Tuesday, 16 June 2026

Mechanicus 2 is a Great Game, but Shouldn't Have Been Called Mechanicus 2

 


Having just finished Mechanicus 2, I can safely say that Bulwark Studios' follow up to their surprise 2018 hit is a well crafted tactical experience, an entertaining cyber gothic jaunt, and a worthy entry into the canon of great Warhammer 40'000 video games. You wouldn't know it, however, looking at the average discussions on the Mechanicus game Reddit page, or from its currently mixed review score on Steam.

Truth is, I understand why some players feel sour on Mechanicus 2. It is a very different game from the first, with very different priorities. It zigs where the previous game zags. It focusses its attention elsewhere. If you came out of Mechanicus 1 wanting more Mechanicus 1, then Mechanicus 2 certainly does not deliver on that.

In many respects, the game reminds me of the similar situation Dawn of War 2 found itself in. A very smartly designed game with a lot of depth and creativity, that nonetheless was not what players wanted coming out of Dawn of War 1.

So, let's tackle that, I guess.

Part 1: Just Another Brick in the Wall.



One of the reasons that Mechanicus caught so many people's attention is that despite being a Turn-Based Strategy Game, it was mechanically different from what so many people were used to. Normally TBS games follow the core design popularised by XCOM. Units have a predetermined turn order, a limited pool of 'action points,' and inflicting damage is dictated by an invisible dice roll chance to hit.

Mechanicus, instead, eschewed nearly all of these conventions. You could choose to play your units in any order each round. Instead of having a limited number of actions, your units shared a pool of 'cognition points,' which were accumulated from various power sources across the map, and could theoretically allow units to make as many moves as they wanted. Attacks always hit, though damage could vary and certain abilities could negate it.

The only exception to these rules were secondary support units, which could only move and shoot once per turn, but these very much were supporting players in the fight, with your Tech-Priests in the starring role.

What this did was bring a great degree of tactical depth to the game, and allowed players to focus on a wide variety of strategies. It also allowed for a significant scope of progression. At the start of the campaign, players had to be very careful, as they were limited to only a few cognition points. By the end of the game, your Tech-Priests were running across the length of the entire map in Turn 1 and mauling Necrons in close combat, or firing off multiple shoulder mounted canons to wipe out the enemy before they could even act.

This, naturally, made the game something that obsessive players could easily get addicted to. Your Tech-Priests have a wide variety of skill options to choose from, and they can mix and match them from multiple trees. With some experimentation it is possible to reach some absolutely game-breaking builds, and the re-playability of the campaign meant that there was ample opportunity for such experiments.

What Mechanicus had in mechanical depth, however, it lacked in terms of narrative scope. The plot of the first game is relatively threadbare, with the Imperial war against the Necrons going on entirely in the background, and the missions themselves involving Adeptus Mechanicus strike teams embarking on expeditions to weaken the Necron war effort.

Each expedition works as a sort of Rouge-lite run, where the player has to navigate across the map of a Necron complex, avoiding hazards, and making logistical decisions that can potentially help or hinder the player in the battles proper. The health of the squad persists across these runs, so losing Tech-Priests early can doom one before it has truly begun.

While each run has a specific story conceit from the high ranking Tech-Priest giving the briefing, there are only four types of battles. Kill all enemies. Survive a number of rounds. Reach an extraction point. Kill a Necron boss. Despite all this, the variability of the game means that it never feels stale, and you barely notice the limited number of objectives when playing the game the first time around.

Wrap all of this inside one of the most infectious soundtracks ever committed to a game, and you've got the makings of an absolute cult classic, and that is exactly what it was. Mechanicus got by with very good word of mouth, sold well, and had players eagerly awaiting a sequel for years. When that sequel did arrive, however, it wasn't quite what the fans expected.

Part 2: Welcome to the Machine.



Mechanicus 2, is not Mechanicus 1. Despite sharing similar DNA, and being a narrative sequel to the first game, Mechanicus 2 is otherwise entirely its own thing. Most of the elements that made Mechanicus unique are significantly de-prioritised in the sequel.

The big contributing factor, I feel, was the decision to focus more on the secondary units. Unlike in Mechanicus 1, where most of the action was done by your squad of Tech-Priests, this time only one Tech-Priest partakes in the battle, the bulk of the fighting being done by your force of what were previously secondary units, which, again, may only move and shoot once per turn.

What this does is move the focus away from the cognition point system. Where in the first game your access to cognition points could make or break a battle, here they are primarily used for activating your Tech-Priest's secondary weapons and buffs. This change also transitions over to the Necron campaign, who don't have access to cognition points at all, but instead a 'Dominion' system, where the more damage the Necrons do over the course of a battle, the more powerful abilities they gain access to.

All this puts Mechanicus 2 more square in line with traditional TBS games. While it still has some of the original's more unique elements, you can still activate your units in any order, and attacks (nearly) always hit, the game feels much more designed with a casual player base in mind. If you were the kind of person who bounced off the first game because it was too unorthodox, Mechanicus 2 is being more traditional will likely win you over.

So too do these priorities relate to your character's skill trees. Gone are the sprawling levels of customisation from the first game, instead each character is already specced to perform a particular role, and has a skill tree to accompany that. Most of your points will be spent on expanding your deployment count and buffing your basic troops. There are no game breaking power combos here.

If you've read this far you're probably coming to the conclusion that Mechanicus 2 lacks a lot of the mechanical depth of the first game, and a lot of the unique aspects that made it interesting, and you'd be right. Why then, do I still consider the game great? Well, because I'm judging Mechanicus 2 by what it is, not what it isn't, and what it is is a solid, action packed ride through some of the more lesser explored parts of the Warhammer 40'000 universe.

Part 3: High Hopes.



While Mechanicus 1 had some very interesting characters with quirky personalities, and some great vocal taunts from its Necron villains, it didn't really have much of a plot to speak of. You arrive on the planet, you fight a bunch of Necrons, you beat them, roll credits. By contrast, Mechanicus 2 puts a significant amount of effort into weaving a detailed plot with twists, turns, surprises and betrayals.

Not only does it do this, but it delivers two campaigns that allow you to experience the story from different perspectives. There are mysteries raised in the Adeptus Mechanicus campaign that are resolved in the Necron one, and vice versa. Both campaigns have a sprawling cast of characters, from the cynical and demanding Omnisynnod council of Tech-Priests, to the Necron Phaeron's scheming advisors and generals, to cameo appearances from the Leagues of Votann and the Iron Hands chapter of Space Marines.

This widening of scope and greater priority on story means we get to experience a broader deal of the action this time around. While we don't get to partake in any large scale battles, you won't be commanding any tanks or aircraft here, we will still find ourself fighting on the planet's surface as much as we do in Necron tombs, and we'll even do battle in towering Forge-City spires.

All this is to say that Mechanicus 2's priorities are in a very different place. It wants to take you on more of a roller-coaster ride than the first game, albeit still at the kind of pace you'd expect with Turn-Based combat. This is a game that wants you to be absorbed into the fiction of its world more than that it wants you crunching numbers in order to unlock more powerful combos.

