I started off 2011 by starting (and finishing) Mass Effect 2 for Xbox 360. Not a new game, I’ve had it sitting on my shelf for a year before I finally got around to playing it. In fact, a friend had even borrowed (and completed) it before I gave it a go. I have to say, I had a great time with it and didn’t want to put it down!
It, in essence, is an “in-depth narrative shooter”, something few games really pull off well (only Uncharted comes to mind in the same ballpark). Rather than a tacked-on story, the narrative feels developed with purpose. Bioware games can always be relied upon to have well-developed storytelling and characters, and this didn’t disappoint. Considering it is a fundamentally a linear story with side missions, it felt much more open-world with the ability to scavenge resources (for upgrades), and choose side missions in any particular order.
The shift (from Mass Effect and other Bioware games) towards a more “action”-oriented RPG was also rewarding. It achieved a good balance between the two genres, with the ability to pause action to change weapons or use biotics/tech (aka “sci-fi ‘magic’). It was a smoother experience than Mass Effect, and they really did overhaul a lot of different elements of the game to speed things up and make them more enjoyable.
There were a few niggles, though. Aside from resource collection (boring! Where’s my Star Control 2!), my issues were surprisingly with the relationships. While I praise the game’s story, character development, and clever mission plots, the way in which you interact with characters always seems a bit disconnected. For example, Bioware wanted to lock you into only having a single character you could be personally (intimately) involved with. As a player, you never knew where the line was drawn between chatting with the player and then crossing that line. As a result, you got locked into a relationship whether you were prepared for it or not.
Secondly, the loyalty level of your team is essential on the final mission, as those who are not ‘loyal’ (merely “normal”) cause team casualties. I thought this was quite flimsy, as from a narrative standpoint all the characters are on your team precisely because they are loyal. That, amplified by its invisible nature as an attempt to make it feel genuine to the player, left the player had no idea why someone died or not. I’m not a fan.
On the whole, it was a great game that I was engrossed in and wholly recommend. Not that you need my endorsement, as it has been nominated across the board for Best Game of 2010, and won at least a couple.
Al
