Fans of the original probably noticed right away that the second Mass Effect is a streamlined version of the first. Think Deus Ex 2: an unbroken system of levelling, character development and inventory management was “fixed” by eliminating it completely. (Granted, the inventory in the first Mass Effect was a little clunky, but it still got the job done.)
Killing enemies no longer provides experience. Neither does exploring the world, searching out codex entries, picking obscure dialogue options, finding rare items, interacting with your squad, or any of the other little details that sets an RPG apart from a shooter. For the most part, these details have been streamlined into the abyss. Where they’ve survived, there’s no longer an incentive to find them.
In the original Mass Effect, your character gets to choose from a list of 13 abilities. (This isn’t much compared to the 78 spells that mages can pick from in Dragon Age, but it’s not a bad selection.) Any of these powers can be unleashed on your enemies at any time, though once you’ve used a power you have to wait for it to recharge before you can use it again. In Mass Effect 2, you get to pick from 4 abilities. (Make that two if you’re playing as a soldier, since choosing your ammo hardly counts as a skill.) Using any of these powers makes the rest unusable until all of them recharge. Since only one or two of these powers is of any use in the first place, the chances are good that you’ll max out one skill and then spam it for the entire game. In effect, where the first game lets you use 13 powers in combat, the second lets you use 1. (I’d make a snarky comment about this exciting new development in tactical complexity, but I think you get the picture.)
The inventory is a pretty essential part of any RPG, and not just because it’s fun to hit the I-key and play dress-up with your characters. The reason inventories are important is because loot management sets RPGs apart from their mindless shooter brethren. In Mass Effect 2 you’ll occasionally find new items (maybe five or six, but only if you blow 10 bucks on the DLC.) But because there’s no inventory there’s virtually no way to distinguish which gun does more damage, or which armor offers more protection. The only noticeable differences between the weapons in Mass Effect 2 are clip size and accuracy, but since each gun is about as effective as the other guns, you might as well just keep one for the entire game.
Mass Effect’s inventory went down the garburator, and half of the depth and fun of an RPG went with it. Most of you remember Diablo 2, a fairly simple game that was infinitely replayable because of the sheer depth of its item system. (Certain nerds have devoted the last 10 years of their lives to finding the next cool Diablo item. I in no way condone this behaviour, but it does say a lot about the importance of a decent item system.) My point is that much of the replayability of an RPG comes from finding new items, customizing your character with them, and enjoying how much of a badass you can become. When you take items and experience out of an RPG, you take away the incentive to develop your character. You take away half the incentive to play the game at all.
What makes up the other half of a great RPG? You guessed it...the story! And here is where Mass Effect 2 really fails to shine. Do you remember in Alien 3 when the survivors from the last movie are killed off in the first 20 seconds? It’s a plot device that writers fall back on when they’re either very strapped for time, or they just aren’t sure how to continue their last story.
The first Mass Effect introduced a brilliant new Sci-Fi universe that rivals Star Wars in its scope and creativity. In contrast, Mass Effect 2 starts off by blowing up the Normandy, killing or scattering the crew, and then magically bringing Shepard back from the dead. The rest of the story is pretty simple: Shepard rebuilds the crew, gains their loyalty (?), and then blows up a base. Game over, man. (We’re told a number of times that the crew is on a suicide mission. Unfortunately repeating “suicide mission” over and over doesn’t make this story any more compelling.) Mass Effect 2 gleans what little narrative magic it has from riding on the coattails of its predecessor. Nothing new is added, and a lot is taken away. (To be fair, there’s one big exception here: the surprising development with the Geth is a very nice touch! If only the game’s ending made a shred of sense...)
Mass Effect 2 promised to incorporate the decisions you made in the first game into the story of the second. And it does. (In the form of trite little emails that Shepard receives from the forgettable NPCs of Mass Effect 1.) Remember Samesh Batia? Well you’ll be reminded. Or how about that Asari who got stuck in the Thorian? Yeah, you’ll get to do a pointless little quest for her, and then she’ll even flirt with you! Unfortunately, because there’s no reward for slogging through the dull side-quest dialogues, only true perfectionists will bother with the side-quests at all. The beauty of any good story is in the details. But when the details are thrown in as filler, and the story is nowhere to be found, they just detract from the whole experience.
Mass Effect 2 is not much of an RPG. So why does it deserve the praise that people have been throwing at it? The answer is that the game looks like a movie. (If you ignore the side quests and the left-half of the dialogue wheel, it even plays like a movie.) But the cinematic quality of the second game is nothing new to the Mass Effect series. And when you combine bare-bones plot with uninspired side-quests and depth-free combat, Mass Effect 2 just plays like a gutted version of the original. Lip service has been paid to what made the original Mass Effect great (the voice acting is mostly excellent and the combat is still good for the occasional adrenaline rush), but much of the substance of the origional has been removed. We’re left with a decent third-person shooter that is by no means a bad game. It’s just not what I expected from BioWare.
It’s probably apparent that I’m not a 16-year-old with an Xbox. I understand that mass (console) appeal makes money, and in principle there’s nothing wrong with that. I’m part of the old cabal of Bioware supporters, and I’ll probably buy Mass Effect 3 (even if they resurrect Sovereign as a renegade Hanar and have Shepard kick its butt in a boxing match.) BioWare is still at the top of my list of game developers. (After all, it’s nigh impossible to resent the company that released Dragon Age two months ago.)
That said, I’m writing this to remind BioWare of what makes a game great, and of what Mass Effect 2 is sadly lacking. For the real fans out there, maybe we’ll have better luck next time.
Modifié par Rilke21, 02 février 2010 - 07:35 .





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