And I know some players are going to have a problem with that. I know many fans who have dedicated hundreds of hours to the first game are going to be disappointed to find that the sequel does not have the same degree of complexity.

It's very clear that Bulwark Studios didn't want to just sit back and do Mechanicus 1 again. They wanted to make a game with a different kind of scope with different priorities, and they absolutely nailed that in my opinion. Narratively, this game digs deeper into the backstory of both of its primary factions in ways that we haven't seen in video games before.

I love the cynical paranoia and duplicity of the Adeptus Mechanicus' senior Tech-Priests. I love the constant schemes and double-crosses that plague the Necron court. I love that the Votann are finally getting a bit of a spotlight. I love that I can joke that Scaevola and Nefershah have a toxic yuri relationship.

Alas, Mechanicus 2 just isn't getting a fair shake, and it is in no small part thanks to it's name.

Part 4: You Know You Just Can't Win.



I honestly reckon if they hadn't called it Mechanicus 2 then the game would have been embraced with open arms. It they'd called it, Warhammer 40'000: Battle for Heketeus IV, or Souls of Steel, or something, then audiences would have been more receptive to the changes. They'd have gone in understanding that the game is entirely its own thing, not something that picking up the baton of Mechanicus 1 and enhancing and evolving its gameplay mechanics.

I understand, though, that doing a name change probably wasn't really an option. In this current era of the digital economy, it is insanely hard to capture people's attention and get the word out. Had Bulwark Studios gone with a different name, they'd have run into the very real possibility that audiences would miss that it was a sequel to Mechanicus. They'd basically have to forgo the word of mouth and good will the first game had got in the hopes they'd find an audience all over again.

They had to call it Mechanicus 2 because brand recognition is the best form of advertising you can get these days. Better to run the risk of being labelled an unworthy sequel than languish at the bottom of the Steam charts on day of release. In a better world, in a more sane one that didn't have such a demented digital distribution process, Bulwark could probably have got away with a name change, but not in this one.

All in all, its a damn shame that Bulwark has found itself between a rock and a hard place. Mechanicus 2 is a great game, of that I have no doubt, but I don't really know what you could do to quell the dissenters. For many, this game is going to be the great disappointment of 2026. For those who spent years tweaking their Tech-Priest's power-sets and experimenting with combos, Mechanicus 2 really does have nothing to offer them.

This, unfortunately, doesn't bring me to an easy conclusion. It is highly likely that in time the opinion of Mechanicus 2 will mellow, but right now that mixed review score on Steam is really going to jeopardize the studio's reputation. I'm really hoping that the rumoured Votann DLC will smooth some things over and really let them reinforce that this is a game focussed on story first and foremost.

Mechanicus 1 hasn't gone anywhere. It is still there. Still available to play. Mechanicus 2 hasn't changed that. As the old adage goes, "Why not both?"

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Jack Harvey 2026

Tuesday, 26 May 2026

Jack's May Update

 It is, once again, time for a little run-through of where I am with things this year. As mentioned in the previous updates, I'm still working away on projects in the background, with no real solid information about anything up and coming as yet.

That being said, I have been trying to put out a column once a month, sometimes on something topical, or just whatever has been on my mind. The most recent was my thoughts on the Homestuck sequel, Beyond Canon. Right now I'm just figuring out what is resonating with people, so whatever does well I'll probably go back to and explore more in the future.


As for conventions, a few more details regards to those going forwards.

- As you have probably noticed, I was not at the Newcastle Comic Con at Sports Central on May 23rd. This is because there wasn't one on that date. The event has been moved to Sunday 26th July. I still intend to have a table there as normal.

- Which makes my Newcastle Unleashed at the Vertu Motors Arena on Sunday 14th June my first Newcastle convention this year, rather than the second as originally planned.

- After those, I'll be at Carlisle Megacon on Saturday 22nd August at the Richard Rose Centre. It's the convention I've done the most amount of times, so it'll be business as usual. Looking forward to it.

- While my convention season will be at an end in August, I'm planning on heading to Harrogate Thought Bubble in November. Just as a visitor, nothing official, but I'm always up for talking to fellow creators and exploring the possibility of a collaboration. Hope to catch up with some familiar faces.


That's all for now. In the meantime I'm going to be working away on my writing and artwork. As ever you can find more of my casual ramblings and doodles at my Bluesky, Tumblr or Deviantart.


Thanks for reading!

Wednesday, 20 May 2026

Beyond Canon and the Messy Legacy of Homestuck

 

"All those Day-Glo freaks who used to paint the face,

They've joined the human race,

Some things will never change,"

Kid Charlemagne - Steely Dan, 1976


Part One: Let Me Tell You About the Thing This Article Is About.



If there's one thing few people agree on when it comes to Homestuck is whether it was actually any good or not. This is because there isn't really another piece of art out there that we can compare it to. Nobody else has done a project quite like Homestuck, save the various fan projects that are derivative of it. As such, one can never definitively state that Homestuck 'succeeded' or 'failed' at what it was trying to do because we have no other examples of what success or failure would actually look like in this nascent genre.

Since you're already here, it is highly likely you have at least some familiarity with the format of Homestuck, but just in case you are a novice anyway, here is a brief description for the uninitiated. Created by writer and artist Andrew Hussie the plot concerns a group of teenage characters booting up a reality-altering video game which puts them on a quest to avert the destruction of reality. Homestuck is typically referred to as a Webcomic, but that isn't really an accurate descriptor.

(With that in mind, I will at times refer to Homestuck as a 'comic,' but let me be clear I'm just using that as a shorthand.)

Homestuck communicates its story through a combination of a single panel of art with text displayed underneath, usually in the style of an early internet chat log, and narrated in the second person, as though the reader were the player of some kind of text-based video game.

Sometimes there are several images. Sometimes the images are animated gifs. Sometimes there are full blown animations with sound and music. Sometimes the story breaks out into interactive segments in the style of point and click adventure games or JRPGs. Generally though, for the most part, there is a large image at the top of the page and text underneath.

If that sounds like a weirdly cumbersome way to tell a story to you then you'd probably be right, and you'd probably follow that by wondering how such an offbeat and experimental format managed to propel Homestuck to the heights of its popularity. The truth is that, as with a lot of internet phenomena, Homestuck started small and managed to worm its way, virus like, into every corner of internet culture.

I was vaguely aware of Homestuck around the early 2010s, but paid little attention to it, frequently getting it mixed up with the Webcomic Shortpacked! That was until my first visit to New York Comic Con in 2011, where, as I was leaving at the end of my second day, I found myself surrounded by hundreds of cosplayers adorned in grey body paint and wearing orange horns. Even with only vague awareness, I recognised these as Homestuck's titular Trolls.

I was astounded, that in a year of an ascendant MCU, a golden age of Doctor Who, big releases for games like Mass Effect and Assassin's Creed on the way, and with Harley Quinn at the height of her popularity, it was Homestuck fans that outnumbered them all.

I knew then that I had to check it out. I had to know what the big deal was.

