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Negative Gamer Review: Mass Effect 2 (PC)

Mass Effect 2 continues the story of series protagonist Commander Shepard in what has to be the most direct way possible. Where the original gave the player a sense of consequence through the immediate effects of their choices, Mass Effect 2 takes a more long term approach. As well as the direct consequences of your next action, Mass Effect 2 regularly reminds the player of how influential their actions in the first game were. The ability to import a character from the original game only serves to emphasise how Mass Effect 2 revels in its own backstory.

Although the sci-fi setting and story remain intact, the core mechanics have been drastically altered. Mass Effect 2 retains the character building RPG mechanics of the original but makes significant changes to the combat. Encounters take the form of leading a three-man squad through cover-based gunfights. You can still employ special attacks and the different classes have significantly different abilities but the combat has more in common with Gears Of War than Baldur’s Gate. Both entries in the franchise sit firmly in the action-RPG genre but Mass Effect 2 swings pretty far into the action side of things.

Stop, pop and roll

Mass Effect 2 can be boiled down to two courses of action; talking or shooting. The dialogue system from Mass Effect remains the same, conversations can be steered down a number of different paths depending on the player’s choices. I found the conversations almost universally satisfying to progress through. Although I didn’t find the shooting to be particularly bad in any specific way, it didn’t feel quite as refined as the dialogue.

Divorced from the detailed and subtle interactions with other characters, the shooting in Mass Effect 2 wasn’t entirely to my taste. The basics are fine, weapons provide a decent amount of feedback and some of the special abilities can be very effective and a lot of fun to use. The problems arise in the subtleties of how your characters gets in and out of cover. I found the cover system occasionally frustrating and sometimes I just couldn’t seem to snap in and out of cover as quickly as I needed to. The best cover systems give the player a sense that they can effortlessly shift between taking cover and moving freely. Mass Effect 2 just doesn’t capture that feeling.

Now everyone hold your buddy’s hand and don’t retreat until teacher tells you to

Whilst the imperfections in the general shooting mechanics were small enough that I didn’t feel handicapped by them, the imperfections in squad management were more noticeable. Each mission involves bringing two non-playable characters along for the ride and by the end of the game, I felt like more of a babysitter than a leader of men (or women, or whatever the hell you call an Asari).  They’ll shoot at enemies and make use of their special abilities but that’s about all they can do. Any time there was a long and winding path between two encounters my companions seemed incapable of keeping up with me. They also didn’t seem to prioritise enemies particularly well, sometimes they failed to kill the enemies that had flanked us and focused on the ones in the distance.

The AI controlled squad members of Mass Effect 2 aren’t awful, too much effort was put in to the production values of this game for that to be true. They’re just disappointing in most situations outside of a slim corridor with the enemies at a distance.

New from EA: Mass Effect Party!

As I played through Mass Effect 2, I quickly tired of the three different minigames that it throws up periodically. Each one accompanies a specific action and correspond to mining, hacking and lockpicking. Lockpicking and hacking are both simple matching games and mining involves dragging a cursor across a planet’s surface until a meter spikes and launching a probe to extract certain minerals. The mining clearly serves a purpose and allows patient players to break the game’s internal economy if they want to. It’s the same central philosophy as optional grinding in a conventional RPG.

The hacking and lockpicking minigames are much more frequent and often feel unnecessary. I found these minigames so easy that they just became arbitrary barriers between me and some extra cash. Occasionally they would pop up as I moved through a mission, barring me from entrance to the next  part of the level. I really can’t stress enough how dull and pointless these minigames are, I sincerely hope they don’t make an appearance in Mass Effect 3.

A generic wooden crate by any other name…

Maybe I didn’t go on enough side quests into the far flung reaches of the galaxy but some of the environments in Mass Effect 2 felt bland and repetitive. The game’s second act is based around establishing a loyal team by helping them deal with one of the larger skeletons in their various closets. Unfortunately this often means revisiting areas from earlier in the game and moving through the same environments.

