By John Walker on February 9th, 2010 at 12:00 pm.

First of all, to explain why this review is so late. We’d hoped for code well in advance, but sadly it wasn’t sent to us until the release day. I have since played the game to absolute completion. Thus it is only proper to tell you Wot I Think. (You can safely assume this review contains enormous Mass Effect 1 spoilers, but I will not spoil ME2.)
I feel like I should declare my interests. I had a savegame. My original save of my original Shepard from the original Mass Effect. A Shepard with whom I’d bonded, and a Shepard who had bonded with the galaxy. I cannot imagine the frustration of having lost a save, and discovering that BioWare recklessly backed down on the claims to let you pick the events as you remembered them. To have found that the game had decided I’d destroyed the Council, or killed Wrex, would infuriate me beyond belief. But this didn’t happen to me, and it seemed important I make that clear.

Mass Effect saw Shepard, whether male or female, saving the galaxy from the threat of the Reapers, via the tricks of action RPG. Sovereign, a ship-sized Reaper AI, intended to wipe out the alien races occupying the Citadel. A stop was put to that. But despite this rather epic plot, the real story of the game was humanity’s emergence into the wider cosmos. It was a game about being the youngest race, the new kid at school, and the confusion of humility and humiliation this imposed upon one of space’s most arrogant species.
This sequel reverses the theme. While its main story is about humanity, and the disappearance of entire human colonies – millions being wiped out while the Council authorities do nothing – the real plot here is made of the smaller stories of individuals. And the action is much more, well, actiony. But more on that later.

So there was that moment. Booting the game, having imported the save across, and seeing my Shepard, the One True Shepard, there on the screen. An Infiltrator, entirely Paragon (Mass Effect’s morality is divided between goodly Paragons and naughty Renegades), who had saved the Council and Wrex but allowed Captain Boringpants Alenko to die. And I beamed a huge smile. Shepard! We’re off again.
However, those scared of commitment are given plenty of options. Due to plot events in the opening scenes of the game (and even they I think would be too much detail to reveal, beyond that it contains Shepard’s apparent death) it is possible to change the appearance of your Shepard, should you wish him/her to have aged, changed hairstyle, or become a strange ugly old crone. You can also change specialisms, should you maybe wish to switch from Tech to Biotic, perhaps try out the Adept class, or have a go at being an Engineer. Oddly, later you’re still given some dialogue choices about events from the first game – a person’s fate can be decided by what you remember, rather than what your save game says. Which is very odd.

Once past this extreme muddle at the start, the experiment begins to work. In the attempt to cater for every contingency, they’ve created this blur of options that rather spoils the fluid idea of just importing a character and carrying on. But get through that and it really does feel like the galaxy you once stalked. You will meet many people you previously encountered, even from the most minor side quests. Everyone wants to say hi, make a comment about how they thought you were dead, chat to the hero. Then more significant characters will reflect key decisions you made.
In fact, some of these are extremely significant to both the galaxy and the plot. Shepard is recruited by a black ops human organisation called Cerberus, rogue from the military Alliance, funded and controlled by the mysterious Illusive Man. They intend to find the source of the human disappearances, believed to be at the hands of the Collectors, and ancient race thought to be mythological by most. But Cerberus is neither liked nor trusted, and to defy the Alliance and work for them is to ostracise yourself. This is also to rebel against the Citadel Council, and indeed the Spectre organisation you joined in the first game. Unless of course there is no Council thanks to your actions. The story of the Krogans is equally defined by the actions you previously took, while relationships established previously can carry over here. I was looking forward to seeing Liara.

The darker tone so frequently promised over the last year of promotions is absolutely true. Mass Effect was a game about potential. Humans were not trusted, not respected, and Shepard demonstrated that they at least deserved to be heard. But Mass Effect 2 is a game about death. It begins in brutal death, and rarely offers hope beyond that.
This extends to your companions. Shepard’s primary goal is to gather together a team of the most adept and dangerous fighters and tacticians in the galaxy, who will then together face the menace waiting for them at the other side of the Omega 4 mass relay. Given dossiers of potential recruits by the controller of Cerberus, the Illusive Man (voiced wonderfully by President Barlett himself, Martin Sheen), you set about convincing them to join your cause.

As is apparently a tradition at BioWare, only broken by Dragon Age, it’s crucial to begin with two really boring characters you’ll never want to bother with again once you’ve recruited some others. This time there’s Jacob Taylor, a human biotic soldier who is… oh, I don’t know. It’s hard to imagine how they could have made him less entertaining. He’s even overtly surly toward you from the start, meaning he refuses to chat. So, well, bye then. The other is Miranda Lawson, biogenetically engineered to be the perfect human. Perfect in all ways other than having anything interesting to say. She’s voiced by the completely lovely Yvonne Strahovski (Chuck’s Agent Walker), with her face modelled on the actress, but sadly she’s just not that engaging.
So fortunately you can pick up at least nine others (I found eleven companions in total, but there’s suspicious space left on the selection screen for more). And could I encourage all to make sure that Mordin is one of the first they pick? I’d hate to influence someone else’s decisions in a game that leaves itself quite so open, but missing out on Mordin for much of the game would be a tragedy. But we’ll get back to him.

I really should have mentioned the combat by now, what with it making up about half the game. Whatever your memories (or indeed what you might have heard) about the original game’s slightly flaky fights, forget about all that. This nails it. While the difficulty is, in contrast to Dragon Age, set a little low, this is splendid third-person action stuff, but imbued with and embellished by some really smart RPG skills.
A lot has been stripped down. Gone are inventories, ammo types, armour selection, and then all the confusion of augmentations added to these. Now the battlefield is focused on the action, using an absolutely fantastic cover system to orchestrate thrilling fights. Holding down Space to sprint, and aiming toward an object, will see Shepard slide magnificently into cover. Then you can fight in real-time, your two selected buddies making smart use of their abilities and weapons, and the cover (but always giving up a key spot for you should you want it). Hitting Shift pauses the action and opens up a very simple menu system from which you select a special ability from anyone’s collection. This also lets you change weapons, and heal fallen party members (again, super simple, just click the button and so long as you’re carrying medi-gel, they’ll get back up and carry on). It’s possible to issue instructions to your companions, Q and E creating markers on the ground ordering them to that position. But mostly they’re so efficient you’ll not need to worry about that. Instead you focus on firing off some awesome biotic or tech powers, perhaps pulling an enemy out from his cover and into the air, so you can then fill him with bullety goodness.

As an Infiltrator I had access to sniper rifles, which were just wonderful. As my abilities improved (again, a very simple skill selection system whenever you level up), using a sniper rifle gave me a few moments of slow-motion time in which I could fire off three or four shots into three or four foreheads, making me feel like the greatest shot in the universe. This feeling emboldened by a buddy commenting, “Great shooting!” only when it actually was some great shooting.
Improvements are made to weapons and armour through research back on the Normandy. Research information can be found during missions through hacking, or learned from companions, and then purchased in exchange for raw materials gathered through mining planets. Which brings us to hacking and mining, two areas where Mass Effect 2 perhaps falls a little short. Where by “little” I in fact mean, “a stretching chasm of horror”.

There are two hacking “minigames”. Both are essentially picture pairs. One requires you to match five different symbols with their partners, by hovering the mouse over blue blobs to see which are which. Then you click on both of them. So it is, in fact, like picture pairs without the challenge of having to guess. The other is even simpler, where you must click on a block of coloured text that matches the block of coloured text at the top of the screen. You do this three times, without accidentally moving into one of the red rectangles, and you win. Neither requires more than a vestigial brain stem to complete – in fact, to take more than half the available time would be embarrassing. They instead serve to be enormous irritants, when the game might just as well have let you get the info with a single mouse click.
Mining is far more time consuming. There’s five different materials needed for purchasing upgrades, and you’ll need them for not only weapons and armour, but also making significant improvements to the Normandy for the final stages of the game. To get these you fly about the stunningly huge cosmos, looking for unexplored planets in the dozens and dozens of solar systems, and then scanning them. This involves laboriously sweeping a clumsy cursor across every millimetre of a sphere, waiting until a meter on the right spikes, then firing a probe to retrieve that ore. Each planet contains approximate 15 to 30 spots to find before it’s depleted, with very many needing to be mined to buy the available upgrades. I found the only way to tolerate this was to put on a TV show on my other screen to prevent madness. Although the “PEEOONNNG!” noise made by launching a probe is nice.
So you can no longer land on most of these planets to perform your searches. Instead very, very occasionally your probing will reveal an anomaly, which can then be investigated. These lead to unique, somewhat perfunctory mini-quests, but with far more imagination than the identikit warehouses of the first game. But also gone is the vehicle for exploring surfaces (despite the controls still appearing in the options – later DLC it seems).

To get the other two gripes out of the way: The indication that something can be interacted with appears in the form of some extremely crude text at the top of the screen. (Crude in the sense of being ugly, it’s not swearing at you – not here, at least.) It looks so tacky, like some placeholder they forgot to fix before release. And there’s a couple of frustrating bugs. When holding a sniper rifle, for some reason using other abilities (like AI hacking) will cause you to become zoomed in, and unable to zoom out for a while. Worse is Shepard’s odd habit of accidentally climbing on surfaces then not being able to get down. This became completely farcical at one point when I was stuck on a table, and then had my two companions float up to join me. It seems mysterious that this bug wasn’t spotted pre-release. And that’s enough moaning.
Because by God’s beard, this game is brilliant. The combat is brilliant, the missions are brilliant, the worlds you explore are brilliant, and most of all, the characters are so very brilliant.

You’ll have a favourite. For most it’s Mordin Solus. A Salarian geneticist, his fast-paced chatter is wonderfully written. He analyses, constantly, including everything he’s just said. And then you learn about who he is, what he’s done, and things get interesting. BioWare have long had a special skill for creating morally interesting situations, but never with the sophistication of Mordin’s back-story. This isn’t a couple walking up to you in the street and asking you to decide if they should have an abortion (and I should mention here that there appears to be a joke in the game directly referencing this piece I wrote about such moments, and it made me laugh long and hard). This is about a complicated, nuanced and extremely well argued debate. Oh, and he sings a song.
But I can’t share my favourite character, as it’s another big spoiler. So instead I shall talk about my second favourite, Jack. She’s the one from that ghastly trailer, all swears and attitude. And she is all swears and attitude, but executed brilliantly. I was nice to her when I first met her, as is my Paragon way. “Shit,” she replied, “You sound like a pussy.” She’s bad-ass, she’s furiously angry, she’s shaven-headed and covered in aggressive tattoos. In so many ways that might make her so many game characters. But she’s unique. She’s a phenomenally, devastatingly broken person. The tragedy of her life, the reasons she’s the person she is now, are explored in traumatic detail. And even they are nuanced beyond even her own expectations.

Jack’s past, and indeed elements of the lives of all eleven companions, are explored in ‘loyalty missions’. So you have the initial mission to recruit them, then as you get to know each of them they will ask you to help with a particular situation. Once completed it opens up new abilities for them, and rather ridiculously, an alternative costume. Again here the bleak tones of Mass Effect 2 emit their gloom. Whether you secure the loyalty of a companion or not often comes down not to whether you’re capable of successfully completing a mission (although it is possible to fail, and the game carries on), but more to do with whether you find the goal morally acceptable. Many will challenge you on this. And even when they don’t, the outcomes can be… well, this isn’t a game about puppies and flowers.
Among the morbid tones are some real moments of fantastic humour. In fact, I haven’t laughed out loud at a game this often since Time Gentlemen, Please. One conversation in particular, toward the end, was so beautifully written and performed that it had me in stitches, awkward and cute and silly and bursting with love. There’s also some lovely self mockery from BioWare. Along with the apparent reference to objections regarding strangers asking Shepard to solve their personal problems (something that does occasionally still happen, but each time with a rational reason behind it), there’s so many wonderful conversations to overhear as you walk around. A favourite was a couple in the souvenir shop in the Citadel, arguing over the idiotic gifts available. Goodness knows how many of these I missed when rushing past crowds on an important errand.

The desire to escape cliché extends further. The self-awareness on BioWare’s part seems to have led them to cleverly defy expectations. A good illustration appears aboard a prison ship. It’s a place for some of the worst criminals in the galaxy, but also home to some terrible brutality. At one point you walk past a caged prisoner who calls you over. He’s a sweet guy, friendly, chatty. He helps you. And so here we go, it’s the wrongly imprisoned/ambiguously guilty man we can help to set free if we see his side of things. (See every BioWare game ever, including Dragon Age.) But then you can ask him why he’s in the prison. Ah, he explains, he murdered nineteen, maybe twenty people. And blew up that colony. Oh.
“Good deeds are like pissing yourself in dark pants,” explains Jacob in a strange moment of not being rubbish. “There’s a warm feeling, but no one notices.” That’s a great line. And it’s one of hundreds. Of which a considerable number belong to the interactions between your pilot, Joker, and the Normandy’s new AI, EDI.

Also more interesting is the Paragon/Renegade divide. While Dragon Age usefully got rid of a good/evil rating altogether, Mass Effect 2 evolves it to be something much more appealing. It doesn’t win over the approval of your companions. The missions aren’t really appropriate for their shock or delight at your actions. Most of the people you’re with are so morally ambiguous that they’d be hard-pushed to be bothered whether you murdered some babies, or arranged for them to be adopted. It’s about opening up conversation options, and thus resolving situations in different ways.
The other purpose is the interruptions. During some scenes you’ll see either the Renegade or Paragon icon appear on screen. Hit the appropriate mouse button at that point and Shepard will step in to do something either nice or nasty to change events. Don’t click and things will carry on despite you. This can often save lives, or quickly end them. What’s most interesting here is that choosing the option that goes against your normal nature doesn’t feel like a betrayal of who you are. It’s not like in KotOR, where you’ve been spreading happiness across the whole of the universe, and then suddenly announce to a stranger that you’re going to stamp on her child’s face to see if it sounds funny. It’s about assessing a situation and wondering if a less than holy response might be more appropriate here. (The only problem with this is my habit of playing DS games during conversations meant I kept missing the appearing options.)

The balance between story and action has never been so deftly handled. It’s not compromised action, a weedy RPG version that’s really only dice rolling. It’s hands-on, real-time, well designed combat. And it’s not a story draped over the action. It’s an intricate, epic, involved and emotional series of adventures and meaningful relationships.
Where the main story does fall down slightly is on reflection. Finish the game and look back at what the main thread was about, and it’s a fairly hollow thing. Because this is a game about smaller, intertwining plots, personal stories about those who keep you company. It’s the middle section of a trilogy, and as such its plot cannot be complete, nor revel in introducing a new world. The solution of involving you in the complex lives of your shipmates works magnificently. And the finale makes clever use of taking advantage of all the efforts you’ve made. You need not have recruited everyone to reach this point, so any extra work you’ve put in feels rewarded.

It’s a stunning thing. There are so many stories I’m left wanting to tell. So many situations that merit discussion afterward. So many characters I’d love to talk about in more detail. It’s been agony not to give anything away. But you should go find out for yourself. If you’ve not played the original Mass Effect, don’t be put off by talk of the clumsy combat. It’s definitely clumsy, and I’m quite certain if you played the sequel first you’d not put up with it. So go play the original, then come to this. It’s worth it. If there’s anyone who did play the first game and for some reason hasn’t yet picked this up, for goodness sakes get on with it.