That was my origin story, but for many their introduction to Homestuck was very different. Homestuck has its roots in the internet culture of the Something Awful forums. Its very foundations come from the internet attitude of 'just fucking around.' While Homestuck is the most well know of Andrew Hussie's works, they truly cut their teeth on projects like Jailbreak and Problem Sleuth, comedy stories where they would ask fellow forum users to make suggestions on where the story would go next. The fact that they crudely drew most panels in MS paint made these quick and easy to produce.

Homestuck was likewise intended to be another project for 'just fucking around.' It started with a suggestion box where users were expected to guide the actions of protagonist John Egbert through the events of the story. The suggestion box was dropped quickly, however, as Hussie soon realised it was becoming more bother than it was worth, but the 'fucking around' would persist through the early stages of the story, which is why it is considered notoriously difficult to get into. It is a long, long road of characters futzing around their households before the story gets anywhere near gray skinned aliens and time travelling robots.

For a good few years, Homestuck was mostly for the 'fucking around' audience, but eventually it would break containment, getting attention from both the shitlords of 4chan and the Social Justice Noviates of Tumblr, two audiences that would inform its direction for good or ill. Before long large amounts of fan art, fan fiction and cosplaying would start flooding the highways and byways of the internet, drawing in the curious, and eventually its own immense cult following.


Part 2: Pride Goeth Before Destruction, And a Haughty Spirit Before a Fall.



Homestuck's golden age was undeniably the years between 2010 to 2014. If I were to go into all the ways it had burst out into greater sphere of the internet we'd be here all day, but needless to say it truly made its mark as a cultural icon. Beyond convention centres being flooded with grey faced cosplayers, the internet being flooded with (frequently NSFW) shipping fanart, and the comic earning admirers in minor celebrities like Dante Blasco and Bryan Lee O'Malley, online drama was quickly becoming intertwined with the comic, and internet urban legends of fans taking things too far were a frequent topic of discussion for both fans of Homestuck and its detractors.

It is hard to pin down what, exactly, secret sauce Homestuck had, but I suspect being in the right place at the right time had a lot to do with it. Homestuck was a story that is both influenced by and a comment upon internet culture. It was one of the first large scale stories that really understood the way internet friendships, video game minutia and the prevalence of memes had changed the way we communicated.

On top of all of that, it kind of had something for everybody. Teen drama and romance for the shippers. Ironic humour and satire that fit many internet subcultures. Its visual design was easily identifiable and toyetic. Most of all it had intensely complicated and interconnected world-building that made fans of the story feel as though they were experiencing something of vast importance and to detractors it made the fandom look like a cult.

More than anything though, Homestuck just managed to fit perfectly in its place and time. Launching at the tail end of the golden age of webcomics, and concluding just as the internet was starting to consolidate into singular social media sites, it feels of a time with the popularity of works like My Little Pony: Friendship is Magic, Adventure Time and Steven Universe, which calcified into its ultimate form with Undertale (whose creator, Toby Fox, was a frequent contributor to Homestuck.)

Is it any wonder, then, that Andrew Hussie let the success go to their head? As a writer that had always kept their personal life very separate from their public persona, they no doubt avoided some of the worst types of adoration, but still, going from an internet nobody who made funny little comics to somebody whose creations were being cosplayed in some of the biggest conventions in the world would no doubt cause them to start believing their own hype.

It didn't help that Hussie wrote themself into the comic as a full blown character. I often find that writing an exaggerated persona of oneself into a story is a dangerous thing to do. It blurs the line between the real and imagined self, as well as that between the private person and the fan perception. To a lot of fans, Hussie was internet Jesus himself, an honorific they were far from ready to shoulder the burden of.


Part 3: The Only Way They Could Make Extra Money, Real Extra Money, Was to Go Out and Cut a Few Corners.


I think I can state that without a shadow of a doubt, the Homestuck Adventure Game Kickstarter was the biggest mistake Andrew Hussie ever made.

Of course, hindsight is always 20-20, and it is easy to say that now, because at the time, it probably made perfect sense to launch the project in 2012. The comic was at its absolute height of popularity. Fans were eager to spend money on anything and everything that carried its official brand. On top of that, Kickstarter had just become the hot new thing, and each successive high-profile project was was breaking higher and higher records in total funding raised.

No wonder they wanted to strike while the iron was hot. If they waited a year or two, they ran the risk of trying to raise the funds through waning interest in Homestuck. A Kickstarter project buried under a sea of completing Kickstarter projects. In that context, I understand why they chose to launch the Kickstarter when they did.

It was still, however, their biggest mistake. Despite having some working knowledge of game development, they vastly underestimated the time and resources required to manage even a small project like a point and click adventure game. They over-promised, and got the project stuck in limbo for years. At time of writing Hiveswap, the Homestuck Adventure game, is still only partially completed.

That they had now saddled themselves with this nightmare just as Homestuck was gearing up towards its spectacular conclusion ended up being a critical blow that would kill the comic's momentum and do irreparable damage to the IP.

As Hussie's video game project quickly devolved into development hell, Homestuck would see more frequent and longer lasting hiatuses as a result. The word of mouth hype that had long maintained a lasting reader-base was starting to run out of steam. As ever more convoluted plot elements were introduced, it was becoming more and more clear that Hussie wasn't going to be able to deliver a satisfactory ending.

There is a lot of gossip and hearsay of what went on behind the scenes with both the comic and the game around this time, but I'm not here to really speculate and delve into drama. I'm just here to talk about what we do know with regards to the creative decisions in public. Even so, it is clear from this time that Hussie was beginning to lose step with their audience.

By this time the edgelord readers from 4chan had mostly abandoned the comic and the fans of edgy humour from the SomethingAwful days had long since grown up. For the most part, the reader-base had solidified around socially-consonous and progressive types from Tumblr. This backfired a couple of times on Hussie when they made a few edgy jokes at the expense of this audience, such as the introduction of 'Trickster Mode' which explicitly depicted the characters as controversially Caucasian, poking fun at readers who tended to headcanon the characters as non-white ethnicities.

This moment backfired so badly that Hussie was forced to go back and change the sequence. A humbling moment for a writer who was once seen by their audience as a great 21st Century storyteller who could do no wrong.

As Homestuck stumbled on, though hiatus after hiatus, it was clear that Hussie's heart was starting to fall out of love with the comic. Despite the run up to the conclusion being well received, and a lot of fans being won over during the final few acts, there was still doubt that Hussie would actually be able to stick the landing and deliver a satisfactory conclusion.


Part Four: The Road Goes On Forever, and the Party Never Ends



I don't think it is unfair to say that Homestuck ends more with a whimper than a bang. Despite Hussie's best efforts to bring the whole thing together, the final conclusion was felt to be greatly underwhelming. Certainly that's how I came out of it. While the story is ultimately wrapped up, and a solid conclusion given to the protagonists, too many plot threads remained unaccounted for, and too many mysteries were left without satisfactory explanations.

