Mass Effect 2
Posted in Action, RPG, Review on February 22nd, 2010 by ZekeDMSWithout question, Mass Effect was one of the strongest releases of 2007. A groundbreaking RPG, it was recognized for great characters, a fully realized setting, top notch graphics, an excellent score, and some fun, if flawed, combat. While it wasn’t perfect, players were definitely left wanting more, and after no short wait, the sequel has arrived.
It’s been just over two years now since the first came out, and in game time, it’s been just over two years since the fall of Saren, Sovereign, and the battle of the Citadel that took place in the first. After the passage of two years time quite a bit has changed in the galaxy, and after two years of development, quite a bit has changed with the game itself.
Right off the bat, it needs to be said that Mass Effect 2 is absolutely a worthy sequel, building on core elements and improving on some of the flaws, though unfortunately a few new ones show up as well as a logical gap or two.
The most dramatic changes in mechanics are in the combat system, and the move away from the unlimited ammo/overheat system of the first game is a prime example. Players will need to pick up thermal clips from fallen enemies to replenish ammo stocks now, with a limited number of shots before a weapon’s clip needs changed, the system that’s standard to modern shooters. Ammo reserves tend to be low, keeping players on the edge most of the time with the risk of running out of ammo being very present. For the soldier class, which lives bullet to bullet, running dry is going to be a common occurrence.
The system also opens up a few logical loopholes in the name of better gameplay mechanics. Players need to collect universal thermal clips to keep firing so weapons don’t overheat. Each clip adds more shots to each weapon. However, ammo is subtracted only on the weapon in use, when the idea is that ammo itself us unlimited, but the clips themselves are limited in use. What it results in is an empty assault rifle, but a loaded shotgun. The idea is presented that the clips are the actual items being used up, but players can reload as often as they want without expending a clip, and the clips should count for every weapon.
Ultimately, it’s a nitpick, but because the game sets such a high standard for itself, it’s strange that such an illogical occurrence was left in. It’s one of the few logical loopholes players run into, and as such it’s really a damning praise.
Beyond that nitpick, combat has been significantly streamlined. Many of the more miscellaneous skills are out, as are weapon specific skills that were needed for accuracy and damage. Each class gets a unique skill which really focuses on its strengths and needs, now. Soldier, the class which gets the most weapon options and is the only one to use assault rifles, gets an adrenaline rush that puts thing into slow motion, allowing them to line up those critical headshots with ease. Adept, a mage-type class which focuses on using psychic abilities to deal damage instead of weapons, can create a singularity that lifts large groups of enemies into the air, rendering them vulnerable to other abilities and to weapons fire. Ammo powers, which several classes have, are selected and applied to the weapon for the duration of a mission, unless another is used to override it.
The other primary class, engineer, focuses on tech skills. They’re able to deploy combat drones which can force enemies out of cover and deal damage while the engineer stays safe. They’re masters of fighting synthetics thanks to AI hacking, and like adepts, lack a variety of weapon options. Where soldiers deal direct, even damage to most enemies, adepts are best against organics and deliver reliable damage to single enemies. Engineers don’t deal heavy damage, but they can hurt groups and are able to prevent enemy regeneration, movement, and flushing them from cover.
In addition to the primary three, there are three combination classes. Vanguards, a soldier/biotic hybrid, who focus on devastating offense. They wield powerful shotguns and have the ability to charge into enemies, bullrushing them with devastating force, firing their weapons the whole time. Infiltrators, on the other hand, a soldier/engineer combination, do best at a distance, picking targets and opportunities with sniper rifles. They have the ability to cloak, rendering them invisible to enemies while they gain better position, and causing higher damage from catching enemies unaware. Like engineers, they’re particularly effective against synthetics, but can flush enemies out with fire, or halt them with cryo ammo.
The final class is the major support, the sentinel. They’re the adept/engineer combo, and among the most versatile fighters. They’ve got tech armor which boosts their shields, and if it’s destroyed it sends out a damaging pulse which knocks enemies down. They’ve also got warp and overload abilities, which can do serious damage to armor or shields. They can freeze enemies in place, and force them away. They’re a powerful defensive support class as a result, keeping enemies at bay and taking their defenses, even if they can’t deal heavy damage themselves.
In the past, health and shields were completely separate factors. Shields recharged quickly, but health damage was only fixed with med kits. Now the systems function more as one unit. Health still drops after shields, but it regenerates quickly alongside shields, and med kits are reserved for bringing back fallen teammates rather than just healing.
Just like players, enemies have a layered health, armor, and shield system. Dealing with the layer is a matter of using the right powers, be they tech attacks, biotic attacks, or ammo types. Rapid fire weapons do more damage to shields, as do disruptor rounds. Armor is best dealt with by high caliber weapons that have more impact at a slower rate, or skills that damage materials like incendiary ammunition. Using the wrong weapon or power just leads to wasted ammo and wasted recharge time, and can easily result in failure when powerful enemies still have their protection by the time they get up close and personal.