09/02/2010 at 12:21 cqdemal says:
Stunning indeed. I kept the final string of main story missions for later, then did them in a marathon session yesterday through to the end. I believe those 3-4 hours were some of the best I’ve ever had since I started playing games.
09/02/2010 at 12:22 TheBlackBandit says:
Great review, John… and despite playing this on the 360 box and missing out on the pretty graphics I agree with you wholeheartedly. It’s funny, personal, brutal, beautiful and very very innovative.
The Jack mission will stay with me as ‘the loyalty mission’, because if its poignancy and depth, although unfortunately the person I’m playing it with was out at the time so missed why this tattooed bitch had suddenly exceeded expectations.
And as for Thane…
09/02/2010 at 12:22 Shrewsbury says:
Suggestion: Put your favourite character into a pastebin and link to it.
09/02/2010 at 12:25 TheBlackBandit says:
I have my suspicions…
09/02/2010 at 12:48 robrob says:
This suggestion brought to you by a West Mids market town. Next week, Ludlow on how to get the most out of Bioshock 2.
09/02/2010 at 13:57 MWoody says:
There’s only one character that’s an out-and-out spoiler. One AWESOME character.
09/02/2010 at 20:11 Casimir's Blake says:
And that’s entirely because it does body bopping…
09/02/2010 at 12:22 Adrian says:
brilliant game! the only thing that really bothers me is the planet scanning! it takes forever, finding enough element zero for your upgrades takes hours and its absolutely NO FUN at all!
09/02/2010 at 12:34 Trezoristo says:
It has a lot of great characters. It’s just a shame that the one you’re playing isn’t one of them. Considering that Shepard is involved in all conversations, that is a big problem for me.
Great game though.
09/02/2010 at 17:35 Jesse says:
Oh burn! ‘You can be anyone you want, as long as you want to be a dork.’
09/02/2010 at 12:34 Lilliput King says:
Was something special alright. Hope ME3 can live up to it.
Also, John, that is hands down the ugliest Shepard I’ve ever seen. Is ‘it’ yours?
09/02/2010 at 14:56 John Walker says:
How DARE you sir. She’s best ever. And the One True Shepard.
09/02/2010 at 15:52 Clovis says:
Sorry, John, I totally have to agree. One thing that impressed me about ME1 was that my Shepard looked like a real character. Usually my characters look awful, so I was pretty shocked when I saw that thing you claim is your Shepard. Maybe she looks great moving around, but that first screenshot is super creepy and, um, masculine.
09/02/2010 at 15:53 Kester says:
“She”? Were you trying to recreate The Crying Game in space?
09/02/2010 at 16:20 nutterguy says:
Insulting a man’s(woman’s) Shepard or mother, which is worse, discuss.
09/02/2010 at 16:26 Psychopomp says:
MY SHEPARD WAS A SAINT!
09/02/2010 at 12:35 dancingcrab says:
And now I will buy it. But first BS2. Thanks RPS!
09/02/2010 at 12:36 Wolfman says:
I’m loving this game, I’m slowly working my way through all the loyalty missions at the moment. They are my favourite part of the game so far. Fantastic. Mordin is one of my favourites too! He goes everywhere with Shepard in my game!
Why didn’t they just use the scanning from the previous game? I guess because everyone would just zoom round collecting minerals getting upgrades all the time rather than working for it. I just wish they could have come up with a more interesting way of doing it than that bloody mini game!
09/02/2010 at 12:38 Rob says:
I still don’t know how they put together a mini game that involves placing flags on a grid and not come up with a minesweeper variant.
09/02/2010 at 15:12 somnolentsurfer says:
Mordin is gloriously written, and he’s made me laugh out loud many times. But he’s not left the ship since I found out what he’d done. And I’ve left his loyalty quest till last.
09/02/2010 at 12:36 Rob says:
Am I right in assuming you favorite character has reach?
09/02/2010 at 12:38 Wolfman says:
Oooh I forgot about the whole medical bay thing as well, I like the idea that you can choose to get the upgrade to heal Shepard’s scars. Mine proudly bears scars to all, sod looking perfect!
09/02/2010 at 12:44 Tei says:
Is a great game. You finish it, and you don’t know how or where to continue with your gamming habits. Nice “Wot”.
09/02/2010 at 12:46 Rinox says:
Mass Effect 2 was everything I hoped for – the final mission and the decisions you take could have been a little harder and more harrowing and your squad mates’ loyalty missions should be ‘failable’ more, but other than that I was stunned, in awe, blown away by the last 1.5 hour of the game.
They really did build on the first (sometimes dull) installment to create a The Empire Strikes Back. Kudos to them.
As for the mini-game scanning…yeah, it’s boring. But it’s also hardly necessary to do it all the time. I scanned every planet in the game I think, and I ended with 300k+ of every resource (+70k Eezo) after purchasing every possible upgrade I could buy. Problem is of course that you don’t know that you absolutely don’t need to scan every planet when you play the game for the firs time.
09/02/2010 at 12:46 sonofsanta says:
Is the PC version truly superior to the 360 version? I played through on the Xbox originally, and have my save game there, but could fairly easily find a satisfactoy save from that online repository thing. My PC is new and shiny as well so could pump it out prettier than the 360.
Other persuading factors may include: £10 cheaper on PC for some reason; got a wired 360 controller to use anyway so I can choose which controls to use; and my missus absolutely detests ME1 as “the most boring game you’ve ever played”. And she’s watched me play Eve Online.
09/02/2010 at 12:57 blah says:
Like most multiplatform games, the PC version is indeed superior. If you have a capable PC, there’s no reason you should get it for XBox (unless you absolutely need to continue with your old save).
Also, the reason the PC version is cheaper is because there are no royalties to pay. All PC games are $10-$20 cheaper than their console counterparts. MW2 and AC2 are the exceptions.
BTW, the game doesn’t natively have controller support. Just like ME, they’ve redesigned the interface to work only with Mouse and Keyboard only, so a controller won’t work just by plugging it in. You’ll have to use a key binding program (such as Xpadder) to get it to work, and even then probably won’t be comfortable to use.
I’m not sure why not include an option to switch interfaces when plugging in a gamepad (kind of like GTA4 did), but that’s how it is. But trust me, it’s a shooter, you’ll want to play it with a mouse anyway.
09/02/2010 at 13:01 mrmud says:
It really depends on how much attachment you have to your character.
I absolutely adored my Shepard and I could never imagine playing an imitation so I would definitely go with what I had played it on before. However if you dont really care then I see no reason you shouldnt play it on a PC.
09/02/2010 at 13:26 sonofsanta says:
@MrMud: Due to some shenanigans with getting Xbox Live working with my account when I started playing ME1, my original game is on a different profile to everything else, and I replayed it on my full profile to get a save ready on that. So as far as I’m concerned, my “true” Shephard is already lost to me :(
@blah: Fair point, I’m still thinking of ME1 with the Mako (that I always enjoyed) rather than ME2 with its proper shootiness.
Of course all this is elementary at the moment as I am completely flat broke. Being a grown up with a proper house and mortgage and stuff is not the satisfying experience I was led to believe it would be.
09/02/2010 at 12:47 merc says:
Good review, superb game.
The planet scanning is probably the biggest misstep, and even that is not particularly annoying once you get the hang of it (get the scanning speed upgrade from Miranda ASAP, only bother with rich planets, do not ever try to be thorough; scan fast and move on to the next rich planet you find).
Other than that, brilliant characters with brilliantly written dialogue in a excellent world with superb interactive storytelling and sharp, fun combat. So good.
09/02/2010 at 12:52 merc says:
Oh, and another pleasant suprise: well directed, too.
09/02/2010 at 16:09 suibhne says:
The one reason to scan non-”Rich” planets is for Eezo, which is relatively rare and can be found in semi-abundance on other rocks.
09/02/2010 at 17:32 jsutcliffe says:
I’m on my second playthrough of ME2, and it quite ridiculously gives you 50,000 of each mineral as a bonus for having already finished the game. You can burn through 50,000 of the other three elements quite easily, but I suspect I have more than enough element zero to buy every upgrade that needs it — they should have balanced the “new game+” bonuses a little better.
Also, having had more than my fill of the scanning minigame the first time, I’ve hacked my ME2 to bind a keyboard shortcut to give me minerals — now I only scan planets looking for anomalies, which is much less tedious.
09/02/2010 at 12:48 Mr_Day says:
A challenge for you all – to beat the final boss without, as I did, bursting into a bout of laughter that would last until 20 minutes after you kill it (on your first attempt).
09/02/2010 at 17:44 Pace says:
I had the same reaction. Given how much flak Bioshock took for its stupid boss battle, I’m surprised it’s not mentioned more often for ME2. The fact that it was the plot climax as well made it all the more disappointing to me.
09/02/2010 at 12:52 Wichtel says:
“[...] a person’s fate can be decided by what you remember, rather than what your save game says. Which is very odd.”
They screwed up the Autosave after the ME1 endgame, it saved before the decision if Anderson or Udina should lead the Council.
[minor ME2 Spoiler] There is a quest on Illium that’s kind of like the one you wrote about. You have to help a asari decide if should should get kinds with a krogan (answer is obviously Yes! ;) ). But insead of asking Shep for help (like the scene in ME1) you go to her and ask her if the Krogan is bothering her. This makes all the difference. Nearly all conversations feel more natural, even those were you ask your teammates about their favourite toy when they were a kid or what there dreams for the future are.
PS Alec I told you that Jack is a great character.
09/02/2010 at 12:53 subversus says:
Man, you’ve skipped VERY cool companion and his loyalty mission, that twists MAJOR things in the plot of Mass Effect 1. You really should bring him to the ship on the second walkthrough.
09/02/2010 at 13:10 Lilliput King says:
If you mean who I think you mean (and it’s a truly brilliant character, with a really interesting backstory and loyalty mission, granted) then John didn’t miss him. I don’t think you can.
I think he just missed Zaeed.
09/02/2010 at 15:01 John Walker says:
I don’t believe I missed anyone. I’ve deliberately not mentioned a lot of people, because of spoilers. Everyone’s guessing my favourite character wrong, but I’m not naming him because it IS a surprise that it’s him. Going by a different name.
09/02/2010 at 16:52 jsutcliffe says:
@John Walker
But that companion is boring! And his in-combat utterances and exclamations sound like they’ve been done by a different voice actor, or at least done on the regular voice actor’s bad day, which I find particularly sad because I really like his voice in conversation.
09/02/2010 at 12:57 mrmud says:
Im really suprised by everyone saying that the last hours are so fanstasic.
If anything I was awestruck for almost the entire way throughout the game but when I actually finished it I couldnt help but feel a little bummed out that the overarching story never really goes anywhere. There is no drive in the plot other than for your group members. Everything else is pretty much fantastic (bar the planet scanning) and if they had managed to make the overall story more engaging it would have blown my mind. It seemed the seeds were all there for a plot twist or something spectacular happening but it never did.
09/02/2010 at 13:01 Piispa says:
My main grievance of the game is the all around implausibility of the story. I mean, right from the start, the hero of the universe, the first and only Human Spectre, drops off dead for two years and suddenly no one gives a shit. The Alliance, nor the Council (wether the new or the old one) not so much as want an audience with the man to ask a few questions of his whereabouts and current allegiences. And now, we’re supposed to work for the brutal and racist Cerberus? Not my Shepard, not in a million years!
Similiar stuff goes through the whole story line, but I don’t want to spoil. The final boss? C’mon, seriously…
09/02/2010 at 13:04 MadMatty says:
as for your ads, is it really possible to build 5 kgs of muscle in a week, with that amazing product?
09/02/2010 at 13:05 Nick says:
In my last mission someone died. They died not because the story demanded it, but because I made a mistake. My first instinct was to reload, but that felt wrong, a mockery of the game. So today I’ve got a little sad spot in my heart because a character who I really, really wanted to know more about, died because I was over-estimated them.
It’s been a long, long time since a game did this to me. For that alone, Mass Effect 2 was worth playing.
09/02/2010 at 13:37 Rinox says:
Yes. I have a friend who lost a party member (one that goes way back to ME1 for him) because he made a bad decision as well, He had the same reflex as you, and gave in: he wanted to play the final mission over so he could not have her die. Guess what? Apparently, you cannot change the choices you made in your first playthrough if you want replay the final mission from the start. :-D You need a save from way before that. And he didn’t have that (relying on autosaves mostly)…I loved it. Brilliant counter to a lame move of my friend, Bioware!!
Now he’s talking about replaying the entire game with his high-lvl character however, and he already read up on what he should and shouldn’t do in the final mission. That would be so frakking lame of him. And it’d be a rape of a game with actual emotional depth, darn it.
09/02/2010 at 14:09 Lilliput King says:
I feel kinda chuffed I didn’t lose anyone, now. Although it probably wasn’t difficult.
09/02/2010 at 14:30 mrmud says:
I lost the same character (who was also one of the two characters I had gone through most of the game with). But I honestly dont really understand why I lost her, so I wouldnt know what to do differently even if I had wanted to go back and change things.
09/02/2010 at 15:10 somnolentsurfer says:
My God. If you’re talking about who it sounds like you’re talking about, I’m not sure the game would be worth finishing without her. I finally got her to confess her love for my Shepard yesterday, after nearly two whole games of trying.
09/02/2010 at 15:34 Rinox says:
I always kept her at my side throughout the finale. No way I’d let anything get to her if I could do anything about it!!
09/02/2010 at 16:07 Kester says:
I had the opposite response; I managed the last mission with only one death and was a little disappointed that so many people survived. I wanted my Dirty Dozen bloodbath, dammit!
09/02/2010 at 17:39 jsutcliffe says:
I had one disloyal character who I greatly disliked, and even though I kept putting her in critical and dangerous positions through the finale she survived. I was trying to kill her off!* It makes me wonder if BioWare forced her to survive because she needs to be in ME3.
* My favourite, most cathartic moment in DA:O was when I finally got the chance to give moany old Alistair the boot. I was especially pleased when in the text descriptions of what happened to people I’d met on my journey at the end of the game it seemed that it had been crueler to kick him out than to just put him to the sword. I wanted that moment in ME2, too.
09/02/2010 at 13:05 The Colonel says:
I enjoyed the game, but feel it fell well short of the first one. The combat is dire. It feels like Gears of War all over again – not an experience I ever want on a PC.
The G-man thing really didn’t work for me. Not only brazenly unoriginal, the game made no effort to make the man seem anything but slimy and untrustworthy.
The plot also felt like a by-the-numbers rehash of the first, with a few poorly disguised mechanics to draw the game out.
The dialogue and characters, animations and general IP are still top-notch.
Please put a health bar and proper ammo back in for ME3!
09/02/2010 at 13:12 Lilliput King says:
proper ammo
?
09/02/2010 at 23:04 Frosty says:
@The Colonel
So I wasn’t the only one who was disgusted at the unneeded introduction of ammo? Suddenly I’m having to run around scavenging ammo. This is infuriating; if your game is Stalker it works if it is ME it does not.
In fact, I found ME2 to be a big disappointment in so many areas.
I cannot see what everyone means by fluid or enjoyable combat, I found the combat dull and above all irritating. Having Shepard get stuck to walls or boxes was really not fun and in general I wished to skip past the combat as soon as possible. In fact, I’d even go so far as to say (thus marking me out as insane) that I enjoyed the combat in ME more. It felt more tactical, more intelligent. The loss of grenades is horrifying.
Then there was the loss of…scale. I’m not sure what everyone else thinks, but I felt like suddenly every environment was so closed and small. That great galactic scale was gone. Don’t get me wrong, I hated the MAKO but at least I was exploring a planet-I could lose myself in a billion starsystems (maybe a couple less). Suddenly now I have to unlock, (UNLOCK!) starsystems. Which I have to scan. Sometimes there might be a mission, but very rarely. And those missions are on very small constrained environments; a great disappointment. The citadel suddenly felt cramped and small instead of the galaxy’s greatest city. No longer was I a single man in a galaxy full of possibilites, I was now just a character in a videogame.
Ah, yes, the side missions. What a massive disappointment. Firstly ME had masses more, ME’s were more involving and entertaining and MEs made me feel more like a SPECTRE/Commander of the Alliance. A few more Cerberus missions might have let me slip into the role better.
Oh Cerberus, what a disappointment you were. A crap storyline, or at least pretty boring one (luckily the character quests make up for it). The world was no longer shades of grey, there was only black and white. This made me highly angry.
I missed the inventory elements too (but that’s a more personal thing; I understand most people were happy to see them go). I missed my old characters, (the interaction with your old lovers is severely lacking and unrewarding) but the new ones eventually found a place in my heart.
But there were good elements. The characters were relatively well developed, the writing was generally pretty good and the voice acting was sublime.
It all boils down to two things. Firstly I expected this game to be more RP like. A good involving storyline is the first stone of a RPG, except it wasn’t that. The characters were enjoyable and the conversations were fun but it was flawed; the renegade paragon system seems far too eager to award points for the smallest of things (and also I had a few issues with how some decisions were seen as good/evil). I went into ME2 expecting more ME. It was not that.
In many departments it was a good game, it was a enjoyable game. It was in no way a bad game. I played all forty odd hours, but I would have waited for this to go down in price had I known how I felt by the end of it.
Which brings me to my last issue; I kept playing to see one of those really hard, emotional involving moments which made me genuinely question which decision was right. It never came. I kept playing, waiting for those same struggles I faced in ME. They never came.
Have I changed so much in the past year that I found this game not challenging on a emotional level, or was it put simply not as good?
A big disappointment. A good game, but a damned disappointing one following the first.
10/02/2010 at 00:54 Soobe says:
Totally agree, the combat in this game is absolute rubbish. It’s soo easy, so contrived, and so predictable. Maybe I’m getting to old for video games…
09/02/2010 at 13:06 Maxheadroom says:
“(The only problem with this is my habit of playing DS games during conversations meant I kept missing the appearing options.)”
Good god man! All that great dialog and you missed half of it! You’re like that girlfriend that wont shut up during the film then insists on asking what’s going on! (or something)
09/02/2010 at 13:09 Anthony says:
I now have to wait for all my friends to finish before I can talk about my favourite character. But I’m more than certain that *character who may not be named* is without a doubt the best. Especially with his reach ;)
You’re right in the sense that the main plot is more or less your standard ‘team of badasses save the galaxy yet again’ but the team is largely so well written that it doesn’t really matter. The little moments are legion, and most manage just the right emotional resonance for the situation.
It has to be the best-written game I’ve played in pretty much forever. Better than Dragon Age, and definitely better than the first Mass Effect. It’s really obvious how much care and attention they’ve given to the characters and atmosphere that you can forgive the sci-fi tropes and vauge sensation you’re still playing KOTOR.
Oh, and the shooting is ace.
09/02/2010 at 13:11 pewbeng says:
I AM COMMANDER SHEPARD AND THIS IS MY FAVORITE SITE ON THE INTERNET
<3
<3<3
<3<3<3
09/02/2010 at 15:08 NateN says:
Now go to all the other sites and say that too….
09/02/2010 at 15:16 somnolentsurfer says:
Did anyone else find it odd that you get paragon points for abusing your celebrity status to get store discounts?
09/02/2010 at 15:43 Spork says:
I was expecting to get called on it and have all my discounts cancelled. Still, exploiting the capitalists seems perfectly moral to me.
09/02/2010 at 16:53 NateN says:
@somnolentsurfer: I didn’t it was any weirder then having multiple romance threads at once giving you paragon points for some reason. (The “I like you” choices were almost always top-right, but the choice text doesn’t always seem to tell me “I’m a good guy and I try to be nice to everyone or do say what I feel is right.” vs “I’m a nice, caring guy who wants to get to know you better. And also have sex with you.” ) I tried to avoid having multiple romance threads at once, but one of my “Nice Guy” Jack choices ended up starting a second romance thread, so I had to just stop talking to her to avoid going down that path with her.
(ME1 ended up thinking I wanted a romance with the wrong crew member last time since I was just trying to be a nice guy to everyone. I guess there was supposed to be scene where you have to definitively pick the crew member you are interested in, but it never triggered for me. Annoyed me a little, but I didn’t feel bad having my Paragon M-Shep start a new romance this time around. I just made sure to avoid talking to crew members once things started seeming TOO nice.)
10/02/2010 at 03:00 Nalano says:
To be fair, the middle choice was usually also ‘nice guy,’ but a bit more restrained and professional.
A good example would be one particular dialogue with your yeoman: One of your options to her “I feel like I could fall into your arms” or something like that were, top right: “I’d embrace you,” middle right: “I’d catch you,” bottom right: “I’d drop you.” And then you’d say something of that general sense.
09/02/2010 at 13:13 toni says:
games is epic. played it 4 timesy already. one for the ages.
09/02/2010 at 13:16 Lobotomist says:
For me ME2 is step backwards from first part. In so many ways…
But one thing is hard to argue. Both story and dialogues , and their acting execution is simply brilliant.
So if you play a game to see interactive movie…well this is probably the best thing yet.
As for my favorite character.
Jack is solidly added to my rooster of all time Bioware favorites.
Bitch!
09/02/2010 at 13:18 The Sombrero Kid says:
jack is just as imbecilic as the trailer made her seem in my opinion, half way through her dialogues I’d just tell her I’d had enough, however it’s important to note that she feels real and i don’t like her exactly how i wouldn’t like her if I’d met her in the real world, which is an accomplishment i think (i don’t curse how badly written she is, i curse how self obsessed and attention seeking she is).
09/02/2010 at 13:19 Piispa says:
“I’m all powerull BITCH!” is just that.. bitch. Annoying like a whining teenager.
09/02/2010 at 13:22 The Sombrero Kid says:
also it’s the amazing power of games that if you don’t want jack or clumsy sex scenes in your narrative, then they don’t have to be there, there’s no expressing how awesome that is and it’s so frustrating when games don’t realise that potential.
09/02/2010 at 13:23 James G says:
Agreed entirely, a fantastic game. I had been a bit worried about the simplifications they were putting in place, but they worked so completely it is quite clear that my concerns were not only unfounded, but were outright wrong.
Not to say I don’t have minor quibbles. I wish it had been easier to give the middle finger to Cerberus at the start of the game, although recognise that this would have been difficult to impliment, especially in the streamlined setup they had. The hacking minigames didn’t bother me too much, but they could have done with improving the scanning system. Had the upgrade given you a wide area scanner which flashed up nodes then things would have been better.
Very much looking forward to ME3.
09/02/2010 at 13:27 MadMatty says:
Incidentally, John Walkers´ Sheperd looks almost indentical to mine, i only had bigger cheekbones- my convo choices largely landed in the Renegade area.
09/02/2010 at 13:29 Dante says:
All female Shepard’s look alike to me, just with different hair.
Male Shepard’s can get a little more… distinctive: http://twitpic.com/10pbrz
09/02/2010 at 13:53 Wulf says:
That’s because many of the female Shepard characters would appear to be made by people who want a really sexy Shepard, and because of that a lot of the face options get ignored. When I set out creating a female Shepard I actually based the character on someone I know personally, and the results were much more distinctive.
http://i50.tinypic.com/2ch2i6q.jpg
10/02/2010 at 01:56 Nalano says:
If you go to masseffect2faces.com and do a search by popular female faces, you get the impression that everybody who plays Mass Effect has something of a lolita complex.
Not that mine is terribly different, but my femshep got a more GI Jane look.
10/02/2010 at 10:54 MadMatty says:
Nice shots guys :)
I was thinking of that Marine chick in Aliens 2- she was pretty bad ass- got a bit of a giggle from her last words, when they suicide themselves with the grenade: “You always were an asshole Gorman” lol!
Unfortunately i´ve lost my ME1 savegame due to reformatting or something (unistalling prolly).
Just got back to keeping a “Savegame” folder on my harddrive for all those games that get uninstalled for space issues.
Mine, is (or was- doh!) as Johns, a pale red head.
09/02/2010 at 13:28 Dante says:
I actually ended up romancing Jack, much to my own surprise after seeing that first trailer, she really a spectacularly broken and vulnerable person and the paragon romance track is really quite heart warming, as you’re literally the only person in the galaxy who hasn’t used or abused her.
One of the saddest things about Mass Effect 2 is that the ‘anyone can die’ attitude means we’re unlikely to see the likes of Jack, Mordin, Thane and Archangel return. I’m also holding out hope that Reiger (who I noticed you snuck in a picture of) comes back as a team member. Baddass Quarian marine voiced by Adam Baldwin? Yes please.
09/02/2010 at 15:15 Stense says:
We need Conrad verner back as a team member character in ME3 too.
10/02/2010 at 01:58 Nalano says:
Hey, don’t forget that Wrex could die in the first one, and that made a difference, so don’t give up hope that Bioware have contingency plans for your surviving crew.
09/02/2010 at 13:31 Rinox says:
I can’t believe no one mentioned
ELCOR SHAKESPEARE ADS
09/02/2010 at 13:41 Dante says:
They were amazing, although Blasto the Hannar Spectre is almost as good.
“This one is tired of your solid waste excretions”
09/02/2010 at 13:46 tomeoftom says:
BAHA! How did I miss that?
09/02/2010 at 16:17 jsutcliffe says:
More Blasto: “This one has a single weapon cooling device left. This one wonders if you feel fortunate.”
09/02/2010 at 18:50 FunkyBadger says:
Not as good as that, obv, but the Matriarch bartender was a superb character, especially for a throwaway…
09/02/2010 at 19:19 Dante says:
“Enkindle this!”
09/02/2010 at 13:32 +--JAK--+ says:
Loved this game, the loyalty missions are the best bits and are done better than any other rpgs sidequests! Especially like Thanes’ cuz he is just badass!
09/02/2010 at 13:36 +--JAK--+ says:
Also i have completed the game, How come i don’t get the favourite character “Reach” joke thingy =(
09/02/2010 at 16:15 Bugsport says:
I think I know who it is. It is reference to a conversation that teammate had with shepard when they refered to past military experience and a ring fight they had with a fellow officer. It is largely considered the best line of dialogue spoken by that character.
As best as I could remember
“We fought it out for nine rounds. I had reach, but she had flexibility. When the CO finally declared it a draw and pissed off alot of bet takers, we decided to settle it with a final tie breaker in her quarters. I had reach but she, uh, had flexability. (the character then smirks)”
That line of dialogue, along with a certain squad member (not Jack) in engineering endeered me to them forever. endeered me to them forever.
And mordin’s comments on interspecies sex is bloody hilarious. “Have to go. Studying single cell reproduction. Much simpler than real relationships/courting rituals. Less alcohol and mood music.”
And don’t get me started on the ointments for ‘chafing’ comment. I was left laughing for ten minutes.
Though, John you should really get Zaeed. He has absolutely no conversation items on the ship. You just walk up to him and click speak to have him give you little stories about his past. Has a great preface to his stories though. “Oh Shepard, didn’t hear you come in. I was just waxing goddamn nostalgic, if you want to hear”
09/02/2010 at 23:57 +--JAK--+ says:
Lol yeah, you have just jogged my memory, thats a totally brilliant line and a fantastic character!
09/02/2010 at 13:33 rocketman71 says:
He, all the same choices as me, Alec. You should be worried :P
09/02/2010 at 13:35 Nameykins says:
This year is going have to work hard to come up with a game that I’ll like more than this. Best 30 hours I’ve spent on a game in literally years.
I really think Bioware has hit the perfect balance between a good action game and their own trademark stly of wonderful character interactions, without being bogged down with too much micromanaging RPG elements. I loathed the old weapon/armor/mod/ammo system in ME1. This is also the first game sequel, where the “darker and more grim” continuation of the first game actually works. Having tons of humour helps with it, certainly. It doesn’t feel like forced darkness, rather than it just comes naturally with the nature of the plot. Large amount of your team mates start off seemingly “grim and hardcore”, but talking to them and doing their mission usually unveils their softer, more human sides. I came to the game expecting that I’d hate people like Jack, but in the end almost everyone positively surprised me. I like that.
That said, I’ll agree that both probing and hacking are a waste of time as they are and they could have put a little more work in both of them. Make probing even remotely fun and make hacking actually challenging. Also without spoilers, I dislike some of the timing of the story. There is a part where you can royally screw up if you rush in too fast and want a perfectionist ending. There are no points of no return in a traditional sense, but you might miss certain opportunities.
I heavily suggest making a save before departing to any obvious main plot location, so you can get back and do things you might have missed.
09/02/2010 at 13:38 Wulf says:
Even I found this a much more compelling game than the usual Bioware fare, the character dialogues were much more intriguing and believable than either the original Mass Effect or Dragon Age. Did they finally get themselves some decent writers? It’s no second coming fro them, and it’s no Mask of the Betrayer, but it’s a marked improvement and it was quite enjoyable, which surprised me. I might actually have to buy it. (Yes, after the huge amounts of doubt and hatred Dragon Age filled me with, I wanted to play it to completion before buying it.)
The biggest problems I had with are…
- The areas feel a little too purposeful. Don’t get me wrong, I thought they were superbly pretty, but it was clear that such and such a place was meant for chatting, story exposition, or combat, and each type of area was blatant about this, it gave the game a mildly artificial feel which I feel that they could’ve worked more at avoiding, though that’s just my opinion.
- There are parts of the writing that still bother me, because aside from the Quarians (and I really dig the Quarians in Mass Effect 2) the whole Universe seems like some right-wing fascists wet dream. YOU CANNOT CREATE AI, AI IS BAD, AI IS EVIL, AI IS WRONG AND WE KILL YOU FOR IT, MATING WITH OTHER SPECIES IS BAD, WE MAKE EVIL TERRORIST GROUP TO SHOW YOU, GENETIC MANIPULATION OTHER THAN TO BE A SLIGHTLY MORE PERFECT HUMAN IS BAD, BAD, EVIL, AND BAD, YOU SHOULD NOT DO IT, EVEN A TAIL IS ABOMINATION UNTO GOD, PEOPLE WITH TAILS ARE EVIL! …and it just goes on and on like that. I still found the game enjoyable, but I kept wishing I could ally myself with the Quarians, since they seemed to be open minded, in fact, they seemed to be the sole open minded race. Don’t get me wrong again, the crew can be open minded, but the races… ugh, distressingly fascist. There are times when I felt like the game was being targeted toward Rush Limbaugh. After reading things like Accelerando, it becomes clear just how depressingly right-wing their Universe is, and how much creativity is drained from it by being so nutty.
Just my opinion, but without those two things, the game could’ve been so much better. It ranks about 3.5/5 for me, but it could’ve been 5/5… but the writing still wasn’t quite there yet because of the problems described, and it all felt rather artificial. I’m hoping Mass Effect 3 will be 5/5, because they’re definitely on the right track.
09/02/2010 at 13:43 Rinox says:
There are parts of the writing that still bother me, because aside from the Quarians (and I really dig the Quarians in Mass Effect 2) the whole Universe seems like some right-wing fascists wet dream.
I think you will find that fascism and xenophobia come rather easy to mankind. We’ve spent thousand of years fighting the “others” within our own species because of their religions, ideas, skin colour, culture and whatnot. Does it really surprise you that humanity would react like that when faced with other intelligent species altogether? Especially as the new kid on the block.
The game leaves plenty of room to not conform to that feeling, btw, both as a paragon and a renegade. If anything I feel it’s almost a social experiment: do you go along with this undercurrent of racism? Or do you refuse?
09/02/2010 at 14:00 merc says:
I would give this post 3.5/5 for entertainment, worth a chuckly but still a bit of a disappointment after enjoying the superb humor of Wulf: The Dragon Age Review: The Drama. I was hoping for an even better followup for ME2.
Still, I got a chuckly out of the OMG right-wingers under the bed angle and I enjoy the amusing mental imagery of you finding ME2 to be “distressingly fascist”.
09/02/2010 at 14:00 Wulf says:
@Rinox
But the fascism also came from the asari, turians, and salarians, the humans weren’t alone with it, and that’s what was so depressing about it. I’ve read so many works where races have uplifted humanity culturally as well, or where humanity has gotten past their own problems (such as in Accelerando, which you apparently really need to read) and we’ve become a beautiful race by our own merits. Mass Effect 2 has much of the xenophobia and even homophobia (no gay relationships, but there are lesbian ones) that today’s society has, and it doesn’t seem like we’ve made any advancements from today. I just find that setting rather depressing, blame me for that if you will… but I can’t help it.
And I don’t disagree with the latter part of your argument at all, in fact I completely agree with it, so I’m not the big, bad, Bioware-hating evil that I’m sure some would believe I am, I feel my concerns are valid. The issues I have with it is that instead of it being more 50/50, the fascist/open minded balance is something more like 95/5, in favour of the fascists. The player, their crew, and the Quarians seem to be the only examples of open minded creatures in the whole Universe. And Gods damn it, yes, that’s depressing. I just hope that in Mass Effect 3 they move past that and go for a 50/50 balance. I want to see some AI wandering around and accepted as everyday people with the same rights, I want to see genetically and cybernetically modified aliens! I feel that removing this limits the creativity of the game.
But again, this is just my opinion, take it, leave it, or vilify me for it as you will.
09/02/2010 at 14:02 Wulf says:
@merc
Thanks, I was waiting for someone to be a total ass and act like a brainwashed dolt just because I had something slightly negative to say in a mostly positive review. As the kids say today: gg.
09/02/2010 at 14:05 Wulf says:
@This mess starting up right here…
I also wish people would stop being damn cowards and use their regular names if they’re going to troll. I mean, it’s funny how I’ve never seen a ‘merc’ post before, but I expect I’m going to be seeing a lot of this.
And I can’t believe it’s going to start again despite the review being mostly positive.
Good grief.
09/02/2010 at 14:10 The Sombrero Kid says:
it’s strange that you took this from mass effect 2 given that the terminus systems are supposed to be a lawless frontier, not a totalitarian nightmare, particularly illium which is designed to be a kind of anarchist utopia, although the stuff going on in the citadel is a deliberate allegory of modern new york and london i don’t think it portrays this kind of thing positively.
09/02/2010 at 14:13 jalf says:
How is it a problem with the writing that the universe is being portrayed as not entirely an utopia?
Does that mean every single fantasy game ever created had bad writing because it’s always some royalists wet dream and democracy is nonexistent?
I haven’t played ME2 yet, but one of the things I liked about ME1 was that the setting wasn’t just completely fantastical. It might be the future, and on the whole, it seems a fairly nice future to be in, but people are still jerks and dividing the world up into “us” and “them” is still the most popular pastime. People, regardless of species, are basically conservative and really just want things to stay the same. They don’t want to risk upsetting the status quo by going around building AI’s or radically changing the genetic make-up of their own or other species. It showed people in the future being basically the same as today: Self-centered, resistant to change and possessing an amazing ability to filter out anything that might upset their world-view.
I think there’s an important distinction between “the setting it portrays doesn’t seem like it’d be heaven to live in”, and “the writing sucks.
09/02/2010 at 14:17 Wulf says:
@The Sombrero Kid
You actually read what I had to say, gave it fair consideration, and came back with a point that isn’t trolling? That’s… unexpected. Thank you.
I actually completely agree with that, too. But I also point out that that’s why I found it depressing, because most of where I’d spend the game seemed to be in areas where more fascist beliefs were embraced, the opposing side of things was so few and far between, I wanted to see more like that, I’d like to have seen a ector of the galaxy devoted to such a movement, with both positive and negative elements thereof, I think it could have opened the door to a lot of creativity. What I’m trying to say is that the fascist airs of it meant that it comes over as just 20th-21st century Earth in space, and I wanted a little more than that.
Yes, the Citadel was depressing, I found it depressing too, and I also had a pick at the VI for being so fascist (I was surprised I was given the option), but considering that it seems that most of the areas of the game contain people and cultures which are just like that, the ones that diverge are few and far between. Does that make sense? I just wanted to see more of those little hints, expanded up to a more real presence rather than just a token presence.
…but I don’t know if this is going to be understood, and I’m still expecting to get more trolls than posts like yours.
09/02/2010 at 14:19 merc says:
Oh no, it’s not like that; I’m just a humble fan who was hoping for only, say, at least a lengthy blog post of accusations of fascism. Surely you can see how this anemic output would fail to please the fans of your comedy.
09/02/2010 at 14:19 Wulf says:
@jalf
We’re talking about two different things, here.
Read my initial post and my replies and you might grok where I’m coming from.
But again, it’s just my opinion… I simply felt that there were a lot of avenues for creative writing lost, that’s all.
09/02/2010 at 14:26 Rinox says:
@ Wulf: sorry if you felt I villified you – maybe I came on a bit strong with the “you will find…” intro.
Anyway, yes, the xenophobia (more that than fascism, imho) is all-intrusive in the ME universe, in almost every race you meet. But that is the universe Bioware wants to paint. To me, the story of Commander Shepard and humanity is exactly about overcoming all that.
Humanity is the new, strong kid who needs to impress its new playmates without having them hate him. The other races – notoriously the other 3 council races – are extremely suspect of this new race and its rise to power. That’s just the background. It’s a cold, paranoid and often racist universe.
SPOILERS:
But look at ME2…your crew has more aliens than humans. Part of the dialogue of most of your teammates will at least sideways refer to tensions between the Cerberus crew and the alien squadmates. But Grunt has a human (!) Battlemaster. Mordin struggles with his role in the creation of the Xenophage. Legion gives the Geth, the ultimate ‘other’ of ME1, a very different face than before…even Tali shows understanding for their motives in the end. There’s also the recovered datapad at the crash site of the old Normandy, with the log of an Alliance soldier who describes how he went from distrust and hate to acceptance of your alien squadmates after seeing their courage and loyalty. There are the Asari discussing the issue of Asari ‘purebloods’ if you go to Illium (how they are a ‘relic’). The discussing couples of interracial species on Illium, like an Asari and a Salarian who have vastly different life spans and know and accept this as a fact. And so much more.
These little cracks are found in the entire universe. A xenophobic universe, many species distrusting each other, your (forced) cooperation with a ‘Human Power’ agency (Cerberus) and a common, imminent threat (Reapers)? I sense a major change coming up in ME3, where all these petty changes must be swept away to withstand the storm that’s coming…so it’s probably not what you think right now.
09/02/2010 at 14:27 Lilliput King says:
or vilify me for it as you will.
You know me, Wulf. I’ll do my level best.
Joking aside, I agree the areas a little bit too functional, but for different reasons.
I can help but feel they’re a little short on spectacle this time around. You sort of get a feel for the areas, but they’re so small they begin to feel artificial. The Quarian fleet was the worst offender
I think you’re missing the point, BTW, by criticising the universe for being ‘right-wing.’ As Rinox pointed out, it’s part of the defining characteristic of the universe. Humanity on the rise, insanely quickly. Every other race feeling sidelined and threatened. Depending on how you play it, by the events of ME2, humans are already leading the galaxy. There’s a building feeling of resentment and xenophobia, especially towards humanity.
This is part of fantasy. You need to be able to accept other worlds as they are to be able to explore them, and not expect them to conform to your ideals. It’s more interesting this way, honestly. I’ll put forward 1984 as the best and most obvious example.
People are afraid of AIs because of the Geth, and to a lesser extent the Reapers. This is why AIs are ‘evil.’ It’s a theme that’s been explored a fair bit in sci-fi, (pretty much the entire plot of the BSG reinvention), so it surprises me a little that you didn’t pick up on it. The entire galaxy is pretty much governed by fear, and I thought that was conveyed pretty well.
Also, how are the Quarians open minded? The only reason they won’t experiment on live Geth is because they’re afraid of having them on board. If they could exterminate all Geth, they would, and they’re fairly unequivocal on that point. They’re driven by hate and fear as much as anyone else.
Finally, pirating a game with lax DRM? Lilliput King dissaproves -10.
09/02/2010 at 14:29 The Sombrero Kid says:
i think the Darker Universe™ is the reason for all the racists and right wingers, that and the obvious and strained metaphor for the world be live in today.
I know what you mean and to a degree, i agree it’s a little too constant, but then it’s not often you get a game which stresses criticism of US/UK Governments role in terrorising their own populace and overall i think it should be applauded for that, Blacksite for example was an embarrassment in that regard.
09/02/2010 at 14:35 Kester says:
@Wulf: Um, I don’t know where you’re getting your ideas about the Quarians from, but they’re probably the worst of the lot. At best they could be described as “insular”, and I take it you haven’t had a crack at Tali’s loyalty quest yet, because that shows you an even worse side of them. “Genocidal” would probably be a more correct term.
09/02/2010 at 14:50 merc says:
I think it’s appalling that ME2 doesn’t even have positive portrayals of any socialist workers’ collectives!
And how dare Shepard attack the collectors without an attempt at multilateral peace negotiations or even at least a round of mighty tough sanctions! I bet it’s because the collectors are brown people. That’s it Bioware, I’m with Wulf, I won’t stand for this horrific fascist riech wing propaganda any longer! If you don’t put this right, if ME3 doesn’t conclude multilateral peace talks in which mutual understanding persuades the Reapers to agree to commit to building a more progressive future and ending imperialism then I am writing a lengthy blog post.
09/02/2010 at 15:06 Schadenfreude says:
It’s worth baring in mind that the whole tone of the Citadel was substantially different (for me anyway) depending on what had happened at the end of ME1. With Udina in charge of a human-led Council there was lots of anti-human talk, outright resentment and general bad feelings with humans cracking down on aliens.
With the original Council still alive and Anderson on the board there were much happier feelings all round. A hostile shopkeeper in the other playthrough was downright friendly there were news reports about the Turians making financial reparations to humans over the First Contact War and people weren’t trying to tear down a commemorative statue of Shepard. It’ all one big love-in in Citadel Space on this playthrough.
09/02/2010 at 21:03 Man Raised By Puffins says:
Yes, I found that tone particularly rankled in the first game, but I think they’ve done a good job of rectifying it in Mass Effect 2. The late game reveal about the Geth builds on a couple of hints about them from the first game and finally casts them as something other than a mindless swarm of roboevils, plus there’s EDI. Yeah, practically everyone is still suspicious of AIs but in the context of the recent Geth aggression and what happened to the Quarians that’s understandable.
09/02/2010 at 21:17 Vinraith says:
@Wulf
I take your point about the racism, though I think others are correct that this is a fairly normal state for human and human-like intelligences so I don’t see it as being a political statement but simply a representation of a credible reality. Fortunately, as others have said, there’s plenty of room to buck the prevailing non-wisdom in this regard no matter what alignment you’re playing. In fact, as both renegade and paragon, I’ve never actually gone the racist route because it just makes the main character unappealing IMO.
As to the AI thing, well, AI IS evil. Sorry, but creating a genuinely independent, thinking intelligence is not a good idea, and it’s a common enough theme in science fiction to point that out. I wouldn’t characterize that as remotely “right wing,” indeed if anyone does end up hooking up a thinking machine to a weapons system I suspect it’ll be the right wingers over the vocal protests of myself and my fellow lefties.
10/02/2010 at 01:55 ohnoabear says:
Yeah, I second Vinraith’s comment about AI being bad. And if you’re going to name drop Accelerando, Wulf, you should realize as much. I mean, one of the main ideas of Accelerando’s third act is that true superhuman AI is an alien, frightening thing that is, at best, indifferent towards mankind and, at worst, hostile and either way capable of annihilating mankind utterly at will.
SPOILER
The book ends with all of humanity exiled from their home system, completely irrelevant, mired in a hedonistic, but ultimately meaningless utopia. It’s pretty much the Quarian’s situation but even worse: at least the Quarians have a reason to live, and a chance to achieve their goals. Even if your reading of the book’s end is cheerier than the existential nihilism I found, it’s still not a happy ending. Mankind is obsolete, on the run from its alien god-children who have devoured the solar system. Don’t you think that’s worth fighting against? And don’t you think it makes sense for people in Mass Effect to oppose it, when they’ve seen its effects first-hand?
10/02/2010 at 02:14 Nalano says:
Considering how ubiquitous genetic engineering is, I doubt the moral consensus in the ME universe is as one-sided as you make it to be. However, killing humanoids in genetic research is another question entirely, and that’s pretty much evil.
As for AI, there’s good, applicable reason to be afraid of AIs: They can decide, logically, that biological life is a threat to their continued survival because people as we know it are inherently irrational and prone to wars. They can conclude, thus, that a pre-emptive strike is preferable to an inevitable attack by biologicals. With this conclusion, they can instantly reach consensus with their entire race, retool their entire society on a total war footing no biological civilization has ever managed, and kick our asses in a way more methodical, efficient and brutal than we could retaliate with.
After all, look how an army of robotic domestic servants kicked the asses of the entire Quarian empire – the Quarians themselves being technological experts – and are pretty much fending off the combined enmity of the rest of the biological galaxy and thrive in the meantime with hardly a fraction of their total mobilization potential.
Also, considering the big bads are themselves giant cybernetic constructs… yeah. Plenty of reason to fear AIs.
Or, to channel HK-47: You are weak, meatbag.
09/02/2010 at 13:40 Pardoz says:
I’ll play the heretic here and say that, especially compared to Dragon Age, ME2 is an absolutely crap game.
It is, however, an absolutely fantastic movie, despite being regularly interrupted by annoying bits where you have to click the mouse a lot.
09/02/2010 at 14:56 Rob says:
Not really. Dragon Age is written much better, I never found myself in endless dialog loops like I can in ME2. Choice actually matter in DA where choice in ME2 comes down to being an idiot or not. Now ME2 is much better than ME1 which was vastly overrated. I think ME1 was the nadir of Bioware, it was the end result of continuously resting on their KOTOR laurels, KOTOR itself being overly praised because the world wanted a decent Star Wars game.
09/02/2010 at 13:42 Psychopomp says:
http://i49.tinypic.com/2cohimh.jpg
Codex entry ahead.
09/02/2010 at 13:43 ThePinkNinja says:
Since I completed it all other games and forms of entertainment ahve seemed slightly dull and washed out.
Is there any higher form of praise?
09/02/2010 at 13:44 tomeoftom says:
A really nice review! I remember feeling slightly hollow after the credits had rolled, also, but you’re perfectly right in putting it like you did:
“Because this is a game about smaller, intertwining plots, personal stories about those who keep you company. It’s the middle section of a trilogy, and as such its plot cannot be complete, nor revel in introducing a new world.”
It’s not a storyline meant for progression, or even consumption; it functions really quite comfortably as a stage of construction and development. The characters and the galaxy’s effect on them were all the “meat” the plot needed. I never felt like exploring worlds and talking to people was a mere deviation from the Great Arc, precisely because the Great Arc basically straightens out in this chapter. Despite the streamlining and action-packing ME2 benefited from, it was almost relaxing; the way you could ensconce yourself within such a delightful mass of conversation and investigation really appealed to me. A game less memorable than its predecessor, but hugely, hugely more fun to actually play.
09/02/2010 at 13:46 Paul S. says:
Everyone’s favourite character has reach. Archangel is completely wonderful, and beautifully handled both in the writing and vocal performance.
One problem I had (and it’s a minor one) is the lack of interraction with your mates outside of the loyalty missions. In DA:O, NPCs contribute to all the other stuff you do, have opinions, start fights etc. Never happens in ME2. Shame.
10/02/2010 at 00:03 +--JAK--+ says:
Minor Spoiler Warning!!!!!!
yeah i was a little dissapointed that the characters don’t really chip in much unless they are on their loyalty missions. I really hoped that taking Grunt and Mordin along for each others loyalty quests would have raised a conflict in interests and made an interesting situation but Grunt just happily played out his part without even making a single comment!
09/02/2010 at 13:47 Wichtel says:
There is one thing that really funny about sending out probes. Go to the Sol system and send a probe to the seventh planet.
09/02/2010 at 13:54 Gnarl says:
What mrmud and Piispa said. The main plot began nonsensically for most previous Shepards then handily stopped discriminating and made no sense for everybody. And then decided to not finish almost all of the threads it had been throwing in your face for the entire game anyway. At least all the character stories, or most of the actual game time, were great.
Oh, and everything else was great too. I even liked the planet scanning, as it felt in universe. I mean scanning planets for resources would be boring, yeah?
And while the clip thing did make the combat a hell of a lot more fun, it still feels a shame they got rid of a different idea for the standard method.
09/02/2010 at 13:57 FP says:
Still kicking myself that I lost my ME1 save (especially since I have a whole folder full of saves from other games). I’m not sure whether I want to use someone else’s save, it doesn’t feel right somehow.
09/02/2010 at 14:02 Wulf says:
@merc
Thanks, I was waiting for someone to be a total ass and act like a brainwashed dolt just because I had something slightly negative to say in a mostly positive review. As the kids say today: gg.
09/02/2010 at 14:02 Wulf says:
Whoops, I didn’t hit reply, I’ll go fix that…
09/02/2010 at 14:03 Tornik says:
For what it’s worth, I’d like to second everything said in this article. I actually left Mordin’s loyalty mission until quite late in the game, as I never really ‘clicked’ with his character. I found his mannerisms and way of talking interesting from a character design point of view, but had him written off as a solid second-tier character. His loyalty mission changed that.
My jaw was damn-near on the floor several times on the mission, as the quality of the writing conveyed fantastically the enormity of the decision the good Professor had to make, and how he had rationalised his actions and came to live with himself. I had honestly expected Bioware to give him an off-hand remark or a blazé attitude towards the whole thing – colour me corrected.
The game isn’t perfect. The decision to leave out the option to talk your way through your actions in the previous game if you’re sans-save is as infuriating as John suggests. I resent the fact that the games makes assumptions about my actions, that they’ve gone down this road is a very bad choice.
While it’s not perfect, it is superb. Aside from Mordin’s mission, the writing had me blown away again and again. If you’ll excuse me, I need to call in sick from work for the next few days to play through ME1 again so I can start ME2 properly this time.
09/02/2010 at 17:52 archonsod says:
I was the same. When I first learned of Mordin’s role in the genophage I wrote him off as some kind of Salarian Mengele. By the time I’d finished his loyalty mission however I had a completely different view of him. Superb writing by Bioware I think.
09/02/2010 at 14:12 mandrill says:
I have to take issue with you over the hacking and mining minigames. The mining I found very satisfying and much better than having to land in a Mako and traverse spiky terrain to get the minerals. I’m sure about 10 hours could have been shaved off my completion time had I not gone after all the rich planets and mined them dry.
And the hacking games were just genius. No more “Decryption skill to low” messages just a minigame that unlocked the goodies. on the odd occasion that I messed them up I found I couldn’t re-do them (apart fromthe meta method of quicksaving and reloading) The minigames themselves were simple, relatively diverting, and doable by even the most cak-handed.
Both mechinics were IMO a definite improvement on the original.
Oh and Mordin’s song is brilliant!
09/02/2010 at 14:17 Heliocentric says:
@John Walker So which ds games did you play during me2? I’m partial to playing advance wars: dark conflict during the long spawn times you’ll often suffer while playing “realistic” multiplayer shooters.
09/02/2010 at 14:25 sana says:
“Oddly, later you’re still given some dialogue choices about events from the first game – a person’s fate can be decided by what you remember, rather than what your save game says.”
Nope. For me they directly asked questions about things that actually happened in my save game, demanding statements from Shepard, instead of asking what exactly happened.
09/02/2010 at 16:16 Lilliput King says:
@Sana
Didn’t they ask you which council member you elected? That’s the choice everyone made which the game didn’t save.
09/02/2010 at 16:51 Springy says:
It made sense for me because I’d chosen the ‘it’s not my decision’ option when asked in the first game to pick either Udina or Anderson. Makes less sense if everyone was asked.
09/02/2010 at 14:29 UK_John says:
“A lot has been stripped down. Gone are inventories, ammo types, armour selection, and then all the confusion of augmentations added to these. Now the battlefield is focused on the action/”
“I really should have mentioned the combat by now, what with it making up about half the game.”
From RPG’s like Baldur’s Gate to the Action-Adventure that is the Mass Effect series and especially Mass Effect 2. Fully expec MAss Effect 3 to take place on one planet with lots of ledges to jumps across and hang on to…… Maybe the planet of Persia….. It sure as hell not moving toward being MORE roleplayingish!
09/02/2010 at 15:00 HermitUK says:
Role playing doesn’t have to mean lots of stats and loot. ME2 is an RPG because there’s the freedom to play it in a host of different ways. I’ll take choice and consequence over Torchlight’s piles of loot any day of the week.
09/02/2010 at 15:05 wyrmsine says:
It’s certainly stripping away some of the conventions of traditional RPG, but they’re not ones that really contribute to immersion in a character or playing a role. I’ve barely noticed the removal of fifty different “+X Guns of Bullety Pow”. Keeping them in wouldn’t have detracted from the story, but they would be an unnecessary distraction, IMHO. ME2 feels like the closest thing to an ideal RPG I can think of, in that it’s all about the player’s choices and doesn’t deal with character-building as item acquisition.
09/02/2010 at 15:29 SuperNashwan says:
