Mass Effect 2, from developer BioWare, is the sequel to 2007’s critically acclaimed hit. A third-person shooter framed in classic BioWare role play, Mass Effect 2 places as much emphasis on plot and character development as it does on shooting mechanics. A solid story progression, a few twists and mysteries and a cinematic presentation all make Mass Effect 2 feel more like an interactive movie rather than a game. That’s a pretty cliché descriptor these days, but in Mass Effect 2’s case, it’s no overstatement.
You once again take on the role of the intrepid Commander Shepard, who can be either a man or a woman. If you have a save file from the original Mass Effect, your choices, appearance and class will be carried to the sequel. The choices you made during the first game have a direct effect on certain story elements in the sequel, but nothing so drastic that you’ll be missing out if you never completed Mass Effect.
For anyone who missed the first game, here is a quick recap of the plot: The year is 2183 and humans are just beginning to stretch their legs in the galaxy thanks to the discovery of the titular “Mass Effect” that allows rapid transit through the galaxy. Commander Shepard is chosen by the alien-run Citadel Council — think Starfleet or the Imperial Senate — to investigate the activities of a former agent who turned traitor. Shepard and his crew unravel the mystery and eventually clash with the forerunner of a powerful race of aliens known as the Reapers. The game ends with the immediate threat resolved, but trouble looms on the horizon.
Mass Effect 2 picks up two years after the events of the first game. After being left for dead by the Alliance military when his ship was destroyed by an unidentified alien vessel, Shepard is saved by the mysterious “Illusive Man,” who puts Shepard to work addressing this new threat. Your task is to assemble a team of the best and brightest in the galaxy and uncover the truth behind these new aliens and their attacks on human colonies. As one might expect, there’s a lot available to do when your journey takes you across an entire galaxy, and Mass Effect 2 easily could run 30 hours if you take your time.
The graphics are top-notch, especially the character models. Faces are so brilliantly depicted that they sometimes border on uncanny, and all of the locations are polished and convincing. Voice acting in Mass Effect 2 also is stellar; there are hours and hours of expertly recorded dialogue from such notables as Martin Sheen, Seth Green, Tricia Helfer, Phil LaMarr and more. The score is orchestral and really captures the “space opera” spirit of the whole endeavor.
There’s little to find fault with in Mass Effect 2. You do spend more of the game assembling your team than actually using them, but when the ride is this enjoyable, it doesn’t make sense to worry about the destination.
Mass Effect 2 is a game that delivers on all promises. It takes the formula that found success in the first game and expands it. The end result is a great title that feels fresh yet familiar — a worthy addition to any gamer’s collection. 3
This review is definitely better than the Wikipedia-regurgitation one on Destructoid, my favorite gaming blog, (http://www.destructoid.com/review-mass-effect-2-161584.phtml) but it leaves out one important part of ME2 which makes it truly exceptional: gameplay.
One of the major enhancements between ME1 and ME2 was the combat gameplay. Whereas before you navigated a crude cover system and utilized infinite-ammo weapons, ME2′s gameplay has been compared to that of the Gears of War franchise. Combat in ME2 feels so natural that it’s easy to overlook, but the fact that an RPG’s combat is mentioned in the same breath as that of an equally-well funded shooter is what sets Mass Effect 2 apart from its predecessor and its genre.
I make no attempts at objectivity here – I’m probably as close to a Bioware fanboy as you can get. Mass Effect 1 drew me in with its intriguing story and character development, but I wouldn’t have immediately gone back for a second play through of ME2 if the combat wasn’t equally addicting.
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