Tuesday, May 4, 2010

I'm ASimPerson, and This is My Favorite Mass Effect Review on the Citadel

Observant readers of this site have probably noticed another contributor sitting up in the top left for sometime now. That person is, in fact, me. I'm not as verbose as Chris, but I hopefully be only slightly less skilled a reviewer.

My plan here is to start off with Bioware's blockbuster sequel to, um, its 2007 blockbuster Mass Effect. For reference, here's Chris's original Mass Effect review.

Mass Effect 2 (PC)

If Mass Effect (ME) was Bioware's attempt to get first person shooter gamers into RPGs, then Mass Effect 2 (ME2) goes even further in that direction. Oh, there's still character customization - Shepard can now customize his (sorry female Shepard fans) individual armor pieces according to function and can apply any color he wants. However, almost as though it was a reaction to the terrible customization UI in the first game, the broad range of choices for armor and weapons is now gone. For each kind of weapon Shepard can equip there anywhere from 2-4 choices at the end of the game, and there is no inventory for weapons and armor. I'm not crazy about that, but it does at least mean the death of the "you have too many items" dialog box. All characters (excepting class requirements and the rare character-specific items) can equip any weapon. Class still does play a role here, though, as the weapons characters are proficient with will have more ammo available.

Yes, I did state that correctly - ME2 brings back ammo management. While the first game's weapons could overheat but had unlimited ammo, ME2 has finite ammo. I'm personally not a fan of this change, as it seems to contradict some of the other changes. In addition, this now means that ammo needs to massaged and managed. While occasionally this calls for strategy (for instance, the "best" weapons for non-soldier characters only have 20-30 shots, so they need to be saved for when it's neccessary) this mostly just means most players will have to waste time looking for SMG clips on the ground, which isn't really a lot of fun.

The character abilities have also been simplified in ME2. Instead of allocating points to abilities, skills, and force powers biotics, each character has 6 areas to allocate abilities to. Experience and ability points are earned very sparingly - while Shepard still gains levels, experience and points and now earned only after missions. This also means the ability system is simpler. Instead of the Knights of the Old Republic style 3/6/9 points system (where each ability generally levels up after so many points, but you only expend one point at a time) like ME did, ME2 uses a 1-2-3-4 system (where the first level of an ability is 1 point, the second is 2, etc.). At the 4-point level, the ability gives you some stat bonuses and that's that.

Missions are definitely more discrete in this game than in ME. Each time a mission is completed in ME2, the game tosses up a summary screen with some text and how much money, experience, and ability points were earned. While some folks may welcome this, I found it sort of jarring—especially early in the game where upon completing a mission I was sent back to my ship, while I still had things to do back on the space station I was just on. Nonetheless, that's a pretty minor complaint.

I will complain about the mining, though. Those who played the first game may remember the infamous mining subquest. Well, at least that one was at least optional. In ME2, minerals are required to build weapon, armor, ship, and character upgrades. The only way to acquire minerals is process which I personally referred to as "strip mining the galaxy". Upon visiting a planet in a solar system, the planet is scanned for minerals, and then automated probes are sent to pick them up. The scanning is, at best, tedious. At least on the PC version (which I played), the mouse is dragged around a globe representation of each planet while a chart tells you the concentration of each mineral in the area over which the scanner currently is. To add insult to injury, the probes used to actually pick up the minerals are not free and must be bought (also, fuel is not unlimited either, but this only applies to travel within local clusters, not solar systems). Given that your ship is actually smarter in this game makes this even worse (i.e., why can't the ship scan the planet?). I suppose the only way this could be worse than it already is if I had to drive the Mako down to the planet and get the minerals, a la the first game. (Good news: no Mako missions in this game!)

Of course, this would not be a Bioware game without a healthy dose of plot. Being a sequel, it's pretty much a given that this game is darker than its predecessor, but fortunately it trends more toward The Empire Strikes Back end than, say, the second Prince of Persia game. NPCs now swear more, and Shepard's "neutral" dialog options are even a little more, well, angry than the first game. Of course, this is still a Bioware game, so everyone is still pretty much transparently good or evil, including Shepard. ME's "dialog wheel" is back, and again the vast majority of conversations will have three options that progress the conversation: Space Goody-Two-Shoes, Space Switzerland, and Space Nazi. Based on my experience, players will generally end up on one of the two extremes unless they're purposely switching around.

Choices made in the first game can change the second somewhat significantly - the core plot will still be there, but just about everything around it will be different. (Hint, though: the "default" or "canon" choices from the first game are, fitting in the tone of the second, mostly the renegade options.) Your crew will be a mix of newcomers and old faces, and some other NPCs interactions are also flavored by choices you make in the first game. I think that's about all I can say without getting to plot spoilers, which I'd like to avoid for either game. Basically, your job is to, once again, save the galaxy against statistically long odds. The game makes it abundantly clear there will be a third installment as well, so go ahead and clear out some space on your 2012 day planner.

I'm late to the Mass Effect party. I only played the original after getting on sale on Steam back in January, figuring I should see what Chris and my brother had been going on about for the past two years. Turns out, they were on to something, and after beating the original I pre-ordered the second game. Since I finished the first game on a couple days before the second came out, this meant I had over a month of uninterrupted Mass Effect goodness. This is basically the gaming equivalent of getting into a TV show during the middle of its run, and then realizing that now you have to wait for the rest of the episodes to come out, just like everyone else. And here I am, waiting with baited breath with the rest of the Internet for the remaining downloadable content packs and the announcement of Mass Effect 3.

asim's "tl;dr" summary: they "fixed" inventory from the first game by getting rid of inventory management, combat edges closer to the FPS scale, but there's still a rich, deep RPG here that's addictive and fun. It's darker than the first game, but avoids overdoing the "edgy" thing.

In Memoriam

Last April 14th, the plug was pulled on the authentication for the original Xbox Live servers. Once the king of Live, and quite possibly the reason why Live still even exists, today Halo 2 is all but dead, as those who've managed to keep their Xboxes online since then are the only ones left. I played a lot on the last night and was hit with a wall of gaming nostalgia that I thought was only possible with games from my childhood. In particular, it brought back all those nights in college spent with my roommates from 2005 and 2006 when we'd go on there as a party, continually seek out the shotguns and plasma grenades, and make incessant "Juggernaut" references. ("I like your raincoat!", "You can't run!", "Jugs ain't got no power steerin'", etc.) So I guess what I'm trying to say is... thanks for the memories, Bungie.

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