrower, Phalanx/Carnifax
Vanguard-Avenger//Locust, Eviscerator/Spike thrower
Sentinel-Avenger, Mantis
Infiltrator-Avenger/Locust, Mantis/Widow
Engineer-Avenger/Locust, Mantis
Adept-Avenger/Locust, Mantis

This shows a bit about my playstyle, too.  I prefer to fight from mid-far range, unless a Vanguard, and I try to balance frequency of power use with the damage output of my guns, so I tend toward light weapons for the power focus classes.  The Soldier isn't power focused, so heavy weapons don't matter, and the Vanguard and Infiltrator get on really heavy one and one really light one, since those are their signature weapons.  I've seen some pretty good builds with a shotgun instead of a sniper rifle online, so if you are into that, change out the Mantis/Widow for the Eviscerator/Spike thrower.

You'll also notice I forgo a pistol for all but the Soldier. Again, it comes down to weight.  The only reason I take a pistol along as a Soldier is that I have something back on if I ever run out of ammo.

Finally, Vega's "I'm the new player avatar" thing; I read on the ME wiki and saw that, if you take him with you on certain missions, he DOES prompt exposition from those who have been with you for the last two games on the shuttle rides down.  I tested this on my most recent playthrough, saving just before the shuttle ride down on every mission and then reloading to compare with the party I normally take,  and I found that yes, he does prompt for more information.  I guess I would have noticed this quicker if I actually used him in combat, but I digress.

As for everything else, nothing has changed.  Everything else I've said in the previous 9 entries remains true, for now.

So until next time, stay beautiful freaks!

Monday, October 21, 2013

Mass Effect Retrospective 9: Final thoughts

Ladies and Gentlemen, boys and girls, children of all ages! Welcome back to the Assassin's Den!


Mass Effect is a fun game series, though incredibly troubled.  When EA acquired Bioware's holding company, VG Holding Group, in 2007, fans who know their history knew that the company was on borrowed time.  EA destroyed Origin Systems, the company best known the Wing Commander and Ultima series, with its heavy handed management and unrealistic fiscal demands.  EA enforces hard deadlines that no company that focuses on good gameplay and storytelling can meet, and when they don't get the success that they mandate, they start cutting staff in order to compensate.  It's all about the "almighty dollar" for EA, and they care nothing about their fans. 


That's not to say that Bioware's not fighting to stay in the game; the release of the Extended Cut DLC, which fixes the vast majority of the issues most people had with the original ending to ME3 shows that Bioware still cares about their fans. But with the retirement of the founders, I don't know how much more the company has. 


Don't mistake me; the game series is, and always will be, fun.  The combat system for the games is fun, despite the hiccup that was ME1's combat engine.  The characters we meet (except for Jacob) are endearing and it is a delight to see them grow as we fight along side them.  And the story is rich and a delight to experience anew every time I put the games into my console.  I love watching Liara fall in love with me every time I meet her, and hear the heartbreak in her voice when you tell her you don't feel the same.  I love listening to Wrex's stories about his past. I love watching Tali and Garrus stand by my side every step of the way.  And I even love the ending of ME3, despite how others complain about it.


The best way to think of Mass Effect is what Bioware used to be; a great company that made great games with great stories.  Remember Mass Effect as the story of how Commander Shepard saved the galaxy from the Reaper threat at the expense of her own life, instead of what EA is going to make Mass Effect 4 into.  Because Mass Effect 4 has been announced.


I, for one, will not be purchasing Mass Effect 4, or any new game from Bioware from this point. I will only support their Austin office, since I play Star Wars: The Old Republic. Mostly because Disney won't let EA fuck their franchise like a two dollar whore.


In short, Mass Effect is a great game series from a formerly great game developer.


As for me, I just picked up Fable 3, and I plan on doing a retrospective on that series as well.


Until then, happy gaming!

Friday, October 11, 2013

Mass Effect Retrospective 7: Combat, minigame and morality system in the games

Ladies and Gentlemen, boys and girls, children of all ages! Welcome back to the Assassin's Den!