A final, dialogue free, animated montage assuring us that the characters were all alive and happy certainly elevated some of the negativity, but all in all Hometuck left its readers feeling a little short changed. Its conclusion felt rushed for a story that spent the better half of a year messing around in its opening act. While nobody wanted a belaboured and drawn out ending, the general consensus was that this was all over too quickly for a story of such complexity.

Fans did hold out hope, however, that something was on the way. Something that would continue the plot and serve as a proper conclusion. Many expected Hiveswap would end up exploring some of the elements unaccounted for. Others kept wondering if Hussie would go back and expand the ending, Mass Effect 3 style, to fill in some of the gaps and mysteries and give the characters more definitive closure over the animated montage.

It was clear, however, that Hussie wanted to move on from the project. They still had a video game that they needed to get out, and Kickstarter backers had more legal recourse over their time than fans of a free webcomic did.

That was that. It was assumed that Homestuck was conclusively over. Hiveswap Act 1 launched in 2017, clearly cementing itself as its own thing, and after that there was more silence for the next couple of years.

Then, out of the blue, in 2019, Hussie announced a new entry to the Homestuck canon. Titled The Homestuck Epilogues, this novel sized, prose-only story was to be the final conclusion to the epic saga that the fans had been waiting for. A definitive explanation as to what happened to John Egbert and his friends, and the world of Homestuck as a whole.

Except, that wasn't what it turned out to be. Instead, what Hussie put out ended up becoming quite different.

This is where the shit truly hit the fan.

Despite being called The Homestuck Epilogues, this story served more as a prologue to Homestuck 2, but, we're getting ahead of ourselves. The Homestuck Epilogues pick up some years after the events of the main story. John Egbert and his friends are older, if maybe not wiser, yet all of them can't shake the feeling that something wasn't quite right about where they ended up. John is then offered a choice, he can either face and finally kill Lord English, the series main villain, once and for all, or leave their doomsday monster trapped outside of time, harmless, but unaccounted for.

From here on the story branches into two timelines, which can be read in either order. In the timeline where John faces English, Meat, he is mortally wounded in the final battle and ultimately dies. Meanwhile Dirk Strider, who has always been a character of questionable morals, concludes that people like him, with now god-like superpowers, have no place living a mundane life. He chooses to become the villainous heir apparent to English, and manipulates Rose Lalonde into leaving her wife, Kanaya Maryam, and joining him for parts unknown in search of new adventures to come.

In the timeline where John refuses to face English, Candy, the story jumps forwards to many years later. The characters have all grown up, got married, had kids, some have gotten divorced, and lived a relativity normal, millennial life. That is until tensions rise due to increasing xenophobia towards the alien Trolls, and a fascist state rises around them. Our cast of characters are forced to put together a resistance to battle the rising threat, only for the story to end with Dirk from the Meat timeline arriving with intentions unknown.

What stands out to me about The Homestuck Epilogues is that they take on the now-familiar story beats of what has come to be known as the 'legacy sequel.' A story where the protagonists, now older and changed by experience, are drawn back into adventure along with a cast of new characters from the younger generation. There are references to past events and iconography, revivals of fan favourite characters, and a passing of the torch to a fresh new cast.

So, why did a large chunk of the fanbase have a problem with all of this? Well, for starters The Homestuck Epilogues are much more serious and have a far bleaker tone than that of the main comic. The violence is much more graphic and the sexual content much more adult. While the familiar ironic levity is there for those who look for it, this is a story much more about growing older and the world passing you by. It is very different than what came before.

Additionally, the Epilogues took some of its characters in very controversial directions. For starters in the Meat timeline, fan-favourite couple Rose and Kanaya end up separated, leaving a bad taste in the mouth for readers who held a torch for them and were glad to see the couple alive, well and married by the end of the main plot. This was alleviated somewhat by them staying together in the Candy timeline, though later developments in Homestuck 2 would exacerbate that.

Another point of contention was the confirmation of a rather notorious fan theory that had originally developed in the NSFW corners of the 4chan fanbase. During the events of Homestuck, Jade Harley merges her physical form with her cosmic space dog, Beq. While in the main comic very little is made of this beyond granting her space powers and cute dog ears, the Epilogues make it fundamentally clear that this merger, without beating around the bush, gave her male reproductive organs. While certainly this development was left open to be explored in a more sensitive, mature manner (and there is no doubt people out there who are more qualified to talk on the subject than I am,) the rather rancid and fetishistic origins of that particular fan theory are hard to ignore.

Without a doubt the most controversial element, however, was the treatment of Jane Crocker. A character in the original comic who was, for the most part, an optimistic and wide eyed idealist. In both timelines of the Epilogues Jane becomes the figurehead for a xenophobic movement against Trolls, and an abusive spouse to beloved character Jake English (no relation.) To fans of Jane, to those who spent years doing fan art and cosplays of the character, it was an unforgivable character assassination to turn her into what amounted to a secondary villain and indefensible abuser.

While opinion varied on the quality of the writing, which was itself done by a team of guest writers and not purely by Hussie, the direction the characters were taken in was a frequent sticking point for most readers. The fact that the happy and optimistic ending of Homestuck had now been overridden by this more nihilistic and depressing status quo was exactly the thing fans didn't want to see for the characters they had so fell in love with.

For my part, I actually really liked the Epilogues. I liked the fact that it explored the idea that there isn't such a thing as happy endings, and that you can't just roll the credits once your teenage years are over. I like the fact that it confronted the idea that a final conclusion sometimes involves sacrifice, and that a domestic happy ever after would ultimately become a breeding ground for melancholy and betrayal. While I understand the contention at some of the story decisions, I'd actually defend them for the most part. Sure it kind of sucks that Jane becomes an abusive racist, but sometimes even the brightest of kids grow up to be the shittiest of people.

Even so, I get why most of the fanbase didn't like it, and ultimately, I think using the Epilogues as a lead in to Homestuck's sequel was always going to leave a bad taste in people's mouths. To write for them something they really don't jive with, and then you expect them to turn up for the next big project right afterwards? It was always going to be a difficult proposition from the start.

I think ultimately some of this stems from the fact that Homestuck had attracted such a disparate audience over the years. The comic had always been somewhat of a highbrow exploration of narrative storytelling and the burden of the protagonist, and it had its fair share of bleak, violent and serious moments. Some of the audience were into this stuff, but a lot of them were mostly in it for the goofs, hijinks and shipping. It didn't help that the lion's share of Homesuck's audience would have been young teens when they were reading it, and were probably just old enough to look back on it with rose-tinted glasses by the time the Epilogues dropped.

Yet, the Epilogues were what they got, and there was no time to change course, because Homestuck 2 was officially round the corner. Hussie had hand-picked a new creative team to take the reins while they presumably continued work on Hiveswap, and this was touted as a new project for a new generation.

Strap yourself in, things are about to get bumpy.


Part Five: It Begins To Dawn On You That Everything You Just Did May Have Been a Colossal Waste Of Time.



Before we go any further I need to talk a bit about how Homestuck deals with the concept of 'canon' from the Epilogues onwards.