The separate locations do feel different in a way that the first game’s identikit structures didn’t. However they still don’t escape the cover-based shooter’s inherent problem of needing environments to be filled with low walls and boxes. In mechanical terms, these elements of the environment make perfect sense. They give the player a constant rule-set and clearly differentiate what is and isn’t a piece of cover.  The problem is they make some environments feel samey and extremely linear.

A few other things worth mentioning:

  • This game was reviewed on a PC with a 2.5ghz dual-core processor, 8800GT graphics card and 2gb of RAM. I encountered some very occasional framerate issues but no real technical problems.
  • I played through as the ‘Vanguard’ class.
  • Mass Effect 2 has most of the positive qualities of a top-flight third-person shooter. Unfortunately it also has the requisite disappointing final boss fight.
  • I didn’t feel a great sense of closure after finishing the game, mainly due to the heavy emphasis on story continuity and in-game reminders of the inevitability of Mass Effect 3.

My complaints with Mass Effect 2 stem from a handful of very minor issues that I encountered throughout the game. Even if it was just a third-person shooter, Mass Effect 2 would still be a competent example of the genre. Add the profound sense of consequence to all of the player’s decisions and the brilliantly realised characters and Mass Effect 2 becomes much greater than the sum of its parts. It’s a testament to the game’s quality that as soon as I finished, I wanted to start a brand new character and play through again.

You should buy this game if…

…you want a third-person shooter with a story that matters and all the best qualities of an RPG.

Final Score

minus 1

An almost seamless integration of third-person shooter mechanics with a top-notch story and wholly believable characters.

(What does this score mean?)


Comments


nikmonroe Says:

Great review as always Mark, you really should write more :)

When you talk about side quests there are a couple of locations that I wished they’d made more use of in game because they look stunning, they sheer variety of locations in the game is amazing.

I think I felt enough closure at the end of the game but I had a perfect play through I’m not sure if that made much of a difference, plus going into the game I knew this was the middle chapter so I wasn’t expecting an ending that tied everything up.

Roll on Mass Effect 3.

ouched Says:

It is in many ways quite an improvement over the first, but I fully agree with the criticisms posted here. Squad AI still isn’t what I’d like, but they do tend to survive fire fights more often than the first.

Just curious Mark, how many did you lose in the final sequence?

And if anyone dares to utter “SPOILERZ!”, Bioware has been pretty clear for some time now that death is a likely component of this game, so STFU.

Peter "SurplusGamer" Silk Says:

Heh, I have several criticisms of Mass Effect, but some of yours I didn’t encounter at all. For example, for me the squad is essentially irrelevant – they’re just people to take along who comment on things and occasionally shoot. I never used a squad command except for the one time that you have to.

And I don’t feel the environments were repetitive, either. In fact, I remember tweeting while playing that I was impressed by the range of them.

Still, there’s plenty to agree with here.

Mark "junglistgamer" Says:

I think what made the environments feel repetitive for me was the structure more than the scenery. It’s like the painters and decorators have a great sense of variety but the bricklayers just know how to build corridors, warehouses and open spaces full of boxes. Outside of the last story mission and Jacob’s loyalty mission, it honestly did feel repetitive.

Ouched – I didn’t want to put spoilers in the body of the review but it think they’re pretty harmless here. I lost three people in the final mission. I sent Legion to do the hacking and he was killed, Miranda died at the end of the final mission (I chose Jack over her when the two of them get in a cat fight and it shafted my loyalty rating) and Mordin died for no apparent reason which was a bit confusing. I could have sworn i did his loyalty mission

Philbart999 Says:

Excellent review as always Mark, I second nikmonroe. Totally agree with your points.

player66 Says:

Great article Mark. I think we must have been seperated at birth or something. We…share…a…single…mind…

Good stuff, mate!

ouched Says:

@Mark “junglistgamer”: (STFU, SPOILERZ AHEAD, YO) I had Legion do the hacking too.. he lived though for mine. I had Samara do the biotic shielding, and she lived, and had Garus escort the survivors back, and he lived.. but Mordin died at the end for no apparent reason as well. I was one sided enough to paragon during Jack and Miranda’s cat fight that I was able to diffuse the situation, so I had total loyalty with all characters, but Mordin still died, which sounds common. I’m doing a renegade biotic play though ME1 for the karma bonus now, and I’ll see if sending him back with the survivors makes a difference.

superd1984 Says:

Who’s got a problem with Bricklayers???

player66 Says:

@superd1984: Mark apparently. Oh, and he was talking crap about your mom also. Kick his butt!