Today, as my header says, I'm going tackle the combat, minigames and morality system in the games.  I'm going to go through each one sequentially, giving my thoughts, as well as tips, to play the game in a way that maximizes your fun.

I'm going to state right here that I own the Xbox 360 versions of the games, and thus some of my problems and praises may not apply to the PC and PS3 versions. Though, since we are using the same game engine, I'm sure MOST of what I say still applies.



Mass Effect 1's combat system has a LOT of good ideas, though some are poorly implemented.  The way the game is designed to be played is to give you tactical control over the battlefield, allowing you to flank your foes and use powers to dominate the battlefield.  In practice, though, there are issues with the implementation.

First off, cover.  The way it is supposed to work is that you use the control stick to press up against the wall, and you use the trigger buttons to aim your weapon from cover.  In practice, however, it doesn't always work like that. Sometimes, when you want to press up against a wall, only to lift your weapon and stand there like an idiot.  You also need to click the control stick to crouch, and you can't move to certain cover unless you are crouched. 

Cover is also pretty useless because your enemies don't fight from it.  They run around the battlefield, shooting and flinging powers as they run and gun, forcing you to do the same.  And if you try to fight from cover, especially in an enclosed area, you are going to get flanked and killed.  This forces you to run and gun to survive.

And your companions are useless too. Both companions are tied to a single button on the d-pad, so you can't really send them around the battlefield tactically, since both are going to the same place.  And for some reason, they tend to "blow their load" on their powers if you don't set them to "defense only" in the options menu.  This becomes a real problem with you are fighting geth armatures in the early game, since their main cannon can kill you in one hit. So if you want to use squad powers when you want them, set the usage to "defense only" before you start the game.

Now, since you have to run and gun to survive, proper weapon and extra skill (remember the first game's post?) selection is essential.  There are four factors to consider for weapon selection; aiming, recoil, heat generation and firing rate.  It is these four factors that makes the Sniper Rifle all but useless.  On every console version I've played, the Sniper Rifle reticule takes a LONG time to finally settle on where you are pointing it, even with the best rifle in the game and 12 points in the ability.  It's pretty much "one shot at the start of a battle and then switch to another gun, and ONLY if you get the drop on your foes, which isn't often".

That means you have only 3 real choices in firearms.  The pistol is the one gun that all classes can use without advance training.  It a reasonable firing rate, reasonable damage output, and reasonable heat generation, and low recoil.  It's a good backup weapon when your other guns are overheated.

The assault rifle puts a lot of fire down range, but also has the highest recoil after the useless sniper rifle.  This one also has the highest heat generation after the sniper rifle, but one point in assault rifles gives you overkill, which mitigates the recoil and heat generation for a few critical seconds.  More points in the skill reduces recoil, and better quality guns reduce heat generation. And with proper upgrades, recoil and heat generation become a thing of the past.

The shotgun, however, has great accuracy, has low recoil, and has high heat generation (though that's the nature of a shotgun, so I wouldn't hold it against it), but also a high damage output.   It is only truly useful at close range, though.

My suggestion is to either give the assault rifle or shotgun skill to all but the Vanguard (as that class already has a good weapon), depending on your play style. If you like fighting from mid to long range, use the assault rifle. If you prefer close range combat, shotgun.

Be careful with close range though. The melee attack in this game is the same as the gunfire button, and can trip you up if you don't want to use it.  More than once, I've wanted to plant a shotgun shell into an enemy's chest, only to elbow them instead, because they were too close.

As for your load out, go with Spectre guns. They are the best guns in the game, hands down.  As for armor, Predator has the best shields and Colossus gives you the best damage protection. But since you have upgrades that upgrade your shields, you can go with the Colossus, then the Titan, Predator and then Mercenary, based on availability.

Biotic amps should be Savant, Polaris and Prodigy in that order. Omni-tools should be Savant, Nexus and Chameleon for Shepard, Tali and Garrus in that order, and Savant, Logic Arrest and Polaris for Liara and Kaidan in that order.