I was glad not to have to constantly manage a huge inventory of nearly identical weaponry and armour in ME2, to my mind it’s been streamlined without losing the importance of tactical tradeoff, so the game doesn’t suffer at all. And y’know, ME2 is hugely more sophisticated in the actual roleplaying story elements than even its predecessor.
09/02/2010 at 16:04 autogunner says:
the tons of rubbish you got mass effect 1 diluted the experience. stats and items are a shite way of doing things in rpgs, hopefully we can get past it one day and focus on play a role and not statistical dress up, like in WFRP 3rd ed.
09/02/2010 at 16:19 Lilliput King says:
An RPG is an interesting beast in that it covers games like Deus Ex and games like Torchlight, or Diablo.
Suffice to say, I don’t much like games like Torchlight or Diablo. ME2 retained all the important aspects of a RPG – choices, interaction with a world, character development (in the literary sense) and a driving narrative, and sidelined the boring bits.
09/02/2010 at 16:42 Jeremy says:
I felt this was more a literal role playing experience than the arbitrary stat based “role playing” that previous video games have coined. Not to say I don’t love number crunching in games now and again, but it really wouldn’t have fit this game in the least. Mass Effect never claimed to be a number crunching game, that’s what Dragon Age is all about :)
Also, hated having 150 versions of Armor Piercing Rounds VI that took me 15 minutes to sell. There was an article linked to on the Sunday Papers and the writer had made the comment that there is a big difference between actual choice and redundancy… which we all know Mass Effect 1 had. What’s the point of having 40 ammo types and 120 guns, when you upgrade so fast that you never need to use 90% of them? I prefer having 3 legitimate choices for a weapon over 200 sub par choices.
09/02/2010 at 17:01 d. says:
Brilliant logic! Inventory, loot and items all sucked in ME1, ergo: ALL RPGs are better without them.
09/02/2010 at 17:07 Lilliput King says:
Whose logic is that?
09/02/2010 at 20:38 Brer says:
It’s worth clarifying that weapon choice and armor selection is stripped down and simplified, but NOT removed entirely: There are two of every weapon, usually trading hitting power/accuracy for ROF/ammo capacity, and a third sniper rifle, assault rifle, and shotgun. Some of the NPCs have access to one of those “top tier” weapons, and you get to pick one or expand your weapon skills about half-way through the game (so if you’re an Infiltrator with sniper, SMG, and pistol skills you can pick the top tier sniper rifle OR choose to learn to wield shotguns or assault rifles). Armor selection is now a mix-and-match affair by pieces. I went into the end-game with an eyepiece/visor that gave me extra headshot damage, thigh armor with pockets to up my extra ammo capacity, shoulder pieces that reinforced my shield strength, and so on.
That said, again it’s stripped down, you can buy and find as much as possible and still only have three or four choices for each piece not counting the all-in-one DLC suits like the Inferno, Terminus, and Blood Dragon armor. The biggest change is weapon modifications and upgrades. They are universal and stackable improvements that you acquire in missions and have to research, or they’re schematics and specs that you buy from stores. In either case the idea is that your on-board armory and fabricators are incorporating design improvements to all the weapons it’s spitting out for you. Meanwhile, special ammo is basically a class-specific power that is toggled on or off rather than something you manage like an inventory item. There’s no real good in-universe explanation for this, but from a gameplay perspective it makes special ammo something that you have a reason to care about rather than ending the game using nothing but Sledgehammer rounds since they worked against everything. It also gives another reason to pick soldiers, since not only do they get training with every weapon, they get access to every ammo type.
09/02/2010 at 20:46 mejobloggs says:
I feel lonely without inventory, loot and items in ME2 :(
I think they’re fun
09/02/2010 at 14:32 Helm says:
The review captures how I felt about the game though I wasn’t as impressed with the characters or plot as John but perhaps that’s because I found it difficult to get over how the faces of the 3d models couldn’t emote anything but slight variations where the stories of them often called for all-out rage or laughter or tears, it’s a technological issue then.
09/02/2010 at 14:40 The Sombrero Kid says:
I’m gob smacked you weren’t impressed with the facial animations i rarely find Hollywood actors more convincing than these characters.
09/02/2010 at 15:00 Zyrxil says:
What facial animations? 90% of the time you’re talking to aliens whose facial movements mean nothing at all, as far as you know. The other 10% of the time you’ll maybe catch a smile. Source engine quality facial animations these are not.
09/02/2010 at 15:07 Bowlby says:
It’s weird because in the first game I was really impressed by the facial animation. With Mass Effect 2 it felt like I was watching the puppets from Thunderbirds trying to do Shakespeare. Yet, the facial animations must be at least as good as the first one, which leads me to believe that my expectations have simply been pushed raised upwards.
09/02/2010 at 15:15 Helm says:
what Bowlby said. It’s not a problem so much with most of the aliens since they’re either stoic to begin with or their faces are too aliens like Krogans who look constantly grumpy so that’s fine. But for the human or very humanesque types of aliens, it was really jarring. Close your eyes while someone is talking and imagine what expression they’d have, then open your eyes and look at blankface, perhaps slightly grinning blankface.
It’s mostly the eyes and eyebrows along with skin complexion changes that are lacking. You can’t do every human expression (the story called for) by slightly manipulating the mouth area.
09/02/2010 at 15:23 The Sombrero Kid says:
i’m sorry i can understand that sometimes it’s on the wrong side of the uncanny valley or that most of the time it’s right in the uncanny valley, and that the source engines facial animations are good, but they are nothing compared to mass effect 1/2. (i even watched them again to check, mass effect is superior hands down)
09/02/2010 at 15:32 SuperNashwan says:
I get how not liking the facial animations would be annoying but I found them to be very well done, I was actually taken aback by the range and subtlety on offer. And to compare Source’s cartoonish gurning favourably to ME2…
09/02/2010 at 16:23 Lilliput King says:
Disagree! Episode Two’s facial animations are so much better than ME2′s creepy grimaces. A minor nitpick, but it bugged me.
09/02/2010 at 16:45 Jeremy says:
Really, the only thing missing with the facial animations was getting the eyes involved. Some of the smiles were creepy because it never affected the rest of the face, and the blank stare doesn’t evoke a ton of emotion. However, I think that was only noticeable because the rest of it was done so well… so here’s hoping that Bioware figures out how to animate around the eyes to make the emotions of the characters seem more authentic, but even if they don’t, I’ll still be impressed with how far they’ve come.
09/02/2010 at 20:49 Brer says:
I don’t think it’s quite fair to compare HL2 (and episodes) animation to ME2 for the simple reason of time. Even if we restricted HL2 quality to just Male Shepherd, Female Shepherd, The Illusive Man, and your party (that is to say, we ignore all the other NPCs, even major ones like Liara, Aria, Anderson, Udina, etc etc), you’ve still got double the characters (14 in ME2, 7 in HL2 counting Dog as a character) and at least ten times the “screen time”. You can add up all the dialogues from every character in Half Life 2 and both its episodes, and Mass Effect 2 exceeds the count before you’ve recruited your first character. Even then I’m being generous, since a lot of the work actually done on characters other than Alyx (Breen, Eli, Edith, etc) was much less extensive.
09/02/2010 at 22:39 Helm says:
Brer I’m not saying it’d be easy to do and yes it’d cost more money and more hours but for ME III if they want more emotional poignancy, getting the eyes, cheeks and eyebrows involved in expressions would be a good thing to do.
10/02/2010 at 01:04 Nalano says:
I think it’s because all ME2′s characters are built to a form whereas the most expressive characters in HL2 are tailor-made. So in effect, all those sliders of cheekbone height and lip width hurt the engine’s ability to do more than eyebrow wiggle and smile.
09/02/2010 at 14:34 Wednesday says:
Would that other favourite teamate of yours happen to be the last one you find?
Because I thought he was staggeringly well written.
09/02/2010 at 16:26 Lilliput King says:
Nah, I’ve worked it out. It’s not him. John gives a big old clue on the first page.
Was an incredible moment when you recruit the character John alludes to. Suffice to say, I didn’t see it coming.
09/02/2010 at 18:30 Wednesday says:
Ah, so, are you thinking the guy in blue?
Because he was also fantastic.
09/02/2010 at 14:35 Rinox says:
I’m spamming the thread but…Joker was actually funny this time. Hated him in ME 1 – loved him in 2. Maybe I’ve just gone soft.
09/02/2010 at 14:44 Kester says:
Yeah, he was definitely better. I didn’t hate him in ME1, but I could take or leave him. In ME2, he was one of my favourite characters: as John said, the exchanges between Joker and EDI are a particular highlight. I think he’s a good poster-boy for the general improvement in the writing between the two games.
09/02/2010 at 14:39 Heliocentric says:
As someone who touched into the study of evolutionary ai. Self replicating machines are terrifying concepts. With no environmental constraints, the ability to not only reproduce but also to specialise. If i was in any kind of position of us choosing if we send up selfreplicating drones or not it would be a big “hell no”.
What happens when any moral or capacity constraints are accidentally “bred out” within the reproduction? Unless you don’t mind organic life being replaced.
09/02/2010 at 14:47 mrmud says:
The Singularity is very, very scary concept.
09/02/2010 at 14:53 mandrill says:
There are many options for the singularity, artificial life wiping out humanity being only one of them. Humanity becoming ‘artifical’ being another. Its all evolution anyway. one form of life supercedes another. All we can hope for is that some rememberance of who we were and what we achieved survives.
09/02/2010 at 15:50 Nick says:
There’s a really nice reference to a Charles Stross book, Singularity Sky, where a few characters talk about Cornucopia machines and unlimited nanotech.
09/02/2010 at 16:12 Tei says:
“Unless you don’t mind organic life being replaced.”
He.. you cannot step into the same river twice. We replace all our cells several times in our life.
09/02/2010 at 14:39 Eight Rooks says:
It is a very good – not great – game, possibly the first Bioware title I’ve ever actually enjoyed, and definitely the first to come anywhere near deserving the praise their legion of acolytes unquestioningly shower over anything they ever do. Shooting, much, much improved – not the best third-person action game ever conceived or anything and it can get pretty unbalanced (though nowhere near as horrendously broken as Dragon Age – three words; ‘Cone of Cold’). But it rewards different tactics and mixing it up and does so pretty satisfyingly. Writing, greatly improved, brilliant in places.
It’s just a crying shame they’ve shot themselves in the foot so much with the limitations of their game mechanics – the way once the loyalty quest and (possibly) romance quest are over, your teammates shut up; the way you’re still railroaded into behaving like one of two vastly polar opposites in some very conspicuous places (Mordin’s loyalty quest was possibly the worst example of this in the game – you can only respond to him with either ‘YOU ARE A MONSTER AND YOU SHOULD HATE YOURSELF’ or ‘Yeah, cool story, bro’ and it’s quite frankly not on); the way there are plot points that blatantly go absolutely nowhere… there’s at least one character you should not be allowed to take to a certain location without a potential all-out war on your hands, yet the most the game gives you is an ‘Oh, how interesting’, there are several character traits – Jack’s in particular – which are just vaguely touched upon and then never mentioned again and there are various topics which are screaming out for the mother of all meaty, dramatic arguments but which get passed over in a couple of throwaway lines… (And no, it’s not an Empire Strikes Back type of thing. These are subjects Bioware have absolutely no excuse for not dealing with here and now.)
But hey, it’s a Bioware game, and therefore the overabundance of big words and epic-sounding thematic content will be more than enough in and of themselves for millions. I guess I should be grateful some of it actually has quite a lot of substance this time. Which I am! 40 hours and counting over two playthroughs, and yes, I did enjoy both quite a bit. Which is what’s important, I guess. I just wish someone, somewhere in a position of (relative) authority within the games industry would wake up and give Bioware and their adoring faithful a stern talking-to. They’re talented developers but they’re nowhere near the living gods people take them for, and even with all the progress they’ve made in ME2 (seriously, it’s so much better than the vapid tedium of Dragon Age it’s unbelievable) there’s still room for so much more.
09/02/2010 at 17:15 Jesse says:
Indeed. I quite like ME2 so far – I’ve got most of the companions and done half the loyalty quests – but it is always just pushing the edge of ‘too damn game-y’. I have to work a little to suspend my disbelief about the companions, and I wish I didn’t. If only it wasn’t SO NAKEDLY OBVIOUS that each one’s dialogue options will refresh once when they first join, once to request and answer questions about the loyalty quest, once after the quest, once demonstrating vulnerability and expressing interest in romance but ‘needing to think about it’ if they’re a romance-capable character, then sex scene and that’s about it. Total robot conversion completed. This is one instance in which the previous Bioware titles were simply better, and not due to budgetary or technical constraints. There used to be more talking with the most interesting characters in the game. Now there’s just this really very small bit. There’s plenty of incidental dialogue about missions and locations, but what we really want is more conversation with party members about what they think, am I right? Remember recruiting HK-47 on Tatooine? That’s a huge, very funny dialogue tree, with lots of hidden detail for the persistent to discover.
My suggestion would be to save disc space (if necessary) by removing most of the redundant, not-very-interesting info you get from all the three-question interrogations Shepard can perform on all the bit part, quest related characters, and use that space for party member speech. Yes, everyone has a favorite character – if only you could talk to that character, and get new information, more than five times! To me it feels like a corporate level decision: face editor, morality system, each character speaks five times, check.
I think everything else done in the transition to Mass Effect 2 (besides the hacking and mining, WHAT WERE THEY THINKING) was a great improvement. I may actually not resell my (XBox) copy. Unfortunately the main improvement I wanted, and an improvement I think the nature of the game cries out for, is expanded involvement with the characters in the party. Maybe they could leave their rooms once in a while? Maybe they could not all have the same getting-to-know-you arc? Maybe they could come to you once in a while, instead of (almost) always the other way around?
09/02/2010 at 21:21 Drew says:
I totally agree with you. I was disappointed that this review was so gushing. ME2 IS a good game, but it is not a great game, for the reasons you mentioned and more.
Mass Effect 2 is a funny game, because its basically an adequate shooter wrapped in a choose your own adventure novel, albeit one with far fewer outcomes.
All of the “battle zones” are very similar, all the missions are 100% linear, all the side quests so shallow as to be barely extant. The characters ability to interact with the universe really does boil down to Talk, Shoot, or Fuck. The hacking sequences could have been removed from the game without impacting anything at all, except for eventually who lives or dies at the end of the game. Which felt very arbitrary. Its sad that some of the ultimate repercussions of your choices happen because of whether you felt like playing stupid mini games enough, as opposed to real choices.
Its a game that so desperately wants to feel “alive” with all the top shelf voice talent and heavy dialog, and yet is also incredibly meta-gamey. See the inventory, the combat, the ship upgrades, the Magic Quest for each character. All of whom you lock in a box on a ship until you need them in the final mission. An utterly asinine plot btw. You essentially require a team to work together to defeat a menace, so the man with the resouces for you to build the ultimate team sendds you off to find all the most extreme individualists in the galaxy. After sitting in their private rooms on your ship (and never interacting unless you take em out on a mission, where they might exchange 1 or 2 lines) they are thrown together in a firefight where you take no particular advantage of their skills. duuuuuuumb.
Additionally, all of these “superheros”, because that’s essentially what they are, certainly don’t feel like superheros in the shooty portion of the game. All the biotics are alike, as are the engineers. Some of these characters are supposed to be vastly more powerful than others, and yet in the shooty section they are all interchangable thanks to the way the rpg portion of the game was set up.
If you are going to move away from the rpg format, have the balls to ditch the underlying system entirely. Make each character uniquely powerful or skilled in some way that actually matters to the majority of the game. As is, there is only one (crucial) time where it is important to understand the relative skill levels of your characters. That was well done, and yet *still* felt cheap. I chose a character that would have been able to carry off a particular mission PERFECTLY well, except bioware decided arbitrarily that he would fail, and the particular way they made him fail was random! A big fuck you to me on that one. Either that sequence IS to some extent random, and hard choices result in hard outcomes and no one gets off unscathed OR you make it a silly little minigame of simply picking the right people for the job. Dont let me pick someone who IS perfectly equipped and then kill them in a “random” way because I failed your minigame….
The ending was cliched and poor, some of the characters were well written, but some were embarassingly bad. Virtually all the romantic scenes were painfully silly, with Jacks being a particular low point. Shepard was at times quite stupid. I found particularly, as did you, that in Mordins side quest Shepards dialog was just dumb and made me detach from him as a character.
So yes, an uneven game, and one where the “interactive entertainment” slider skewed heavily towards a dialog based “choose your own adventure (as long as you want adventure A or B),”, and away from an actual universe to explore and engage.
There haven’t been any games in a long time, to my knowledge, that combined a sci fi, space oriented plot with a universe in which you were able to interact on more than a totally superficial level. Space Rangers 2 was the closest I suppose, in its way, and it was superb.
I just don’t understand why we haven’t had almost any games in this space since the 90s. We used to have rpgs & hybrids like Star Control 2, Hard Nova, Privateer, Starflight, and Buck Rogers. Space combat games like Freespace and Independence War.
It feels like this space is so rarely explored these days, and when it is, you get a game like ME2 which is very much like a movie. You get to enjoy dialog and acting and a fun space opera plot (albeit a bit shakey in parts), but you no longer can interact with the universe in any but the simplest ways. The shooting in ME2 just feels like another minigame to pass the time between movie sequences.
Will they simplify it still further for ME3? They have really reached a mass appeal game here, they should just call it Talk, Shoot, Fuck: In Space. The formula of this sort of interactive movie is a fun one on its own, it just saddens me its the only one in the genre.
TLDR: ME2, entertaining but not great. Where are all the rest of the space rpg’s?
09/02/2010 at 21:28 Drew says:
As a last note, compare the interaction of plot and game elements in a game like Freespace or Tie Fighter where the drama is explored during the “game” portion (flying around in space). In ME2 the shooty parts are rarely particularly dramatic, for example. Imagine that you played the “adventure” part of ME2 and a friend played all the shooty parts. You would have an almost entirely complete experience, while they would know virtually nothing of what was going on. Compare that to a Freespace or Tie Fighter.
I think that simply put, the interactive element of ME2 is the wrong choice. I’d rather a dozen other things, including a Jagged Alliance 2 style game that combines rpg/tactical combat/world interaction and super characters all in one package.
But I guess those don’t sell as well as these new *streamlined* games.
09/02/2010 at 22:36 Jeremy says:
@Drew
I would argue that if you divorce any game from 50% of itself, people will always have a wildly different opinion of it. Imagine taking out the side scrolling action parts of Actraiser (SNES suckas!) and you’ll have a fairly basic city building simulator, or vice versa, you just have a side scrolling action game with little to no story cohesion. You can’t cut a game in half and say “see, it doesn’t make sense!”
09/02/2010 at 14:39 Mr_Day says:
Just a quickie on the resource scanning side of the game.
First of all, on my subsequent playthroughs, even starting a new game, it gave me tons of the minerals that can be acquired. This drastically reduced the workload of upgrading your ship and equipment – I do not know if this is a bug or intended, but I find it welcome anyway.
I found the resource gathering dull as fuck. I was thinking to myself “Oooh! Someone has been playing Star Control 2, obviously, this is all familiar!” which turned to “Yeah – this was dull in Star Control, too.” It also doesn’t help that on the pc, scanning with the mouse is laborious and knackers your wrist – the sensitivity of the mouse is turned right down for this bit (even with Miranda’s upgrade), and you have to hold the right mouse button as you move it. Knackers your arm, I can tell you that.
I was not an early adopter to SC, coming to the game only when the sequel went open source and funky, but scouring resources in order to fnd upgrades to your ship (and fleet) was part of the appeal of the game – mainly because it was a secondary part of the exploration. You don’t go around the universe in SC2 just to act like an intergalactic Henry Hoover, you are searching for allies, clues and opportunites to complete your larger, over-riding mission. This might sound familiar to you. It is just annoying that Mass Effect 2 messed this part up – you aren’t scouring the galaxy for allies and clues, because you are told where to go at every step. The only reason you have to go to an unexplored planet that doesn’t say “Recruit so and so” or “Slap about baddies” above it is to fund your research projects – they took the dullest part of exploring in SC2 and ignored the better part.
Of course, this does assume they had been playing Star Control 2 when they made it, but the way the galactic map and resource system works is far too familiar. I apologise if I sound like a whiney fanboy here, I do not mind if developers use other games as a reference and like I said, it is all just a tad too similar. If they had played it, why did they only take the dullest part?
I did mean what I said earlier about the final boss, though.
EDIT – Bah, it embedded the video, and I didn’t want it to. Rargh! There goes that joke.
09/02/2010 at 14:40 tmp says:
Suspect while Archangel *is* a wonderful character he isn’t the one meant as he could’ve been referenced by codename without spoiling anything.
The pure spoiler would be the guy whose identity remains completely hidden until you actually run into them. And i use “them” deliberately here.
09/02/2010 at 15:52 Paul S. says:
Maybe. He’s a lot less interesting than he could have been, though. I can’t really picture him being anyone’s favourite character…
John should clearly come back and sort this out. The internet demands it.
09/02/2010 at 21:19 Eschatos says:
Him(It?) was definitely my favorite character.
09/02/2010 at 21:25 qrter says:
I can’t believe Archangel would be anybody’s favourite character. I thought his loyalty mission was terrible.
10/02/2010 at 00:02 Nalano says:
Mordin was definitely the most fun to talk to, but Archangel and I had history – and without spoiling too much, that meant something to me.
Other than that, I think he fit the stoic (cen)Turian archetype very well. In the universe, I tend to view the humans and Turians as basically brothers in arms – which would explain the contempt each has for the other; too familiar? :p
10/02/2010 at 01:27 Dante says:
Interestingly he does point out that he’s not the typical Turian. Turians value responsibility, chain of command, civic duty and devotion to rules, he’s a maverick cop who doesn’t play by the rules.
10/02/2010 at 02:32 Nalano says:
How Dirty Harry of him. ;)
Tho, really, in a society that promotes civil service, certainly folks like him are an inevitable byproduct? He still has an unimpeachable desire to do serve society, after all. It’s not like he ever hints at doing something for selfish reasons.
I’m sure there are a lot of his type in Turian space.
09/02/2010 at 14:45 Cooper says:
It’s been a while since I’ve wanted to get a game so near release. I think I’ll save my beer money for a bit by having a second playthrough of ME1. I was very happy with where my Sheperd ended up (A good mix of renegade and paragon, maybe a tad towards renegade, council dead but the good guy human in the lead) except for a dead Wrex. I’ll reinstall it and go back tonight and save my favourite krogan.
Also, I’m glad to hear you get to tailor your save game when you carry it across. I played an infiltrator first time, but want to play through ME1 as a Soldier for more boomstick this time – glad I get to go back to snipey snipey goodness if I carry her through.
(Also also: Is it me or is, despite BioWare’s trailer, Shepard now female in pretty much everyone’s mind?)
09/02/2010 at 14:52 mrmud says:
Shepard is obviously female!
Also you get to choose a third weapon specialization about halfway through so you get to use the assault rifles even if you arent a soldier.
09/02/2010 at 15:37 Spork says:
When you get the chance of picking a new weapon, I’d seriously suggest trying the Widow uber-sniper rifle. It’s now one of my all-time favourite weapons.
09/02/2010 at 16:25 Javier-de-Ass says:
yeah, I need a sex change for me3
09/02/2010 at 17:11 Jeremy says:
I play the male Shepard (I just can’t betray my gender for some reason), but he somehow deadpans the entire time. I would not be disappointed if they got a new voice actor for him, and wouldn’t feel that continuity was messed up. If I can change Shepards face, why not his voice? I sort of feel like I could do a better job at voice acting than what’s his bucket who voices the male Shepard. In fact, I feel like any other man in the entirety of mankind could do a better job. If they can get Martin Sheen for a secondary role, why can’t they get a real voice actor for the main character?!
And seriously, who says things like “You are a valuable addition to our team,” to try and comfort a person? It’s not real, it’s not comforting, and a sentence like that would be better served as sarcasm for a Renegade interrupt.
09/02/2010 at 17:21 Jesse says:
Yes, I wish I could gender switch too. After a whole game playing as Male Shepard, you begin to feel that he’s being insincere about everything he says. He’s clearly faking his emotions. That might be an interesting effect if he was supposed to be faking his emotions…but he isn’t.
10/02/2010 at 00:04 Nalano says:
Arguably better voice actress.
09/02/2010 at 14:48 Johnny says:
I played about a third or half of the first Mass Effect, and then I got too fed up with the combat and boring characters (seriously Joker, Garrus and Tali were the only three I sort of liked) and quit the game.
I read up quickly on what happened between my quitting the first and the second game starts, and then played through Mass Effect 2 in TWO SITTINGS, 13 and 14 hours long.
I don’t regret skipping the second half of ME1.
09/02/2010 at 15:09 wyrmsine says:
Same here – I liked ME1, but not enough to finish it. I cannot stop playing ME2 – it’s fantastically good. Jaw-droppingly charming, in places, and I’ve lost an entire weekend to it. Haven’t done that in a very long time…
09/02/2010 at 20:42 Casimir's Blake says:
You both missed out on the BEST half of the game. Go back and play it! Set the aiming to full auto if it makes combat easier, but Mass Effect 1 only becomes a good game for the last 3 hours.
09/02/2010 at 14:52 Dominic White says:
Most of the complaints about ME2 – lack of decisions from the first game having massive repercussions, lack of huge changes in the universe over the course of the game, etc – can all be explained by one thing: This is the middle game in the trilogy. The first game was the setup, introducing the universe and the villains. This was the build-up, introducing the greater cast and filling in the blanks. ME3 is going to be where everything comes to a thunderous, crashing close if Bioware have learnt anything, and considering the massive, enormous improvements made between ME1 and ME2, they probably have.