The Homestuck Epilogues open upon a page reminiscent of a fan fiction website. This cements the idea that the story is meant to be taken as more of a 'fanfic' than an official entry. I get a sense Hussie knew it was going to be controversial and took this approach to cover themselves. Likewise, Homestuck 2 would go on to give itself the subtitle Beyond Canon, hinting to audiences that the project itself could be seen more of a hypothetical continuation than a 'canon' one.

Now Homestuck has always played with the idea of meta elements, where 'the forth wall' is something that actually exits in-story. Characters can disrupt and usurp power from one another by acting with self-importance and presenting themselves as a 'protagonist.' The story frequently depicts reality as something that can be altered by acting upon pre-existing tropes. It also comments on the fact that these powers can render something 'non-canon.'

All this is to say that there was an attempt by Hussie and the new team of writers to inoculate the Epilogues and Homestuck 2 from some of the worst of the criticism on the grounds that readers are free to ignore these entries. If you don't like where the story goes then that's okay, it isn't really canon anyway.

Of course, this was well intentioned but misguided. It is true that we as audiences are free to pick and choose what we want to 'count' in our fictions. All of it is equally fictional. Just because Disney said that the Sequel Trilogy would contradict and overwrite the pre-existing Star Wars EU doesn't mean those stories went away. You can still enjoy Dark Forces all these years later.

That doesn't mean there isn't still a hierarchy to these things, however. While we are free to pick and choose what we want in our own personal Star Wars Canon, it doesn't change the fact that the Sequel Trilogy is the more legitimate entry. Most general audiences will see the Sequels as the 'legitimate' continuation of Luke and co's story over the Dark Horse comics or the Del Ray books.

Likewise, it doesn't matter how much hand-waving the writers do around Homestuck 2 to say that readers are free to disregard it if they want to. Readers know that. It doesn't change the fact that for all intents and purposes it exists as a sequel to Homestuck, and as the project given Hussie's blessing, there are no greater claimants to that title.

All this effort achieved is starting Homestuck 2 off with a lack of confidence in its own existence.

Coming off the back of the Epilogues, and indeed starting as a direct continuation, many fans were primed to hate it off the bat. Indeed, Homestuck 2 makes no effort to be accessible as a fresh start. Those hoping that they could move beyond the plot developments in the Epilogues and enjoy the sequel as a stand-alone adventure were quickly disappointed.

Even putting aside the baggage the comic already had, Homestuck 2 undoubtedly has a wonky and stilted start. Where Homestuck began with an immediate introduction to its protagonist, with a straightforward and understandable motivation, its sequel instead opens with a lengthy monologue by Dirk, waxing lyrical on the nature of storytelling and narrative, his role as either a hero or a villain, and your complicity as a passive audience. It's heavy stuff, and at times quite enthralling, but it is a bafflingly cerebral way to open this new adventure raising more questions than it has time to answer, and dumping us in the middle of a story involving branching timelines and alternate universes.

I honestly reckon the story should have started with an homage to the original Homestuck, with one of the younger generation protagonists as the point of view character, working towards a seemingly simple goal and introducing us to the status quo from there. We could then fill in the gaps via period flashbacks to bring us up to speed on what has happened in the meantime.

Instead Homestuck 2 essentially jumps back in to where we were left off in the Epilogues, with characters caught mid drama and pontificating on where they feel things all went wrong. It isn't bad storytelling. I actually found a lot of the drama and character conflict quite well executed, but, again, none of this was ever going to win over the doubters, of which there were many, and Homestuck 2 would quickly gain a reputation as a train wreck long before it left the station.

As I said earlier, I'm not here to chat about drama, but I will say that during Homestuck 2's first year there was a lot of back and forth between fans and the writers that got heated. Some of the writers took it upon themselves to push back against the criticism, and this in and of itself generated even more controversy. This obviously took a toll on the writers, and the project was paused in 2020.

For many, this was assumed to be the death of Homestuck 2. Even putting aside the behind the scenes drama, the comic continued to make creative decisions that divided the fanbase. Rose and Kanaya's relationship was further fractured with the reveal that Rose and Jade had had an affair and a baby together, who was christened the rather groan-worthy name of Yiffany. Jane would continue down the path of straightforward villainy, while the comic would heap attention on the revived Vriska Serket, a morally dubious character who was divisive even in the original Homestuck.

Homestuck 2 went on hiatus mid-story in December 2020, with no real jumping off point. If it had have died there, that would have been understandable. The comic had a thankless task of trying to win over an already sceptical audience, or survive as best it could from the small cult following of defenders it had managed to retain. The negative feedback was clearly more than what a lot of the writing team could weather.

But to the god of death, they said, not yet.


Part Six: You Have A Feeling It's Going to Be a Long Day



"Can't repeat the past?" he cried incredulously. "Why of course you can!"

The Great Gatsby - F. Scott Fitzgerald 1925

Homestuck 2's hiatus ended in August 2023 with a team of new writers, though beyond it dropping the 2 and officially being retitled 'Beyond Canon' you probably wouldn't notice. Reading the story continuously, the 2023 update basically picks up right where it left off in 2020. While the temptation must have been there for the new creative team, this was no soft-reboot or reintroduction. No changes were made to the ongoing plot, nor controversial elements retconned.

This, ultimately, was probably the best thing for the comic. Had the new creative team decided to throw out some of the previous writing team's work it would have been seen as an admission of failure. Instead, the new team remained stalwart and committed to Beyond Canon's original intent, whether fans of the original Homestuck liked that or not.

To be honest, in 2026, it is actually refreshing to see a creative team of a controversial work mount a spirted defence. When compared to Lucasfilm and the BBC throwing The Last Jedi and The Timeless Child under the bus, it feels almost a rare thing for an IP to stand by the work instead of desperately trying to kowtow to its most objectionable fans.

All this being said, there is a palpable improvement to Beyond Canon from 2023 onwards. The pacing is much more balanced and the direction made much more clear. Plot points begin to converge, and the overall conflict is finally set up and introduced. Controversial elements like Rose and Jade's affair are confronted with more detail and nuance, though I suspect that this was always the plan had the 2020 team been allowed more time to get there.

Still, with a new creative team and a more professional attitude towards the parasocial relationships, we're off to the races. For those Homestuck fans who stuck with Beyond Canon, this is the point at which they cite the comic 'finally getting good,' though I think that is a little unfair, as there is a lot to love about the 2020 era, but there's no denying that a lot of Beyond Canon's strongest elements start to come to the forefront, and the role each divergent timeline plays becomes clearer.

Not only that, but the greater focus on animation, music and interactive sequences gives the comic that more classic Homestuck feeling that the earlier era was sorely lacking. A long animated stretch that finally explores what it takes for Vriska to truly be redeemed, for me at least, to be one of the best moments in the Homestuck canon, paying off a decade's worth of setup and character development.

For the next few years the comic would bound forward with confidence, focussing on frequent updates and avoiding lengthy gaps where possible. By 2025 the comic would have finally got round to introducing the Nymphs and the Satyrs, two new alien species set to play the cosmic game just as Humans and Trolls had in the original Homestuck, and opening a window to more weird societies that serve as a subtle and not-so subtle commentary on contemporary online friendships just as Homestuck had originally.