 Medi-gel is your healing ability, but the problem with it is that it has a long cooldown; if you use it to bring back your health, you have a long wait to use it again. A step back from KOTOR and Jade Empire, if you ask me.

Grenades in this game are pretty much useless as well.  They are thrown sidearm, have a low blast radius, and are very hard to replenish.  And they are only useful if you choose the Paragon path in the Feros mission.

Which brings me to the alignment system.  The Paragon path is all about protecting the innocent, working together toward a common goal,  and doing things the right way.  The social skill you get is charm, which, at certain levels, gives you discounts at the stores. 

Renegade is all about ruthless determination. Renegade choices are about getting things done no matter the cost and forcing people to aqueous to your desires.  The social skill you get is intimidate, which gives you more credits from merchants when buying the gear you sell.

These two morality choices affect the ending you choose, and what is said about you and the human race.  But as more info will spoil the ending, I won't go into details.

Now, I feel like I'd be doing new players a disservice if I didn't tackle the two things that aren't fun, but are unfortunately very prevalant; the the QTE hacker minigame, and the damn Mako.  Anyone who has played Shenmue, Indigo Prophesy or Resident Evil 6 knows the pain of QTE, so I won't go into it.  As for the Mako, that's another "cool idea, but poor implementation".  It controls like a brick, and despite what the pre-release and in game codexes say, this thing flips over at the slightest bump on the ground.  I've actually had to start the section over when the damn thing flipped over and got stuck.  Add to that to the fact that killing things with the Mako only nets you 75% of the xp you would get on foot, and you're better off getting the side quests with the Mako out of the way just after picking up Liara and doing all the fighting on foot, unless you are fighting a thresher maw.

Don't get me wrong; this game is fun.  And going with the tips I've given you makes the game more fun.






This game fixes a lot of the problems I had with ME1's combat system.  First off, you no longer have to put points into a gun; they are as accurate as your aim is.  As such, the sniper rifle is a LOT more viable choice of weapon.  In fact, this is my preferred extra gun for all but the soldier and vanguard, for the reasons I've already covered.

Next, the cover mechanism is much easier to drop into; it is tied to the run button, instead of the control stick.  This is important because your enemies now fighting from cover, and you will get killed if you try to run and gun.  And since your squadmates now have their OWN button to move them around the battlefield and are no longer retarded about power usage, you now have the tactical control over the battlefield that the ME1 wanted you to have.

And as I explained before, the classes are a LOT more distinct, so your game will be different each time, as will your squad choices.  Some squadmates are better against machines, others against armored targets, and others work great for biotic detonations.  Others are just weapons specialists.  Whom you pick is determined by the mission and who compliments your class choice.

This game isn't without its flaws as well; the planet scanning you need to do to upgrade your health, weapons, powers, damage protection and heavy weapon ammo capacity is dull, but can be made less painful by using the wiki for planets rich in resources that you need.

And yes, I mentioned heavy weapons; these replace the grenades, and are far more useful.  They are just as limited as grenades, yes, but they hit harder and are easier to aim.  That said, some are better than others, so choose based on your preferences.

I also need to mention the Hammerhead tank.  It fixes all the problems with the Mako; smooth controls, no longer lose XP when using the cannon, and no longer integral to the game.

The mini-games are a lot more fun too; "Connect the wires" and "match the symbols". Both are simple, and while both are times, neither are QTE.

The Paragon and Renegade meters have also been streamlined; you don't have skills to put points into, so your Charm/Intimidate score is based on your alignment meter.  We also gain interrupts; Paragon interrupts stops fights and cools tempers, where Renegade interrupts either intimidates with threats of violence or outright commits acts of violence.

Finally, we get to my preferred load out.   This time, it's very different between the squadmates and Shepard. For Shepard, I go with the Kestrel armor from the Aegis Pack, with the Kuwashii Visor replacing the headgear for the soldier and infiltrator, and the archon visor from the Equalizer pack for the other four.

