Showing posts with label Quarian. Show all posts
Showing posts with label Quarian. Show all posts

Friday, May 23, 2025

Mass Effect 2


Original Release: Jan. 26, 2010 for XBox 360, PC. Version Reviewed: PS4 Legendary Edition, 2021.


THE PLOT:

In the aftermath of the attack on the Citadel, Commander Shepard and the Normandy are sent to deal with the remaining pockets of enemy Geth. This mission comes to an abrupt end when they come under attack by an unknown enemy, a vast ship whose weapons cut through the prize of the Alliance fleet like a knife through butter. Many among the crew survive, making it to escape pods... but Shepard is killed.

Enter Cerberus. Once an Alliance black ops unit gone rogue, it has become a private entity. It's still officially despised, but it's also well-connected and remarkably well-funded. Cerberus's leader, the Illusive Man (Martin Sheen), shares Shepard's concerns about the Reaper threat, and has given top operative Miranda Lawson (Yvonne Strahovski) essentially unlimited resources to bring Shepard back to life, with no alterations in either memory or personality.

Two years later, these efforts bear fruit: Shepard wakes up in a Cerberus lab. Though wary about working with Cerberus, Shepard cannot ignore the crisis. A mysterious race known as "The Collectors" has been attacking human colonies, leaving each world devoid of survivors or even corpses. Their objective is unknown, but the Illusive Man suspects a connection with the Reapers.

Given command of a new and improved Normandy, Shepard begins gathering allies to attack the Collectors where they live. Then an encounter with the enemy results in a startling revelation: It was the Collectors who destroyed the first Normandy two years earlier. And that is only the first of the surprises to come...

Shepard reconnects with some old friends - and makes a few new ones along the way.
Shepard reconnects with some old friends -
and makes a few new ones along the way.

CHARACTERS:

The single largest improvement made for Mass Effect 2 is in the characters. Returning cast members are more sharply defined than in the first game. Liara and Tali, who were both portrayed too much in "babe in the woods" terms, are remade as decisive individuals. Liara has shifted from archaeologist to information broker, better positioning her to be a key part of the story, and she shows flashes of ruthlessness. Tali is now leading missions for the Quarian migrant fleet, and she is more assertive and decisive than before. Kaidan and Ashley, the least interesting members of the first game's crew, appear only briefly, but they are also much improved. Raphael Sbarge's Kaidan is particularly strong in his major scene, reacting to Shepard's new association with Cerberus as if to a personal betrayal.

Several new characters are introduced. My personal favorite of these is Mordin Solus, a brilliant Salarian scientist whose chipper attitude hides mixed emotions about his past work; he vigorously defends his previous work adapting the Krogan genophage, but he seems to be trying to convince himself as much as Shepard. Dying assassin Thane is haunted by the death of his wife and by his estrangement from his son, and his species (the Drell) is blessed/cursed by the ability to re-experience memories as if living them for the first time. Krogan Grunt has no real layers, basically wanting to just smash things and fight enemies, but that very simplicity makes his every line and action fun. Finally, Tricia Helfer's EDI, the Normandy's "shackled" AI, proves to be a dryly humorous delight, particularly when paired with Seth Green's Joker.

Not every character engaged me. Miranda is well-scripted, with her own issues and contradications, and actress Yvonne Strahovski is good in the role. That said, across multiple playthroughs, I have never once found the character compelling, and her default outfit is the kind of video game fanservice that always annoys me. Justicar Samara is also well-voiced and well-scripted, and is also a character I just don't connect with. Meanwhile, Jack - the edgy, tough loner of the crew - seems to have been precisely scripted to hit every character beat that I find grating. All she's missing are the daddy issues (which were given to Miranda and Jacob).

Speaking of Jacob... I think he's meant to be this game's Kaidan: the primary male supporting character and default love interest for female Shepards. I suspect most female Shepards hold out for Garrus... or Thane... or Liara in a DLC... or celibacy. Jacob is so bland that I took to avoiding the ship's armory to limit my interactions with him. Suffice it to say: Two games in, and Mass Effect has its worst character, one that I suspect the series is unlikely to outdo.