My only solid complaint is that the resource-hunting minigame is a little naff. I actually liked the Mako, at least as a pure combat vehicle – for exploration it was dull, but it was fun to drive and run people over with, or cannon-snipe Geth from 3km off. Bioware are going to be releasing a new tank as (probably free, if it’s part of their Cerberus Network stuff) DLC sometime in the near future, so hopefully that’ll become an alternate way of gathering resources – with violence!
When all is said and done, ME2 would probably be worth the money if it were just a pure linear shooter. But it isn’t – it’s a 30-ish hour long sci-fi epic with enough classic RPG style to string it together, but never getting in the way of what is a really well paced action game. And that’s why everyone should buy it.
09/02/2010 at 14:54 mrmud says:
Only there are no “I am your father!” moments in ME2…
09/02/2010 at 14:56 Dante says:
You mean the collectors “We are your precursors!” moment doesn’t count?
09/02/2010 at 15:12 mrmud says:
It counts but it happens so early in the story that the ending lacks any kind of real impact.
09/02/2010 at 15:12 Dominic White says:
The entire game is a series of minor plot revelations and subversions of what you thought you knew. There’s no massive ‘I am your father’ bomb dropped, but a lot happens. It feels kinda like the second LOTR movie – transitional, rather than definitive.
If ME3 can meet my (now rather lofty – ME2 was a genuine surprise) expectations, I will be very, very happy.
Apologies for any typos above… Typing on iPhone. Heh.
09/02/2010 at 15:02 Dan (WR) says:
I’m a little on the fence at the moment, but then I’m probably only about 1/3 of the way in. Everything feels a little too cramped at the moment. The story-missions I’ve done didn’t seem to take very long, and the few assignments I’ve done were really perfunctory. And there’s the Citadel size…
I think a large part of that discontent stems from the rotten planet-scanning. It feels like I’m flying off to a system, spending an age scanning everything in sight and finding lots of boring minerals and one (tiny!) assignment once in a blue gibbous moon, then heading to do a story mission that lasts maybe an hour. Considering how many planets there are, it makes the game feel somehow light on content.
The again I wasn’t all that keen on the Mako explorations in the ME1, and I can appreciate that this game is more focused in every way. And I am enjoying the fights, the writing and the most lovingly crafted ass in videogame history.
09/02/2010 at 15:10 Taillefer says:
I was going to list the reasons why pretty much everything is badly implemented. I won’t, suffice to say my experience of combat and companion AI were significantly different from yours.
However, the characters and dialogue, along with the acting, were enough to save it and make it all worthwhile. The relationships with some of the crew members are genuinely touching. The humour is superbly judged and actually funny. The opinions and stories from the crew members make you judge your actions differently (one in particular from Mordin about evolution and technology is why I didn’t keep the thing at the end). It probably is better to think of it as interactive movie, but that was enough for me.
09/02/2010 at 15:25 tmp says:
That didn’t even occur to me when considering the final question. Mordin’s view is pretty idealistic (an easy stance to take when it’s applied to someone else’s fate) but rather suicidal when you’re in position of a caveman with stick againts the guys with assault rifles. You can hardly afford to evolve at your own pace in situation like that if you intend to be able to evolve at all.
09/02/2010 at 16:10 Taillefer says:
Not just evolving at your own pace, but your evolution is then on a path pre-determined by that technology. It’s a choice between a chance to fight for for your fate, or to have it set by something else anyway, and considering the origins of the technology, it’s probably not a good ending.
Still not an easy choice, but I felt the universe had a chance without it. It’ll be interesting to see where Bioware go with it.
09/02/2010 at 16:35 Lilliput King says:
one in particular from Mordin about evolution and technology is why I didn’t keep the thing at the end
Same. Mordin was very persuasive on a lot of topics.
Also, remembering the conversation with the Reaper near the end of ME1. It wasn’t a moral choice, for me, but pure pragmatism. Game didn’t interpret it that way, though, which was annoying.
09/02/2010 at 16:49 Jeremy says:
Yeah, considering how the universe got into this mess in the first place, it made the decision at the end of the game quite easy to make… at least for me.
10/02/2010 at 00:13 Nalano says:
Mordin really humanized the whole enmity between Salarians and Krogan for me. After his loyalty quest, I really got the impression – through sheer force of dialogue! – that he a) had a heart, and b) consulted it regularly. There were questions I wish I could ask him that Shepard didn’t, but during our interactions, Shepard basically asked (and got a respectable answer to) about 80% of what I, the player, was wondering about.
I liked him a lot for that reason. I also liked Archangel, Jack and the secret character for that reason too, for they approached life rationally, if in ever-complex shades of gray.
Miranda, however, I wanted to throw out the airlock, and was rather frustrated with the lack of appropriate airlock commands available to Shepard. Of all the characters, it felt like she was the one who took the least consideration of other points of view. But I suppose disliking the character wasn’t so bad as not having the ability for Shepard to do so too.
09/02/2010 at 15:19 Nakki says:
Mass Effect 2 was a great game but:
- All characters thought of Shepard as god, which might be ok, as he kind of was a god, but the worst thing about characters was that there wasn’t any real schism between the characters either. Sure, there were two different character pairs who had something against each other, but it didn’t really affect anything at all. There weren’t any choices to be made regarding the characters really.
- The Original Mass Effect gave me some sort of feeling of urgency and grave danger. Mass Effect 2 seemed like a round trip around the galaxy with no real hurry. Some cutscenes of colonies being annihilated would’ve actually made it feel like you maybe shouldn’t get all the companions and do their loyality quests, but no, it was a peaceful round trip around the galaxy to get all characters and expirience all content.
- That said, the final mission didn’t even feel very dangerous or anything. Hell, I tried to get Shepard killed on my second playthrough, but I didn’t even manage to do that. Seriously, the game was marketed with a dangerous end mission where your whole team might die. Piles of them might die, but getting all dead is hard.
- The weapons. Oh god. 2 weapons of each type, 5 heavy weapons and some special weapons. Atleast the special shotgun was rather crap too. There should’ve been piles of weapons and actual choices depending on playstyle instead of this “hey I got a new better weapon”.
09/02/2010 at 15:36 Dominic White says:
So, you’re complaining that it’s hard to get the ‘you completely fucked up and can’t even continue to the sequel’ super-bad ending, and that there’s no obnoxious ticking timer on everything you do (there’s one point near-ish the end where you can lose a LOT by dicking around, just FWI… unlike ME1, where you COULD tool around the universe for weeks, climbing mountains in your giant moon-buggy without consequence).
It sounds like your problem is that you’re a masochist, and Bioware forgot the whips and chains today.
As for the weapons, they actually all roughly average out to the same power – they DO have different styles and effects. And the special shotgun isn’t terrible – it’s brutal and will strip off an enemys entire shield and a chunk of their health in a single hit.
It’s a helluva lot better than ME1, where after every fight you had about fifty identical guns to melt down or sell off, and they didn’t so much provide ‘variety’ as a ridiculous power-curve where the earliest guns are nigh-useless (shotgun overheating after three shots? fantastic!) and the endgame weapons can constantly fire a flesh-melting stream of nuclear death without ever having to cool down.
09/02/2010 at 15:51 mrmud says:
ME1 had a problem where there was a great sense of urgency in the story and none what so ever in the gameplay.
ME2 has a problem in that there is no sense of urgency at all.
Not entierly sure which is the preferable alternative
09/02/2010 at 16:19 Nakki says:
What I am saying is that the game doesn’t have any sort of an atmosphere of urgency. It’s just a round trip around the galaxy to get all the companions and do whatever they want while supposedly millions of human colonists are being vanished by the evil collectors. Characters themselves are generally ok (well, Miranda is boring), but they don’t really do much. I would’ve liked real schism between Miranda/Jack and the-other-pair-that-would-be-spoiling-to-announce, for example in a way that you can get only one of them loyal.
The ending was utterly boring as it is so easy to finish the game with no casualities at all by just clearing all the major content in the game. It just didn’t feel like a dangerous end mission. I am not saying that it should be easy to get a bad ending, but hell, I tried to get Shepard dead on purpose and still couldn’t succeed, so something was seriously wrong. One thing ME1 did well was the Ashley/Kaidan choice on Virmire. I wish there had been more of such. You won’t get even a single casualty if you don’t really want to, which is very boring. There’s no sense of danger.
Weapons were boring as hell in ME1 too, but ME2 should’ve seriously included a pile of weapons and armor to choose from. Currently the list of different weapons and armor is quite low. Borderlands had a ton of weapons. I’m not saying there should’ve been that many, but there sure should’ve been more, especially for when you replay the game with same character.
But yeah, Mordin Solus’ singing scene makes up for a lot of ME2′s flaws, and anyway, even with all the flaws I listed I highly enjoyed the game. It was easily worth the money even with all it’s flaws.
09/02/2010 at 16:56 Jeremy says:
The inventory system of Mass Effect 1 was a slut. It just gave out an inordinate amount of awful weapons and armor, with my characters using only a meager fraction of what I picked up. I’m pretty sure by the end of the game that some of my characters were still using the beginning weapons for their off skills. Why upgrade Wrex’s pistol?
The weapons in Mass Effect 2 actually have more uses than the junk offered in ME1. Take the pistols as an example. Pistol A packs a lighter punch, but a better rate of fire and a bigger clip. Pistol B is a slugger, but can’t hold much ammo at all and a weak rate of fire. If they added Pistols C – Z they would just be variations of the same pistols, but to different degrees, and would create an unnecessary amount of choice.
10/02/2010 at 00:21 Nalano says:
Each weapon archetype in ME2 had at least two (and up to three) choices of weapon type, and then five levels of weapon power plus two weapon specializations and five ammunition types. There are five weapon archetypes plus five heavy weapons. That’s 355 permutations.
Multiply that by 11 characters and you see why there may be necessity for streamlining.
Now, about the story: It’s entirely possible to lose people even WITH completing all loyalty quests. That doesn’t give you a free pass.
As for the sense of urgency, I hate false senses of urgency. ME1 gave you a galaxy and told you implicitly to explore it, except for the butyoumustsavethegalaxythere’snotimeforsidemissions nonsense. It wasn’t true, tho. You had no real need to hasten your ministrations in ME1; you lost nothing. Funny enough, in ME2 it’s all about being prepared for the mission, for there is a point during your ambling about where time actually is of the essence. Funny enough, you have it backwards.
ME2 really did bring consequences for dallying about – real consequences! – and I like it all the more for doing so.
09/02/2010 at 15:25 Marty Dodge says:
MEII is a watered down game that smacks of “console port”. Its less involving and more annoying (ie the idiotic hacking games) while looking good. So far I am not very impressed with this game and find myself missing MEI. I seem to have found many of the bugs early on as well. Having to restart from a last save because the map is bugged it pretty damn annoying.
09/02/2010 at 15:34 origo says:
… so how does this game compare to ME1?
ME1 felt like a nicely polished, well thought out piece of crap. The kind of game experienced game maker would make to make some cash without taking a risk. Lack of invention+imagination, exploration made boring, fighting made boring. Yes, story seemed polished, but again, like an ordinary holywood movie. For me it felt like a worst game bioware made.
So how does this game compare to ME1?
09/02/2010 at 15:37 Rinox says:
Above, beyond, ME1 is a dot in the distance.
09/02/2010 at 15:40 phuzz says:
Just a quick Well Done to EA:
“Digital Rights Management (DRM) – The boxed/retail PC version of Mass Effect 2 will use only a basic disk check and it will not require online authentication. This is the same method as Dragon Age: Origins. Digital versions will use the retailers protection system.”
Thanks EA,
MOAR releases like this please.
10/02/2010 at 00:27 Nalano says:
They figure free DLC is a much more acceptable brand of anti-pirating.
(They may be right.)
10/02/2010 at 02:02 ascagnel says:
I’d be pissed with their current form of DRM, the free day-one DLC, if I used a console. On PC, its a non-issue, since second-hand sales are typically pretty low (personally, I’ve never bought or sold a game).
That said, I think this approach works well for PC. The focus isn’t to stop piracy (after all, it was released almost a week before it launched), but is instead to provide additional value to those who put money into the game. As I always explain to friends who occasionally pirate, if you like something, kick a few dollars towards the developers and publishers so they know to keep making the stuff.
Then again, the DLC probably will get cracked & pirated too.
10/02/2010 at 13:55 Dante says:
I’ve never really understood that position. “Oh no they are not giving me the free DLC because I bought the game used!” Well of course fucking not, you didn’t give them any bloody money, why the hell should they care about you?
09/02/2010 at 15:46 SuperNashwan says:
This is mostly the review I think I would’ve written aside from a few things not mentioned. Like Jennifer Hale’s incredible voice acting, the depth and range of emotion she conveys is right up there with the best voice acting to grace a videogame. If there was enough good game voice acting to merit some kind of annual awards she’d win for sure.
The other thing I think really worth mentioning is not so much the direct impact of decisions made in ME1, as they’re fairly limited in scope in how they affect your game, but more how that knowledge that you’re really shaping your future in the third game affects how you approach decisions in ME2. It’s something almost entirely unparalleled in any other game I can think of, I’ve never sat for so long staring at dialogue options wondering if I’m doing the right thing in the long term. You have the emotional investment in your character from playing ME1, but also the threat of really dramatic consequences to come. Can anyone think of anything even close to that in another game series?
09/02/2010 at 17:51 Cheezey says:
Amen. I can only presume Mark Meer was asked to voice his Shepard in the manner of a Tranquil from Dragon Age, because that’s about as emotive as he gets. It’s a bit of a travesty that Jennifer Hale’s performance is almost hidden from view, as she certainly adds a significant amount to the game for me. I’m just playing through again now as a Male shepard and its rather dampened the enjoyment in some fashion.
09/02/2010 at 15:46 Man Raised By Puffins says:
Wholeheartedly agree with this bit. As the nougaty centre of a wider trilogy it works brilliantly, as a standalone story, not so much. The Collectors feel a bit too obviously manufactured to pad out the trilogy between the threat of one Reaper and the inevitable threat of a metric shit-tonne of Reapers in Mass Effect 3. Oddly, that doesn’t seem to matter while playing the game though. It helps that, at times, it feels like that you’re not just building the suicide squad for this game, but also getting contacts and gathering allies for the coming Reaper shitstorm.
09/02/2010 at 15:55 ChampionHyena says:
M-o-r-d-i, n, S-o-l-u-s.
M-O-R-D-I, N, S-O-L-U-S.
There are a lot of people griping (surprisingly few on RPS, though!) about how much RPG-ness got lopped off between ME1 and ME2 and I’m wondering… what the hell game were these people playing before, exactly? I replayed ME1 superfast to have a save file ready for ME2, and the game is just as much an unerring talkfight as ME2 is. Chat with the crew, fight some geth. Chat with Zhu’s Hopioids, fight some geth. Chat with the Noverians, fight some geth. They have improved the chatting and the fighting.
So what’s missing? Squinting at inventory stats to make sure your Haliat Armory Shotgun Number Seven is nicer than your Hahne-Kedar Shotgun Number Seven and then repeating the process for everyone in your squad? Carrying nine billion ammo types and crawling through the menu screens to switch them out as your enemies change? Shoehorning “exploration” into driving the Mako up a 85 degree incline so you can get to the next copy-pasted underground tubular-module space dungeon? Admittedly the experience of actually screwing around on a bona-fide alien planet all by your lonesome is pretty neat, but it’s in aid of nearly nothing.
Finally, I’m astonished by how many people are disillusioned with the combat, calling it a Gears of War knock-off. So what? What kinds of games handled the mechanic better than Gears of War? There were a lot of things wrong with that game, but popping up from cover and laying waste to all-comers like the world’s deadliest Whac-a-Mole was not one of them. Besides which, I don’t recall switching weapons to counter armor types or activating armor or weapons buffs or hurling psychic powers around the corners of cover to levitate enemies into firing range with my mind in Gears of War. Perhaps I didn’t play far enough into it.
ME2′s not perfect. There are a few characters I’d like to just slug in the mouth (although that might be intentional characterization), some of the voice actors blow (Steven Jay Blum? In a BioWare game? For shame!), having intergalactic email seems vestigial, the reality of the story’s a little ludicrous (so was ME1′s), planet scanning/hacking/bypassing can get drool-usheringly insipid (where is ME1PC’s circular Frogger?), there are a few cases of inexplicable alignment point assignment, and while separate weapons seem like separate weapons now, there are just not an awful lot of them.
It took me thirty hours to beat Mass Effect 2 once, and then I immediately started the game again. Unreal. I loved Mass Effect dearly, so understand what exactly I mean when I say how shoddy and awkward its sequel makes it look in hindsight.
09/02/2010 at 16:02 Jim Rossignol says:
I was hoping for Serious Sam with RPG elements.
09/02/2010 at 16:07 ChampionHyena says:
Oh, please, don’t be so absurd.
That would…
uh
HHHHH WHY WOULD YOU SAY SUCH A THING
NOW I CAN’T GET IT OUT OF MY HEAD
09/02/2010 at 16:51 Zyrxil says:
Dropping chattiness into a game doesn’t make it an RPG, it just makes it a {genre} with chattiness. GTA IV could’ve had dialogue trees instead of straightforward dialogue, and it wouldn’t have changed anything. It’s simply a storytelling mechanic.
The core gameplay aspect of RPGs are about making your Character’s abstract “skills” be as important or more important than player skill. This differentiates it from purely action games in which your possible actions may be the same, but the outcome depends almost entirely on your skill with the controller. The gameplay is what defines the genre, not the storytelling, and the old RPG mechanics are present only in the form of the skills for the characters. Drop the pretenses, it’s a good game, but it’s a shooter.
09/02/2010 at 17:02 Lilliput King says:
I’m not sure ‘chattiness’ and gameplay can be so easily extricated. Considerable chunks of the story are altered by player choices. If we seperate theme from genre in that sense, our genre definitions become oversimplified, and significantly less useful.
Examples – Dead Space, Condemned – shooters, or survival horror?
09/02/2010 at 17:06 Jeremy says:
I liked the emails, I had some good laughs at some of them, and also got some sense of closure from others, not to mention that there is no doubt that a few of those emails will either lead into some expansion mission or ME3 missions.
I completely agree that ME2 didn’t cut off nearly as much of the RPG element that others are claiming, not because ME2 is necessarily the ultimate RPG, but because ME1 certainly was not.
09/02/2010 at 17:08 ChampionHyena says:
Branching dialogue is solely a storytelling element until it starts changing the reality of the game world. The definition of RPG is so warped that nobody can quite agree on what RPGs are and aren’t, but I’d hope that playing a role is a big part of that. If you add dialogue choices to GTAIV, it’s not an RPG, but that’s probably because you’re still stringing Niko along through a narrative over which he has the barest control.
RPGs stick with me for the sake of freedom of choice. My favorite parts of World of Warcraft are wandering around and seeing what there is and making my own fun, not stressing over skill trees and stat weights and attack rotations. It’s why I shun the linearity of JRPGs and cling to relatively open worlds of (predominantly) Western RPGs. I’d hate to think that the hallmark of an entire genre is minutiae.
As for skill development, you can’t act like it’s absent. Less granular, but there are decisions to be made about class choice, advanced training, additional weapons training, and final-tier skill evolutions. If ME2 is just a shooter, it’s a weird and marvelous one, but calling it just a shooter almost feels like underselling it.
09/02/2010 at 17:26 archonsod says:
If skill development was crucial to an RPG, how do you explain Amber Diceless Roleplaying, or LARP?
Funnily enough, I’d think playing a role would be the defining factor of a roleplaying game. I can’t quite put my finger on where I got that idea from however.
09/02/2010 at 18:02 Zyrxil says:
Too late, you just invoked the word Role in a literal sense in trying to define RPG, and now you must be drawn and quartered since you could easily apply the literal sense of the word to the Doom Marine, or Serious Sam.
LARPing- Its just playacting actions you would’ve done with miniatures or not at all, and often they’ll use the same rules as Pen and Paper anyway.
Diceless- Diceless as in no randomization by dice rolls, not lack of stats. Player abilities are still determined by ratings.
Chattiness changing the world – again, storytelling.
Imagine this- you have a game where the whole point is to determine the story by your actions. No combat, no character dialogue skills (e.g Diplomacy, Intimidation, Sense Motive, Lying, Haggling). You know what you get? An adventure game. Farenheight/Indigo Prophecy.
The stats are the core gameplay mechanic of RPGs, the storytelling aspects came from adventure games. Putting a lot of adventure storytelling in a shooter with a few RPG skill elements makes it a Action/Adventure Shooter. As I have become fond of saying, God of War II has more RPG elements.
09/02/2010 at 18:14 Kieron Gillen says:
Zyrxil: This may be one of those fun UK/US differences in RPG history, but British LARPing really does weigh heavily on your ability to twat someone with a rubber sword.
Conversely, the most dominant forms of US LARP have tended towards what we used to call freeform back in the day. As in, totally no physical contact or acting out, turning to the rules whenever such things happened.
At least that’s been my understanding as someone who’s never been deep in either culture.
KG
09/02/2010 at 18:16 somnolentsurfer says:
Strangely enough, I remember Doom being described as an RPG when it first came out, presumably because of the first person view of Ultima Underworld being one of the very few reference points for the new genre. I’m completely unable to offer any citations to back up that memory, of course, but it would probably have been in PC Review, as that was the magazine I read at the time.
09/02/2010 at 18:20 jsutcliffe says:
@KG
Sadly that’s no longer the case (in my experience, at least). When I first LARPed about 15 years ago, latex swords were essential. The last time I LARPed (maybe 6-7 years ago), all conflicts were resolved by a game of rock, paper, scissors. Needless to say, I did not stick with that LARP game as long.
09/02/2010 at 18:57 Zyrxil says:
Well hell, I did that with sticks I was a kid, that’s not RP, that’s just beating up your friends for fun :P
09/02/2010 at 19:25 archonsod says:
“since you could easily apply the literal sense of the word to the Doom Marine, or Serious Sam.”
I don’t see a problem with that.
“Imagine this- you have a game where the whole point is to determine the story by your actions. No combat, no character dialogue skills (e.g Diplomacy, Intimidation, Sense Motive, Lying, Haggling). You know what you get? An adventure game. Farenheight/Indigo Prophecy.”
Amber used that very system, and that spent a decade as one of the top pen and paper RPG’s. I’ve also played games where the characters were puppets with only one trait, actions being determined by the GM and the player in collaboration, others where any possible skill check was determined by a quick hand of poker without any statistics or rules being involved. There was even an RPG based off the Molesworth books, which naturally contained no combat whatsoever. I don’t consider them any less of an RPG than D&D, Traveller or any other rules heavy system
“The stats are the core gameplay mechanic of RPGs,”
You’re thinking of Monopoly.
09/02/2010 at 19:46 Zyrxil says:
Who said there had to be combat? There has to be a character with defined skills and the player relying on those skills. You could have an RPG where you’re ambassador to some foreign country, the game is debate / negotiation, and your stats are Formal Education, Intelligence Agency Resources, Word Play, Sophistry, Lying, and Respectability. The point is you’re playing the character, you’re not taking control of a puppet and replacing its skills with your own.
All in all, if everything comes down to “what you consider” and you have no problem with Serious Sam as Roleplaying, then there’s just no viable avenue for discussion with you.
09/02/2010 at 19:50 Lilliput King says:
There never was. Arguing semantics while sitting behind a No True Scotsman never was going to get you anywhere, friend.
09/02/2010 at 21:05 Zyrxil says:
Wow, it must be hard work being so patronizing without ever mentioning anything salient.
09/02/2010 at 21:35 Lilliput King says:
I was being quite salient, while you’re attempting to hurt me with your bitter, cutting words.
Seriously though you just add ‘friend’ to the end of everything, s’real easy.
10/02/2010 at 00:30 Nalano says:
Thank you, ChampionHyena!
RPG isn’t inventory management and experience points. RPG is character decisions and relationships. ME2 took out a great deal of the former and gave you a much more distilled version of the latter. AND IT WORKS MAGNIFICENTLY.
10/02/2010 at 00:45 Zyrxil says:
“RPG is character decisions and relationships.” This isn’t at all true when you consider the entire history of RPGs. What you’re really saying is “I like Bioware games because of the character decisions and relationships.”
By that standard, the only RPGs are Bioware RPGs. Fallouts weren’t RPGs, Wizardry’s weren’t RPGs, earlier Ultimas weren’t RPGs, Might & Magic weren’t RPGs. Hell, Baldur’s Gate I wouldn’t be an RPG.
What would be RPGs? Japanese adventure games. You know the ones. They’re all about character decisions and relationships.
10/02/2010 at 01:14 Nalano says:
Black Isle Studios and Interplay never existed?
Fallout didn’t have decisions?
Tell me more. It’s funny you should mention JRPGs, tho, considering they very pointedly don’t allow you to make decisions.
10/02/2010 at 01:28 Zyrxil says:
No, none of those games had decisions with regards to character relationships, or the Bioware unlocking of extra lines after each location/mission. All the decisions were for quests, and the further you go back, the less you see of that. By your standard, Diablo, Icewind Dale, the excellent indie Exile/Avernum or Geneforge games, all not RPGs because they’re not character focused.
Also, I didn’t say JRPG, I said Japanese adventure games- Visual Novels. Their only gameplay pertains to making key decisions, in between a few hundred lines of text, that determine character development and relationships and how the story turns out.
Lastly, I hate this comment posting system.
10/02/2010 at 01:31 Dante says:
The real point here is, who really cares if it’s an RPG or a 3PS with RPG elements any more? It’s a good game it’s better than the last one. Whatever box you put it in doesn’t make it any less fantastic.
10/02/2010 at 08:07 Will says:
@Zrylix RPG’s = stats and numbers and stats and numbers?
It turns out I actually don’t like RPGs tht much!.
I like the bit where you take on a character wholeheartedly and make decisions that affect their world, playing to the strengths of those characters.
I don’t like the bit where you just juggle items with various +X attributes and you fight the same things over and over again to overcome some kind of arbitary barrier between you and the ability to hit something a little harder.
Possibly why I’m not a huge fan of JRPG’s usually. The epic overall narrative can be all well and good but you generally play the most boring blank character in the universe.
In Mass Effect 2 you define that role in a much more fluid and natural way than any other game I’ve played, even Fallout. In most rpg’s all you are to other characters is your charisma skill and maybe the basic universal plotline. In Mass Effect 2 you have a history and the ability to define a character as you play, rather than according to some stat sheet you rolled a dice for at the start of the game. In a very basic comparison, it reminded me of the effect that dialogue and action could have on Deus Ex – but with much more depth and room for being spontaneous.