Gun loadout is the Mattlock assault rifle for all who can use it but Shepard, and the Phalanx Pistol for all who can use it but Shepard. These two guns are great in the hands of companions, but not so much as Shepard; the Mattlock is a single shot, while the Phalanx removes the target reticule and replaces it with a laser sight.  But companions are always accurate with their weapons, so the damage boost they get from these guns is worth it. 

The shotgun you want is the Eviscerator, which does the most damage after the geth shotgun and the Claymore.  However, the geth shotgun is a charged weapon, and companions don't charge it.  It also won't charge from cover, so it's less useful in combat.  I recommend the Eviscerator for all but Grunt and Vanguard Shepard, who can use the Claymore once it is unlocked.

The sniper rifle you want is the Mantis, which is a single shot, powerful gun. The other two are either high magazine/low individual shot damage, or a three round burst, which loses accuracy after the first shot.  The best, though, is the Widow, which only Shepard and Legion get access to.

As for the SMG, use the Kassa Locust. It is the best SMG in the game, and since the Kasumi DLC can be played immediately after Horizon, it will carry you through the whole game.

And for all of them, make sure you fix your load out when the game "upgrades" your guns as you acquire new ones.  In the vanilla game, those guns were better than the ones you start with (with a couple of exceptions), but with the DLC guns, you will want to fix them at the first available weapons terminal.  This is only problematic on Haestrom, where the closest weapons terminal is after a large battle.

As for Shepard, I prefer the Carnifax pistol, which does more damage than the starting pistol, but still maintains the target reticule that the Phalanx doesn't have.  For the Soldier and Vanguard, I prefer the Eviscerator. Vanguard upgrades to the Claymore on the Collector ship.  All classes but the Vanguard, I go with the Mantis sniper rifle, unless Infiltrator, which I upgrade to the Widow.  And the Soldier gets the Avenger, since I prefer my assault rifles to go full auto, until I can get the Revnant on the Collector ship.

As for Heavy Weapons, I go with the Grenade Launcher, then the Cain when I can get it.  The missile launcher is good, because you don't have to aim it, and has the largest ammo capacity.  But it also does the lowest damage. So I go with the grenade launcher, which does the second most damage, after the Cain.

Oh, and melee combat has it's own button, so you no longer have to worry about elbowing something that you wanted to shoot.

And this brings me to bonus powers. Unlike in ME1, you gain your bonus powers from your companions loyalty missions; whatever power they get, so does Shepard. As such, I have three powers that I prefer; Warp Ammo from Jack, which tears through barriers and armor, Energy Drain from Tali, which takes your enemy's shields and adds them to your own, and Samara's Reave, which does the same as Energy Drain, but for health.

Finally, I need to bring up Medi-gel.  In this game, it is used to resurrect your allies and not to heal you.  You gain your health and shields back through hiding on cover or the above mentioned skills. In game codex explains why.


Mass Effect 3's combat system brings back the best of both games.  You have situations you have to run and gun, and situations where you have to fight from cover.  For this reason, you gain a heavy melee attack and a melee combo.  The heavy attack allows you to one shot (or nearly one shot, based on difficulty), any enemy that gets close to you.  Melee combos are just that; combos you get from continually tapping the melee button.

Heavy weapons are different; they have limited ammunition, are found around the battlefield, and are dropped when they are empty.  But there are a LOT more of them, and they are ALL useful.

Grenades return, but are far more plentiful and far more useful.  What type you get is determined by your class, (or what you get instead of grenades, in the case of the Engineer and Vanguard. Engineer gets a sentry drone, and the Vanguard gets Nova.  The wiki I linked to gives you more details) and you can get up to six of them.  And you can replenish them at ammo caches that can be found on most battlefields.

Other than that, the game controls the same as ME2, with a couple of exceptions.  Ammo powers no longer trigger global cooldown, so you could sit in cover all day switching out your ammo powers quickly. And the major change, the weight system.  Which requires a full explanation.

The weight system means that weapons are no longer restricted by class. Want to build an Adept around the assault rifle? Go for it! Soldier with an SMG? That's good too.  Sentinel built around only a pistol once again? That's good too.

