Mass Effect 2 Review

Elcor Diplomat: “Amazed response, Bioware.  Mass Effect 2 exceeds all expectations.”  Sadly, there isn’t much dialogue from my favorite alien race, the Elcor.  Other than that, Bioware’s sci-fi sequel succeeds resoundingly at creating the same “black, white, or in between” choices that matter, and simultaneously reflect real-life problem solving processes.  The most annoying part of Mass Effect 2, as a reviewer, is this: how do you review a game by running through it as quickly as possible and exploring everything, with the game all the while telling you to slow down and enjoy the rich environments Bioware has created?  What a paradox.  But without further ado, hit the jump for the most anticipated review of 2010 (thus far).

Story

Same old Shepard, new bag of tricks.  Literally.  Upon starting ME2, the player is given the expected option to either start from scratch or import their ME1 character.  I chose the latter, my high-level Infiltrator.  After an opening cutscene which raises far more questions than answers, I was given the option to modify my character traits and facial features.   I stayed with the Infiltrator against the lure of the Soldier and jumped into the game.

It drops a cold opening, where you don’t really know what has transpired since Shepard last met Sovereign and Saren, but  it effectively drops you into a galaxy-wide battle to “save all of humanity,” according to the enigmatic “Illusive Man.”    Shepard now works for Cerberus, a villainously pro-human group dedicated to preserving humans above all else.  It was  ironic that my alien-loving Paragon Shepard finds himself working for an organization not known for its alien rights  promotion.  Yet another emotional twist in a beautifully crafted story.

From the start, I found myself asking, “where’s Ashley, Tali, Garrus, Wrex?”  Those characters MADE ME1, c’mon Bioware,  you can’t just take them away!  Then, slowly but surely, you meet or hear about your former crew- all of whom believe you  dead, and you’ll find yourself hoping for them to join up so you can save the galaxy together like, as Joker says, “the old  days.”  In fact, meeting the former crew members, regardless of who decides to come with you, is one of the game’s most euphoric story interactions.  We really feel an attachment to these characters, so much so that we sincerely want them to stay and “play” with us.  That is a sign of stellar game design; studios can only hope to draw the player in the way Bioware has with Mass Effect.

The premise of the story is simple: Shepard is tasked with recruiting nine squad members from all reaches of the galaxy, to embark on a suicide missions to stop the enigmatic Collectors.  Squad members range from a Salarian scientist, to an Asari Justicar, to a Drell assassin, to a Krogan… well, warrior (are Krogans ever anything else?).  After performing a mission to recruit the squad member, they join as a teammate.  After they’ve been on the ship for awhile, a loyalty mission pops up when you talk to them.  Completing each crew member’s respective loyalty mission unlocks an additional ability for them, as well as gaining new dialogue options.

Mechanics

The game and gunplay is where ME2 really outshines its predecessor.  The combat in the first game was often clunky, forcing some players to grenade themselves so they could combat sprint out of danger.  The cover system, according to Bioware, featured only 20 animations.  But no longer.  The sequel utilizes over 200 cover animations, and Shepard flows seamlessly into and out of hiding.  This game forces you to use the cover system heavily on the higher difficulties, and pick your shots carefully so as not to stay too exposed.

The “power wheel” is better integrated too, even though it feels very similar.  Bioware implemented hotkeys for both Shepard’s and teammates’ abilities.  You’ll find that it’s less necessary to pause battle with the bumpers than it was in the first game.  Also, achievements for using a certain squad member for “most” of the game are gone- which means we can select a team that actually complements each other’s abilities depending on the mission and expected resistance.

Also gone is the confusing weapon and armor modification system.  Bioware uses a piecemeal approach to armor, where the player can mix and match, with each piece offering an upgrade to health, shields, accuracy, etc.  Upgrades to guns and armor can also be purchased once you unlock the research station of the ship (which comes after recruiting the Salarian scientist).

That’s the best part about ME2, it really took what it did well in the first game and made it better, and took what it needed to improve on from the first game and shored it up.  It did everything we ask from a developer for this sequel.  They kept what worked and fixed what sucked.  All while implementing some cool new features, and of course Mass Effect’s signature: engrossing dialogue.

Intangibles

As expected from such a massive RPG, there is significant loading in this game.  I didn’t try ripping it to my HDD, but with two discs it seemed impractical.  I can handle loading screens if what comes after them is worth the wait.  And ME2 is worth every second spent waiting.

One of the cool new features is the Paragon/Renegade button popups during conversations.  Every so often, Shepard will be listening to someone talk when a “LT” or “RT” button pop appears at the bottom corner of the screen.  When you push the appropriate trigger (depending on the action) Shepard performs an extreme Paragon or Renegade action.  The best part about these actions is they directly impact the game; some missions are changed completely as a result of Shepard’s choices.  Personally, I played full Paragon, good all the way, but the few Renegade popups I performed happened instantly (you don’t get much time to choose to push or not to push) and impacted the story in ways so cool I’m still grinning about them.

In other areas, the Mako lander is gone (good riddance), replaced by a landing shuttle that just drops the player directly  into planet missions.  There’s a newly implemented planet probe feature, where upon finding planets in new systems that  can’t be landed on (ME1 had these too, just planets with a bio but no playable content), the player can choose to scan and  probe the planet for minerals used to buy upgrades.  The probe system is cool at first, but gets tedious when you’re  eventually done with the game and have nothing left to do but scan planets for fun.

The ship is well-organized, with the elevator telling you which levels house which teammates- and those teammates stay in  their respective area- capable of being reached at anytime.  Dialogue between teammates ranges from tense to flirtatious to overtly sexual, which mimics many of the real-world interactions we encounter.

