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Mass Effect 2 Impressions [Game Overview]
Jan 28th, 2010 by Dan

A little known series called Mass Effect just released its second iteration on the series this Tuesday. Since none of the major outlets seem to be covering it, I figured I’d give some impressions. Note that the screenshots were taken in windowed mode because my stupid computer didn’t want to actually capture images in fullscreen. Thanks computer!

I'm like a king overlooking his people

The bridge and CIC haven't changed too much, just got a new paint job...

So far the game is great. I’m loving all the dialog and the way that the shooting mechanics and powers all intermingle. It’s kind of a bummer that killing dudes doesn’t give me XP (only completing missions does), but I have a sneaking suspicion that it has to do with the way they balanced the game.

Since there’s an achievement for beating the game on Insanity (it’s actually insane that I care since I’ve got the PC version and that doesn’t even report achievements to anyone!), I decided to start my first playthrough on the highest difficulty level. It was cool that I didn’t have to beat the game once to unlock it in an effort to artificially extend my time with the game. Thanks for that Bioware!

Unfortunately, I seem to have made a LOT more work for myself by choosing to do this. Like Mass Effect, the chief way in which Insanity differs from easier difficulty levels is all in the enemy shields. There are three shield types in ME2, armor, barriers, and (bog-standard) shields representing the three main class types in the game, soldiers, biotics (adepts), and engineers. When an enemy has one of these shields up, it is invulnerable to certain powers. For example, an enemy with a barrier up cannot be thrown, pulled, or effectively singularitied. Instead I’ve got to use warp to lower its shields and allow myself to really use the fun stuff. Armor can be melted off with fire and shields can be overloaded by engineering-types. On easier difficulty levels, only the hardcore enemies have shields of any kind. On Insanity, every enemy has at least one shield type, mini-bosses have two, and bosses have two to three. It’s almost a grind, but it’s also fun to have to use powers and specific weapon types in concert to try and whittle down these barriers to the really fun stuff.

I also have a sneaking suspicion that there are more enemies in waves on Insanity, which is why they just went and got rid of kill XP instead of giving them even more shields (the Mass Effect 1 solution). The glut of enemies has proven lethal plenty of times as most major battles play out the same way for me the first time.

1. Walk into a room
2. Don’t take cover fast enough, lose my shields quick
3. Shotgun guy comes around the corner and kills me
4. Get into cover faster
5. Advance too fast, get flanked, get dead
6. Restart, clear the first wave, advance to fast, get killed
7. Repeat until I manage to not get blown up by the giant robot that they unleash upon me as the last part of the battle because dying means I have to START OVER

It’s tough, but it’s also a lot of fun and it’s at least taught me how to play the game better.

Even more fun is my crew. So far my crew is composed of the two I started with, Miranda and Jacob, one DLC recruit, Zaeed, and three actual recruits, Jack, Dr. Mordin, and Archangel (using the in-game nickname for him to avoid identity spoilers). Of these, the only real disappointment is Zaeed. Unlike Shale in Dragon Age, there was next to no effort put into his characterization. You can’t enter into dialog trees with him and his loyalty quest is unlocked from the get-go. He’s powerful, but boring.

The other crewmen are way more interesting and the backstories I’ve unlocked so far seem to be hinting at some interesting missions coming in the future. It seems like they interact with each other less than in ME and far less than Dragon Age, which is a bummer, but maybe I just need to put more time in.

One other oddity is that when they realized that they were hiring Yvonne Strahovski to play Miranda, they decided to make her character model look like her. It definitely looks like her, but it might be a little too far into the uncanny valley land, because it sometimes wigs me out.

Backtalk

I don't normally allow such disrespect aboard my ship, but for Yvonne Strah-I mean Miranda Lawson, I'm sure we can bend the rules a little.

The character modelers did a fantastic job capturing Strahovski’s face (see reference below), but it can also be jarring when you look at her realistic features and then talk to an alien or another human whose face is not quite so clearly modeled after a real person.

Yvonne Strahovski

For reference, this is Yvonne Strahovski

Another interesting character design choice is the ship’s computer, EDI. Now it may be saying more about me than the designers when I say this, but there’s something seriously wrong, in a Freudian sense, about the way that they chose to animate and represent EDI…

EDI

Tricia Helfer always seems to wind up playing AI-characters

Especially when she’s in a restrictive or angry mode and they change her color scheme to represent that. Hey, maybe it’s just me being juvenile, but it’s distracting.

Mad EDI

I'm just sayin', man...maybe you should see someone about these character designs.

Another small gripe has to do with the planet scanning mechanic in this game. Believe me, I’d much rather scan planets than drive the Mako around, but my gripe has more to do with the way that the planetary side missions are found. Instead of giving me a tutorial on how to find those missions, I get all sorts of on-screen instructions about how to find minerals and resources.

Scanning a planet

Way to put on-screen tutorial information for the half of this that is entirely intuitive...

That part is obvious. Having to figure out how to find an anomaly mission should not be so hard. EA and Bioware either need to start offering a manual online with Steam games (I couldn’t find one) or offer better resources for learning how to play the game. It’s pretty insane that I had to use Google to figure out how to find my side missions.

In case you’re wondering how, a white line will appear in the radar indicating which direction you should move to find the anomaly. When you’re close, a white dot will appear on the planet. Fire a probe and voila!

If it seems like I’m being nitpicky, it’s indicative of how much I enjoy the game and how it’s only the little things that bug me. I’m having tons of fun using singularity to create mini-black holes and then using warp with Miranda to pound my captured enemies and decimate their HP and setting them on fire with Dr. Mordin to finish them off. The game leaves me wanting to sink more hours in each day I play it and already has me excited for my renegade playthrough. Look for more impressions as they come.

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