In spite of all of this, Beyond Canon still hasn't won over many of its detractors. This is probably due to a multitude of factors. First and foremost is the first impression that it gave back in 2019. Already controversial on the back of the Epilogues, Beyond Canon was written off by many as a failure from the get go, and that is a hard reputation to shake.

Second is the fact that Homestuck in general is already a huge body of work to embark upon. While a new generation of readers are experiencing the comic for the very first time, in no small part because of the animated pilot produced by SpindleHorse (It is too early to speculate on what impact that will have on the future of Homestuck,) even just getting through the original Homestuck on its own is a massive undertaking that a lot of people back out from. After finishing Homestuck for the first time, I'm imagining there are many who probably want to have a break before delving into anything similar.

Thirdly, and most crucially, is the fact that Beyond Canon is being produced in a different online age and ecosystem than Homestuck was. The online communities that existed under SomethingAwful and 4chan have long receded, and even Tumblr is a shadow of its former self. The fandom of Beyond Canon is fractured and split across multiple platforms. The unification to spread word of mouth just isn't there. It probably says something that on the official Beyond Canon news post concerning fan convention NYCStuck, the creative team expressed genuine surprise to see fans cosplaying as Beyond Canon Characters.


Part Seven: THE END IS NEVER THE END IS NEVER THE END IS NEVER



So, where does Homestuck, and more pertinently, Beyond Canon go from here?

I don't know. Like I said at the start, It is almost impossible to judge if Homestuck is good or not, therefore it is almost impossible to judge if Beyond Canon is good or not.

Personally? I like it. Some of the more controversial elements do make me wince a little, but ultimately I'm game to see where the story goes and where it takes things. I'm happy to see that it is willing to take risks rather than do things for blatant nostalgia. It is possible that there are better Homestuck successors out there, I know that Vast Error has been very well regarded, but ultimately I can't fault Beyond Canon for being anything other than more Homestuck.

Ultimately that is the one thing it can't not be. The characters are there, the format is there, the sardonic humour is there, the overly complex cosmology is there. If you've been hankering for an experience like Homestuck since it finished in 2016 then I've got to be honest, you'd be hard pressed to find a more appropriate replacement than Beyond Canon.

There's a saying that has been picked up online recently that goes, "(Insert unpopular thing here,) tastes so good when you don't have a bitch in your ear telling you it's nasty," and I think that's how I feel about Beyond Canon. If you go in having heard about all the complaints beforehand then you're going to force yourself to hate it, but if you enter with an open mind, put on your good time hat, and roll with the punches, I think you'd be pleasantly surprised.

Does it have its problems? Sure, but so did Homestuck. Homestuck also had many, many problems, controversies and setbacks. In that regard Beyond Canon is in good company, and probably deserves more of a chance than it has gotten, especially considering that with Hiveswap still stuck in development hell, and the fate of the animated pilot up in the air, Beyond Canon is currently the most consistently available ongoing source of new Homestuck material out there.

Homestuck is always going to inhabit this weird point in history for internet culture. There are still people doing cosplays all these years later (shout out to the Karkat I saw at Thought Bubble 2024.) There are still people creating Fantrolls. There are people who were deep into it who now feel really embarrassed about the zodiac tattoos they got. There are people out there who are still convinced that the whole thing is a cult.

Maybe Beyond Canon was a bridge too far into an online era that doesn't really GET IT, trying to cater for a fanbase that has long since outgrown it, but it exists, it is there. It's still updating. It's still evolving. It's still Homestuck. That is fascinating to me. I can't help but find something enthralling about a project trying to keep the lights on long into an era that it doesn't belong.

Who knows what is next for the comic? If it manages to soldier on long enough to execute its big mid-story crisis event, or if it flames out into irrelevancy for the second time, but as the Byzantine Empire was to Rome, just because it is a shadow of its former glory doesn't mean it can't make its own mark on history.

And if not in this timeline, then maybe in the next.

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Jack Harvey 2026. Images used under Fair Use.

Wednesday, 22 April 2026

How Do You Even Do a Mass Effect TV Show Anyway?


Part One: It Seemed Like a Good Idea at the Time.

The proposition sounds simple enough. Adapt the Mass Effect video games into a TV show.

You're already starting out with an advantage over cinema. Time. You've got a lot more time to explain backstory, go over plot points, introduce side characters and flesh out the world. The history of the video game industry is littered with the graves of adaptions that have tried to squeeze everything into a 90 minute blockbuster, but after a few high profile successes, it is now commonly accepted knowledge that, for a successful video game adaption, TV is the way.

Mass Effect even seems to fit the mould of a TV show, its story unfolding over several, somewhat linier, episodic arcs. If you squint you can almost see how the first game could slot perfectly into an 8 to 10 episode season. A couple of episodes covering the tutorial and setup. A couple of episodes for Feros, Noveria and the subsequent planets, all with a grand finale based around the battle for the Citadel.

When you think about it like that it practically writes itself!

However, once you drill down into the details, dilemmas start to appear. Contradictions begin to escalate. The inability to please everyone rears its ugly head. You thought you had a The Last of Us on your hands and it is fast turning into a Halo.

What the heck is it I am talking about, you ask? Alright, I'll break it down. The many problems you're going to run into adapting Mass Effect to the small screen, the first of which originates from the very beginning, as soon as you hit New Game.

Part Two: Your Face, is Not My Face.



Here's a question. Who is the protagonist of the first Mass Effect game?

We all know that the answer is Commander Shepard, but who is Commander Shepard? A ruthless pragmatist? A noble altruist? Do they respect or buck the chain of command? What is their breaking point?

When it comes to adapting video games, one of the most common stumbling blocks comes from the handling of the protagonist. Video game protagonists commonly tend to have looser personalities and backstories than those from other mediums. This is often to give the player some wiggle room to see themselves in the character. To feel as though it is themselves out in the game world, living the adventure.

Video game protagonists can run the gamut in this regard, some have a loose personality like Link or Master Chief, where others have a more concrete and set personality like Max Payne or Kratos, while others still are completely customisable, even down to their backstories and personal morals, like in Baldur's Gate or The Elder Scrolls. This can often make it difficult for adaptions, because one person's experience with a game might be quite different to another's. This is likely why the Fallout TV show opted to tell its own story rather than adapt that of the games.

Mass Effect occupies a weird space, however, where it simultaneously has both a set protagonist and a customisable one. Commander Shepard is a set character like Markus Fenix, and a complete blank slate like The Baalspawn. They're a Schrodinger's protagonist, if you will.

This is due to the fact that, while players are free to completely customise their own Commander Shepard, down to appearance and gender, a set, solid version of Commander Shepard has been used by Bioware from the start to advertise the game.

