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Mass Effect 2: One Year Later

Karen Shepard, my character from ME1 & 2, has helped me explore the galaxy, humanity, and alien cultures.
(Warning: Mass Effect 1 & 2 spoilers follow).
January 26, 2011 marks the first anniversary of BioWare’s Mass Effect 2. It is hard to believe a year has passed since we first got to play the second installment of its epic space trilogy. Mass Effect 2 continued the saga of humanity’s struggle for survival as well as its quest for political supremacy within the Citadel. It would be the biggest understatement to say I have enjoyed that game. However having completed the games several times, I think I am in a better position to look at several areas of research available due to the volumes of content that come with the Mass Effect experience. Some of them I have already touched on, yet there are other areas that cry out for exploration, including disability, body image, moral choices, and several mass communication theories to include framing (in-game media broadcasts), agenda setting (Cerebus network), and gatekeeping. To be honest, I have already dabbled into why Mass Effect 2 address the human condition and how some story elements represent cultural hegemony. In fact I did that not once, but twice. A few months later, I wrote we need more characters like Joker. Recently I explored how BioWare uses fictitious faith as an option to avoid the controversies of addressing real-world religions. I even argued that my beloved Karen Shepard should die again at the end of Mass Effect 3. In addition, other writers have brilliantly written about some of the political aspects of BioWare’s epic. Jorge Albor over at Experience Points penned “The Quarian Exiles,” “The Salarian Dilemna” and “Cultural Conflict.” One might think that because of the many articles about Mass Effect that we have sufficiently mined universe for cultural ideas. Not so.
First, the added content (DLC) “Overlord” infused horror and oppression of the disabled into Mass Effect 2. The “ends justifies the means” mentality used by Cerebus to combat the mechanical Geth put the player in the position of leaving a disabled man in the hands of his oppressive brother or shipping him off to an academy for help and thereby putting humanity at a disadvantage in its war against the Geth’s masters, the Reapers. Anyone interested in exploring how the story unfolds must capture and study the flashbacks the player sees as well as the ending cut scene and in doing so will see how the character Daniel will shift from what Rosemarie Garland-Thomson calls wondrous (awe-inspiring) to exotic (dangerous, alien, strange) to sentimental (to be pitied and taken care of).
Body image and gender issues are obvious avenues of exploration in ME2. Critics will no doubt zero in on First Officer Miranda Lawson, whose tight outfits present the image of sex symbol even as she reminds Commander Shepard, and the player, that she has been genetically bred to be intelligent as well as a powerful biotic. She therefore often times splits the male player’s focus on her since she is a possible love interest for MaleShep while catering to the Illusive Man’s interest as a Cerberus operative and first officer of the good ship Normandy. Her cool demeanor is offset by the fiery and sexual Jack/Subject Zero who presents the option of unattached sex. In contrast, Samara’s quest to kill her daughter provides room for those interested in the intersection of child rearing and employment and the consequences of being away from home too much. Kasumi Goto quest reveals a love tale with some James Bond elements thrown in. Of all the characters, it is Tali’Zorah who provides the interesting political/familial/loyalty missions in the game (as does the Krogan Grunt).
The Mass Effect trilogy is well-known for its moral choices. One of the big selling points was that choices made in the first game carry over into the second. Likewise, choices made in ME2 will help shape the outcome of the series in ME3.
I have read accounts of how Shepard’s actions with the Krogan, the Quarians, the Geth, and the Rachni will help to form an alliance against the Reapers in ME3. It will be interesting to see if certain options lead to success or if some kind of pluralism exists in ME (all roads lead to a good ending).
Another rich area of research is in-game media, ala the Cerberus Daily News and in-game news updates on different planets. The CBN ran for one year, providing daily updates from the ME Universe. These short messages not only enhanced and expanded the canon, but also provide material for textual and content analyses. Just as interesting are the numerous in-game updates the player can listen to. These quick announcements might provide some insight into how news reports are framed within the game. What elements are emphasized and which ones are downplayed or even ignored? How do the interests of the Citadel play out against the public’s need to know? Do these news bursts, as I call them, in any way help to set the public agenda for conversation and reaction? This last item is difficult since we are only privy to the reactions of Shepard and those around her.
It seems that the anniversary of Mass Effect 2 raises nearly as many questions as it answers. The middle chapter of this trilogy has one final section of downloadable content due out this year. BioWare has not revealed if this will be DLC that bridges ME2 and 3, ala “Lair of the Shadow Broker.” If it does you can bet that researchers will add it to the healthy collection of ME content already available.
Religion in AAA Releases: Some Thoughts on Real and Fictitious Faith
Major digital game titles are not exactly known for straying from the dominant perspective. One only has to look at how these AAA titles cater to white, male, and heterosexual norms. The question (or at least one of them) becomes why does that change when religion becomes the focus? I am certainly not saying that portrayals of religion should shamelessly adopt a dominant perspective also, but that religion occupies a small space in the narrative of digital games. In the United States, Christianity is the dominant religion, yet games, like other entertainment media, tend to shy away from portraying that faith in ways that reflect diversity of faith while avoiding preaching and cliché religion portrayals. Of course faith is a touchy topic and just as explosive as race, yet at the same time is core to the human experience.