You can say ‘it’s not an RPG’ as much as you like of course but I don’t think you should get all hissy when people disagree with your strict, AD&D definition. You *still* upgrade character abilities and to some extent your inventory, just because it’s not the absolute end-all be-all of the game…..
10/02/2010 at 15:02 Zyrxil says:
And that is exactly why I’m arguing- People diluting the meaning of RPGs so that anything with a skill point screen is an RPG, and redefining them out of existence. “I don’t like the bit where you just juggle items with various +X attributes and you fight the same things over and over again to overcome some kind of arbitary barrier between you and the ability to hit something a little harder.” You’re just taking things no one has mentioned and using them as a strawmen. You’re really going to say there was Grinding in Fallout or Deus Ex?
Nothing you’ve cited as examples of what you like have to do with gameplay. You simply like having a game that’s character focused and allows you to define the character somewhat. That’s completely irrelevant to the genre of the game. Hell, you could have that in an RTS, if it allowed for branching plot lines where you’re an actual commander who, for example, has lengthy discussions with his colleagues and could decide who to attack or whether to rebel against his superiors.
The point is, everything’s going towards more ACTION ACTION ACTION, and I’m arguing against the idea that it’s a good thing just because there are well written dialogues. You can have dialogues without it, and I don’t want people to pretend the death of slower tactical gameplay with actions actually depending on a character’s stats is somehow linked to better writing.
10/02/2010 at 16:18 Dante says:
First off, no-one is killing slower more tactical combat, the same guys made Dragon Age, remember?
Second off, RPG combat is rarely tactical, in fact it’s usually just a numbers game, Mass Effect’s combat is fast and tactical, and this is no bad thing at all.
Finally, who says ME2 is going to make all RPGs have shooter mechanics? Isn’t it just as likely (and wouldn’t it be far more interesting) if it forced all shooters to have an RPG’s narrative depth?
After all it’s hard it must be hard to go back to the Gears of War drawing board when Mass Effect not merely beaten it at it’s own game, but also beaten it at several other games it never occurred to them to compete in.
10/02/2010 at 19:11 Zyrxil says:
Urgh, article off first page and now the threading system is even worse in the forums, which don’t present the posts in the same way.
Dragon Age was started 7 years ago before the trend towards action really kicked off, and even then the end product is more actiony than NWN or Baldur’s Gate- the lack of autopause options, lack of command queueing, and the Tactics system encouraged leaving 3 party members on tactics autopilot while you controlled one character. The tactical options and character builds were also very lacking compared to the possibilities under D&D (though I suppose that’s more a reflecting of Bioware not being able to design something as complex, not a conscious decision to simplify). Compared to the design over time of their other games, Dragon Age is definitely an anachronism in Bioware’s lineup. Also, it felt like there was far more combat grind than any of the past Bioware games.
Battles that require tactical positioning and proper foresight with regards to power/spell usage are not tactical? And Mass Effect/Gears of War style “stay in cover/whack a mole shooting” is tactical?
How are those two results different from each other? Both results are Shooters with dialogue trees, but in one sentence you worded it a little differently. And that’s the best case scenario. Neither preserves any semblance of gameplay based on Character skills.
10/02/2010 at 20:33 Dante says:
@ Zyrxil
It doesn’t matter when Dragon Age was started, it was released a few months ago and they’re making an expansion pack right now. They’ve released a hardcore RPG and a shooter RPG hybrid, you’d think that would give each camp a game to call their own, but no, it’s just made them slag one off for not being the other.
Second, proper positioning and foresight with regards to spells and powers? Well that sounds like ME2 to me. Choosing the power to match if your opponent is armoured, shielded or barriered? Drawing people out of cover by bending a biotic attack around a corner?
Anyone who plays games with a cover system as ‘sit down and shoot when they pop up’ is usualy a) a very dull player and b) a very dead player once they get flanked. Cover shooters are about moving fluidly from one position to another in order to expose a flank.
And lastly, yes there is a difference, in the first instance you get to wail and nash your teeth because your precious RPGs have felt the need to change into something less palatable to you, in the other instance a shooter that was inherently uninteresting has changed into something more palatable.
11/02/2010 at 16:06 Zyrxil says:
Of course it matters. What are the game’s contemporaries? Oblivion. Fallout 3. Mass Effect. What “camp” of games is Dragon Age in?
You mean those things that aren’t at all necessary even on the highest difficulty? At most you have to deal with some charging Krograns on Tuchanka. They’re there for flavor. You’re still powers by them by spamming them just like any other weapon.
As I said, you can exaggerate all you want, but the game wasn’t set up for it. Dead. Mindless. Easy.
So, no, you can’t rebut the idea that everything is turning into action action action, and your entire argument is “Too bad”?
11/02/2010 at 16:43 Lilliput King says:
Oh, I get it. This makes much more sense. You’ve shed the rather peculiar pretence of arguing genre roles and revealed your true colours – that you think things are changing, that you’re scared, and that, well, you say it best:
“everything is turning into action action action”
It’s not a trend I’ve seen, but I don’t think anyone can allay your fears. The PC is an open platform – if there is the demand for long-form, complex RPGs, they’ll be made, and released. If there isn’t, well, that’s unfortunate. But it isn’t a conscious decision on anyone’s part. There’s no-one to argue against, here.
11/02/2010 at 17:51 Zyrxil says:
You seem to have lost the plot. This began with the assertion that ME2 is an RPG. The disagreement is that it’s not, it’s an action game with dialogue.
Fear? What? There is only anger at people for redefining the genre to something so broad and meaningless. With these vague standards of Character Interaction and Development, I suppose GTA IV will be in the RPG hall of fame soon enough, with its “Gripping RPG decisions on the lives of characters – who lives, who dies, and the fate of Liberty City itself!!”
When there’s nothing concrete about RPG definitions left, all gameplay will simply be designed to appeal to the widest swath of the market at the same time- action action action with chattiness. That’s how RPGs will disappear, death by dilution, piecemeal elements used elsewhere, but the idea of character based gameplay discarded.
As for not noticing things turning to Action….really? Compare today’s market with that of 10 years ago. How many releases are Shooters, or God of War clones. How many genres have shrunk to tiny niches? Even Obsidian’s games are shooters now, with Alpha Protocol and the upcoming Fallout: New Vegas. Survival Horror is now simply shooters with zombies, as if that element defines everything.
And, whatever, maybe it’s the inevitable voice of the market, but at the very least I want there to be recognition that it’s happening.
09/02/2010 at 15:59 Andrew Dunn says:
Absolutely love this game, and I am glad to see that John shares these sentiments. I agree with that review pretty much whole-heartedly.
An early contender for game of the year, for me. I can’t see anything unseating it, right now.
09/02/2010 at 16:12 autogunner says:
3 things that annoyed me in ME2 – havent finished it yet:
1) the hacking minigame when I had a perfectly good AI sitting around that SAID she was designed for hacking into ships, and at one point even took over a SPOILER cruiser through hacking
2) The illusive man pouring all his resources into your project but making you do all the leg work to get upgrades, i would mind having the mining as an option, or having to do it get rare stuff for upgrades but having to spend 20mins mining a star system to get a 20% damage boost for a rifle…I would save more time by just shooting them more
09/02/2010 at 17:29 Jesse says:
“I would save more time by just shooting them more.”
Ha! Excellent.
09/02/2010 at 16:13 Tam-Lin says:
I enjoyed the game, and thought it was really done, but I thought the constant greyness of each person’s loyalty quest was a bit much. After the first couple, I started playing a guessing game, wondering which Freudian conflict was going to be expressed in bullets. It would have been nice to have one or two where you could actually make a positive difference, and not just kill someone’s father/mother/child, etc. Actually, I guess there was the one that could be solved with no violence, but even there, they might as well have chosen “Cat’s in the Cradle” as the accompanying music.
09/02/2010 at 16:15 nutterguy says:
Just finished the game now actually so perfect timing with this wot i think!
I would love to see an article where John could freely talk about all the things he didn’t want to spoil, like the excellent Mordin Solus character, really enjoyed the dialogue with him.
Please John, pretty please?
(Don’t worry I’ll not let my other half read it as she is loving Mass Effect 2 as well. Wish you could play this game in co-op mode, that would be amazing!)
09/02/2010 at 16:26 R. says:
The trinity of Mordin, Archangel and the final character to join the squad are just wonderful, especially Mordin. I found Mordin’s revelations absolutely horrifying yet agonised for ages over what to do about it because if he was right and you were wrong, you could royally screw things up for the galaxy, nevermind the Reapers. Yet it’s just such an abhorrent thing to do…
Ack, never have I been so conflicted playing a mere videogame. And despite the terrible things Mordin has done (he is the truest example of straddling the line between Paragon and Renegade), I genuinely liked him and was absolutely gutted when he proved to be the only casualty of our mission. Some of the others like Zaeed, Samara or Jacob buying it wouldn’t have bothered me but Mordin was just too high a price to pay.
However, all that said, my absolute favourite moment in the game was during the Quarian’s loyalty mission. They ‘meet’ their father and an interrupt option came up, which I took. And it was the best and most touching scene in the entire game.
Yeah, it’s got its flaws, the scanning sucks and the final section isn’t quite on a par with the gloriously epic finale to the first game but this really has been the most captivating and enjoyable gaming experience I’ve had in a long time and the real killer is having to wait another couple of years for the next installment.
09/02/2010 at 23:57 Matt W says:
Call me heartless if you like, but for me the genophage issue is, at the end of the day, cut and dried. Population pressure plus a generally combative outlook on life means the options were (and continue to be) ultimately genophage or genocide. That could be genocide of the Krogan initially, or genocide of the Krogan later if the Council manages to stop them, or genocide of the other races if the Council fails. The genophage is about the least-bad way you can stop entire races being wiped out, and while it’s natural to look back and agonize, there really was no other choice for those making the actual decision. It’s not (necessarily) racism or discrimination or us-vs-youism, it’s just a cold, pragmatic calculation based on the Krogan birth rate and average temperament.
It’s a beautifully, magically constructed scenario, and Mordin’s reaction to it is utterly wonderful, but telling him he’s a monster for maintaining the status quo – ensuring genocide is avoided – is utterly indefensible IMO, and should give you like a million renegade points rather than being a paragon option. If you want to look for a villian, point your fingers at those responsible for uplifting the Krogan in the first place.
(I feel quite strongly about this issue, which translates to a job well done by Bioware.)
10/02/2010 at 00:39 Nalano says:
I must disagree with you there. The genophage is an imperfect solution thrown at an immediate problem that smacks a great deal of racism (speciesism) and us-vs-you-ism. In any other world it’s a war crime and an atrocity.
Do you remember Star Trek? Specifically, how they had rules never to introduce technology to an undeveloped civilization because it could totally destroy the cultural development of that civilization? I’m sure if you gave Marcus Aurelius carbine rifles and the internal combustion engine, his armies would have rode out and killed everybody they could get their hands on. That’s exactly what the Salarians did. And then, when the inevitable fuck-up happened, they did it even more; this time in the form of a galactic war with the Turians on the front line and an atrocity in the form of the genophage.
In essence, they have stunted Krogan cultural development by two thousand years – and a civilization can change a great deal in that time; we’re not nailing people to trees anymore, and we have concepts like ‘due process’ and ‘universal human rights’ now, after all. So yes, the Krogan are bitter and rightfully so, because the Salarians have toyed with them for about half as long as our written history. So it’s not “genophage or genocide,” it’s a bit more complicated a moral quandary than that.
(Consequently, this is why I like Sci Fi: It gives you a LOT in hypotheticals to work with.)
10/02/2010 at 01:07 Dante says:
I agree, I really liked that implication by Mordin, in only a brief exchange, it elevates the Krogan above simple ‘war loving aliens’.
If anyone missed it, be basically says that the Salarians gave the Krogan space age tech when they were still in the tribal warfare stages, of course they only respect strength and violence, they basically gave Genghis Khan insterstellar travel did they think it would end well?
10/02/2010 at 08:53 tmp says:
Have to be kept on mind Krogans weren’t handed the nukes and interstellar travel for shits and giggles, but because arming them appeared to be the only short-term solution to stop the rachni from wiping out the galaxy from all the other races, not-lifted Krogans included. And there was no time for an all-nice long term solutions.
Easy to condemn people who had to make the hard choices while one is reaping the benefits of these choices (by being still alive and safe from both rachni *and* the uplifted Krogans) but it feels more like case of the rose glasses than hindsight.
10/02/2010 at 09:34 Matt W says:
@ Nalano I agree completely that the uplift was questionable (although, as tmp points out there’s some justification there), but once you get to the point where the genophage was being considered, while an admittedly imperfect solution the genophage effectively saves the Krogan from being exterminated, because that’s the only other self-preserving option from the point of view of the rest of the galaxy.
This is almost entirely down to simple biology: the Krogan population growth rate, when they’re not being killed by predators or each other, is so high that, without serious restrictions, it’s naturally going to cause a huge expansionist crusade because there just wouldn’t be enough room available for them otherwise.
The “almost” bit is that, in principle, the Krogan could be left to regulate themselves (like China has), negating the problem. However, given their history and demeanour that seems very unlikely – but this is a judgement that allows a tiny sliver of racism to seep in. Pragmatically it’s obvious, but ideologically there’s a small taint here. But… honestly speaking, would you gamble the entire Alliance on the Krogans’ ability to be restrained? Bear in mind that the balanced situation is not ~25-50% fewer kids, as in China, it’s ~95% fewer kids. I doubt humanity – or any of the other races – could pull that off.
It was morally wrong in isolation, and it was an atrocity, and Mordin absolutely should feel terrible about it, but it was also the right decision, and making Mordin feel worse because it’s easy to be judgemental in hindsight when you didn’t have to actually make the decision is a terrible thing to do, IMO.
And yes, this is why Sci-Fi is such a goddamn compelling genre – you can create scenarios like this that are believable enough to really engage with. More of this please :)
10/02/2010 at 14:08 Dante says:
Oh I totally understand the justification for it, I just really like how it gives the Krogan a reason for being who they are, rather then them just being a warrior society for the sake of it.
It also shows how hard a situation theirs is, we’re probably going to need them to fight the reapers, but who’s to say it won’t happen again if we reverse the genophage?
Wrex’s new way really is their only hope, which must make you feel like an absolute bastard if you killed him in the first game.
10/02/2010 at 17:10 Nalano says:
It wasn’t just morally wrong in isolation, it was morally wrong in context, too. In effect, the Salarians are responsible for every colony drop on a Turian world because they armed the Krogan, and for all their contingency planning, they failed the Star Trek test.
You could argue that they armed the Krogan to stop the Rachni (though the only benefits the Krogan had were hardiness to survive the Rachni homeworlds’ climate; something an environment suit can solve), resulting in the extinction of an entire intelligent species, and fucked their genes to stop the Krogan, but this doesn’t very much engender any trust for the long-term plans of the Salarians. It sounds like an endless succession of CIA assassinations to me. They created the Afghanistan solar system.
It’s kinda funny, tho: We’re told of the might of the Turian military, and the abilities of Asari commandos and the Salarian Special Tasks Group, but I’ve yet to hear of a war they won – just a proxy war that bit them in the ass. They withdrew support for the Quarians (and kicked them out of the citadel), refused support for the Batarians (and kicked them out of the citadel), and seem to be directly responsible for not only every major war in the galaxy but also every minor skirmish in the galaxy through their inaction.
10/02/2010 at 17:21 Dante says:
I think the idea for recruiting the Krogan was that the council (which at the time was merely the Salarians and Asari) did not have a sufficient soldier core to deal with the Rachni.
Asari are great biotic fighters, but lack numbers, and Salarians are far from ideal soldiers. The introduction of the Krogan have them a numerous, resilient and natural warlike warrior caste.
Yeah, that’s right, the very thing that would later make the Krogan a problem (their birth rate) was what made them useful.
10/02/2010 at 17:54 tmp says:
The point with Krogan uplifting was, the Salarians didn’t have time to draw any long-term plans. I honestly don’t see how they can be lambasted as “morally wrong” when their alternative was to plain go extinct. And these Krogans they sooo screwed with their morally wrong decision, they’d all get eaten by the spacefaring bugs too. Which hardly seems like a better fate.
Have Star Trek in all its wide-eyed idealism ever tackled this kind of dilemma? Where it’s a choice between breaking the precious Prime Directive and your own whole civilization going bye bye? Checking quickly in Wikipedia it’d appear they’re willing to break it in way less drastic cases, sometimes just to save a single ship and ironically despite supposed solemn oath to the contrary.
10/02/2010 at 18:56 Nalano says:
Star Trek had an all-consuming enemy. And who gave the Asari and Salarians control of the council if they couldn’t take keep control of it themselves? The Turians were still there as a spacefaring race and military power. Why didn’t they just say “screw this” and take over?
Hell, Humanity’s on the scene for a few decades and that’s exactly what they do.
10/02/2010 at 20:36 tmp says:
Asari were the first race in this cycle to find the Citadel, Salarians was second. The Council was creation of the Asari because they have negotiator mindset, so it didn’t have to be “given” to them by anyone. Some races who discovered the Citadel later like Turians could be negotiated with and convinced cooperation was the best route, some like the Rachni and the Krogans apparently preferred exactly what you suggest, to try and take over.
And yes, humans are expanding very aggresively which is a noted concern for the other Council races. Pretty much all of this is in the game Codex.
10/02/2010 at 21:00 Matt W says:
@Nalano I totally agree that uplifting the Krogan was ethically unsound (however “necessary” it may have seemed at the time). My big sticking point is that, once you’ve already done that, defeated the Rachni, had the Krogan Rebellion and are now deciding what to do, the genophage is the right choice out of the ones available at the time.
The bigger question though, as tmp points to, is “what is it not OK to do to stop your entire species from being wiped out?” When you’re facing your own extinction, is anything off-limits?
10/02/2010 at 22:06 Nalano says:
@tmp
What’s the point of cooperating with a race that can’t defend itself? What had the Turians to gain? Sure, the Asari got there first, but being there first and being able to hold onto it are two different things. After all, look how fast the humans completely rewrote the whole galaxy’s power structure in the blink of an eye – faster than the Krogan or the Rachni – by military might.
@MattW
I’m not arguing that the Salarians weren’t doing what they thought was best for their survival. I’m arguing that the Salarians are short-sighted and insufficiently contemplative of the outcomes of their actions – which is funny, considering that they pride themselves on their contingency planning. Like the CIA, they’re making many more enemies than they’re fending off.
I don’t buy the whole “we needed to uplift this race to fend off another” schtick. How is that any easier than mobilizing one’s own race or making requisite alliances with established races – themselves also threatened?
10/02/2010 at 22:51 tmp says:
The point of cooperation is gain of each party rather than subjecting your own people to heavy losses which would occur in case of inter-species war. I’m puzzled you’d even ask that while trying to take the moral high ground in the Krogan issue. Am i to take it you believe trying to wipe out another species just because you believe they’re weak, in attempt to “take over”, is somehow more “morally right” than defending oneself from such attack by whatever means, or a simple cooperation?
As for what Turians got out of such arrangement, it is also stated in the Codex — the Salarians focus on providing intelligence service while the Asari play role of mediators. Each of these three individually has considerable military strength, relatively greater than what other known races can muster. It’s just the breeding speed and numbers of both the Rachni and then the Krogan were more than they could handle, even if combined with the other weaker races. Hence the use of Krogans to counter the Rachni threat, and then development of genophage to limit what’d otherwise be another unstoppable wave.
Finally regarding the humanity — it was able to alter the Council balance so fast precisely _because_ the older species are unwilling to go to war and eradicate yet another species in defense of their interests. (understandable since balance of power in galaxy can be viewed as less crucial issue than actual survival of one’s own species) Would you rather they bombed Earth back to stone age instead? Is it another “morally wrong” decision or sign of weakness they didn’t? Because that’s what the Turians were preparing to do after the initial conflict with the humans, it was only the Asari intervention that stopped it.
09/02/2010 at 16:37 subversus says:
@John Walker
No, I mean that I’ve had all 12 companions under my command before I went to Omega 4. And you’ve written that “I found eleven companions in total, but there’s suspicious space left on the selection screen for more”. If it is place for Zaeed try him, he’s cool and also have a cool loyalty mission.
09/02/2010 at 16:38 subversus says:
err, that was a reply
09/02/2010 at 16:41 Dominic White says:
At launch, there were 10 party members available. Launch-day DLC brought that up to 11 with Zaeed. There’s a slot for a12th, and people have found the art file for the character to be added – a human female with a dark, hooded outfit.
09/02/2010 at 16:42 Snidely says:
I thought that was a terrible bit of fan fabrication myself. Is there confirmation that it’s not?
09/02/2010 at 16:56 Dominic White says:
The guy who dug it up was Gibbed on the Something Awful forums. Dude is a hacking demigod – he’s the guy who made Red Faction: Guerilla moddable, dug up the debug mode for Bionic Commando: Rearmed, wrote the ME2 savegame editor, and is currently trying to find some way of ‘spoofing’ DLC files so that modders can import new content into ME2.
I trust him. Never led me stray yet.
http://forums.somethingawful.com/showthread.php?threadid=3259234&userid=95254
And a screenshot of the character in question, at least in the character selection screen:
http://j883376.mirror.waffleimages.com/waffleimages/files/d0/d0b1d8c25cd168fd0032d470796d4a330abb039c.jpg
09/02/2010 at 17:03 Snidely says:
So it is legit and, after a bit of investigation, not horrible. That’s what I get for seeing a mysterious cloaked figure and jumping to conclusions. Thanks for the link by the way.
09/02/2010 at 17:28 subversus says:
Just got into the game and yes, there are eleven companions. My mistake.
09/02/2010 at 16:42 R. says:
There’s also talk of a second DLC character to come, the thief-engineer Kasumi. Currently, she exists in the game files but the only actual mention of her in-game is on Citadel newsfeeds stealing stuff left, right and centre.
Speaking of the newsfeeds and stuff, did anyone else see the advert for Citadel: The Movie? It was almost as glorious as the one for the Dirty Harry style Hanar Spectre (“This one does not have time for your bodily waste excretions”)
09/02/2010 at 16:51 1nightstand says:
“(and I should mention here that there appears to be a joke in the game directly referencing this piece I wrote about such moments, and it made me laugh long and hard).”
“One conversation in particular, toward the end, was so beautifully written and performed that it had me in stitches, awkward and cute and silly and bursting with love.”
Can you “spolier” in comments? Cos I really wish to know what were those.
09/02/2010 at 17:00 tmp says:
The joke thing, i’m guessing it’ss a pair in one of shops trying to decide what enhancements (if any) they should get for their kid and eventually the man asks with irritation to the effect if they should just ask random strangers on street to make that decision as it’s apparently a custom.
The beautifully written conversation, i’m curious about it myself. Archangel “romance” culmination kind of fits the description but i don’t think that many people got to see it.
09/02/2010 at 17:06 Bluebreaker says:
A weak game in too many aspects, and suffers from being the boring midpoint.
Two thirds of your choices are like “I hate you, I will do it” or “I love you, I will do it”, the other third are choices that you may see the repercussions on ME3.
The combat is dull and predictable, you know always where you are going to fight. “Oh look this room has some boxes. Trow me your uninteresting enemies”.
You assume that cover systems are good, but when you remove other combat options, like crouching to use cover naturaly and still move freely… well its boring and cumbersome.
The game features alot of diferent locations, however they are tiny, uninteresting and lack continuity. Plus the zones are clearly dessigned in two styles: you talk here, you fight in these boxes.
The main antagonist of the game is uninteresting (apart from a small obvious “discovery”) and lacks any charisma. They are there just to make a boring second game.
Few ugly choices in armor or weapons, complete lack of customization for your companions (except for a stupid reeskin after loyalty mission).
There are 5 types of weapons, for a total of 12, plus a bunch of typical and uninteresting “heavy weapons”.
Trough the most disturbing fact, is that even if the game spirals mostly on obtaining companions and gaining their loyalty it lacks character development.
09/02/2010 at 21:42 qrter says:
This game has been completely underwhelming for me. I really don’t get why everybody’s so happy with it.
The scope of the game seems really small and claustrofobic when compared to the first game. I loved the expanse of something like The Citadel in the first game, full of little tidbits and sidequests. All of that seems to have been neutered. The universe seems sort of lifeless, and like Bluebreaker says, areas are nice and clearly compartmentalised so nobody can get confused about what’s about to happen here.
To me it feels like ME2 is the Starbucks of games – everything’s cleaned up and streamlined, everything runs like clockwork, but overall it lacks a sense of personality.
09/02/2010 at 17:27 Shalrath says:
Sorry, I looked back on the linked-to article, and saw this gem of grammar:
“And later still, their away on holiday. Come back just before the end and they’re she’s dying.”
That’s just… that seems intentional, haha.
On the subject of ‘ME2′ – I actually liked the mini-games. I found them oddly soothing, and gave a sense of minor accomplishment when done.
I did not miss the 934921301 ammo types, 18732 identical guns, but I DID miss the planet exploration a bit. I remember parking my Mako and staring up at the biggest goddamn liquid planet I’d seen and just saying ‘wow.’
09/02/2010 at 17:30 archonsod says:
“A Whether you secure the loyalty of a companion or not often comes down not to whether you’re capable of successfully completing a mission (although it is possible to fail, and the game carries on), but more to do with whether you find the goal morally acceptable. Many will challenge you on this. And even when they don’t, the outcomes can be… well, this isn’t a game about puppies and flowers.”
