Mass Effect 2 (part 1)
Everybody and their grandmother* has been talking about ME2 lately so I may as well chime in too. A bit late to the party perhaps, but I only finished it this weekend.
There has also been some discussion on whether ME2 is an RPG, whether it is the future of the entire RPG genre, whether is is a completely new genre, etc etc. As is the standard for internet debate, such discussions have been polite, respectful conversations between gentlemen and ladies of the highest intellectual caliber. **
Luckily, I am here to offer you a viewpoint so insightful that it should resolve such issues once and for all, allowing us to move forward in the spirit of enlightenment and intellectual harmony.***
I think I’ll talk about that in a follow-up post though or this one will be too long. First, before the shenanigans begin, let’s just talk about ME2 itself, how it rates as a game. Let there be two parts, he declared, and lo, the post was divided in twain.
You might recall that I didn’t like ME1 much at all. Regardless, I tend to give Bioware games the benefit of the doubt so I went forth and bought ME2, ignoring the part of me that was screaming that I was sending good money after bad.
But I was wrong. Horribly, horribly, happily wrong. This statement may shock some but I really think ME2 is the best Bioware game since BG2. In the space of 2 weeks it has climbed into the hallowed ranks of the games I will remember fondly for years to come, sitting alongside BG2, Deus Ex, Thief, System Shock 2, Vampire:Bloodlines and the rest.
It is so rare for me to encounter a game that gives me that ‘crap, is it 2am already? Well, just 1 more hour then I’ll go to sleep…’ feeling these days. Most games feel stale, been there, done that. Which is a problem for someone who struggles to find time for gaming amongst their other hobbies, I rarely finish games these days. Dragon Age for example, while competent and polished, failed to hold my attention past the halfway mark. And that was more time than is usual.
But ME2…I need a picture to describe my feelings while playing this game :
Just this great, entertaining ride, from beginning to end.
The intro sequence gave me goosebumps of the kind that only Blizzard cinematics do with regularity, and the ending where you assault the Collectors is one of the most enjoyable sequences I’ve played in an RPG to date, largely because the whole game focuses on preparing for that Dirty Dozen suicide attack on the Collector base and the ending brings all that preparation to a smashing conclusion, all the upgrades you’ve made and characters you’ve recruited playing their role in the sequence. It just gives this fantastic weight to the things you’ve done to get to that point and losing party members in the assault has emotional impact (I lost Tali, for reference. I’d been pursuing her romance option for a while but then chose Miranda instead of her. Later, I sided with Legion over her and she’d gone cold to me. Then she loses her life defending the door in the final battle. Watching my character touch her coffin in farewell in the epilogue sequence was…well it had emotional weight.). I can honestly use the word ‘Epic’ here without a drop of irony.
While I’m generally fairly sceptical of the heavy focus on voice actors, digital acting and ‘cinematic’ sequences that mainstream games have these days, as that focus can conflict with the drive to provide actual compelling gameplay, Bioware have delivered a game which shows that such a focus can deliver a dramatic storyline while still being intertwined with player agency. While the storyline is largely linear, ME2 is constantly giving you the ability to make little choices along the way which serve to personalize the experience. In a way, ME2 is not as much about the larger backstory but the smaller ones woven into it, the characters and scenarios you’re presented with. The renegade interrupts in dialogue in particular are highly enjoyable; shooting a villain while they’re delivering their gloating speech or punching out someone who is sarking you is immensely satisfying.
Possibly one of the biggest factors in making this game so compelling is that it feels like ‘fresh’ fantasy. By creating their own sci-fi setting they have given themselves leave to explore new ideas, species and settings. Exploring the background of the Korgan, the Quarians and the Geth first hand is deeply enjoyable. I wish developers would do this for fantasy settings, it is simply impossible to make elves and dwarves feel fresh like that anymore, even with clever twists. Do yourself a favour and explore Mordin’s dialogue about his part in the Korgan Genophage, especially during his loyalty mission. It is really top notch writing, exploring difficult moral choices and how individuals handle that with a deft touch.
