Sunday, June 27, 2010

Mass Effect 2 - Summary





-It’s not surprising that Mass Effect 2 and Dragon Age: Origins are similar in many ways since they are both made by Bioware. However, although their structures are alike, these games are two different animals especially when it comes to character and whether or not they will be a hero or a villain.

-I am basing this post off of my experience with the game where I created a new character and did not import one from Mass Effect. Right from the beginning there are options to set up your character in a darker manner. For example, there is the choice of having a “Ruthless” reputation – where the character is already known to take whatever measures necessary to get the job done.

-The “moral scale” in this game is based on Paragon and Renegade points. In the opening scene of the game, the Normandy is destroyed and Shepard is “spaced.” Cerberus, a pro-human organization, picks up Shepard’s body and through much surgery and genetic modification brings her/him pretty much back to life. One of the doctors working on the Lazarus project (the name of the project working on Shepard) betrays Cerberus and rigs the security mechs to attack the base. Shepard is woken up before his/her facial scars have completely healed. Later on, Shepard receives a message that depending on his/her actions the facial scars will worsen or disappear. Basically, the renegade options causes more scarring and the paragon option heals the scars. This gives a physical face to “good” and “evil.” However, if you wanted to play a vain villain there is an option to buy a medical bay for the ship that will cure your facial scars and your future actions will not affect them.

-I would argue that the game lends itself more to the player who chooses to try to be purely paragon or purely renegade since conversation choices open up to the player who has a high enough level in one of these options.

-Example: After gaining the Loyalty of both Tali and Legion they will fight and Shepard will lose one of their loyalties unless they have high enough renegade or paragon points.

-I found this pretty easy to get used to. Usually in RPG’s I try to act as if it was actually me in the situation, but because the main character is named and there is actually a voice actor for Shepard, I am less attached to that idea. Instead I focus more on what kind of Shepard I want to create. The game gives the player many opportunities to be either brutal or heroic, not only in the dialogue but also during cut scenes where the player can press the left or right trigger for paragon or renegade actions.

-Figuring out which conversation options will give Shepard paragon or renegade points can be tricky. Most of the time the dialogue on the upper side of the circle will give Shepard paragon points but that is a set rule. Also, some options that you know is either renegade or paragon might surprise you with how many points it costs.
-Example: At Afterlife on Omega, if you do not stop the kid from joining the mercs to take on Archangel it will give you 7 renegade points which is more points than if you electrocute the merc mechanic working on the gunship in the same quest (Only 5 renegade points).

-Any decision in Mass Effect 2 should not be taken lightly for it will not only affect the outcome of the game but also Mass Effect 3. I would argue that the consequences of Shepard’s actions are much more serious than the Hero of Ferelden’s.

-Mass Effect 2 is very heavily plot-based. It is extremely important to recruit all companions and gain their loyalty for the final mission. Otherwise there will be deaths and it is possible (although difficult) to fail all together. But just because it is more plot based does not mean it limits the option to create your own kind of Shepard.

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