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MASS EFFECT 2 REVIEW![]() Posted by PlayDevil.com Staff on Mar 4, 2010 11:55 (Mar 4, 2010 11:55) |
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Load times remain a problem from the original game, even with disk installs. Mass Effect had players and their squad standing in lifts as loads occurred, while Mass Effect 2 has replaced this with ship schematics. It may sound less immersive, but thinking back to after your tenth trip two-minute trip in an elevator up a single floor the abstraction feels no less distracting.
Beyond technical and stylistic elements a number of gameplay tweaks have also been applied. Most dramatic among these changes is the complete eradication of the Mako, an all terrain people carrier that was the primary means of planet exploration in Mass Effect. In line with the more serialised missions, plant landings now place you far closer to the action; with any resource scavenging also replaced by space scans from space (which are only slightly less tedious), the need for the cumbersome vehicle was removed.
Updates to the inventory system have also been made. Steam lining the entire mechanic the need to buy and trade items is gone, replaced by the ability to buy schematics that allow upgrades to be made or new weapons constructed (presumably on the Normandy). Upgrades extend to all weapons, powers and the ship. It does result in less customisation than the original, but this is a small price to pay to be able to the bloated menu system that dogged players of the original console version.
Reduced micro management also extends to the skill system. Each character now has only five or six abilities to pour experience points into rather than the dozens of granular skills of the first game. Instead of conversation skills or individual weapon skills, each squad member now has a few overarching stats that effect their health and powers. Most interesting is how the conversation bonus have been taken away from this experience system, with your skills in persuasion coming as a result of the way you interact with people. Another small touch that makes choices feel more meaningful with their tangible effect on play.
Combat:
Improvements extend beyond the mission structure and interface of the original title. Combat has also become a far more refined experience. While Mass Effect 2 is still an RPG, it has removed the randomisation from combat. Where in the first game the guns target reticule represented your skill at aiming, the character’s abilities also played into your chances of hitting your target. Like a tabletop board game a dice roll was made behind the curtains to assess a shot’s accuracy and affect however good the player’s aim. Now the game plays more like a cover based tactical shooter. Accuracy is down to the player’s skill and the gun used. Making the game more of a shooter makes it instantly more gratifying, even with the rest of the old combat mechanics to carried through intact.
While you only ever assume control of Shepard, two other characters are always present in your squad. Each will display autonomy, but will also happily follow commands given to them through one of two methods. Positioning team mates is an element easily forgotten, but one that can greatly help in any combat situation. Placing your reticule over a desired position and using left or right on the d-pad characters will go to the desired position to offer covering fire. Executing this correctly can catch enemies in a cross fire and though not often necessary on the easier difficulties, can speed up sections of the game.
It is also possible to utilise any of your squad’s powers. These abilities range from general combat/weapon abilities that come with solider training to ‘tech’ and ‘biotic’ skills for those in the team so gifted. Each ability varies in its effects but basically break down to weapon buffs or defensive/offensive. By bringing up the radial menu, a fairly elegant solution to the console RPG problem, you are able to select any power those in you squad possess and choose a target while the action is paused. This grants you manageable control of your whole squad, without overly disrupting the fluid combat.
Writing:
As the game focuses on characters and their tales it is imperative that each character feels believable. Fortunately a wonderful script and skilled vocal talent results in even most incidental characters displaying enough personality to form a connection. Each characters personality is further emphasised by their side story. Ranging from family feuds to professional closure these vary dramatically in their tone and gameplay styles. Some require diplomacy, while other tasks side with straight up combat. These differences serve to further tighten your ties to the character and understand their personality and drives.
Beyond dialogue and mission scripting it is clear to see that a vast degree of love was also lavished on the games codex and scan data. Offering in depth description of every species, planet and historical event of note in painstaking detail it is obvious that a level of care and attention went in to the world that cannot fail to impress. Even if you never read it in its entirety, it is still worth a glance to appreciate the expanse of the fiction.
DLC:
Bioware/EA’s employing the ‘Cerberus Network’ DLC system is understandable. A defence against the pre-owned market a free code included in the box unlocks extra content. Those who buy the game used will be forced to pay 1200MS points for the same content. It seems fair enough, though I question if those without an Internet connection would agree.
Its understandable that they want to encourage new sales, it just this implementation of the system that seems strange. It is just that on a system as well established as the Xbox Live that they would chose to circumnavigate the established infrastructure feels a little bit paranoid and controlling.
Conclusion:
I already played "Mass Effect 2" for fifty hours. I am already considering my second play through with the same character and how to make his ending ‘better’, while consecutively thinking of how to play through as a new ‘evil’ persona. From start to finish it is beautifully designed experience that allows you to feel like part of an expansive universe. Yet despite the all-encompassing nature of you quest to save humanity, it manages to keep the whole experience very personal, with constant emotional decisions and moral quandaries between you and your small team.
A joy from start to finish, with an interactive story that keeps you enthralled as your decision play out. I simply cannot recommend it highly enough.
Pros:
+ A huge game
+ Pull the player in + Numerous paths and outcomes + Wonderful writing and acting Cons:
- Lengthy loads
- Scanning for recourses can start to drag - Strange DLC system
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Mar 4, 2010 12:33:50 (Mar 4, 2010 12:33)








