This is the first in the 'A Look Back At' feature series. Somewhere between a short review and a retrospective, I'll be giving a more critical analysis of games gone by.
It's 2183. A rogue Spectre is on the loose, and he's pretty taken by the idea of universe domination. His name is Saren and he's not such a nice guy. Indoctrinated by the Reaper known as Sovereign and used as a puppet for its own plans, Saren is public enemy number one.
This is, of course, the general premise of 2007's Mass Effect.
As is well documented, it was pretty impressive. It surprised at every turn, and it was very involving too, with the new and improved innovation of dialogue choices which also allowed the player to direct the more minor parts of the plot - something never properly explored in the past.
In the build-up to the release of Mass Effect 2, Bioware slowly began to roll back the covers on its blockbuster sequel. Refined combat system. New party members. Shiny weapons.
Carried over to Mass Effect 2 were the dialogue options, and this time the implementation of player-dictated storyline was taken to new levels. The finale of the game was completely open. Shepard could die. Your squad could die. Shepard might survive. There were a plethora of variables which would ultimately affect the last thing you see before the end credits begin to roll, entirely under control of the player.
There was always a niggling fear - in the back of our minds, at least - that perhaps, by deviating from the structure of the original title, Mass Effect 2 might just be a totally different game than we were expecting. We weren't let down in that respect. It still felt, fundamentally, like Mass Effect in every way. No, we were let down by Mass Effect 2 in an entirely different department.
The Gears of War-esque cover system, the improved shooting mechanics and the new levels are all undeniably brilliant. Even on their own, they stand head and shoulders above most other games released in the past year. It is a Bioware title, though, and it's what we've come to expect.
Except it's not.
You see, as clever and affecting as the endgame in Mass Effect 2 is, you really can see it coming from a mile off. A mile off meaning it's right on the back of the box. The story - save for the start and end of the game – is lacking. Simply put, in Mass Effect 2, there's too much freedom offered to the player in the mission routine of recruit, loyalise and repeat; more specifically in the way these missions can be undertaken in any order - or not at all.
So much so that to weave in a story between these missions would be damn difficult for Bioware. The plot development we do get comes in the form of intermissions every so often from The Illusive Man. There are no big twists, no big reveals. The story during the main bulk of the campaign is pretty much non-existent. Apart from the brief sidesteps from the main routine – boarding a derelict reaper springs to mind – it is painfully uninspired.
There's no doubting, as mentioned above, that Mass Effect 2 is a brilliant game. It just seems that maybe this time, in aiming for the spectacular, Bioware neglected to give as much attention to the core element of any RPG – its story. It simply doesn't quite manage to juggle everything at once.
More than anything, it's a testament to how well the original Mass Effect was structured and written. So maybe there was nothing quite as brilliant as the climax and subsequent denouement of its sequel, and there are many welcome additions and refinements brought to the table by Mass Effect 2. But in a genre where the creation and development of the universe in which the game takes place is of very high importance, we can't help but feel that Mass Effect 2 isn't, as a complete package, on a par with its predecessor.
England vs San Marino Preview
13 years ago





