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Mass Effect 2 Review

by Garnett Lee, Feb 18, 2010 8:00pm PST
Related Topics – Mass Effect 2, xbox 360, PC

The second game in a planned trilogy, Mass Effect 2 continues Bioware's sci-fi hero's epic as Commander Shepard and company struggle to save the universe from a powerful ancient force called the reapers. In grand space opera style their saga plays out against a backdrop of political subterfuge as races vie for power in the galactic community. Those coming into the series fresh will have no problem catching up on the plot but may still feel like they're missing out on something. Mass Effect 2 "remembers" the actions you took in the first game if you finished it and incorporates them into the ongoing story.

Mass Effect 2 boasts deep role-playing roots but they belie the game's more action-oriented up-tempo pace. It winds up in a design limbo somewhere between the two, held there by vestiges of traditional design that suddenly feel out of place. The worst of these disrupts the natural ramp up in the urge to see what happens next with a time-consuming process of scanning planets for resources needed to upgrade your crews' equipment.

The story also gets torn in two directions right as it comes up to speed. After a riveting first few hours, saving the universe takes a backseat to gathering a crew and making them happy. Like taking time out to go on a mining expedition, it's hard to figure out why you're going off on personal errands in the face of the end of civilization. There's little time to savor the fruits of that labor either; once you're ready, the central story arc rushes the team to the conclusion. And all of that to culminate in a clichéd video game final encounter that ends the game at its lowest point.

These flaws stand out in large part because Mass Effect 2 creates such a completely engrossing experience. Every element of the universe Bioware has created clicks. You develop a natural sense for the places, races, how they all fit together, and their interplay with the characters and story of the game. And no game has incorporated a malleable character better than Mass Effect 2's Commander Shepard. Never has choosing the darker side -- in this case more of being self-serving and expedient than truly evil -- felt so liberating. And because it does, going that extra mile to be the good guy feels that much more heroic. That's why the decisions made to make the game more accessible were right on target. Some will still want to wring every drop of content from a playthrough; others will revel in playing in the moment and following the story where it takes them; but however you play it, Mass Effect 2 is a game everyone should experience.





Comments





  • I think the best part of Mass Effect 2 was the characters. I despised more than half my crew, which is a great thing. I loved everyone in the first game.. mostly because they didn't have a stance of anything.

    In this one you really get the sense that these are individual people that have their own agenda. Sure saving the galaxy is important.. but lets face it real people will find something to b*tch about even if this were really happening.

    The worst part for me was honestly the lack of lewt. I'm no lewt whore by anymeans but I had a Assult Rifle in Mass Effect 1 that through my mods generated no heat what so ever. So how come the humans and other civilizations took the Geth idea of heat clips instead of mine with infinite shots?

    Other minor gripes were regards to the codex. The stage music you were on blared through the menu, so trying to listen to the codex entries was sometimes impossible unless you ran to an area with lighter music. And you can tell the codex entries from the first game were recorded at different quality levels than the newest ones.

    Over all this one was impressed with its play through.




  • I actually disagree on the pacing stuff. The way I see it, while stopping the Collectors is a big deal, you're getting ONE shot to do it right. As the game continually points out to you, going through the Omega 4 relay is a suicide mission (and, indeed, it can be). And while the Collectors are going around grabbing remote human colonies, they are not quite the same sort of immediate, galaxy-destroying threat that Sovereign was in the first game. So it's worth taking the time to gather the best team, to upgrade the ship to its maximum capacity, and to make sure everyone you're bringing along is fully committed to the mission and ready to throw themselves into the fire with no regrets.

    They also avoided a common RPG trap - namely, letting you futz around before triggering the final confrontation (even if the sense of urgency has been ramped way up at that point). Once your crew gets kidnapped, you can hold off and go around doing other stuff for a while, but if you do, they die. So they get kidnapped, and you feel like you should go get them back immediately... and if you don't, you don't get them back at all.

    Ultimately, ME2 was the second game in a trilogy, and had to deal with all the usual problems associated with that. I think focusing the story on the characters was the right choice, especially because they did such a fantastic job fleshing them all out.

    The mining was tedious as hell though.



  • Succinct review and I pretty much totally agree. I thought it was weird how the game has no bridge, no real hooks or turns. Pretty much 30m after you start the game, you know how it's going to end. Hell, once you gain control of a ship, you literally are right next to location of the end of the game.

    I really really enjoyed playing it... then after I looked around and said WTF? Aside from Tali's loyalty story, nothing had an effect on the greater galaxy. Its like they spend so much of the time carrying events over from ME1, that they forgot to setup similar events for ME2. And I'd really like if the loyalty missions we'ren't so videogamey obvious. Could some of them be written into the overall story? So jarring otherwise.

    That said, when everything is being done right, it's oh so right.



  • I almost completely agree with this review, except the good / evil part. In my opinion they had it right in Mass Effect but went back to a more black/white approach in part 2.

    In part one it always felt like an option that fitted my character, it evolved naturally over the course of the game. I couldn't be mr nice guy and then punch someone in the face in the next minute. Mass Effect 2 somehow has a very formularic approach, it feels way more video-gamey in that regard. Instead of playing the role of my character and feeling immersed into the game I get a message telling me to hit RT to punch faces. that was ok in God of War as it doesn't get any more VIDEOGAME than that but Mass Effect was a whole different ballgame and more along the line of Deus Ex.

    as it was with Mass Effect 1, the parts which weren't as good stand out a lot just because the game is so fricking good. In a lesser game they could even have been positive aspects. Mass Effect 2 is an amazing game.

    and to the question if it's better than part one; I guess it depends if you prefer the covershooting gameplay or atmosphere, story and immersion. I still think nothing else in both games beats the citadel in ME1.