Don’t worry folks. You haven’t traveled back six months to January 2010. Before you ask, no I am not late to the party. Like everyone else, I played and finished Mass Effect 2 when it first came out and thoroughly enjoyed myself. Over this past week, with nothing else to play, I decided to dive back into the Massiverse for playthrough number two as “Lucifer Shepard.” It was through this “evil” playthrough that I discovered a fundamental difference between ME1 and ME2, and figured out my main gripe with the second iteration’s ending.
So let’s get everyone on the same page. Mass Effect 2 is largely about putting together a top-notch crew to go on a supposed-suicide mission and take down the main antagonists of the story (The Reapers/The Collectors). The crux of this suicide mission is that anyone and everyone can die during it if you don’t plan accordingly and make poor decisions. Your crew is quite diverse: there’s the full spectrum of crazy-scientists with questionable ethics, to battle-hungry genetic experiments who want nothing more but to kill as many lifeforms as possible. You have ten in total, and they’re all necessary for the final battle.
Now for most people, the goal is to keep as many crew members alive as possible. In fact, it is entirely possible to keep everyone alive and prove that the suicide mission is a piece of cake for Commander Shepard. In my first playthrough of the game I attempted to save everyone, but unfortunately one of my favorite party members (Legion) ended up dying while attempting to seal a door. I knew it was possible to save everyone, and I knew if I accomplished that on playthrough two I’d get a sweet looking 75 point achievement… but I decided to go a different route. This time I decided:
Only five people would be allowed to live.
Why you ask? Think about the first Mass Effect, and how it handled death of your party members. You have to choose who will set off the bomb: Asheley or Kaiden? What’s different about this choice compared to the end of ME2 is you’re deciding who dies and not who lives. In that situation, you can’t save both people; you have to decide who you like less. This might appear as the same question phrased in two different ways, but the tone that the game has towards these types of situations completely changes how players react to events.
In March earlier this year the Psychology of Games blog talked about World of Warcraft’s rest system and how it affected player reaction (
article here). To put it in short terms: originally the rest system had players who just started a session gain 100% XP, and that percentage would slowly decline the longer they played. The reason for this was to keep players in sessions of 2-3 hours instead of spending days on the game. However, reception of the system was very negative since players felt like they were being punished for playing a game they liked for longer. Due to this reaction, Blizzard fixed the problem by having new sessions start players with 200% XP that went down to 100% the longer they played. It was the same exact system but perceived as a reward instead of a penalty.
A similar parallel can be made with Mass Effect 2’s ending. The developers (and the game’s achievements) made it appear that saving everyone was the correct method of finishing the game. Thus, when someone died it prompted the emotion of failure in the player. Given the fact that completing the suicide mission in this fashion only required looking at an online FAQ of who to put where, a lot of players felt cheated when one of their party members died and frequently reloaded the last sequence until the desired results were achieved. This method of thinking is the same reason why people hold onto previous pages when reading a “choose your own adventure” book.
More importantly, from a narrative perspective, saving everyone is
very boring. The supposed
suicide mission has no weight as the Mass Effect series continues to
nuke the fridge and lower the expectations of pending “dangerous” missions. This is why I decided to only save five people in my evil playthrough. I wanted to test who I valued more on my team, and to see if my choices were kept in mind for Mass Effect 3’s release. So I only gained the loyalty of those who I really wanted to keep alive, and neglected to upgrade my ship to withstand against Reaper attacks. I also decided I would knowingly “kill off” the party members I didn’t want to keep around by putting them in bad positions.
The results went haywire when considering the fact that neglecting to upgrade your ship randomly kills three of your party members before you even land. So even if you decided who you want to live, things may not turn out that way. In the end, I ended up only having three people survive the mission and only two of them were originally planned to be saved. I’m interested to see if Mass Effect 3 will adapt to these deaths in a meaningful way or if my desire to create an interesting scenario will be neglected in the same way the Rachni were in Mass Effect 2.
For those wondering, I planned to save: Garrus, Mordin, Thane, Legion, and Tali. After all the dust settled and I vamoosed from the Collector base only Mordin, Legion, and Grunt were alive. I found this playthrough to be infinitely more intriguing compared to my first playthrough of trying to keep everyone alive. When you leave some of the survival to chance, and accept the fact that not everyone will live it becomes a very interesting struggle for you to maintain dedication to those you actually care about.