Based around the appearance of Dutch model Mark Vanderloo, the default appearance for Commander Shepard appeared slap bang in the middle of the Mass Effect box art. It would continue to be used all through the remainder of the trilogy. He was the first character you saw when you started a new game, presenting you with a pre-made John Shepard for those not curious enough to explore the character customisation options. A default appearance for the female option was given no such consideration until the third release in the trilogy.

From what we know from long studied gamer habits, John Shepard is likely the only version of the character a vast majority of players recognise. When they think about Mass Effect, that is who they think of as the protagonist, no different than Lara Croft or Duke Nukem.

For millions of other players, however, there are a million other permutations. To some Commander Shepard is undeniably a raven-haired Asian woman. To others they are a square jawed Latin-American man. For those who chose to take it, Mass Effect presented the option to let players make Commander Shepard entirely their own. When they think of Mass Effect, it's their own Shepard that they walked with every step of the way.

So, right from the get go we have a premise that can't please everybody. Shepard could be played by any actor, but for a great many fans they're going to be expecting a guy that looks like a Dutch model with a buzz-cut. For those who chose to customise Shepard, any casting at all is likely going to feel out of sync with their own experience.

While I think a lot of people will go in with an open mind, there's also going to be a lot of fans that'll find it difficult to get over that hurdle.

Part Three: Second Star to the Right, and Straight on Till Morning.



The first Mass Effect is, no doubt, very suited to fit the streaming TV formula. The story is broken down into a series of episodic arcs that unfolds over a small group of planets. You can see how you'd piece it all together into a solid set of episodes with each having their own little self-contained adventure that can hook casual viewers that might have missed the first few episodes.

When we get to Mass Effect 2, though, things get a little trickier. Despite being arguably more episodic than the first game, 2 has a looser grasp on its main plot that would run the risk of looking meandering to casual audiences. Most of the main plot only unfolds over a handful of levels, with much of the game's runtime being made up of side-quests concerning the game's companions. This is great for an in-the-moment experience, but it does render the second entry in the trilogy as little more than a delivery system for unrelated, self contained adventures.

Now if it were the 90s or early 2000s this wouldn't be a problem. Back when broadcast TV shows in the US used to get 15 to 20 episodes, you'd have more than enough time to delve into all those side plots. Audiences were used to filler. They'd be more than happy for the main story to take a break for an episode to delve into Jack's backstory.

However, in the modern streaming era, shows tend to have only 8 to 10 episodes, and audiences expect each to be more like the chapter of a book than a story of the week. Audiences are going to be much less tolerant of a series putting the search for The Collectors on hold to focus on an episode where Jacob has to track down his dad.

On top of all that, the story ends with a much hyped and looming 'suicide mission.' In the game, it is possible for players to get everyone through alive as long as they have done their due diligence, though a couple of easy slip ups can lead to some tragic fatalities. For a TV show, though, having everyone get out alive would feel like a cop-out, and it would risk cheapening the stakes for the rest of the series.

On the other hand, killing some of the cast would be certain to bristle players who love those characters. Killing off Jack or Samara at the end of season 2 would no doubt anger some audiences who would want to see more of them, even if their roles in Mass Effect 3 are mostly insubstantial.

To top it all off, I'd like to direct you to the late Shamus Young's point that the shift from Mass Effect to Mass Effect 2 was a jarring break that damaged the narrative flow. At the end of Mass Effect 1 we are all set to investigate the Reapers on behalf of the Council, only for Mass Effect 2 to immediately kill off Shepard, resurrect them, and have them work on behalf of a clandestine organisation investigating a mystery that, to begin with, seems completely unrelated to the Reapers.

For video game players, this type of weird narrative jump is common amongst series where changing dev teams and evolving gameplay mechanics can cause projects to end in very different places from where they began, but to audiences of a TV show this would all feel a little more jarring. Imagine if season 2 of the Sopranos featured an assassination attempt on Tony in the first five minutes and the rest of the season was about him going into hiding in Vancouver. It's not that you couldn't tell a good story about that, but after what was set up in season 1, audiences would feel like the show was going nowhere.

All of the issues above are not without their solutions, but alterations and re-writes also come with the risk alienating the game's original fanbase. It makes perfect sense to write out Cerberus to keep the flow of the story more natural, but fans of the game are going to bristle at such an iconic part of the franchise being absent.

Part Four: Have it Your Way



Mass Effect has a big LGBTQ+ following. This is undeniable. Spend five minutes on any social media platform of choice looking up Mass Effect and you will be presented with reams of fan-art and fan fiction concerning the characters in same-sex relationships. Gay players really resonated with Mass Effect and found a place for themselves within it. You can't have a conversation about Mass Effect without mentioning the strides it made.

However, unlike Mass Effect's sister series, Dragon Age, which started off with a very specific queer intent, Mass Effect's status as an iconic part of gay gaming happened almost entirely by accident. Mass Effect 1 launched in 2007, in an era where the gaming industry was almost entirely geared towards an audience of teenage boys. Booth babes were still a staple of video game conventions. Dead or Alive Xtreme 2 had just came out the previous year.

The LGBT representation in the first game is very slight. In it's totality it is made up of a brief general discussion on Asari sexuality, and an optional same-sex romance and sexual encounter exclusively available to those that created a female Commander Shepard. I don't think it is a controversial statement to say that this inclusion was driven more by titillation than representation. The depiction of the Asari as bisexual blue skinned alien space babes was almost certainly more motivated by the appeal to teenage boys than an honest exploration of sexuality in a sci-fi setting. For players who chose to play a male Shepard, and we know this was the majority, it was entirely possible to play through the game without encountering any gay representation or queer themes at all.

Many people only heard about the same-sex content thanks to a sensationalist report by Fox News that criticised the game as pornographic. This had the consequence of giving the game a Streisand Effect. Many gay players found out about the game through this controversy, and Bioware found itself with an outpouring of support, bolstered by the good will generated from gay representation in the Dragon Age series.

However, the Mass Effect team were more spooked by the Fox News reaction than they were buoyed by the outpouring of support. Multiple same-sex romances were planned for Mass Effect 2 and later cut because of this, leading to much confusion over why an explicitly bisexual character in Jack would refuse the advances of a female Shepard. On top of all this, Bioware would even put out a statement that any permutation of a male Shepard would always be explicitly straight.

It wasn't until Mass Effect 3 that Bioware took the steps to embrace their LGBTQ+ following, introducing multiple gay characters whose sexuality would be commented upon outside of the player character, and a male Shepard finally having the option to initiate a same-sex relationship himself.

So, what does all this have to do with a TV show? Well, the problem is that Mass Effect doesn't really start from a queer foundation, and it isn't until the 11th hour that a lot of the queer characters show up. A TV show is obviously going to want to keep the loyalty of the gay community that it has picked up over the years, but it is going to have to make sweeping changes if it wants to bring that representation forward.

If the show-runners choose to depict Shepard with a male actor there is the very real risk that the story could skip over what little representation there was in the opening arc. Going with a female Shepard instead could alleviate this, as her romance with Liara is going to be the most likely relationship in the show, given its popularity and centrality to the narrative.

