Lucas Versantvoort / February 4,
2015
After the incredible success of the first Mass Effect in 2007, developer BioWare knew it had a franchise on
its hands and merrily went on its way to develop the sequel. Mass Effect 2 was released in 2010 to
even more critical acclaim than its predecessor. Though fan debate still
persists as to which one of the two is better, it was undeniable that it was a
success.
The story kicks off
several weeks after the ending of the first game. Our ship, the SSV Normandy,
is attacked by some kind of enemy ship and everyone’s forced to evacuate. Commander
Shepard is unable to escape in time, however, and so dies from suffocation.
Naturally, this being the beginning of the game, nobody’s doubting Shepard’s
eventual return. (So much for dramatic purpose…) Shepard’s body is recovered by
Cerberus, a pro-human organization. Cerberus, as opposed to the bureaucratic
fuckwits on the Citadel, are very aware of the threat posed by the enemies (Collectors)
that attacked the Normandy and, realizing Shepard’s immense charisma and
leadership, spared no expense in recovering and reviving Shepard. This is two
years later. Shepard awakens and hesitantly joins Cerberus. He is told by its
leader, TIM, that the ship emerged from the Omega-4 Relay and that no ship has
ever returned after passing through. Shepard is thus tasked with crafting a
team of talented individuals, passing through the Relay and kill the Collectors
that want to assume direct control over humanity.
"I'll relinquish one bullet. Where do you want it?" |
Thankfully, the
missions involving your teammates pretty much save the day and they’re
effective enough to make you forget about the main storyline’s weaknesses. Whether
it’s helping Garrus get revenge or convince him not to, or helping Jack deal
with her past life in a Cerberus prison facility, or defending Tali when
she unfairly faces exile, etc., it’s all pretty engaging and forms the
emotional core of the whole experience. Indeed, this game is a very good example
of what people mean when they say that characters
are what define BioWare’s games, which is indeed the case here as they draw
attention away from the poor main storyline. Though the main story does feature
the excellent final suicide mission, it is mostly due to the bond you’ve
developed with your teammates that the mission is as tense as it is.
Now, the gameplay. This
is where things enter Your Mileage May Vary territory. It’s obvious BioWare
took the gameplay of the first game and streamlined it, reducing various RPG
elements and turning the whole deal more into an action-packed third-person
shooter. If that’s your thing, then it won’t bother you at all. In fact, you
will probably appreciate combat more now that the experience has been
‘tightened.’ On the other hand, if you belong more to the RPG crowd, you’ll
spend combat lamenting the presence of regenerating health and the reduction of
things like talents. One need only compare this and this to see what I mean. Personally,
I can’t help but feel BioWare, now that EA was their publisher, either wanted
or was told to look to Gears of War
for ‘inspiration’ so that they might hope to widen their audience.
Unfortunately, decisions of this nature in the end mostly serve to anger the
series’ loyal fans as they start bemoaning the loss of RPG elements and what
not, so you have to wonder what’s the preferred option here: alienating your
fan base for a few extra copies sold, losing sight of your game’s unique
aspects in the process or just ‘be Mass Effect’? As for me, I’ve never really
loathed the gameplay so much as tolerated it.
Oh man, this is way too fun for me... |
Something concerning
gameplay that’s always baffled me was the positive critical reception of
scanning planets for minerals and what not. This basically boils down to
accessing a computer, selecting a part of the planet that the scanner indicates
is rich with minerals, launching a probe and automatically collecting the
spoils. That’s it. Why online critics praised this mind-numbingly boring
busywork continues to mystify me, especially considering that in the first game
you could actually control a vehicle and explore planets. Sure, there was
extremely little to do there, but at least you were out there, exploring. Instead,
you get to analyze every single planet in search of various types of minerals
in a way that anticipated BioWare’s embracing of endless ingredient farming in Dragon Age: Inquisition. The criticism
that in that Inquisition you’re a
leader reduced to gathering item farming is also valid in Mass Effect 2. Why can’t I tell some of my subordinates to gather
minerals while I tend to some of the more important matters at hand, like
saving the universe: “Sorry guys, I’m a bit busy with recruiting and
psycho-analyzing my teammates and saving the human species from the Collectors,
so could you do me a solid and take on the almighty task of gathering minerals
by yourselves?”
Also, the morality
system returns. Like the first game, you’re allowed to engage in conversation
and depending on your responses and actions, you’ll either fill your Paragon or
Renegade meter, aka good guy or bad guy. This is all fine and dandy, but the
main problem is twofold: first of all, due to the dialogue wheel you’re always
aware that the upper right options are the Paragon options and the bottom right
the Renegade options. As a consequence, you can basically shut your brain off
during conversation, because if you’re paragoning, all you have to do is always
select the upper right option. Mass
Effect 2’s story throws all kinds of tough moral subjects and questions at
you, so it’s disappointing that responding to these things requires no
intellectual effort on your part. Secondly, a handful of times the upper right
option doesn’t ‘feel’ like the Paragon option, like at the end of Legion’s
mission, where you decide between rewriting the Heretics’ code or destroying
the base, the first option being the one that grants you Paragon points even
though it seems like the artificial intelligence version of brainwashing. Another
example is when you romance Miranda and she, towards the final suicide mission,
begs you to promise her that you won’t die, as your death would be too
devastating for her. The upper right option causes Shepard to say, “I died once
already. I don’t plan on doing it again” while the middle option makes Shepard
tell Miranda that he can’t promise her such a thing. Obviously, a great deal of
gamers felt the middle option to be the more realistic one, the first option
reminding of the scene from Team America
where Lisa tells Gary that if he promised her that he will never die, she would
make love to him right then and there, to which he unsurprisingly responds, “I.
Promise. I. W ill. Never. Die.” Many gamers felt that telling Miranda he can’t
promise such a thing was the more mature thing to do, so you can imagine their
confusion that the ‘I will never die’ option was the Paragon option. Dragon Age: Origins handled conversation
options much better with its simple list of options, because the order of
options was always random and not
listed from nice to evil. This naturally forced you to think carefully about
your responses.
All in all, you could
argue that the downfall of Mass Effect,
culminating in Mass Effect 3, started
here in pure gameplay terms if nothing else, but it’s the characters that save Mass Effect 2. The characters are the
sole reason why I’ve played through Mass Effect
2 over and over again. It’s my favourite game in the series. I like to
compare it to Nolan’s Dark Knight Trilogy, where The Dark Knight, though featuring a narrative with zero connections
to the overall storyline, is almost everyone’s favourite. Similarly, Mass Effect 2’s story is of almost no
consequence in the bigger scheme of things, but is nevertheless a lot of
people’s favourite game in the series.
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