Mass Effect 2: Review

I think what attracted me most to Mass Effect is that the story line is a very believable look at humanity in its galactic infancy (even decades after they joined the Galactic community). For once humans are not super advanced and enlightened like Star Trek or a number of Japanese RPGs and nor is it post apocalyptic. Additionally the human-alien dynamic is finally believable. It seems that most sci-fi story arcs either have complete disdain for humans or love to stroke human ego's by saying how creative we are or how love triumphs over all etc etc. The humans are an awkward piece in the galactic puzzle and its believable. Some aliens react positively while others don't trust humans... but additionally, its not all blanketed across the entires species, but individuals also have their own views. Thank god cause I was getting sick of homogeneous alien belief systems. The complexity and creativity behind the aliens, technology, and even human "history" made Mass Effect a very engrossing story.
But, even with this amazing story, Mass Effect wasn't without issue. Much of its gameplay was spent running around bland redundant landscapes are talking incessantly over pretty useless trivia. Many had complained that the first game was, for a lack of better terms, slow. I see their points, but then again, when you play RPG's, slow game play is a staple that you get used to it. I often enjoy the down times and side games, but I guess others don't. But that wasn't the only issue. Perhaps the biggest issue was the unimaginative inventory system that was very cumbersome to work with. Long load screens also became a common complaint.
So the question is... did Mass Effect 2 keep what was strong with Mass Effect and continue the saga in a matter most befitting the storyline.
The answer is a definitive yes. Having played the first game through the first time completely several times, I can tell you the action is probably at least doubled. The developers took player comments very seriously and upped the tempo for this overwhelmingly dark story. Much of the UI and game menus and controls have been completely altered and for once... for the better! The inventory system was for the most part scrapped, which made sense. You still buy stuff but you don't "have it" like you did in the old game. Most of the purchasable items were upgrades that you had to research to apply to your weaponry/armor. The ammo types were condensed from the old games and instead of becoming yet another inventory item, they were converted to a ranked "power". This made it impossible for your team mates to have access to all types of ammo so you'd have to team your buddies up with complementary powers to be at your most effective.
Perhaps one of the biggest changes that at first was unsettling was the addition of actual limited ammo. It was very nice to be able to run around in Mass Effect and have no issue with lighting up the dark side of an entire planet if I had to kill a rat. But now that ammo is limited, you actually do have to a decent bit of aiming (although it wasn't by any means restrictive on Normal difficulty). At first I was a bit peeved that I had to actually watch my ammo and it seemed that some guns, like the heavy pistol, just seemed to be underwhelming in ammo capacity. For example, my vanguard Shepard had the shotgun, heavy pistol, machine pistol and a heavy weapon. The heavy pistol had some 35 bullets (perhaps it was 50, I don't recall) and even though it was remarkably powerful compared to my machine pistol, it ran low on ammo in the middle of a gun fight pretty easy. The game would often throw wave after wave at you and unless you like charging (like the Vanguards are SUPPOSED to do, but thats another time), the ammo clips would lay at the feet of the next on coming wave. So sure, you wouldn't have to wait long to get new ammo, but it just seemed tedious to empty your heavy pistol in intense gun fights when you have the machine pistol with its 650 bullets which probably ran out ONCE in the entire game. Even though it was weaker, it was perfectly fine.
So I felt there were SOME balancing issues in terms of ammo. However, as I went through the game, the ammo aspect made sense, especially when you got to heavy weapons. These weapons were ridiculously powerful and almost unfair, especially once you got your hands on the collector ray which would take about 1 second to vaporize your weakest enemies. But because the ammo was universal for you heavy weapons, you had to be careful how you used them, especially cause you could only pick the ammo up at certain locations. This made the addition of ammo limitations forgivable, especially when you got to the mini-nuke launcher.
The story line was very entertaining if not predictable and relatively simplistic. Although there were small twists and turns, the game loved telling you over and over that "this is a suicide mission" which even for my awesome optimistic dude from Mass Effect failed to overcome. Yes game, I know its a mission of low odds... But even though the story for the most part was really good, I had one beef with it... It HAD to be divided into "missions" which I really didn't like one bit. Perhaps its a personal preference, but RPG's should never subdivide the story or side quests into "missions". The whole point of an RPG is to have a dynamic continually evolving and flowing story which Mission screens subdivide and make it feel blocky. I found it VERY irritating to earn someones loyalty by killing their worst enemy and then BAM "Mission Complete"... how cold. Yes, Cerberus is cold, but that doesn't mean the story has to be told so rigidly and its not like the Mission complete screen really told me anything new, it just sums up what just happened. That could have just been detailed in your quest log and left to the side to not interrupt the flow.
The music and artwork were otherwise spectacular and have to be experienced first hand. The developers spent a lot of time trying to enhance the environments of the levels. In the first game, the environments were rather static and bland and the "atmosphere" was pretty universal throughout the entire game and it was only different in cutscenes or battle. In the sequel, they spent a lot of time developing the seediness of Omega, and the ostentatious Wall-Street like world of Illium and the ruins of Tuchanka.
Character development was also upped but I won't discuss it too much to avoid spoilers. But seriously... getting Mordin to sing Gilbert and Sullivan was AWESOME!!! But a lot of the stories each character posses really adds to the backstory that was given in the first game. I know a lot of people don't like dialog in video games which is beyond me, but to each their own. However, this game I suggest to not skip any dialog and to push each character to the end of their conversation sequences because they intertwine and augment the entire universe around you completely altering much of what you new in the first game in a couple of instances.
Bioware's biggest selling point was that actions from the first game affected the story in the second game. They certainly weren't lying, but in most cases they were rarely that important or they would only give you an advantage/disadvantage for a few mins. There were probably only a few instances where decisions were VERY important (like if Wrex lived, who you killed, a couple NPC decisions). For the most part, your decisions had some minor ripples where half the time they result in you getting... an EMAIL!!!! Yea... a bit over hyped. If they continue this motif into the next game, they really need to up their effects. Although, I need to know if anyone has imported a character who let the Citadel Council die in the first game. I didn't play all the way through with my renegade character so I am not sure if there's an all human council or not.
Anyway, this game is an absolute must have. I give it a 9.5 out of 10. This game continues to make Mass Effect my favorite game series. I just hope they can wrap the series up eloquently for a story so deserving of a grand finale.





















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