One of the things I liked about ME 2 was the fact you can complete all the loyalty missions as either a Paragon or Renegade, and the outcome is not always the expected (Zaeed’s was a particularly interesting finish for a Paragon).
Of course, that may just be because I came from Dragon Age’s “Morrigan will turn against you if you don’t drown puppies” system, which was more than a tad annoying.
09/02/2010 at 19:23 Jeremy says:
I agree, that was kinda annoying that Morrigan disagreed with every good thing, as if there is anyone that actually hates saving people’s lives. I can understand if it was a disagreement over wasted time or whatnot, but sometimes it was just a little obvious. Also, if you’re going to make a person complain about wasting time, don’t give the player Infinite Time to work with, as it makes her argument fall incredibly flat and pointless. So far, I think ME2 has handled the approach of Renegade vs. Paragon (morality) the best of any game I’ve played yet.
09/02/2010 at 19:40 Vinraith says:
@archonsod
I never had much trouble with Morrigan, playing as a generally “good” but pragmatic character. In fact the only issue I recall having with her was that business at Redcliffe, which is one of the most vapid moral “dilemmas” in the history of games in that only one choice makes sense to anyone except perhaps Charles Manson. The rest of the time there was at least some reason to go either way, and even when I went the “good” path I rarely had any trouble from her. For the vast bulk of the game she was at relation 100 despite my playing largely “good,” and I didn’t have to do much more than talk to her, toss her the occasional found gift, and do her quests to get her there/keep her there.
09/02/2010 at 17:37 suibhne says:
I’m surprised nobody’s mentioned the silly “small galaxy” syndrome at work in ME2. I find it consistently ridiculous (not exactly in a good way) that, out of the hundreds of billions of sentient person-type things in the ME galaxy, I keep running into people from my past. I understand encountering old teammates like Liara and Wrex – I had them on my team in the first place because they were extraordinary, right, and they became even more so during our time together in ME – but running into folks like Helena Blake, Fist, Verner, and so many others is just plain silly. It’s laughable; it really detracts from the serious tone of most of the game.
Shiala has been the most agreeable so far, because her presence makes sense and because she presents an actual quest with an actual storyline. Come to think of it, same goes for Parasini, whom you (re-)meet in Ilium. Other folks who drop in for cameos to say “Hey, here’s what I’m doing now!” are just a waste of time – really no better than the silly “Oh haiz glad ur nnot ded” emails you keep getting.
09/02/2010 at 20:06 Psychopomp says:
Why do you hate fun? :(
10/02/2010 at 01:24 Nalano says:
You’re not a regular joe schmoe, tho. You’re the most famous human in the galaxy, and you brush shoulders with the leaders of the galaxy. Suffice it to say, it’s easy to pick you from a crowd.
09/02/2010 at 17:54 Rummy says:
I am stunned that so many people seem to think Miranda is boring. She was the most fascinating character in ME2, always saying something interesting or funny. Plus she had the nicest bum I have seen in any game. Come to think of it, I don’t really remember her saying anything, but it really was a nice bum.
09/02/2010 at 18:11 jsutcliffe says:
Part of my issue with Miranda, apart from Boring Human Syndrome, was that she was the only character who BioWare had decided that gratuitous shots of her bum or unlikely bosom were acceptable during conversation.
As for her bum, it might have been nice, but it was very poorly rigged and seemed to be attached to her thighs and not her pelvis, which really made her look horribly deformed while walking.
09/02/2010 at 18:01 cjlr says:
I already posted a rant in the last Sunday Papers, but I could easily say a lot more. It can be simplified, however, into the statement that anything I didn’t specifically hate on (planet scanning and finite ammo) fell somewhere between good and very good.
I had some arguments with the way the story played out… If I was really free to do what I wanted, my Shepard would’ve gone along with Cerberus juuust long enough to win over the crew, then blown the illusive man the fuck out of the sky and sailed back to Alliance space with the national anthem blaring.
I also felt it was annoying how cursory some major characters from the first game were. I had a 30 second conversation with Ash and despite how close we’d been by the end of the last game she dismissed me out of hand and stormed off.
The other thing is that you can only take 2 people with you. There are like 10 to choose from. As soon as Garrus was with us he pretty much never left my side – I really couldn’t justify leaving him behind, seeing as how he’d be the only one my Shepard should be trusting. Out of the rest of them, Jacob may have come off as boring and low-key to you, but he was the only one who seemed to be at least trying to do things right, and not just the easy way, and was, besides Garrus, pretty much the only one of that crew of misfits who I’d trust my back to. Thane and Samara seemed reliable too but I did Ilium pretty late into things, and picked up Tali even later. But Zaeed? Jack? Grunt? Miranda? I wouldn’t trust them as far as I could throw them – throw without biotics, that is.
@suibhne:
Small universes are the scourge of sequels. It’s okay on one level to expect to find some familiar characters hanging around, but when everybody you so much as said ‘hi’ to shows up to say ‘hi’ to again, it feels a little cramped.
I think my favourite thing was buying toy ships and fish for my cabin. I felt just like Picard. Also the funniest thing I saw so far was the three guys in Eternity having a bachelor party – a human, a turian, and a salarian. The poor turian who was ‘just friends’ with his quarian girl was funny too.
09/02/2010 at 18:10 Jesse says:
John, how much did you really like the game if you were playing DS games during the conversations?
09/02/2010 at 18:14 John Walker says:
I explain in the text how much I like the game.
However, when something is radio, why not play some puzzle games at the same time? I reviewed Scribblenauts and Dragon Age at the same time. And Dragon Age is a top 5 all time game of mine.
09/02/2010 at 18:31 Dominic White says:
The question here is whether playing Dragon Age affected how you played Scribblenauts. Were you more predisposed to find solutions involving Elves, Wizards, Swords and other such fantasy tropes?
09/02/2010 at 18:53 Jesse says:
Well I know you really like it… That’s an interesting detail! Secrets of the game reviewing trade!
09/02/2010 at 18:42 FunkyBadger says:
It’s the character’s, stupid.
Jack is really, really good – her loyalty mission is brilliant. Very nuanced. And she still pales in comparison with Solus – and a word of praise for Bloke-Shepperd’s voice acting in that loyalty mission, absolutely nailed the restrained righteous fury… “look at the woman, Solus”… shivers down my spine.
I’m now torn between trying to decide if I prefer Alisdair to Solus…
Also, you can buy a Space hamster!
09/02/2010 at 19:34 suibhne says:
I don’t think any of the loyalty missions is “great”. Several of them are written beautifully, including Jack’s, Mordin’s, and Archangel’s, but the actual gameplay is pretty dull – just more cover-based man-shoots punctuated by mech/merc mini-bosses. Archangel’s loyalty mission was especially disconcerting, in terms of the contrast between its frankly boring warehousing shootery section and the beautiful, tense finale. Did any of the loyalty missions offer genuinely different gameplay? (No spoilers, please. ;) ) I haven’t finished a few of the missions yet – maybe Tali’s does, for example – but they all seemed to me to be examples of very samey gameplay married to writing and characterization that was at times downright excellent.
09/02/2010 at 19:37 Lilliput King says:
It’s usually the writing that wins me over, and Mordin’s was beautiful in that regard, so is my favourite of the bunch.
Tali’s is a bit different and rather enjoyable, Suib, though with a fairly large manshoot section attached.
09/02/2010 at 23:20 FunkyBadger says:
Grrr: forum atre my post.
I get you point re: mechanics, I was really talking about dialogue scripting rather than gameplay – although there’s some fun stuff there – finding Tali is great ferinstance. Also thought Samara’s loyaty mission was excellent, and very different.
I ended up wanting to give Solus and Jack big hugs during their loyalty missions. I should get Wuss points,rather than paragon…
10/02/2010 at 00:53 Nalano says:
suibhne, how can you dismiss being written well so fast? How many games do you know are written well?
As for repetitive gameplay, pretty much every RTS and FPS can be summed up in just such succint descriptions as you offered. I mean, after all, every RPG’s just dialogue trees placed between combat sequences that you can pause.
09/02/2010 at 19:05 Casimir's Blake says:
Wot I Think, for what it’s worth.
Best game I’ve played in years, even above Stalker, though they’re such different experiences they ultimately come close to gaming excellence for different reasons. It’s taken a while, but I think we can safely say – along with Call Of Pripyat, don’t forget about it damnit! – Mass Effect 2 is up there in the pantheon of PC classics next to System Shock 2, Doom, Thief and Ultima Underworld.
Despite some noting that the game is “dark”, I’m very glad that they made the game – overall – rather more colourful than its muddy, depressing-looking predecessor. So rather than generically gritty in style, it comes across bright and vibrant. And this makes a fucking nice change from all the generic grizzled dark emo post-modern styles in so many games nowadays.
I just wish they’d make the damn planet scanning a TOGGLE!
10/02/2010 at 01:30 Deuteronomy says:
Dude you’ve lost your mind. ME1 rates well in the grand scheme, but this one was wrapped in so much mediocre.
10/02/2010 at 06:45 Casimir's Blake says:
No reason for the “wrapped in mediocre” other than… “it’s wrapped in mediocre”? Troll fail.
09/02/2010 at 19:16 Sprint says:
Apparently if you’re creating a new character then the short memory test *will* determine what happened in the last game (although it’s still only a handful of the most major choices). On the other hand if you’re importing an old character then it just reminds you of what actually happened in that perticular save in case you’d forgotten.
09/02/2010 at 19:55 Sprint says:
Oh nevermind. Not the case.
09/02/2010 at 19:20 jonfitt says:
I want to play this on PC, but I played ME1 on Xbox. I know of the database of save games, but I can’t remember exactly what I did in ME1 it was so long ago.
But the thought of not being able to play as The One True Shepard puts me off getting this on PC, and the price puts me off Xbox.
Sad emoticon.
09/02/2010 at 19:24 Orange says:
The characters and standard of writing was nowhere near the level of Mask of the Betrayer. Oblivion are still the best rpg writers in the business.
Overall it was a good game, I’d give it 8/10 even though it was mostly the same old duck and cover fights, too much dull scanning and security hacking and the characters were hit and miss.
09/02/2010 at 19:31 Lilliput King says:
Oblivion are still the best rpg writers in the business.
You undermine yourself sir.
09/02/2010 at 19:56 Jeremy says:
In the future, Bioware should hire PopCap to create all the minigames necessary for things such as hacking, and the other type of hacking (bypass?) as well as a scanning game. It’s honestly a tough balance, I mean.. they could have had you just click on a planet to absorb all of its resources, but that would be a little bit ridiculous obviously, so what could they have done better? Or how could they have made it better? It’s essentially the “grind” aspect of the game, for those who want to upgrade beyond what is necessary, or see all the game. For me, as far as grinding goes, it was way better than other options.
09/02/2010 at 20:32 Corporate Dog says:
The hacking/unlocking minigames don’t bother me because they’re quick, and they let me get back to the action and story.
I feel like I NEED to scan, because it unlocks the loot, but that also means I have to set aside about half-an-hour to an hour each night, performing an activity that’s about as fun as mouse calibration, when I’d much rather be spending time with Davin Shephard, Galactic Badass.
The scanning should’ve been reduced to a sequence of skill-based minigames, which get more difficult to complete, as the planet’s resources dwindle. Each successful playthrough gets you a cartload of resources, and drops the resource rating of the planet by one (from ‘Rich’ to ‘Good’ for instance). The amount of resources in that cartload might also be determined by how well you played the minigame and/or how quickly you completed it.
Anything’s better than what they gave us.
09/02/2010 at 22:03 Orange says:
Obsidian, my humble apologies.
10/02/2010 at 00:54 Nalano says:
Oh, thank god. You meant Obsidian. I was worried for a second.
09/02/2010 at 19:56 Howl says:
Brilliant review. I completely agree with all of it. The planet probing, hacking and unlocking segments need to go. They are simply no fun and very time consuming.
What to do with the virus was brilliant. I had that moral choice up on my screen for at least 15 minutes whilst I went and had a cup of tea. Neither choice was acceptable really. I felt like Captain Janeway and she is my idol of what a leader should be like, so thanks Bioware, you made my day.
09/02/2010 at 20:01 jsutcliffe says:
I had that very same thought — I think it was the chime sound effect when you probe a particularly good spot on a planet that brought it to mind. Of course, there’s always the risk that it’d end up like the horrible mining games in PQ:Galactrix.
09/02/2010 at 20:45 Dav says:
I can’t believe I read through the comments on this site and only found a single mention of the Baldur’s Gate references. The first time I went to look at my new “Space Hamster” and heard the terrible placeholder squeak from the original game I couldn’t stop smiling for several minutes. (Also: Go for the optics, Chikktika!)
09/02/2010 at 20:55 Lilliput King says:
Nothing is faster than Chikktika vas fastpaws.
09/02/2010 at 20:47 The Walker says:
I didn’t like the Paragon/Renegade system in ME2. It’s a role playing game in a more literal sense than most (in the fact that you can actually pretend to be a character), but the mechanics do nothing to actually encourage role playing. In my play through I went with my gut on every decision, which gave me a fairly even Paragon/Renegade score, and because of this I missed out on a lot of conversation options. The writers love to put you in morally grey situations, and do it quite well, but the optimal style of play is still to reside on the extreme ends of the spectrum.
Thing is, I have no idea how to fix this other than removing the system entirely. Does anyone have a better idea?
09/02/2010 at 21:02 Dav says:
Hm. Going with my gut (and grabbing the renegade/paragon boosting level-up options) on my first play-through I found myself with easily maxed Paragon but got to make some satisfying Renegade interrupts. Of course, it’s hard to know what I missed.
10/02/2010 at 01:30 Nalano says:
likewise, going with my gut also gave me max paragon but also halfway renegade. I missed out on a couple renegade choices, but I never felt that I was necessarily hamstrung in what I wanted to say.
09/02/2010 at 21:20 michaelfeb16 says:
Did you REALLY say the cover system was good? I damn near stopped playing for how many times I got stuck on cover while running and died, or ran away from cover and died instead of hiding, or covering instead of using an object, or accidentally started (and failed) a hack while trying to cover.
My number one cause of death was 1)hide behind cover, 2)use power/weapons, 3)take rocket to face, 4)jump over cover in effort to get back to cover.
I am on a PC. Please, just because some people use inferior consoles with three and a half buttons doesn’t mean you need to force all of my controls onto one button.
I enjoyed the game, but if feels like such a console port that I feel too dirty to ever play it again.
09/02/2010 at 21:27 qrter says:
I have to agree – making use, cover and jump all one button was a really stupid move.
09/02/2010 at 21:38 jsutcliffe says:
At the risk of sounding like a prick, I think the stupid move was failing to grasp how to use the simplified controls.
09/02/2010 at 21:42 Lilliput King says:
They weren’t particularly difficult to understand or use.
I can see people arguing that it makes the gunplay pretty much a modified whack-a-mole, but not that it was awkward or difficult.
09/02/2010 at 21:48 qrter says:
Sorry to burst your bubble, but that does make you sound a bit prickish.
Say I have to jump over an obstacle (which happens more than a couple of times in the game) – and I mean the times you have to, because there is no other way around. So first I have to go into cover against the obstacle and only then can I jump over it. It’s cumbersome, it’s slow, it’s silly.
This isn’t about those controls being hard to understand, just that they’re annoying to use, especially in what now is supposed to be a shooter.
09/02/2010 at 22:07 michaelfeb16 says:
It isn’t about difficulty, it is about being annoying. If the game wants to be a shooter on the PC, it has to stand up to the competition and standards of shooters on the PC. ME1 got away with its poor cover system because the game was much less a shooter than this time around.
09/02/2010 at 22:19 Jeremy says:
@qrtr
That’s really the only time though that the controls get a little funky though, having to jump up to a higher ledge or whatever requiring you to get into cover first. Even then, I can only think of a few times where I actually needed to climb, and it was never at a point where my life was in danger. Outside of that, I can’t think of how having press Left Shift to pick up items, or start conversations, or enter cover is all that annoying. I kinda liked not having to map a bunch of different keys, and relying on that all purpose button.
@michael
I can’t think of even one situation where the button could be confused between interacting with an object, starting a conversation or getting into cover, or how accidentally going to cover could cause a death, unless you’re running away… at which point you deserved it, coward! That last part was a joke, but seriously, I’m having a hard time thinking of situations as you described above, and I’m not even trying to be vapid for the purpose of making my point.
09/02/2010 at 22:41 invisiblejesus says:
I thought the cover system was fine, my only gripe with it was that I had to use it occasionally to climb up to a higher level or something. Beyond that it worked nicely for me.
10/02/2010 at 01:33 Nalano says:
There was only one instance in the whole game where I could even remember there being a hackable object in the middle of a Designated Firefight Zone, and that was the only place I failed a hack (by being shot), but it wasn’t because I mistook Hack for Cover. It’s because I bee-lined to the hackable object like the easily-distracted person I am.
10/02/2010 at 04:21 luminosity says:
What classes did you play? I’m guessing if you had no problems with sprint/cover being the same button you weren’t vanguard. Playstyle: Charge, 2-3 shotgun blasts. Later on you recharge charge quickly enough that it’s not a big deal but early on in the game you’d then be left standing in the open with enemies often on multiple angles to you. You had to run back to where you could take cover from them all, until your shields / cooldown were back up. The thing is, you had to sprint away as fast as possible. The thing is the sprint key makes you stick to cover. The thing is you’d run and slip into cover on the wrong bloody side of cover and get shot to pieces.
10/02/2010 at 04:55 Nalano says:
I played soldier so charging was at a minimum and thus I never found myself on the wrong side of cover (and adrenaline coupled with an LMG helped those times cover wasn’t present). As a vanguard I could see why “sprint/vault low obstacles” and “stick to cover” would be useful as different keys.
But then, the idea of charging some guy head-on before scrambling behind cover again just seems so schizophrenic to me.
10/02/2010 at 17:32 Jeremy says:
Still, regardless of your class, using your skills in a way that gets you killed all the time shouldn’t pin the blame on the designer.
09/02/2010 at 21:21 Vinraith says:
A question for those that already have this:
If I have a Shepard from ME1 that I’ve played through ME1 with more than once, and made different choices on each play through, how does the importer handle that?
09/02/2010 at 21:23 jsutcliffe says:
Simple as can be — you’ll have two potential Shepards to import.
09/02/2010 at 21:25 Vinraith says:
@jsutcliffe
That’s exactly what I wanted to hear, thank you. The concern was that ME1 considers those two play throughs to be a single profile, so I wanted to make sure ME2 could distinguish them.
Cheers!
09/02/2010 at 21:26 Will says:
You play your DS games during conversations in Mass Effect 2? you missed so many great opportunites to change the outcome of events. Focus next time!
09/02/2010 at 21:51 soundofsatellites says:
Great read! I agree it’s a brillant gamey-thingy. It’s funny how I found myself thinking that Mass Effect 2 shares some similarities to a couple of JRPGs (and this isn’t meant to bash either ME2 or JRPGs!)
A quick note on the difficulty: Dragon Age has that funky tatical combat that is a lot more manageable being difficult and it almost requires slow thinking and pausing. ME2 instead, being a shooter, favors quick thinking and reflexes; while the AI does a great job on normal difficulty, playing it on higher levels alters the dinamics in a major way, and soon started to feel how my party NPCs became more of a burden than a help. They often make some idiotic decisions about cover, they hardly ever change their guns, and severely misjudge threats. Couple that with their weird aiming of powers (if you use a party member power, doesn’t matter where they are, it aims at your crosshair, and many times it will fail miserably at your cover) and annoying autosave (facing an overpowered enemie after waves of something far less difficult) can become a little frustrating.
On normal everything works perfect, but if anyone wants harder and sucks like me, you probably want to turn off the “auto use of powers” in the meny and make sure to micromanage your party as if you were they fcuking babysitter.
And don’t, please no, don’t tell me grunt is okay because he will never be as cool as wrex. I miss you buddy, ya hear?
09/02/2010 at 23:25 1nightstand says:
Yep… Wrex was so good, he made me wish they would go Oblivion on the Krogans, assigning that one actor to voice them all…
09/02/2010 at 23:31 Wednesday says:
Grunt’s no Wrex, but he’s much more interesting than those stupid “meet the” trailers made him out to be.
All of the characters are really.
10/02/2010 at 00:22 somnolentsurfer says:
And hopefully that DA:O going triple platinum thing will convince the EA overlords that there’s space in the market for both the tactical style and the shooter style RPG, and we won’t see Dragon Age 2 “consoled” down.
10/02/2010 at 00:40 Dante says:
I think there’s a clear divergence of strategy here, and I applaud it. I love both DA and ME2, and I hope they continue to provide the best of both worlds.
10/02/2010 at 00:50 +--JAK--+ says:
I think i have to say that Wrex was my favourite character in ME1, my favourite line of his simply being “Shepard”
In ME2 my favourite character was Grunt and, if pushed, i would have to say that my favourite line of his was “Shepard”
Both pull of the word amazingly but i’d say Wrex is the true champion of the “Shepard” delivery!
10/02/2010 at 17:35 Jeremy says:
@surfer
I wouldn’t worry too much, Bioware has stated that they’re going for 2 very different styles in these games. Obviously, wielding a sword from cover wouldn’t make a whole lot of sense, neither would the ability to parry be all that useful with Assault Rifles.
10/02/2010 at 00:02 Kast says:
Awww, hell, I knew I should have bought this and not BioShock 2. The clincher? Upgradable Normandy. I LOVE upgradable bases/etc in otherwise adventure-centric game. And yes, it is that tiny feature alone that sells this game to me.
Shame that I am now out of money…
10/02/2010 at 00:29 Nick says:
It really does very little at all, the upgrading that is. Very very simple and a bit of a let down.. like all the upgrade options really.
10/02/2010 at 00:34 Dante says:
As much as I love ME2, the Normandy upgrades basically have no effect or appearance until the end of the game, so I wouldn’t base your purchase on that.
10/02/2010 at 00:57 Nalano says:
Well, it makes a very significant difference in the end.
10/02/2010 at 00:22 d00d3n says:
I liked Mordin’s backstory but the “morality choices” associated with it didn’t make any sense. Being a paragon meant picking the most stupid and short sighted answers at every turn.
10/02/2010 at 00:58 Nalano says:
So don’t be a Paragon.
Renegade isn’t just “I kick puppies” or “I let my gun do the talking;” it’s also “you’re wrong.”
10/02/2010 at 01:01 Dante says:
The beauty of ME2 (and ME1 actually) is that you can happily mix it up without looking bipolar. Sometimes you do what needs to be done, other times you manage to find a better way.
10/02/2010 at 07:38 Kadayi says:
@d00d3n
Unlike the first game, there really isn’t any strong incentive (IE achievements) to be pure paragon/renegade. So go with what you feel is right.
10/02/2010 at 08:59 mrmud says:
I ended up being 55% paragon, 45% renegade at the end of ME2. This was pretty much how I ended up after ME1 as well.
You dont have to play as a paragon OR renegade, it is perfectly viable to be both. In fact I feel that my character who is a little bit of both is much more relatable and real because of it.
10/02/2010 at 18:02 Nalano says:
Because they weren’t mutually exclusive, I always read Paragon/Renegade not as Good/Bad but Idealist/Badass. And when you’re at the end of the game being a principled badass, there ain’t nothin’ in this world that can stop you.
10/02/2010 at 00:45 Dr Lulz says:
For goodness sakes, Shakey Jake!
10/02/2010 at 01:47 Deuteronomy says:
While enjoyable, ME2 isn’t near the *experience* that ME1 was. Not exactly sure what was lacking, perhaps the music? Was there even any music while roaming the Normandy? ME1 had such a contrast between a haunting sense of stillness at times (Feros especially) and extreme urgency at others (Ilos+Citadel). IMHO ME1 was much like Stalker driven by an aesthetic more than anything else, and like Stalker succeeded as art first and game second.
10/02/2010 at 01:52 cjlr says:
@Deuteronomy
I think some of that is inevitable with successive works in the same franchise and/or universe. Nothing but nothing will compare to that first delectable tryst.
10/02/2010 at 05:09 Bugsport says:
I agree that mass effect one has an aesthetic quality that the second game fails to capture in its entirety. This however I feel is intentional. The game series as I see it (my shepard is a full paragon because for some reason I feel compelled to be a good guy) Are equally beautiful for their own reasons. But this may be a result of the nature of the story within itself.
The first game is sort of intentionally cold and calculating. A universe where our most advanced species are pathetic imbeciles compared to what came before. Our stories are lowly squabbles for survival and understanding that unfortunately is framed in the ruins of much higher intelligences. The mystery was wrapped up in the past and forced us to wander in the ruins of precursors. It led us to very pretty places.
The focus of ME1′s story was on the past and focused on deep, dark sadness that comes with the loss of something special and the inability to get it back and how that causes people to suffer. You see it alot, as characters always refer to something that happened to them and being unable to make it right. Joker was teased in flight school, Wrex was betrayed by his father. Garrus’ father screwed him out of being a spectre (similar to saren and anderson). Benezia never showed Liara the affection she needed and was too late to make up for it. The prothean VI killed everyone to keep itself alive on ilos. Septimus is bitter over the inability to win the love of the consort. The two individuals fighting over the unborn child because they can’t agree on how to remember the deceased father. The visuals and grandiose decay of the universe merely matched the tone of the story.
Mass Effect 2 on the other hand, has a drastic tonal and thematic shift from past to present. Characters, Places and events are no longer tombs of the past, but rather the broken, sad ruins that exist now. There is no need, visually or thematically to dwell any longer on how the past can hurt us and cause us to suffer. We know and understand this and any further exploration of it would cause us to become bored. The game is intensely focused on the present, and history becomes backseat. The first game is focused with understanding the past, this game is focused on showing us and understanding the present. And we must move past our old wounds and pasts in order to become happier with ourselves now. And as a consequence of linking visuals with theme you mostly wander about modern landscapes and existing, lived in structures compared to ruins and old places.
This is most evident in the loyalty missions. We are literally, a sheppard guiding a flock out of their obsessions with the past and bringing the full fold of their awareness into the present. [SPOILERS COMING UP] Tali must move past her father’s absence and see, though extremely misguided, the amount of love he had for her up till his final moments. Archangel must move past the loss of his team and the betrayal that ruined him. Jack must face the horror that defined her life and learn to define herself on her own terms. Grunt is a creature literally force fed the past without context or particular reason and he must make the first step to being his own character. Samara must kill something she truly loves to end her and their suffering. Thane must use the time he has left to mend his past mistakes. The final character picked up must move past his preconceptions of how his race works and understand that people against all known beliefs will fracture and differentiate to the point where they are not the same anymore. [END SPOILERS]