But the downside to this freedom is that each class has a different weight capacity, which, while able to be upgraded via your class trait, does affect the cooldown rate of your powers.  So trying to load out with the heaviest assault rifles, shotguns or sniper rifles as an Engineer or Adept restricts availability or your class' strength.

What you have to do for all the classes but the soldier is to balance what guns you want with power cooldown rate.  The more under your weight capacity you go, the faster the cooldown rate for your powers, and vice versa.  Weight of weapons can also be lowered through ultralight material upgrades for your guns, as does upgrading the guns at the armory on the Normandy.  (Yes, weapon upgrades are back, and you have a LOT guns to choose from.)

There's another problem with the heaviest guns; reload animation.  The heaviest guns (and any sniper rifle for that matter) have a LONG reload animation.  So even the Soldier, who only has two powers that trigger the global cooldown, has to worry about weight in a hectic firefight.

This is why I go with a very specific layout for my classes. First off, I forgo a pistol on Shepard, since I can carry an assault rifle and sniper rifle with me, no matter the class.  For all classes but the Soldier, Infiltrator and Vanguard, I go with Mantis sniper rifle and the Avenger assault rifle, as these are the lighest possible that function the way I like them (single shot and full auto, respectively).  I put ultralight material in the assault rifle to lower my weight capacity, so I can use my powers more often.

The Infiltrator gets the same, until I can afford the Black Widow at the Spectre store, and can pick up the Kassa Locust late in the game.  The Vanguard takes the Eviscerator shotgun in place of the sniper rifle, to be replaced with the Wraith from the Spectre office once I can afford it.

As for the Soldier, I replace the Avenger the Cerberus Harrier, which you get from the Firefight DLC pack, and I replace the Mantis with the Widow once I get it, and the Eviscerator until I get the Claymore.

As for companions, I go with the Harrier, Mantis/Widow, Eviscerator, N7 Piranha, Claymore, Tempest SMG/Kassa Locust, Talon Pistol, Carnifax Pistol and Phalanx pistol.  I go with three shotguns, since the different shotguns fit better with certain companions roles; Vega is better with the Claymore, since he's a tank, where Tali is better with the Eviscerator, since it has a longer range. (Aria from the Omega DLC gets the Piranha, which is in the Groundside Resistance Pack, because giving her what amounts to a grenade launcher fits her power loadout.)

I focus on armor that boosts weapon damage for Shepard, so I go with the Hahne Kedar armor (with Armax shoulder guards until I can get Hahne Kedar versions after Rannoch), and Kuwashii visor.  However, you can find artifacts artifacts around the galaxy that you can use to research character boosts that benefit your class in whatever way you want.

The health system is different though; instead of one long bar, your health bar is multiple smaller bars.  You regenerate your health to fill up that bar, and require medi-gel to heal the rest.

Finally, extra skills are received the same way in this game, but this time, they are gained via an unseen "how much I like you" stat. I can only advise one skill this time; armor-piercing ammo.  There is one abundant enemy that is a pain without it; the Cerberus Guardian, who carries a big wall shield.  The only way to damage them is to either hit them through the "mailbox window", use the biotic power "Pull" to rip the shield out of his hands, or get behind them.  But since they quickly turn to face you, the third is difficult to do.  But with armor-piercing ammo?  One point in it allows you shoot through the shield, damaging it directly. More points allows you to shoot through cover, to an extent.  This extra skill is the best in the game, hands down.

Oh, and no tank and no mini games in this game. Mini games have been replaced with multiplayer, which functions the same as single player, except your squadmates are other players.  Also, you get to play as other races, which have their own powers for multiplayer. See the wiki for more details.

The best part of all three games is that they teach you through gameplay.  Yes, the first area is a tutorial area, but the whole time, you are running, shooting, using powers and getting exposition on the fly.  It doesn't talk down to you, and doesn't hold your hand.

Remember though, that you can play your game any way you want, and ignore any tips I've given as necessary.

I'm going to finalize this with a blog on the companions, and then my thoughts on the whole story.  Until then, happy gaming!