Cover shooting hordes of generic enemies before advancing to the next room. There is FAR too much of this.
Cover shooting hordes of generic enemies before
advancing to the next room. There is FAR too much of this.

COMBAT:

Unlike the first Mass Effect, the second game's combat was not adjusted for the Legendary Edition re-release. This may be unfortunate, at least from my perspective, as I am no fan of Mass Effect 2's combat.

There are minor but persistent control issues. To reliably enter cover requires the press of a button - the same button used to vault over objects. For me, at least, this too often resulted in me attempting to duck into cover and instead jumping over it into enemy fire. In addition, squadmates will intermittently ignore your commands. Having to order Mordin to "Burn" an enemy three times before he actually does it is annoying - particularly when that enemy is in the process of charging me!

Even more irritating is the structure of the battles. Mass Effect 2's combat is extremely repetitive, at least in the main game (some of the DLCs improve on it). Every battle seems to invoke "horde mode," with the player crouching behind cover to recharge shields while blasting through wave upon wave of generic bad guys.

There's not even much challenge to most of this. You take cover and snipe enemies for ten minutes or so until the field is clear. Then you advance to the next room, where you take cover and snipe enemies again. Eventually, you'll get to a boss... whom you will almost invariably defeat by taking cover and sniping it - though some bosses mix it up by making you run from one bit of cover to the next in between taking your shots. After the boss is defeated, you are rewarded with a cutscene. The game rarely deviates from this structure, and after while it becomes... well, boring.

The most enjoyable part of the gameplay: Making choices that affect the story.
The most enjoyable part of the gameplay:
Making choices that affect the story.

ADDITIONAL GAMEPLAY:

RPG elements have been greatly stripped back from the first game. This isn't all bad. The first game had a cumbersome inventory system, one which would periodically send me combing through my gear to "reduce to omnigel" all low-level items. That's gone here; when you pick up a higher-level item, it effectively replaces the lower-level version, and you can change and upgrade gear between missions. It's cleaner and quicker, and nothing of value is lost.

The streamlining does carry some disadvantages. There are fewer skills in Mass Effect 2, which gives players less ability to customize characters. You cannot swap out armor. You can adjust a few things, such as an armor's shoulders or textures - but only for Shepard, and not for any of the companions.

The most enjoyable aspect of the game remains making choices. How Shepard responds to situations and conversations can change squadmate loyalty and even the results of individual missions. More often, these decisions are cosmetic, but they still give you a chance to decide who your Shepard is. Whether your Shepard is wary of Cerberus or completely drinks their "pro-human" Kool-Aid has little affect on the story, but it will change the way you view the overall experience.

Finally, an enhancement has been added to the Paragon/Renegade system: interrupts. During cutscenes, a blue Paragon symbol or a red Renegade one will appear on screen. Pulling the appropriate trigger will change the direction of the cutscene. Paragon interrupts will usually involve trying to peacefully resolve an issue or offering comfort; Renegade interrupts involve more direct action, with often very entertaining results.

A Quarian tribunal. Hypocrisy is not exclusive to humanity.
A Quarian tribunal. Hypocrisy is not exclusive to humanity.

A MORE LIVED IN AND CINEMATIC UNIVERSE...:

Mass Effect 2 does important work in terms of making its fictional universe feel more textured and lived in. The dialogue is sharper, the characters feel more alive, and we get more of a sense of the internal conflicts and divisions within each culture.

The first game mentioned the Krogan homeworld and the Quarian fleet; this game takes us to both places, revealing the petty rivalries and hypocrisies that exist there. In the first game, Liara mentioned that Asari "pure bloods" such as herself are looked down upon. This game expands on that, introducing the Ardat-Yakshi, who are Asari suffering from a genetic disorder that is deadly to those they come into contact with, and that is also exclusive to pure bloods. Even the Geth get additional development, as we learn that these AI enemies are far from the monolith the first game had implied.