Other than that though, you'd again have to make sweeping changes. Kaidan could come out of the closet sooner, and characters like Kelly, Steve and Sam could be introduced earlier, but this in turn comes with its own risks, like that of antagonising the vocal minority of regressive fanboys who like to claim that Mass Effect never had strong LGTBQ+ representation to begin with, and any inclusion in the TV show mocked as pandering to a different audience. Sadly, a lot of these criticisms can colour the opinion of casual audiences, as the concerted negative campaigns against Mass Effect: Andromeda and Dragon Age The Veilguard have proven.

Part Five: My Favourite Store on the Citadel.



On top of all the previously listed issues, Mass Effect is going to have one more major hurdle. Budget.

Network and streaming shows have done some impressive things in recent years. The sets and props on Game of Thrones have risen to cinematic standards. The prosthetics and makeup used on Fallout are thoroughly convincing depictions of that which we see in the games.

Mass Effect, though, is going to require a pretty hefty budget. This isn't a show you can just film on existing locations with a couple of really convincing aliens. The entire conceit of the story involves mankind as a small and almost insignificant part of a confederation of alien races. At any given time the cast will need to be made up of multiple actors in prosthetics and makeup.

Granted, there's a lot of tricks you can pull to get around it. Your groups of Turians and Krogan can all be standing around with helmets on most of the time. Large groups can be rendered with CGI. Minor races like the Elcor and the Batarians could have their roles reduced or written out entirely. A concept like Mass Effect is not immune to cost cutting.

Despite all this, the show is still going to require a lot of expensive props, sets and makeup. Characters like Garrus and Wrex require a lot of screen time. Conversations with groups made up entirely of alien characters, like the Council, make up a big chunk of the narrative. Mordin, Legion, Saren, these characters make up a lot of the emotional appeal of the story, and are going to be need to be done right.

If a decent budget can't be secured from the start, then the show may very well be dead on arrival. We only have to look at Halo, which had to start its season 1 with a human versus human conflict and have its alien faction's point of view character be a human adoptee. While the show had a plethora of problems, its lack of iconic franchise aliens was certainly something that steered fans away. Mass Effect itself comes with a similar risk.

Part Six: Something Ends, Something Begins.

Lets say you manage to pull it off though. You get the budget required. You streamline the script. You dedicate enough time to the relevant themes and ideas needed to please the existing fanbase. You thread the needle with the transition to the plot of Mass Effect 2. The audiences resonate with your Shepard.

One final question remains. What do you do about that ending?

Mass Effect 3 finishes on a famously loathed conclusion. While it has its defenders, the general consensus of the finale tends to range from 'a good idea poorly executed,' to 'an absolute betrayal of the game's world-building, backstory and themes.'

Whatever your own personal thoughts, I think we can all probably agree that, given the benefit of hindsight, the ending of Shepard's story is in need of some serious tweaking. Unfortunately, like Shepard themself, what players wanted from an ending was disparate and personal, and this is before you account for the fact that the game already has five possible endings to begin with.

Do you spend more time on setting up The Catalyst? Do you change the Reaper's motivations? Do you re-tool the ending entirely to be based on one of Bioware's unused ideas? Do you go for a more conventional outcome, having Shepard save the galaxy and live to see it?

Whichever one you go for, it is going to have its critics, and if you don't change the ending and present it as it was, it is also going to be pretty unpopular. TV shows have started getting a reputation for unsatisfying endings, and Mass Effect is starting off on the back foot for being notorious for its own.

Like the rest of my previous points, this is going to be a difficult hurdle to handle. Stray too far and you risk alienating the core audience again. Stay too close and you risk pissing off everybody. It's another lose-lose. A difficult needle that will have to be threaded.

Part Seven: This is Not My Beautiful House.



After the success of Fallout, a common suggestion for a Mass Effect TV show would be to do a self-contained story instead. A new cast of characters going on an adventure set in the world of Mass Effect, unrelated to the events of the game.

I understand this impulse, but it unfortunately misses that the Mass Effect trilogy involves Shepard living through one of the most historically important events in galactic history. So much of what unfolds over the course of the games is tied up in foundational parts of the universe. This is deliberate, as it is easy for the writers to bring the players up to speed on the backstory if the core parts of their own adventure is influenced by them.

If you set the game after the events of Mass Effect, the audience will need to have all the core elements introduced to them. The events of the games will need to be addressed, which runs the risk of audiences wondering why they're not watching a TV show about the more interesting, epic story.

If you set the series before the events of the game you've got a bit more leeway, but are going to be restricted in what kinds of stories you can tell. Wherever you take the characters, the status quo of the galaxy needs to remain as it is. Additionally, because a lot of revelations with regards to the galactic cosmology aren't discovered in-universe until the events of the games, you're going to be introducing a lot of iconic elements where the audience will never be clued in to their significance. Stuff like the Mass Relays and the Prothean Ruins will be set up but given no payoff.

There's going to be a big temptation to go the self-contained story route. It resolves a lot of the problems listed previously, but it also comes with problems of its own, the biggest of which is coming away not really feeling like Mass Effect.

Conclusion

That Mass Effect TV show is probably never going to happen.

Okay. I'll be a little fairer than that. It is more likely to happen than the Warhammer 40'000 TV show is. Even so, what form it'll arrive in is unclear, and it is more likely than not we're probably going to end up with another Halo situation on our hands.

A report from Eurogamer went up a couple weeks ago claiming that Amazon had asked for a re-write that would make the proposed show "more appealing to non-gamers." While this statement led to much catastrophising from fans, I personally found it a bit of a nothing statement. The term 'gamer,' can apply to so many disparate interests in this day and age that I have no idea what 'appealing to non-gamers,' suggests. It could mean that they're dialling back the action and putting more into world-buidling, it could mean the exact opposite. You can see the argument working either way.

What concerned me more was the statement that the show was to "take inspiration from the games without following them directly." Some folks took this to mean that the show was going the Fallout route and telling a side story, but it is clear from the casting call that the TV show is to some extent going to be about Commander Shepard and the Reapers.

The casting call asked for "a young Colin Farrell-type male (30-39) with open ethnicity;" Obviously Shepard, "a female co-lead alien character requiring prosthetics (34-39);" Obviously Liara, "a female human providing a parallel narrative from Earth;" Likely a re-worked version of Ashley, "a Doug Jones-type male villain (40-60);" Saren, "and a male wrestler-type soldier (30-49)." Kaiden, maybe, or possibly a version of James?

Either way, it sounds like the show is going to have some significant departures from the story of the games, which is a massive risk and could doom the show to failure unless it manages to be really good in its own right, or otherwise feel authentic to the game's story, even if it isn't accurate to it.

All things considered, the show is facing an uphill battle. Those who fail to learn the lessons of the Halo TV show are doomed to repeat them. Were I a betting man, I'd be putting money on it being cancelled before getting a third season, but who knows, maybe they'll thread that needle and win everyone over.

Maybe, like Commander Shepard's hopeless battle against the Reapers, they'll manage to defy the odds.


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Jack Harvey 2026. Images Used Under Fair Use. Mass Effect is (c) Bioware/EA