Thursday, February 04, 2010

Mass Effect 2 had a lot to live up to.

Being a Bioware game these days leads to high expectations and being a sequel to Mass Effect - universally loved and well received, or near enough - that would go without saying but the build up for Mass Effect 2 started back in mid-2009 and it didn't stop until the game was loading up.

Must like the first game, you're immediately thrust into action - and a rather lengthy and super special awesome cutscene that sets up the game before you reprise the role of galactic bad ass. Things are mixed up slightly this time around as you're working for the shady Cereberus group, who it was possible to encounter in the first game, entirely as the bad guys. They're a human supremacist group and are very much modelled after every shadowy conspiracy type organisation ever. Regardless, you're working for them to try and put a stop to a spate of colonies disappearing - because as it's an RPG, no one else can ever get anything done.

The major difference from the first game is probably the first one that you'll notice - there is ammo. Given that Mass Effect made a point of there being no necessity for reloading - with weapons just overheating - it can be somewhat jarring and does make the game a rather more generic experience... but in practice, the ammo is plentiful and you're only going to be stretched for ammo in seriously protracted firefights. Beyond this, there is a HUGE simplification of the levelling logistics. In fact, most things in the gameplay department have been streamlined. There is no purchasing or finding weaponary, the number of abilities a character has been reduced to four (one of which is unlocked by gaining their loyalty) and weapons/armour upgrading has been all but scrapped.

This might all sound as if some horrific amount of damage has been done to the game but really, it merely allows for more time to be spent playing the game and focusing on the story - rather than spending hours trying to get an optimal load out for your party. It's perhaps somewhat unfortunate that the system introduced essentially means that you get gun A and then later can get gun B - which is in all ways better - but Mass Effect was never particularly heavy on sitting around and fiddling with stats and so on, so it's not really a loss.

The upgrades in question require minerals, which leads to what is the weakest part of the game - the mining mini-game. Much like the original, Mass Effect 2 lets you fly around solar systems (in this case, you literally direct your ship around the solar systems) and scan planets. The difference here being that you're not arbitrarily awarded stuff for a scan or dropped onto the planet in the MAKO, to spend hours roaming bland and generic landscapes, vaguely hoping to find something interesting. No, your scan will - 90% of the time - lead to the mining mini-game. This involves dragging the cursor over the planet to try and find mineral deposits by using the scanner. It's not horrible but it's time consuming and repetitive... and it seems strange for a game that seems designed with the intent of focusing on the narrative and the action above all else to toss in something that utterly removes the player from both... but about 10% of the time (which is probably an overly generous estimate) you'll get an anomaly and this leads to a unique encounter. These are all great fun and are a country mile better than bumping around in the MAKO for hours on end - so, really a huge improvement over that dynamic from the original.

As this is a Bioware game, it almost goes without saying that the voice acting and writing in this game is excellent. As before, one generally has a choice between a good - or paragon - response, a neutral one or the bad - renegade - responses. This has been supplemented by what could ALMOST be considered a quick time event, if that weren't an insult. In addition to dialogue, at times during a conversation, a paragon or renegade action may be available to you and by clicking appropriately, one can do anything from toss someone out of a high rise to stop someone getting shot. It's a very simple but effective way to increase the involvement of the player in the Shepard character.

The story itself is enjoyable although, despite the disappearance of entire human colonies... the threat never feels quite as imminent as it did before, possibly because of the nature of the enemy... there is no equivalent to Saren here, no nemesis for Shepard to talk with... and it hurts the story somewhat. Saren served to tie the overall thread of Mass Effect together, here we've just got an army of mooks who never really say much. Of course, it's still interesting but they don't quite get the epicness of the first game. That said, the more personal elements of the game are good. The first game only had a few personal sidequests, ME2 has a full one for all the members of your crew - they're all unique experiences and depending on how they play out, you can gain the loyalty of the party member, giving them a snazzy Cerberus jumpsuit and unlocking a new ability.

All in all, an enjoyable game that did what most good sequels should - take the framework of the original game and improve upon it. Other than the mineral mini-game and the initial surprise players of the original will have over having to reload their weapons, instead of just waiting for it to cool down, there really isn't much to complain about. The game balances humour - there are some hilarious conversations in the background on the various worlds - action, story, romance (there are EIGHT love interests compared to the original three) and sci-fi goodness into one easily digestible package. Bring on Mass Effect 3.

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