Visuals are more cinematic. Cutscenes simulate zooms, rapid pans, focus shifts, and even handheld camerawork at various points. Even in-engine visuals feature more detail in backgrounds, with a more generally dynamic use of color, and (this being 2010) J. J. Abrams-style lens flare. The trade-off comes with a few too many corridors and office buildings; but there's no question that this game draws you in visually much more strongly than the first one did.

Shepard's new enemy: The Collectors. The game could have used more of them.
Shepard's new enemy: The Collectors.
The game could have used more of them.

...BUT NOT WITHOUT ITS PROBLEMS:

While this game makes me feel more connected to the characters and their universe than the first one did, there are issues that hold it back from being a triumph. I've already mentioned the combat structure, which is repetitive to the point of tedium.

There's also Yeoman Kelly Chambers, a supposedly highly trained psychologist meant to help Shepard gain insight into the crew. She gains new dialogue every time a crew member is added. Unfortunately... Well, let me paraphrase 80% of what she says: "I'd like to sleep with you, him, her, and it!" I suspect even some twelve-year-old boys playing this began wishing for her to give it a rest.

Mass Effect 2's biggest issue, however, is its plot.

The story is basically this: Shepard recruits a group of misfits from various backgrounds; they gradually become a team; and they embark on a mission where death seems the most likely outcome. Yes, it's Seven Samurai in space. This is a perfectly fine template, and the characters' loyalty missions help to fill in a lot of detail about the various races of Mass Effect. But there are too many characters, and their issues are mostly unrelated to the Collector plot - and after a while, the Collectors start to feel practically like an afterthought.

For the first third or so, the game does a decent job of balancing the character missions with story progression. The first full mission establishes the Collectors as a threat. An early recruitment mission namechecks them. After you've recruited about a third of available characters, the story advances by having you deal with a Collector attack. After another handful of missions, you encounter the Collectors face-to-face, at which point a massive plot twist is revealed.

And then... nothing. This is the approximate midpoint of the game - and at this point, it will take most players a good 15 - 20 hours before the Collectors are a factor in any way other than an occasional namecheck. I can't help but feel that one more beat was needed to keep them alive as a threat.

A major contributor to this problem is cast glut. A couple of squad members are optional; other squad members can die. As a result, the game developers had to build some redundancy into the final mission. Unfortunately, if you add in DLC characters Zaeed and Kasumi, you can (and I suspect most players will) go into that final assault with eleven squad mates. The nine main game squad members have two missions each: one for recruitment, one for loyalty. Zaeed and Kasumi receive one mission each. That comes to a total of twenty missions!

Don't get me wrong: Some of these missions are very good, and a few are even great. Tali's loyalty mission may be my favorite part of the game; Mordin's isn't far behind, with some outstanding character writing and superb voice acting by Michael Beattie; and Thane's mixes up the gameplay with a fun stealth section. Others are... less good. The real problem isn't variable quality, however. The problem is that all of these missions end up feeling like individual episodes, as if from a weekly television series. Twenty such episodes is a bit much, and the sense of urgency so well created in the early levels can't help but be drained away.

The Normandy crew plans its final assault.
The Normandy crew plans its final assault.

THE FINAL MISSION:

All of that said, the main game ends with an absolute triumph: The assault on the Collector Base. This is the mission the entire game has been building toward, and everything about it works.

First, it acts as a synthesis of all the choices you've made throughout the game. Which (if any) upgrades you made to the Normandy will determine how the approach to the base goes. If you skipped that annoying scanning mini-game, then be prepared to start the mission with a half-wrecked ship and a depleted squad. From there, choices you've made that have either gained or lost the team's loyalty will affect how each phase of the mission goes.

Oh, and if you did everything perfectly up to this point? You can still lose squad members if you assign the wrong people to critical roles during the mission. In some cases, the assignment calls are easy - but other cases come down to multiple seemingly valid options, not all of which will net an ideal result.