That’s why Ashley/Kaiden, Liara and possibly Wrex aren’t and can’t be team members of the last game. They are creatures too defined by their pasts, too wrapped up in their suffering to understand the needs of the present. Liara is obsessed with vengeance, and even goes so far as to emulate her mother, Wrex is too focused on fixing the cultural mistakes of the Krogan species, and ashley/kaiden are broken and fractured by the loss of shepard and their own respective pasts to be anything but disgusted with you.
Also expect another shift for ME3. As I expect the game to shift its thematic focus to the future and adapting, shaping and preparing for it. Given this we most likely will see an even larger team (partially composed of surviving ME2 characters and less experienced individuals with heavily moldable opinions and behaviors depending on your actions) , a focus on army/alliance building, and a greater focus on emerging colonies and worlds on the cusp of techological, cultural, societal, social, evolutionary progress. (e.x. helping the geth atain their Future, returning the quarians to their homeworld/fixing their immune problems, freeing the batarians from their dictator government, curing the genophage. Also characters may have to learn to adapt to the future and have their relationship with shepard define their actions.
For example take tali, if she appears in ME3. A character specific mission will arise and she disappears from the ship. She leaves a personal note for you and fails to tell you her location. You, due to your concern for her safety, track her down only to find that she is undergoing a dangerous experimental procedure to give her a regular immune system so she can live without the suit. Assuming you formed a relationship with her, she may have done this to become closer to you, to break the barrier that the suit formed so she could fully expose herself to you both emotionally and physically without fear of death or misunderstanding. If no relationship occured, and you’re paragon, she may have done this to aid her people so they can live without fear or restraint. If you’re renegade, she might have done this to escape the stigmata and persecution the suit brings.
this is just an example though.
I consider games like these parts in a singular whole rather than separate but interconnected products. It elevates both games to equal but different standing and helps me understand the meaning of both better.
10/02/2010 at 06:06 Nalano says:
Interesting analysis, Bugsport. I’m not sure I buy all of it, but it’s certainly something to chew on.
One caveat, tho. In this trilogy, a lot of the first Mass Effect wasn’t about the past but speculation about the future: Humanity’s future in an already populous galaxy. It was a great “we’re on the cusp of something grand” feeling, where there’s no time to consider the past because there’s so much to explore.
The Krogan have nothing on the blazing speed at which the Alliance are spreading their colonies across the galaxy and fighting wars, first with the Turians, then with the Batarians and now with the Geth – with no thought to slowing. Earth itself is going through a golden age and you never – ever! – consider going back there because there’s way too much to do all around the galaxy. The Alliance got an audience with the council in record time, and by the end of the first game are a member of the council (also in record time) or basically run the council (again, in record time). Humanity did in decades what other species couldn’t do in centuries! They become an important military power right out of the gate!
I’m pretty sure an Asari blinked and totally missed Humanity’s rocket to the top.
Even technology is forward-thinking: Kaidan is using outdated L2 emitters despite being a relatively young biotic and low on the pecking order, as they’ve already come out with L3. (They’re at L5 by ME2, which is a version a year!) You’re riding a ship that’s prototype technology – a combined effort of Human and Turian engineering – when you were at war with the Turians hardly any time ago! A ship, consequently, that’s laughably outdated and obsolete three weeks after ME1 ends! Who has time for yesterday? There’s tomorrow to think of!
After all, when the short-lived Salarian councilor says you’re being impatient, you’re being impatient.
10/02/2010 at 12:52 Bugsport says:
yes the technology and politics are all speculating on the future in the surface narrative. But much of the game thematically focuses on the past. Everything you see, do or say, no matter how much they talk about shaping the future, always has something to do with the past and loss. Humanity’s past with the turians and their previous behaviour shapes the opinions of those around you. Kaidan is a relic. He is/was forced to use an archaic method of biotics and as a result suffer because of it. Ashley strives to achieve in the military but he is still held in contempt because of the past actions of her grandfather. On noveria, a species once long dead is resurrected. The thermian is an ancient and long lived species who specifically approach to find out clues to the past. Why is it that you find an ancient beacon, with mysteries of the past, on the oldest human colony. Why is that they initially believe saren based on this history. Everything, as much as they love to talk about shaping the future and being the beachfront for human alien relationships, is about the past.
Why in ME2 does the matriarch bartender, with so much history and story, doesn’t want to dwell on the past. Why do help thane’s son prevent making a mistake now, rather than atone for Thane’s past mistakes. Why is Illium currently the biggest trading planet on the edge of citadel space. why is so little time focused on the history and violence of omega and more about current events. Why is the last squad member picked up, unaware of how their species work now? Why is the couple that want to have a kid, having their trouble now because the asari can’t decide if she loves him enough, rather than it being about a past dispute. Why is the importance of the collectors’ revealled history, as shocking as it is, so comparatively unimportant to what they are now.
It’s a matter of perspective but that’s just how I see the games.
Also is it me or do I see a lot of lovecraft references in this universe. Ilos, bares alot of passing resemblance to R’lyeh and the city from at the mountains of madness. References to the reapers being old gods and dreaming even when dead. The statuary of the protheans are also another at the mountains of madness reference with a heavy dose of space jockey. I think that’s pretty cool.
10/02/2010 at 03:43 MrMelons says:
I like the conversation 2 of your characters have about talking in the elevator like they did in the citadel from ME1. How they saw it as a time to get to know one another and the other character threatens to shoot them. I dunno that just made me laugh.
10/02/2010 at 04:56 Wulf says:
So… shooting for 500 comments and longest RPS comments thread ever with this, eh? >.>
10/02/2010 at 04:58 Nalano says:
It’s a popular game, eh wut.
10/02/2010 at 05:13 Wraggles says:
While I love the game, I still can’t get over the broken combat. Biotics JUST DON’T WORK. Oh sure when they have just health left I can throw/singularity/shockwave/pull to my hearts content, but unfortunately at that point a single headshot from a heavy pistol does the same thing. Until that point they do nothing.
I love the story, the character interactions, hell i don’t even mind the shoot from cover aspect (though I do miss being able to run and gun), but when half the powers in the game just don’t do anything there’s something seriously wrong, but that’s what I get for wanting a “challenge” and by loading up on Veteran (not even hardcore or insanity) as soon as I began.
10/02/2010 at 05:26 Bugsport says:
since shockwave saved my ass innumerable times with husks, varen, mechs and other stuff with a tendency to charge or swarm,. and I used pull and charge to get a better fix on distant enemies, I respectfully disagree with your statement.
10/02/2010 at 07:31 Wraggles says:
Eh? Well shockwave will work on, well, varren and husks as they remain undefended despite the difficulty, but pull? Really? What did you bother using it on? If they have defenses to start with you need to move to shoot them, you can’t use pull to move their defended ass out of cover, so why not just finish the job with a gun. Varren and husks will rush you so it’s not like you need pull, and as for mechs, why use a power, pop each one once with a heavy pistol in the face, and they don’t cower behind cover anyway….
As you can see I respectfully disagree with your disagreement.
Mayhap if the ability didn’t work and actually did a decent chunk of damage it could be worthwhile, but as an adept all you do is sit behind cover and spam warp, at least as a vanguard you have charge and a shotgun for kicks.
10/02/2010 at 07:46 Taillefer says:
I picked slam as my “bonus power”, it recharged way before the target stood back up so I could just spam the power and big groups of enemies were helplessly rolling on the floor for the whole fight. I was an infiltrator, but slam along with incinerate meant I only ever used my guns in really intense situations. Which made the cloak and all the combat bonuses a bit of a waste. It stood out as a poor balancing issue to me when the infinite use powers are more powerful than the limited ammo.
10/02/2010 at 08:03 Lilliput King says:
Hmm. Pull is my most used power, strangely enough. On Veteran, most enemies have armour or a shield, so you take squadmates with abilities which can burn through those quickly, ideally someone with Warp or Incinerate, and someone with Warp or Overload. You pop overload on the shielded enemies and incinerate on the armoured enemies, then pull them out of the cover, and shoot em up a bit, or make your squadmates do it.
You can also use pull to get quite a few environmental kills, which are hilariously good fun. Fully upgraded charge is also a joy in that regard.
10/02/2010 at 13:58 Wulf says:
My favourite power is Cryofreeze.
There’s really little that’s more hilarious than to have a Krogan charge at you, your team mates go nuts, and then having the thing frozen inches before it gets to you, only to fall over sideways and shatter.
Plus, Overload is my friend when it comes to the Geth, and especially that Colossus, which went down in about 15 seconds thanks to Overload. <3 Sentinel.
10/02/2010 at 14:02 Dante says:
Biotics are amazingly useful, and I’ll tell you why, because they go around corners.
Strategic use of overload/warp/incinerate can tear the shields/barriers/armour right off an enemy, then when they try and hide you loop a pull field around the cover and drag a whole group out into the open.
Add Warp ammo into the mix and a single light tap of the assault rifle will take them all out as they pinwheel away.
11/02/2010 at 04:00 sigma83 says:
I was a soldier, and I picked Barrier as my extra power. It let me walk up to things with the trigger held down until they died. Very good for being soldier-y.
12/02/2010 at 03:22 Wraggles says:
@ Wulf
Cryo freeze, while amusing is also useless (along with cryo ammo) on harder difficulties, it doesn’t work on any form of protection and when enemies have 500 shield 500 armor 100 hp, it becomes pointless trying to get that double damage bonus or using it to CC.
I’ve also never had cause to use pull, it was always more efficient to just;
a) run up to them
b) finish them with a damaging power (incinerate or warp are best)
It’s also annoying how the rock paper scissors system leads to cookie cutter battles. It’s just, hide, use appropriate move a), use appropriate move b), finish with gun. That said, infiltrator/solider/vanguard have a couple of ways to mix up the battlefield.
10/02/2010 at 07:37 Will says:
I’m really curious what happens if you don’t bother to get ALL of the Normandy Upgrades before the final game….anyone tell me?
I’m assuming if you recruit less people then you find it harder at the end and that how many loyalty quests/how soon you race after the collectors also affects the last mission. SO many things to try!
10/02/2010 at 08:19 tmp says:
There’s a few “must have” upgrades. Lacking them means death of one team member per missing upgrade before the main mission even starts.
10/02/2010 at 11:22 Chalee says:
Lovely review, but having a favourite character who is not Mordin is quite blatantly incorrect.
10/02/2010 at 11:48 Furius says:
Love the game. Anyone else notice that Male Shepard is just a little camp now? Don’t know if they got a new mocap actor in or something, but now and again he just does a the odd little flounce as he’s talking. Must be a Side effect of That Thing That Happens At The Start.
10/02/2010 at 13:08 jsutcliffe says:
Second playthrough, starting a ME2 character from scratch. Kaidan is alive! Wrex is dead! It’s all gone horribly wrong!
I didn’t fully appreciate how important having a ME1 backstory for my Shepard was, or how unnerving it would be when things are different.
10/02/2010 at 17:52 Rane2k says:
Oh boy, I am SO pissed off right now, finally received Mass Effect 2 (and Borderlands) in the mail, installed the 2 ME2 discs, configure everything, import my ME1 savegame, start the game… and it hits me like a hammer.
The dialogue is in GODDAMN GERMAN.
Why did I order from the UK again?
Not that I don´t appreciate them making a version in my native language, but I played the first game in english, twice, and now it just feels wrong…
This is seriously offputting, does anyone know a way to get the english voice files?
Edit: Nevermind, I panicked there, seems to be an international version that has more than one set of language files. To anyone with the same problem (and an international version), go to (your Mass Effect directory)datasku.ini and change VOLanguage and TextLanguage to INT, instead of DEU)
10/02/2010 at 19:12 Kots says:
[MASSIVE SPOILERS]
The main story felt like a pointless thing to prolong the story into trilogy. There was just minor revelations that everyone with half a brain could read between the lines in the first part. Biggest nag to me was the whole suicide mission. After the first part it was pretty obvious that the Reapers were coming, millions of years old sentient machines must’ve been aware that Milky Way had gone without it’s periodical check and their fleet was on the way. It could be months, years, who knows. So why was it necessary to do a _suicide_ mission against a threat that seemed so minor in comparison against the actual Reaper threat? And by minor I mean the Collectors targeted only insignificant colonies.
How the missions were executed bothered me too, mostly because of the Paragon/Renegade options given along the way. Like the Zaeed mission, first I thought it was awesome, I had to choose between the people and his loyalty. Would I have to watch my back throughout the rest of the game if he would decide to take revenge because I helped the people? No, I just poured some Paragon honey to his ears and we were best friends again. In all, the Paragon/Renegade options solved all the problems for the player and there was no hard decisions at all. I would’ve preferred a solution where you could never ever have a fully loyal team, you’d have to piss someone off by making someone else happy, so your decisions along the way would dictate what kind of setup you have for the mission. Same goes for the whole upgrade and loyalty system. When I pay 50€ for a game, of course I want to crawl through all the content, which means I had a fully loyal team in the end.
The mission itself had some nice moments, like the first time I realized I have to choose people for the different tasks. But it instantly killed it for me when I realized there were right picks for the jobs. And of course they were obvious. It could’ve used some random moments, like second team getting in trouble and having to make a decision to either help them or leave them on their own, and the decision would also affect the morale of your own team, they would start to question your leadership should you make irrational decisions based on personal feelings. It kind of missed all the drama it could’ve had. If I now chose to play it so that I lose people, it would never have the impact since I might as well shoot them myself.
I also am in the 2% minority that seemed to like the Mako parts in first part, not because of the combat and physics that were clearly broken, but for the feel of it, landing on barren planets with a gas giant covering half of the sky, just enjoying the scenery. It also gave a sense of massive scale to the world. They could’ve developed it further, added environmental hazards that were actually somehow significant instead of just the small bar that indicated when you’re going to die. Have some visual feedback of it and make conditions affect the gameplay, for example low gravity that would send Mako flying to outer space because of a little bump. That said they actually had one part like that in ME2, the mission to recruit Tali where you have to stick to shadows to avoid harmful sunlight.
And when it comes to the mineral scanning they should’ve added something like completely random discoveries of tech, history, small story pieces, surprising elements to spice it up. I hear people nagging about the PC scanning speed but my god it was horrible on 360.
Overall I loved it but hated it because it could be so much more with so little effort.
18/02/2010 at 07:19 ymrar says:
“I would’ve preferred a solution where you could never ever have a fully loyal team, you’d have to piss someone off by making someone else happy, so your decisions along the way would dictate what kind of setup you have for the mission.”
I failed to have Zaeed loyal to me as after saving the people, I chose wrong words. I also lost Miranda’s loyalty as I chose Jack over Miranda in their argument. So yes, you do have this kind of choices you speak about.
10/02/2010 at 19:21 Carra says:
My wrists actually hurt from all the scanning. Who thought and playtested that? Grmbl.
I am quite surprised by Jack. At first she seemed just like one of the many evil personas I’ve seen in countless other mmorpgs. After knowing her a bit better it comes clear that she’s not really evil but more a product of her education. I actually started to like her after her side quest. A game that teaches us that we shouldn’t rely on our first impressions? Never thought I’d see the day.
The new interactive cutscenes are also a great addiction. In a split second you can make an important decision. A paragon option comes up for a poor civilian? Clickie! A renegade option comes up for this jerk who just talks too much? Clickie! I ended up helping all the poor civilians while kicking the crap out of all the bigmouth criminals.
And then there is the attention to detail. Walking around in cities you can hear people talk casually. And it’s not just two sentences after which they repeat themselves. You can often hear conversations of ten sentences. They’re fun to listen to and I actually stopped from time to time to see how the conversation ends. Two of my favourite are the Krogan who’s convinced that he is the father of a child or the Volan who’s playing the stock market.
11/02/2010 at 00:19 Wulf says:
[Disclaimer: I LIKED ME2, so no unreasonable and irrational bouts of maul, please? Thanks.]
Anyway, ME2 isn’t the first game to do this, quite a few have. In fact, Gann of Dreams in Mask of the Betrayer looks questionable at first. He’s a criminal, and the game has the player thinking initially that he mind rapes people, and uses his silken tongue to get out of it, that he’s a total bastard but very sly and cunning.
The truth of it is that he has a heart of gold, but all the people around him are caught up in persecuting his race, a race which CAN perform some particularly nasty mindfucks and often does. Gann, however, does not. And if you give him the chance you get to find out just how incredibly selfless and noble he is, and all he really wants to be is an actor, a thespian, a weaver of dreams rather than a base dream rapist, hence the silken tongue.
He’s just in a bad situation, and because no one believes in him he finds it hard to believe in himself, so that’s why when he’s first encountered he just pretends to portray the image that everyone has of him, instead of revealing his true nature. He’s a very guarded character at first, so it’s hard to know what to make of him, and people who don’t care to dig too deep will go through the game just thinking he’s really not at all that nice, and doubtlessly some people have, just as some will have with Jack.
11/02/2010 at 03:53 Nalano says:
Believe me, the trope’s been there a while, Wulf. Doesn’t mean that the current examples aren’t especially well-written.
11/02/2010 at 05:50 Wulf says:
@Nalano
I actually didn’t say that they were, at all. In fact, I even really liked Jack’s story, a lot.
That I didn’t is just you misreading me.
Because because I like one thing doesn’t mean I automatically dislike another, especially when I’ve all ready pointed out that I thought that ME2 was pretty good.
10/02/2010 at 22:29 Dante says:
Er… because you aren’t evil?
Even if we’re assuming every race in this equation is composed entirely of coldly calculating psychopaths, just because you’d beat the Asari and Salarians at battle doesn’t make it a wise choice. The Salarians might not do well in a sustained war, but they have great intelligence agencies and they fight seriously dirty.
After all, if they genophaged the Krogan, God knows what they’d infect the Turians with if they started anything.
10/02/2010 at 23:22 Jeremy says:
Not voting for Nalano in the elections.
10/02/2010 at 23:30 Nalano says:
Elections? Why would I offer elections?
I detect insufficient grovelling. Don’t make me break out the Pain-o-Matic™.
Funny you should call them not evil. They just committed genocide against one species via a proxy war with another species, then fought a proxy war against that species with a third species before committing all but genocide on them, and rewarded the third species with exactly what the second species was vying for.
By all rights the Turians should have shot first. Ha!
10/02/2010 at 22:58 Bjorgenstein says:
Dominic, thanks so much for posting that link. Gibbed updated his editor to build 25 last night, and it includes the ability to toggle ME1 choices on and off!
The timing couldn’t be better. I had just resigned myself to yet another ME1 playthrough. I like the first game, but I’m glad I don’t have to play it every time I want to try some different choices in ME2.
11/02/2010 at 01:45 capitolwasteland says:
@wulf:
Why must you constantly play the victim card? You have GOOD points and I enjoy reading your posts but I am sick, sick, SICK to death of how much you cry about people persecuting you. Also: drop the brainwashed crap. People don’t agree with me so they are brain washed? Really? Knock it off.
11/02/2010 at 05:47 Wulf says:
You must have a lot of time on your hands, Dante #2.
It’s funny how all of these new names turn up in Bioware threads that I never see anywhere else. Really funny. I’ve started to pick up on that now, actually, now that I’m paying close attention to the regulars.
11/02/2010 at 07:37 Nalano says:
Did you just pull the “get off my lawn” card?
Honestly, friend, that’s not the tack you wanna take. We respect your opinion, but the attitude just gots ta go.
11/02/2010 at 01:50 Dante says:
Yes, we get it, you like Mask of the Betrayer, I’m just not sure why that’s relevant.
11/02/2010 at 05:45 Wulf says:
Don’t you think that that kind of reply is just a bit dickish?
Anyway, I imagine that I can say whatever I like, providing I’m not hurting anyone by doing so. If the RPS guys have a problem with it then I will stop, but remember, you’re not a news poster here or part of the RPS crew, therefore you’re not an admin, so don’t get ahead of your station.
If you don’t like my posts… well, um… tough? Just ignore them, it’s snot like they’re imprinted on your retinas or anything, right? Eesh.
11/02/2010 at 16:51 Marty Dodge says:
Actually ME2 is growing on me. It seems odd to me but I found ME1 easier to get into that the second one. I imported my ME1 character as well, but ME2 still didn’t click right away. Now as I get further along in the game, just finished the “blooding” for Grunt, its getting more interesting. I find the fact you have so many people to chose from interesting.
Oddity: many people fund the whole scan for mineral tedious. I find it oddly relaxing. Its the perfect accompaniment when you are doing something else and can’t be 100% stuck to the game. Even though I don’t have to I plan to full exploit… er I mean explore every planet… filthy capitalist that I am.
All your resources are mine!
11/02/2010 at 18:45 Dante says:
I’m sorry, what?
Not that it would be remotely relevant, but I’ve been around here for quite some time thanks. Click on the ‘Orc’ bit, it’ll say ‘Member since October 23, 2008′, or about a year longer than you.
If you aren’t arguing with anyone, what are you actually saying? All you seem to be doing is rambling about how much you love Gann.
11/02/2010 at 18:49 Dante says:
Very true.
Change is good, you know why? Because the old stuff still sticks around and there’s good new stuff too!
Sure maybe we don’t have as many 2d turn based Tolkein rip off RPGs as we used to, but they’re still around, plus there’s all this other cool stuff.
Embrace the change, it means something for everyone, anything else comes off as selfish.
12/02/2010 at 10:36 squizzerls says:
“As is apparently a tradition at BioWare, only broken by Dragon Age, it’s crucial to begin with two really boring characters you’ll never want to bother with again once you’ve recruited some others.” Sir, I must protest. Are you implying that Minsc is a boring character? If so, GO FOR THE EYES BOO, GO FOR THE EYES YEARRGGGG
14/02/2010 at 22:40 Kadayi says:
Finished it yesterday. Enjoyed the hell out of it and successfully managed to come out unscathed will all my crew and peoples. The only disappointment I really had was that I kind of expected more from what was beyond the Omega 4 relay. I was expecting there to be some systems to explore and other stuff, so it was a bit of a shock to find that it was the end game.
15/02/2010 at 14:53 SanguineAngel says:
Well! I’ve held out posting on this thread for fear of even minor spoilers. Now I’ve finished it.
Gotta say that I loved it. I’ll admit to having had a go at mass effect 1 when it first came out on PC and finding it a bit dull. However, I had another crack at it in preparation for number 2 and by golly it transported me entirely.
I’m also going to admit right here that it’s quite rare for me to see most games through to completion these days. Partly because now I’s a full time working member of society, I don’t usually have the time for it. Also when the industry bombards me with several great titles I tend to flitter between titles and eventually lose track and interest. So I finished this and I felt fully satisfied, happy and exuberant. Although I am left wanting more.
ANYWAY! Mass Effect 2 was brilliant. I loved the atmosphere intensely, even more than the first. And all the characters really caught me imagination. Just as importantly for me – I did every mission in the game and I was a lot more impressed by all their presentations. Clear and well presented storylines – frequently interwoven and relevant. I actually much preferred the linearity of these missions as well if I’m honest. Kept them focused and maintained immersion in the story.
Please bear in mind that I am a bit of a die hard RPGer here, so when I am heaping praise on the game I really mean it. For me, an RPG is NOT defined by the combat system or the inventory. For me it is about character development and cause and effect. There is a larger conversation to be had here. But essentially I mean that if you as a player can actively effect the develop the person of your character and also interact with the characters and environment in a meaningful way then that would be enough.
As far as I am concerned then, ME2 is absolutely an RPG. I was a lot more impressed with the paragon/renegade developments this time around.
There are definitely faults with the game, there is no denying. I thought that although I really enjoyed the character interaction, and the stories they told, the mechanics were ridiculously formulaic. The “This section of the game is where you develop relationships and not much else” shocked me after it was so well integrated with the main storyline in the previous game. It also lost a lot of edge when there were virtually no pressure here. You could essentially delay indefinitely and ensure that you had completed each character’s plot line. What really did get to me here, though, was the loyalty mission trigger. I thought the introduction to each mission was extremely abrupt. It didn’t matter how little you chatted with people, they would always offer up this mission at some predetermined point, and completion of that mission (difficult to fail, although possible so that’s good) meant instant loyalty. This did disappoint me when in ME1, these missions had to be teased gradually from companions. It would have surely been a relatively simple matter to improve on that. Then you are rewarded for your interactions with characters – or punished. That would seem the more RPG way, and even the more ME way.
I feel I am rambling so I’ll stop here.
Just to say, it had flaws but despite them, I think it’s one of the better games and better RPG’s I’ve played for a while!
18/02/2010 at 12:23 SanguineAngel says:
@ ymrar
I think what he was driving at was that he would have preferred it if you were FORCED to make those choices. The two outcomes you describe were completely avoidable.
I tend to agree with him – I’ve been of the opinion that choice in computer games is virtually meaningless without sacrifce. So it comes down to these so called “safe choices” ie you chose the good option because you know you won’t be punished. What if you had to give something up whichever route you took. The choice then takes on signifigance. ME1 DID have one such important choice. I’d like to have seen more of that. And hopefully we will in the final chapter.