I really recommend anyone who is a fan of the game to replay through it and do what I did: Only gain loyalty of the five you want to survive and don’t upgrade your ship. It adds a necessary spin to the suicide mission and hey, maybe you’ll realize which characters you really hate. Anyway, I wrote this out as it came to me with no outline or editing so it was probably very disorganized and lacked my usual vernacular. Let me know what you guys think. DP OUT.
I had in mind doing an utter failure run of ME2, wherein everyone dies from Shepard's complete ineptitude. Mainly because I think seeing some new character deal with this giant crater that Goose Shepard left would potentially be the most intruiging run of Mass Effect 3 that I could set up. Of course the paragon David Shepard and the renegade female Shepard are going to save the galaxy. But some random nobody, with no ties, clout or friends? THAT'S a killer wild card scenario.
I really hope they bother to take that scenario into account moving forward.
Just as long as he, Tali, and Kasumi can continue to pillage the universe with their psycho-tech-stealth powers. That's the important part.
Also, I'm liking the less formal writing style. It's actually a lot more fun to read. Good one DP :)
Just as long as he, Tali, and Kasumi can continue to pillage the universe with their psycho-tech-stealth powers. That's the important part.
Also, I'm liking the less formal writing style. It's actually a lot more fun to read. Good one DP :)
Ideally, I want to do a run where I let everyone survive on the hardest difficulty, but that's just so I can feel like a badass when I finally do it, but if people die in my original play though that I would have liked to have kept alive, I guess I'll just deal with it.
Also, I killed Ashley in ME1. Bitch was a bitch is a dead bitch now.
@Sir Legendhead I wasn't aware you had read my previous articles, or are you comparing this to everyone else's tone on Dtoid when you say "less formal." Either way, I thought my ever-present, ever-growing pretense is what made people like my articles so much :P Good to know some enjoyment is still salvageable even when I'm not trying.
Also, I totally killed Ashley. That crazy fundamentalist xenophobe has to be one of my least favorite party members in any RPG, ever. When I did my second playthrough one of my main goals was to save her instead of Kaiden, just to see how different things would be and I still ended up killing her just because I hate her SO MUCH.
It reminds me about some of the perma-death Far Cry 2 runthroughs Anthony Burch used to talk about. The meta-game requires that you have some outside knowledge of the ending, but it can still create an experience that might even be more meaningful than the real one.
I don't particularly want to toot my own horn, but I wrote a cblog somewhat related to this a while back. You might be interested in reading it.
And yeah, I've been reading your blogs...I just don't always comment, y'know? I usually stick to the forums. Matches my level of education, etc. But I have to say, it's awfully liberating to step outside the old safety zone for once. :)
And yeah, I've been reading your blogs...I just don't always comment, y'know? I usually stick to the forums. Matches my level of education, etc. But I have to say, it's awfully liberating to step outside the old safety zone for once. :)
@knutaf What I found most interesting about your article was the disconnect you have between Shepard and yourself. Role playing only goes so far. I think the idea of ME, and BioWare games in general, is that you're playing the role of a Commander on this ship, not specifically Shepard. So "the attachment he has to Tali" is really an attachment YOU have with Tali. You're on in the same, you see? I did some similar thinking with my choices. Tali was capable of going in those vents, and Thane was probably the most stealthy out of everyone but I liked them too much to put them at risk. Legion it was.
@Legendhead Don't worry it makes me feel better when I see five more comments in two minutes instead of three.
For my particular run-through, this is all academic, because Shepard matched my personality pretty closely, but at some point I want to do an evil runthrough where this topic may become more interesting.
btw, I commented on at least one of your older entries, then +friended because I liked what I read.
Anyway, the whole reason I created an account to comment on this story was to say that I DID NOT KILL KAIDAN. I didn't kill him because he was a genuinely nice guy, whereas Ashley was a whoring racist nazi, pretending at depth, yet only causing me to look away from the screen in shame as she droned her poetry, fearing that even watching her would bring dishonor to me for which I would never be able to atone. Eventually, I specifically went and spoke with her just so that I could treat her poorly.
I'm truly glad that Bioware included Ashley in the game, so that I'd have someone that I could guiltlessly abandon to a horrific nuclear fate.