Add in a terrific, adrenaline-pumping score, a last moral decision, and a final boss that offers one of the game's few reasonably imaginative battles, and this entire sequence is a masterpiece.

Mordin sings, in one of many fine character scenes.
Mordin sings, in one of many fine character scenes.

OVERALL:

I have very mixed feelings about Mass Effect 2. It is definitely a good game overall, and the series is much the better for its existence. It improves on its predecessor's characterizations, expands and deepens the fictional universe, and delivers a more cinematic look.

I think it falls short of being a great game, though. There are too many squadmates, and I think there would be more focus if 2 - 3 characters had been culled. The combat is so repetitive that it quickly becomes tedious, and about half the game's running time is spent in that combat. Finally, the Collector story loses momentum as it vanishes for entirely too many hours of the mid-game.

The good outweighs the bad, and the main game ends on a high note after a final mission that is a triumph of good game design. Still, if pressed (and if memories of the third game hold), I would likely label this as my least favorite of the trilogy.


Overall Rating: 7/10.

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Mass Effect.


Original Release: Nov. 20, 2007 for XBox 360. Version Reviewed: PS4 Legendary Edition, 2021.


THE PLOT:

In the late 22nd century, humanity has become part of an inter-species galactic civilization. All these species are joined together by a series of mass relays, left behind by the long-dead Prothean civilization, which enable faster-than-light travel between star systems. Order is maintained by the Council, a ruling body that operates out of the Citadel, a vast space station that acts as the galactic capital. Thus far, the Council has refused to allow the humans a voice in the larger government, and resentment is starting to brew.

The council has decided that it is time to recruit a human as a SPECTRE - the Council's elite enforcement agents, answerable only to them. The selected candidate is Commander Shepard, First Officer of the Normandy, an advanced vessel that combines elements of human and Turian design. Shepard's evaluation coincides with a mission to recover a beacon, a Prothean artifact, that has been found on the human colony of Eden Prime. No trouble is expected.

But the Normandy arrives to find Eden Prime under attack by the geth, a race of intelligent synthetic beings. The geth are led by Saren - the Council's top SPECTRE. Shepard manages to stop them from taking the beacon, but is exposed to it in the process, granted an apocalyptic vision.

Now Shepard must convince the Council of Saren's guilt and track the rogue SPECTRE across the Mass Relay network. The clock is ticking. If Saren isn't stopped, it will mean the end of galactic civilization...

The crew of the <i>Normandy </i>encounter some local resistance.
The crew of the Normandy encounter some local resistance.

CHARACTERS:

Commander Shepard: The game gives the player a lot of freedom regarding Shepard. It's a Bioware standard that the character can be either male or female. Beyond that, Shepard has three potential origin stories and three different career backgrounds, both of which will affect dialogue choices and a couple of side missions. There are a mix of dialogue options that can shape Shepard's personality, from compassionate to ruthless, from idealistic to cynical, from diplomatic to combative. I opted for a balanced mix of responses; there are more than enough opportunities to earn "Paragon" (Light Side) or "Renegade" (Dark Side) points, so players should feel free to just decide who their Shepard is and respond accordingly. Even the most "Paragon" of players should hang up on the Council at least once during the playthrough, because: (a) It's funny; and (b) They really have it coming.

Saren: The game's primary antagonist, a rogue SPECTRE who despises humans, whom he feels have been given too much power too quickly. Saren is far from alone in that feeling, and in this first game there is a sense that humans are very much an underdog among the various races (something that, if memory serves, would be lost in later games). Saren initially appears to be a mustache-twirling "Evil for the Sake of Evil" baddie. He gains some depth in the late game, however, as more information about his motives and his state of mind become clear. Voice actor Frederick Tatasciore is terrific in the role, threatening and formidable without being one-note.