However religion, at least in the United States, is complex in part because of the diverse nature of our many faiths. After all, to claim Christ does not reveal is one is orthodox, Catholic, mainline protestant, evangelical, and so on. Moreover, those mixtures change depending on what part of the country you reside. For example, in One Nation, Divisible, Mark Silk and Andrew Walsh report that in New England, 68% of those who claim religious affiliation are catholic and mainland protestants are outnumbered by evangelicals by 3 to 1. When you compare that to the Southern Crossroads (Louisiana, Texas, Oklahoma, Arkansas, Missouri), you find that the percentage of Roman Catholics drops to 18.6 %. Moreover, half the Catholics in the region are Latino. Lastly, one will find very few minority religions (Judaism, Islam, Hinduism, and so on) in this area, less than 0.5%. The other areas of the country, the South, the Pacific, the Pacific Northwest, etc, are all equally diverse. How do developers address the many aspects of Christianity in their narratives? For the most part, they don’t.
Instead some titles address fictional religions. For example, religion plays a central role in Dragon Age Origins (DAO). While it is apparent from the start of the game that this religion is modeled closely after Christianity, there are obvious differences. Still the similarities are such that one can point out multiple examples of Christian faith playing out in the game world. This should not come as a surprise to anyone who plays role-playing games, the genre to which DOA belongs. Other games in this genre, such as The Elder Scrolls IV Oblivion and Mass Effect, also have religious elements.
Mass Effect 1 takes a different approach in that it creates a new religion around the antagonists of the game, the mechanical Reapers. These ancient machines are worshipped by other machines known as the Geth. During the game, the player, kills two Geth as they worship the Reapers in a temple. The player gets very little information because he/she is still trying to figure out the relationship between the two races, so we are left to wonder what other aspects of this fictional religion exists. The in-game encyclopedia, the Codex offers some slight clues, but little information is forthcoming about Reaper worship in the first two Mass Effect games.
Of course creating a whole new faith is far safer than attempting to navigate religious waters. Yet if digital game producers dare to call their craft a full-fledged medium then this bridge will have to be crossed eventually. Hopefully games will be more bold than television has been in this regard. To be honest, I have no idea how such an endeavor will work out. Any honest attempt to explore religion without being preachy (like many of those awful PC Christian games on the market today) can still draw the ire of different groups. However this intersection of faith and adventure does not have to provide any answers, nor does it always have to be direct. I recall a conversation between Mass Effect characters Commander Shepard and Chief Ashley Williams where they briefly discuss her faith. That is certainly more tangible than the heavy religious symbolism we see in Bioshock or Assassin’s Creed, but it is a reminder that there are multiple ways to explore the faith of individuals and communities.
Commander Shepard Must Die – Again!
I read a blog by Greg Rucka the other week titled “On Reapers, Collectors, Being Called Shepard” and I’ve been thinking about it ever since. As much as I love Mass Effect 2, I was having some issues with the rebirth of Commander Shepard. Rucka’s article address many of those concerns, including the idea that there has to be some conversation involving Shepard and her rebirth (I usually play as FemShep and so I use the pronoun “she”). I hope we get to experience that in ME3.
That is not my main issue, however.
Simply put, Commander Shepard needs to die. Again.
Now I have played through ME2 four times, finished all the DLC, including “Lair of the Shadow Broker”, and I will argue to anyone who will listen that it is the best game ever. And yet I can’t escape the notion that because of the way Shepard came back that she should not survive the end of the trilogy.
Perhaps if she had come back to life through more divine means I might have been able to accept this second chance at life. If God or gods or aliens with fantastic powers (ala Q in Star Trek) were responsible, then perhaps I could suspend my disbelief and play in peace. This sort of thing happens in graphic novels all the time. (Jean Grey and Betsy Braddock in X-Men come to mind.) Perhaps I might even have been okay if Shepard had been revived by technology a few moments after her death (a crutch in Star Trek The Next Generation and Voyager). However in ME2 two years pass between her death and rebirth. Even with the advanced technology available to Miranda Lawson and the Illusive Man, I wonder if I got the same Shepard, my Shepard, back just the way she was before.
In my latest play through, I looked even more closely at the nano-tech that Lawson used to repair Shepard’s body(shown in the above youtube video). Impressive for sure. That is all well and good, but how can even the most advanced technology restore memory and personality? Moreover, her new lease on life speaks to the issue that the spark that makes her special and unique is somehow anchored to her physical body, or at the very least returns when all the organs and systems begin to work again.
So how can BioWare make this right with me? The first option is to kill Shepard again. She can go out in a blaze of glory saving all humankind from the Reapers or her body can simply shut down by rejecting the nanotech, but either way I need to see that in the end, nobody cheats death. The second option is to reveal that she really is different, ala the Rucka article. Instead of a simple acknowledgment that “I got better,” there should be some trauma associated with this return to life. Perhaps a darker Shepard could emerge over time. It would great to see her really transform into something more evil or twisted.
BioWare has a rare opportunity to explore the other side of death in Commander Shepard. They have created a character with the potential to be one of the most memorable in any medium. I would love to see her remembered not only for saving humankind, but for being the most human of us all by living, dying, living, and (hopefully) dying.
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