The galaxy map is even bigger than ME1, and is disorienting at first.  But eventually its massive scope becomes more manageable, and you’ll find yourself hopping Relays as fast as Joker could.

Recap

This game succeeds in every way it was expected to, and many more.  The best part about the series continues in this installment: you can live it how you want to.  You can play it 10 times and experience any number of complex changes.  This game is so good, it makes you feel like you need to try everything (“dance” option at the clubs, “watch” an alien stripper) even the options that most games just put in as filler.  We WANT to experience everything Mass Effect has to offer, and Bioware responded by giving us even more options.  There’s something about walking into Afterlife (a club on Omega) and feeling the music vibrate through the TV, and having the option to go to the bartender for a drink be the last thing on your mind that shows how impressive Bioware’s feat really is.
Racism is still the predominant undertone in this game.  Many dialogue encounters feature characters validating or understanding their own alien preconceptions.  The loyalty missions are so intense at times that you have to take a minute to think about the ramifications of the vast number of decisions you’re forced to make, and many of them utilize angles on the racism theme that can make the player realize the error of their own (or others) ways.  When a character (or teammate) dies as a result of Shepard’s decisions, you’ll find yourself wondering long after if you made the best choice.  Can we really ask for anything more from a game?
Final Verdict
Resumeplay, like many other sites, gives this game a resounding 5/5.  It features impressively awe-inspiring graphics (it actually makes you want to use the interact option on Illium or The Citadel to look out at the beautiful horizons), and an unparalleled cover/mechanics system.  Almost every ME1 weakness has been remedied, and there are essentially no new weaknesses to speak of.  The story feels more filled with team-gathering than actual storyline missions, but the last mission makes it all worthwhile.  Many of the load screens allude to a definite ME3 (allegedly the final entry in the series), which makes your choices in this game matter even more.
The galaxy’s still in danger, and this time the humans can control their own fate.  The Illusive Man says it’s all for the “greater good,” but Shepard doesn’t seem convinced.  Can’t the universe ever stay saved?  The Commander of the Normandy holds all the cards, and it’s up to you how to play them…

Tags:

5 Comments

  1. Awesome review Brian, seriously one of the best I have read.

  2. Brian Meyer says:

    Thanks man. I appreciate it.

  3. Jack Patton says:

    Awesome review for an epically awesome game.

    Seriously BUY an xbox if you need it. Sell your first born if needed, just get this freaking game!

  4. Shawn Gordon says:

    I agree that the game is great, however I didn’t notice the PC loading times as cumbersome. I think they averaged for me about 15 seconds; leaps and bounds better than the loading times for DA:O.

    I like that you touch on the character prejudices in the game and I liked that it was a prevalent undertone. It was a neat way to relate it to IRL societal issues and explore the excuses people have for retaining that outlook.

    If I had to complain about any aspect of this game though it has to do with dialogue. I can clearly see where BioWare worked to break away from the ’same old’ anticipated routes, but all they tended to do was alter the road by making it longer or shorter and the end result was really strange. Usually in a BioWare game there’s interaction between the characters to include the main PC, but ME2 didn’t do that and because of its absence the team felt static. You were pushed to do be ‘about the team’ to such a degree that the entire outcome hinges upon how the team feels about Shepard and if they believe his cause to be worthy – that during key final moments things said actually reduce production value.

    SPOILER ALERT***
    For example, when Miranda and Jack have their blow up – you have to pick a side and neutrality isn’t going to help anything. The side you pick loses the loyalty of the other. At the end, despite the fact that it was played off that the “disloyal” member states that they’ll do the job for the sake of the cause but writes Shepard off, they make a comment along the lines of that sentiment being false with nothing between the point of loyalty loss and the statement – the entire action loses context and value.

    Don’t get me wrong, I have a hard time figuring out how exactly to make that work better myself, but the fact remains that objectively it’s strange to encounter.

    I also think that ME2 is more of a shooter than an RPG and while it has RPG elements I wouldn’t consider it an RPG in a strict sense. ME1 was more of the RPG than a shooter – but if we look at RPG games as a whole, traditional RPGs are dying and being implemented as an element in multiple genres. Sad… but that’s what I believe.

    If you noticed in the loading screen BioWare talks about your actions in relation to ME3. A member of my staff and I talked about that last night actually, incorporating the added info that the end game drastically effects the events and setting in the upcoming ME3. With that, we felt that perhaps what was meant is that the events of ME2 simply build upon a foundation for a different character in ME3 altogether, that ME isn’t about a person, but about a time period sort of like Patton was part of WWII, not the other way around. It’s neat in that for two games now people have been believing that they’ll build a person, but instead there exists the concept of actually building events that come to a head. More interesting is that in the end, we may be able to go back and play ME1 and 2 to completely reshape ME3 – meaning… ME3 stands to be, quite possibly one of the most complex and derivative games to date by building upon directions within directions dictated by the actions of a previously unsuspecting character, thus demolishing any pretexts about ‘formulaic’. If we don’t see it then we’re already trapped by it. And that, if that is the case, is ovation worthy in itself.

    Great review, I enjoyed reading it – thanks for putting it up there for us to read and process.

  5. Brian Meyer says:

    Thanks for the thoughts, Shawn. I agree that there are some dialogue discrepancies between choices and actions- but for the most part they are overshadowed by a really well-crafted story.

    In any case, thanks for the input. And I think it’s safe to say I’m hopeful your predictions for ME3 are right. :)

Leave a Comment





Author: Brian Meyer