Enough gushing about the story and setting, let’s talk mechanics. Because there is another shocker there. This is probably the first game I’ve experienced where streamlining has actually dramatically enhanced the gameplay. Streamlining is generally seen as a dirty word with gamers, code for ‘we’re making the gameplay simpler and easier’. That isn’t what streamlining actually is. Streamlining actually means removing elements which interfere with or are unnecessary for the experience you’re trying to create, whether it be gameplay or an efficient GUI system. Proper streamlining requires that you understand what your gameplay is fundamentally about, what makes your game enjoyable, so that you don’t cut out bits that support that gameplay.
Playing ME2 I get the strong impression that they analysed the original, discarded or pruned what didn’t work or wasn’t the focus (tedious inventory, repetitive and boring side-quests, needless skill ranks) and put all their resources into polishing the core focus of the game (3rd person shooter/squad combat, ‘digital acting’ and a fast-paced, cinematic storyline with lots of fun renegade/paragon choices.). And by Jove, it worked wonders. I don’t miss what they have removed at all and the whole experience flows much more smoothly.
Before I continue discussing mechanics I’d like to talk about how I classify western RPGs. In my mind (and this is just how I look at it) they can be divided into two broad categories based on the form of exploration at the core of the experience.
Bethesda games are an example of Type 1. They focus on allowing the player to explore a large world, to discover ‘what’s over that hill/down that alley’. Games like these tend to take their hands off the player, leave them to poke around at will. The joy is exploring the landscape/environment. These games tend to have a back story rather than an active, strong narrative. The player makes their own story as they play. It’s more personal but it also tends to be a weaker narrative, overall, of the ‘and then I went into the forest, and killed some wolves, and I nearly died, but I didn’t luckily, and then I found this cool bow, and then I went back to town…‘ variety.
Bioware embodies the other type. Bioware games tend to focus on exploration of narrative/characters, not the environment. The narrative is active and drives the whole experience, pulling the player along with it. The player gets to explore that narrative through interacting with characters and playing the storyline but the demands of said narrative generally limit their ability to explore the environment and do things out of sequence.
Now, games don’t have to be 100% one or the other, it’s a spectrum with the two approaches mentioned above sitting at the extremes. There are plenty of games which sit in the middle somewhere. Baldurs Gate 2 offers what I think to be a great balance between the two types. However, it seems to me that Bioware have decided that the narrative/character focus is what their games are about and they’ve been strengthening that focus on that in their games, to the detriment of environmental exploration. I’m fine with that. I like both types as well as the varieties in-between. The point is, I don’t really think one approach is more valid than the other, but I do understand how some people prefer one or the other type. That’s ok for them, but it doesn’t make the other type of RPG ‘bad’.
Back to ME2. In ME2 they’ve made a bold and risky design decision. Someone decided ‘fuck it, let’s concentrate just about everything on the narrative and combat’. The environments aren’t particularly interactive or open, they are small sets, backdrops for combat or plot-points. There aren’t a large number of side-areas to explore. Things you can interact with are rare and highlighted so you don’t have to explore for them. The areas actually play out like FPS missions with a post-mission summary at the end and everything. You don’t loot enemies. You simply acquire ‘resources’ and credits during a mission to research new upgrades for your squad and ship when you get back aboard the Normandy.
And it is leagues better than ME1. I really, really don’t miss stopping to loot every enemy just so I could take their junk back to the shopkeeper to sell for the money to afford something I really want, or turn it into omni-gel. You just get money and schematics, which you can use to research the squad upgrades you want. The missions flow quickly and smoothly, tightly woven around the narrative. There are some side-quests but they are fewer in number than other Bioware titles.
Which, again, I don’t really mind at all. I’m a dude on a mission of vital, galactic importance. Stopping to rescue space-kittens who’re stuck in space-trees seems kinda arb, given the context. There are enough side-quests to add a little variety without giving you a laundry list of chores to finish in each area. Mostly, the things you’re doing are either important to the main plot or one of your team mates.
