Mass Effect 4 Should Ditch This Tired BioWare Trope

Generally speaking, BioWare’s Mass Effect series has stayed consistent, except for Mass Effect: Andromeda, which seemed like a major shift and received a lot of negative feedback due to this change. Given the backlash against Mass Effect: Andromeda, it appears that the next Mass Effect game might try to retrace its steps a bit and deliver an experience similar to the original trilogy. This is suggested by the fact that beloved characters like Liara T’Soni are rumored to be included. If they do this, there’s a chance that the upcoming Mass Effect game could go as far as resurrecting a familiar narrative trope, but it would be wiser for them to steer clear of that altogether.

In essence, the Mass Effect series has been all about the impactful decisions players make, and these choices have grown more complex as the games advanced in their second and third iterations. This is when the “suicide mission” narrative device often emerges, as it intensifies the pressure on players to choose wisely if they want certain outcomes. However, while decisions in Mass Effect do need to matter significantly, perhaps there are alternative methods to achieve this effect rather than relying solely on the suicide mission strategy.

Mass Effect 4 Should Avoid the ‘Suicide Mission’ Narrative

The ‘Suicide Mission’ Trope Has Been a Common Theme in Mass Effect

In the Mass Effect series, the concept of a crucial, potentially lethal mission with significant consequences for the crew has been consistent across games, although only Mass Effect 2 carries the literal title “Suicide Mission.” This pivotal event in the narrative series is a preparatory measure against a catastrophic end-of-the-world scenario. The suicide mission in Mass Effect 2 stands out because it bears this name and demands careful planning from players, such as choosing ship upgrades, completing loyalty missions, and strategically assigning companions to tasks.

The initial “suicide mission” in Mass Effect isn’t as heavily influenced by player choices compared to Mass Effect 2, but it does require careful consideration before embarking on the final mission. Factors to consider include selecting the most fitting squad members for various tasks and ensuring Shepard’s Paragon and Renegade levels are appropriate. Conversely, Mass Effect 3 reintroduces the concept from Mass Effect 2, but with even more significant results. Ultimately, the ending of Mass Effect 3 hinges on the player’s Galactic Readiness score and their Effective Military Strength rating, which is influenced by choices made during the game’s main story, side missions, and exploration.

Mass Effect 4 Avoiding the ‘Suicide Mission’ Trope Would Have Several Benefits

In the Mass Effect series, the narrative structure that lets players decide key actions often promotes careful consideration. However, it can lead to an issue with immersion. Once players learn about the results of a suicide mission in these games, they tend to mentally prepare a list of requirements to meet their preferred outcome. This, in turn, reduces the impact of choices and gives them excessive control over the characters’ fates within the game.

As a dedicated fan, I’ve noticed that while Mass Effect 2 is the only game in the series to have a mission explicitly called “suicide,” the broader narrative theme and player strategies for executing these critical missions are consistent across the Mass Effect saga.

In essence, the following Mass Effect game should steer clear of using the “one character dies if this choice isn’t made” trope altogether. Instead, it could offer players more complex consequences that don’t just boil down to a character’s demise. By creating a narrative with profound moral dilemmas related to leadership or the price of peace, the next Mass Effect can maintain its intensity without resorting to another “suicide mission.” This approach would also help prevent the series from appearing repetitive and stale by introducing fresh storytelling elements.

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2025-01-22 14:34