Liara T'Soni: One of the most purely innocent members of your party, she is also the daughter of the Asari matriarch who acts as Saren's right hand. She is estranged from her mother, insisting that she knows nothing of her actions. She is also an expert on the extinct Prothean civilization. The character is a bit too naive and earnest in this first installment, though she still gets some good moments, particularly if you bring her along to confront her mother.

Garrus Vakarian: A former member of C-Sec, which is basically the police force on the Citadel. Garrus grew impatient with the layers of bureaucracy that he had to deal with, which he felt interfered with him actually stopping criminals. He is one of the game's better characters, and players get the opportunity to nudge his outlook in one direction or another depending on dialogue choices. The scene in which he (likely) joins the crew also is the single best character introduction in the game.

Wrex: Most of the rest of the characters in Mass Effect improve in later entries (even Garrus); Wrex arrives fully formed. He is a Krogan, a warrior-like race that rose up against the Council generations ago - an uprising that ended when the Council afflicted them with the genophage, a genetically designed plague that caused near sterility. Wrex is understandably bitter, but he is also angry at his own people for refusing to adapt to their circumstances. In one of the first conversations you have with Wrex, he reveals that he "gave up on (the Krogan) a long time ago."

Tali: A Quarian, a race that lost its home to the Geth hundreds of years ago - and that has found little sympathy among Council races, because the Quarians are the ones who created the Geth. They now live among a vast fleet of aging ships. Young Quarians are sent out on pilgrimages when they come of age, returning with something of value to prove their worth to the fleet. Tali, the daughter of a fleet admiral, is determined to prove herself by returning with something of genuine worth - and it's that quest which leads her into Saren's sights.

Kaidan/Ashley: The final two members of the crew are humans - and following a long sci-fi tradition, the humans are by far the dullest characters. Kaidan has an interesting backstory, as his biotic abilities led to a life of harsh training that made him a test subject in all but name. This should make him interesting... but all conversations just amount to him narrating his past, none of which has much impact on the present.

Ashley is even worse. She is from a career military family, though one that has been discriminated against in the ranks ever since her grandfather surrendered to an enemy rather than allow civilians to die. She harbors resentment against aliens as a result, leading many in fandom to dismiss her a "space racist." Oh, and she quotes Tennyson. A lot. Too much. Both voice actors (Raphael Sbarge, Kimberly Brooks) do a fine job, but I couldn't make myself care even a little bit about either of them.

Combat is satisfying and intuitive - and greatly improved in the Legendary Edition.
Combat is satisfying and intuitive -
and greatly improved in the Legendary Edition.

COMBAT:

Mass Effect may be the earliest Bioware game to have reasonably satisfying combat. Even in its original version, it was an engaging cover shooter. It's easy to enter in and out of cover, and aiming and firing are entirely intuitive. There are several types of weapons available, from assault rifles to shotguns to sniper rifles, and it's easy to switch between guns by bringing up the weapons wheel with a click of the left bumper.

The right bumper also brings up squad members' biotic abilities, allowing you to lift, throw, or otherwise afflict enemies even as you're shooting them. Attacks can be combined to devastating effect; Liara's Singularity ability, once fully upgraded, is a gamechanger, with her able to send giant Geth Colossi floating around helplessly for you to use as target practice.

The Legendary Edition improves on the original combat. Aiming is noticeably more stable. The sniper rifles - which were so juddery as to be practically useless in the original version - are now arguably too effective; using sniper rifles basically amounts to playing on Easy Mode, even with the difficulty on maximum.

A battlefield conversation with Saren: Dialogue options can 
shape characters and, occasionally, mission results.
A battlefield conversation with Saren: Dialogue options can 
shape characters and, occasionally, mission results.

ADDITIONAL GAMEPLAY:

This is a Bioware RPG, which means that combat is less than half of the total gameplay. Players will spend a lot of time shooting and zapping various enemies, but they will spend even more simply exploring and learning about this fictional universe, discovering various NPCs and side quests along the way.