Dan Says:

You use your squad to shoot? I just had sex with mine.

SWATJester Says:

Whoops, that last one was me.

Also if I could have had a squad consisting of Yeoman Chambers, and Miranda, I would have hung out in the titty bar on Omega all day.

superd1984 Says:

@Mark “Junglistgamer”

Do you know how long I had to train in Generic Corridor Construction? Some people need to show some respect.

Why I Oughtta!!!

Sari Says:

I heard about Mordin always dying in the last mission, so I had him as a squad member, and he lived through the entire thing.

player66 Says:

@Sari: I didn’t know this going in, but I had him with me at the end ’cause of his Incinerate power being so effective against Collector Armor.

Peter "SurplusGamer" Silk Says:

I took Mordin with me everywhere, because I love him. Sexually. But he’s not interested :(

Alex Says:

Mordin will die during your squad’s holding action after you go to take care of the big boss if you don’t send him back with any of the survivors to the Normandy. Legion will die opening the door for your team if Miranda is leading the other. I’ve done it a few times and kept everyone alive if anyone is interested knowing how to do so…

Mister Chief Says:

Disappointed that there weren’t any Elcor romance options.
Still, great game + review.

KB Says:

@ Alex in response to “Mordin will die during your squad’s holding action after you go to take care of the big boss if you don’t send him back with any of the survivors to the Normandy. Legion will die opening the door for your team if Miranda is leading the other.”

Below is what I experienced which contradicts your post:

I had Miranda lead the fire team and Legion hack the door, no deaths.

I sent Grunt as the escort for the crew and Mordin lived.

Garrus lead the distraction team, no deaths.

Had Tali and Jack in my squad.

The reason I had those 2 is so Tali would’t be in a squad with Legion and Miranda wouldn’t be in squad with Jack.

I didn’t lose a single crew member or recruitable characters

You have to do all the upgrades that are suggested by your squad mates in conversation after they are on the ship. If Mordin died it was probably because you didn’t upgrade his Omni-Tool

If Legion or Tali, Miranda or Jack die, with one or the other living and all the upgrades are done it is because you didn’t use the Paragon or Renegade options during the cut scenes after both had become loyal. Using the Paragon or Renegade options in those situations are the only way to keep both squad members loyal. Also on the final mission you can’t have Miranda & Jack or Tali & Legion in a squad with each other unless it is the squad your playing with, I assumed this because I had feeling if Jack/Miranda or Tali/Legion ended up in the same group, other than Sheppard’s that someone would die because they aren’t loyal to one another, they are loyal to Sheppard.

This is the beauty of the game, that it can be played different ways but everyone, more than once, but each play through is unique in certain aspects to the person playing the game. This also means there is no set combination at the end of the game for specialization assignments that will ensure everyone lives.

jaklar Says:

Tired of reading shallow praise for Mass Effect 2? Then read a 3,000 word beat-down that is shaking things up and revealing that gamers are starved for in-depth analysis.

I would expect a site like Negative Gamer to be a little more honest.

The Many Failures of Mass Effect 2

Link

wardrox Says:

@jaklar: Not too sure what you mean by saying NG is not being honest? This is a very good example of an NG review done right. Our reviews are not epic works of literature, nor are they shallow praise.

We have various articles up detailing how our reviews work and I’d suggest having a read of them before criticising them and trying to promote another article. As it stands it looks like you didn’t bother to read the article and are just trying to promote that other article, which isn’t a review and which brushes broad strokes of criticism across all game reviews unhelpfully and unfairly.

tl;dr read before commenting

Jack Frost Says:

While it also got a little monotonous, I still much preferred tooling around a planet’s surface in the rover than firing tordepoes at it from orbit.

Also, I much preferred the weapons system in ME1, especially the fact that the guns didn’t run out of ammo and instead overheated when used too often. Not having to run around picking up ammo was a refreshing, at least to me.


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