Combat in ME2, while similar at it’s core to ME1, has received a number of improvements which make it a much more enjoyable experience overall. There is no pointless filler combat in ME2. Each is a unique mission, many with interesting twists and all of them in beautiful sci-fi locations. My favourite so far is the world where the ozone is fried and direct solar radiation will eat at your shields. So you have to run from shadow to shadow, fighting Geth all the time.
The abilities, though fewer in number, are solid and useful. The unique ability each class gets helps ensure that each feels different to play, my Vanguard and Adept were two completely different experiences. There seems to be more variety and intelligence in opponents in this game than there was in the original too, keeping combat from feeling stale.
I want to come back to the inventory thing again, because most people have taken it as ‘Oh no, the inventory is gone, but I liked inventory management!’. No, it hasn’t. It has been transformed into something interesting.
The usual RPG inventory mechanic works like this : Equip your guys with the best gear you have. Go around killin’ dudes and opening chests, picking up all the junk. When you find something that is an incremental upgrade, swap it in to your equipped gear. Haul the rest of the junk around so you can sell it for money that will let you buy something that is (hopefully) better than what you currently have equipped.
ME2 has streamlined this mechanic in a clever way. You see your ship, the Normandy, is equipped with a research lab and manufacturing facility. Instead of the fight-loot-sell-upgrade cycle, you pick up money and schematics directly on the battlefield then, when you get back to your ship, you can research upgrades to your squad or Shepard directly. It circumvents the scavenging aspect while leaving the loot progression intact. A really, really good example of clever streamlining as hauling junk to sell to merchants isn’t the exciting part of loot progression, getting new upgrades at regular intervals is. I’m hoping they expand on that system even more in ME3, allowing more intricate customizations and trade-off choices, a branching ‘tech tree’ instead of a linear progression. Let my upgrade my guns with scopes, silencers, enhanced heat sinks, recoil dampeners…
What they did with the Normandy is great, overall, it is essentially a mobile town. Your quest givers, primary NPCs, communication and the ‘shop’ (upgrades research) are all in one place, following you around the galaxy. There is very little traipsing back and forth in this game, it is refreshing. I love RPGs with all my heart, but this experiment of Bioware’s in removing drudge-work and leaving only what is core to the experience is really refreshing.
Though they failed with that philosophy in one notable area, the mining mini-game where you probe for resources on planets in order to fund your research. While I didn’t loathe it quite as much as others have, it violates the rules I laid out for mini-games, in that there isn’t actually any gameplay there, no challenge at all. It is simple busy-work. As Yahtzee put it, Commander Shepard should be shooting resources out of the faces of his alien adversaries, not mining for them. Given the fate of the driving side-missions from ME1, I doubt it will be returning in ME3, Bioware seems to be working hard on fixing the criticisms in the series.
While we’re on the subject of flaws, I do need to point out that ME2 is not without a few more. I encountered a collision bug where my character climbed up onto a table or something and couldn’t get down a few times. They overused the 3 mercenary bands in the game as enemies in the missions a bit. The final boss was fairly silly in concept and execution, even if the sequence leading up to it was awesome sauce. You also couldn’t leap over cover without first ducking down next to it.
I need to conclude this post, all this gushing probably got boring a while ago. ME2 is a great game, for once the hype didn’t disappoint. I know without a doubt that some will absolutely hate it for all the classic RPG mechanics it cut out. But I honestly think Bioware have done something bold and interesting with this title. While most of the mechanics aren’t original, the incredibly tight focus on the core mechanics is, and I think it challenges notions of what ‘needs’ to be in an RPG for it to be engaging. Do we include these mechanics because they support the gameplay we want to create, or because of the legacy of older titles in the genre? Are there better ways? I know when I sat down to create SoW I came up with a laundry list of standard RPG features I’d need to program and I didn’t even think about whether an inventory was necessary or not. I simply took it as a given.
Bravo, Bioware. I eagerly await ME3.
* Sentence may contain slight exaggeration.
** Sentence may contain a moderate amount of exaggeration.
***Sentence contains no exaggeration whatsoever. But perhaps a trace of irony.




