Returning players will need an adjustment period to get to know the new systems, but it quickly becomes clear how superior the new combat mechanics are, logical holes notwithstanding. Just don’t think about it, and it works out fine. It’s hard to remember when combat is getting frantic anyway, though when your favorite gun for the situation is empty and you’ve got a full stock of heavy pistol ammunition, you may lament the oddity for a moment.
When not locked in combat, players will spend time exploring various hubs, often cities or space stations. These areas generally function as quest hubs, where players will talk to NPCs, learn more about what’s going on, get directions on how to find someone or something they’re after, or pick up information from conversations already being held.
The game’s conversational system uses a quick wheel of simplified dialog choice option where there are up to six responses to choose from, presented during conversation. The position on the wheel, left or right, up or down, determines whether they’re responses that fall under the paragon path, renegade path, move the conversation forward, or gather more information.
Players can pick a response as others are speaking; it keeps the fully voiced conversation flowing, allowing the acting to shine. It does a great job of removing ambiguity that’s occasionally been a problem in RPG dialog trees, removing the worry of unintentionally insulting someone, or unintentionally complimenting them!
Occasionally players can take a bigger, more dramatic action during dialogue when a paragon or renegade option pops up. Instead of waiting for the next piece of dialogue, the character takes a decisive step. Could be shooting someone, could be hacking something, could be pushing someone out of the way. The actual event is quite variable, but it adds that touch of drama that many RPG conversations lack. It’s an unpredictable element added to conversation, and also one that adds depth and realism.
Most hubs contain areas specifically for combat, dangerous sections NPCs will send them to. Usually they’ll have small amounts of resources to find as rewards, and items which are needed for NPCs in the main areas of the hub. Most of the time combat takes places in these special areas. Tension is lost, admittedly, by that decision, as it’s easy to feel safe in an area where one would have been ready for ambush in the first game. But, it also allows for more dynamic areas. Because there’s a special set piece for it, the area can really have some unique features that would be too much for the exploration and conversation areas. Permanent changes to the area are possible as well, since changing that area doesn’t require a before and after version of a hub.
While there is lots of run and gun gameplay, this is still a cinematic RPG at the core, the story of a man (or woman) building a team of specialists to take on the impossible. Since players and teammates have fewer powers this time around, there are 10 teammates at release, each with their own skill set, and two can be taken on any mission. Creating a diversely skilled team will make the difference between a frustrating struggle or demolishing everyone in the way.
Adding additional depth are the loyalty missions, teammate specific missions that involve something deeply important to them. These missions tend to involve some hard moral choices beyond the standard paragon/renegade choices. They often end up as unique situations, intense combat, or some very tricky choices to make in a non-combat situation. Several of the loyalty missions are among the most emotional points in the game, and they really pull you into their histories. As an upside beyond the standard credits, materials, and experience points, these missions unlock a third special power for the squad mate. Players can use one of those powers themselves, and given the broad range of functions they can help fill a class weakness easily.
One of the many small changes that add to the world’s depth is a basic email system. Receiving only, but those messages come from people you’ve helped, hurt, those who have missions for you, and occasionally spammers. Morlan’s Famous Shop has an offer for you!
While it sounds like a small thing, and it is, it’s something that really adds to the depth of the universe. RPGs tend to suffer from a lack of consequences, or an appreciation that your actions mattered. Now it’s made clear by the people affected most. And it’s just funny, of course, to get a 419 scam even in the future. It’s the small touches like that which help to really sell the game’s universe to players.
For all the improvement, there’s one system that stand out for its flaws. That mechanic is planetary scanning. Players launch probes from orbit while scanning, a slow, arduous dragging of a cursor along the surface of a planet, moving it closer to materials needed for upgrades.
The upside is that if there’s something to do on that world, it’s immediately noted and easily tracked down. The downside is that to get the materials needed for upgrades requires slogging through a lot of planets. This means a lot of holding down a trigger, slowly rotating, using up the probes, flying back to the nearest fuel station to buy more and repeating. The collection of materials is an absolute chore and a tremendous time sink in a game which otherwise effectively minimizes downtime.
Really, that’s the biggest complaint to be made about the game. Planetary probing is downtime, plain and simple. Everything else is great. Mass Effect 2 is a game that any RPG or action gamer should pick up, hands down. It walks the line between the two genres in a way most can’t quite manage. A feat that may very well not be done again until Mass Effect 3 hits stores.
It’s a cinematic experience at, a hard sci-fi movie that just happens to clock in over 40 hours of play fairly easily. It offers solid acting, a great musical score and all kinds of spectacle. Bioware has gone back into their world, and even with one or two logical holes, it’s a truly believable one. More importantly, it’s fun one to be in, to explore and to fight through. In short, Mass Effect 2 is game of the year material.