Mass Effect's main plot is quite linear, but a lot of flexibility has been built into the individual quests. You can save individuals, or you can choose to sacrifice them. In the case of one side quest, involving a woman tangled up in organized crime, you can talk her into severing those ties, fight her, or demand your own piece of the action. A main quest that involves gaining access to a research laboratory has at least three different paths to follow; all of them will get you to the same destination, but the journey will be just a little different depending on what you do.

Your first in-person look at a Reaper -
not that Shepard even knows what that is yet...
Your first in-person look at a Reaper -
not that Shepard even knows what that is yet...

AN ADMISSION OF BIAS:

The original Mass Effect holds a special place for me. I first played it in 2012. Before then, I regarded video games as a lesser art form. Even when I enjoyed a specific game (such as the first two Fallouts way back in the 1990s), no title had ever drawn me into its world in the same way that good books, movies, or television programs had done.

Then I played Mass Effect, and I was stunned by the quality voice acting, the solid plot and characters, and the detailed and internally consistent universe. I was gripped and even emotionally engaged. By modern standards, it's not a long game - about 40 hours, including DLC, and that's if you complete all the side quests along the way. But at the time, to a relative non-gamer, it felt as enormous as it was immersive.

The Mass Effect games led me to Dragon Age... and then to Knights of the Old Republic... and then to the Fire Emblem and Persona franchises... and somewhere along the way, I had to acknowledge: (a) that I had become a gamer, rather than someone who occasionally noodled at a video game; and (b) that my previous dismissal of an entire medium had been, to put it mildly, a bit premature.

Driving the Mako through an alien warzone.
Driving the Mako through an alien warzone.

OTHER MUSINGS:

Even accounting for the special place this game holds for me, I'd still say that it holds up well overall. The main plot is well-paced. If you play the story missions in the order that the story pushes you toward, there is a distinct sense of rising stakes as you move from combating Saren's drones and hired muscle, to battling a trusted lieutenant, to finally coming face-to-face with the villain himself.

To the game's credit, it has alternate scenes and dialogue options for those who choose a different sequence (the alternate "finding Liara" scene is quite entertaining), but the default mission order is also the most dramatically satisfying one.

There are a wealth of side quests, and some of these mini-stories help to flesh out the universe. The actual gameplay structure gets a bit repetitive, though. You land on either a planet or a spaceship. If you're on a planet, you drive to three points to scan objects before going to the main destination - a prefabricated station that always has the same layout, and whose enemies usually follow the same attack pattern. If on a spaceship, then you go through the same entry hall before fighting enemies in the main corridor, and then you find the plot point in the cockpit. Even when the side quest's story is interesting, the structure is uninspired - particularly compared to the varied and richly detailed main story missions.

The Legendary Edition is a substantial improvement over the 2007 original - I didn't realize just how much of one until I fired up my old XBox 360 version to replay the "Pinnacle Station" DLC (which is not included in the remaster). In addition to combat improvements, the visuals have received a significant overhaul. Characters and environments are much more detailed, and cutscenes look more cinematic.

The additional detail is particularly evident during planetary explorations. You can now tell which surfaces can and can't be driven on, which makes driving the Mako less aggravating than it used to be. I suspect enhancements will be less noticeable in later games, given that Mass Effect 2 and 3 still look pretty good by modern standards, but the difference in the original is practically night-and-day.

Shepard and the Normandy crew discuss their options.
Shepard and the Normandy crew discuss their options.

OVERALL:

Mass Effect was the last of the three original IPs that Bioware released when it decided to move away from established franchises, following Jade Empire and Dragon Age: Origins. Along with Dragon Age, the Mass Effect series has become the property the company's most associated with.

It's also a rather good game. Even in the Legendary Edition, there are aspects of the 2007 original that show its age - notably the repetitive side quests. The main story remains solid, however, and the main story missions are varied and engaging. More than fifteen years after its original release, this fictional universe remains a place well worth spending some time in.


Overall Rating: 8/10.

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