Mass Effect 2 is one of the best games I have played, but it's not without its faults. Most of the negative criticism seems directed towards technical faults, such as audio and movement glitches. Some would also say that the RPG elements such as inventory and character building is dumbed down. The latter is the least valid criticism in my eyes. I'm just going to get this out of the way first.
The character building is condensed, not reduced. The character building in the first game was terrible, a mess of skills, with endless incremental upgrades, placed together to create uncomfortable prioritzation and comparison. Intimidation versus assault rifles vs biotic powers vs class powers? 12 incremental skills of charm? 12 skills of assault rifles or throw where the multiplier increases by decimals for every point, instead of Mass Effect 2's condensed 4-point list where it increases at same rate but without the clicking.
It's one of the little things, the small rewards and feelings that has contributed to successful games like Diablo. You may not have a chance to level up your character after every mission, but Mass Effect 2 does offer a deeper skill system. Mass Effect 2 has more powers and more variations available in a less visually demoralizing menu.
Some skills have been scrapped, for good reasons. Mako is (thankfully) removed, so there's no need for electronics. Hacking is made available for everyone through a decent minigame, goodbye encryption. Weapons skills are moved to upgrades, which encourage exploring and shopping. Health regeneration is replaced with first aid, giving the game better pacing. Intimidate/charm is replaced with paragon/renegade dialogue. This game may not offer a whole new enormous set of skills, but it does offers more balanced and depth to existing and new ones. Thank god for the removal of inventory.
Criticism This was partly addressed in a rev rant I believe. Mass Effect and games in general tend to focus on polarized personalities: evil versus good. The extreme personalities themselves are a problem, but only a part of it. The main problem is that this games poses "big choices" on you, encouraging you to judge them yourself by your own ethics and morals. In Mass Effect, the only way to be rewarded by your choices is to take a path and stick with it. Several of the mission dialogues are only solved by having complete Renegade/Paragon scores. You are, in fact, penalized for doing choices based on your own ethical and moral judgement. This is a problem as no person perfectly fits the renegade/paragon persona in mass effect. I like to perform renegade impulse choices against thugs, such as setting a gas tank on fire to make it explode in their face. I don't like being mean to Mordin and Kelly just because I have to maintain my renegade score, if I want to successfully complete the whole game. This makes the whole game plagued by cognitive dissonance and strips the choices of all moral judgement.
Another concern is that the game tends to appear too designed and structured. Every character has a personal quest with the same trigger source and same time span. At a point in the game, you are basically refreshing a NPC to see if you've hit that trigger yet. When all the mission types have the same duration and trigger, it feels very arcade-ish. The mission debriefing reinforces this feeling. It would be better if the missions were better integrated to appear more seamless in the story.
Another problem, which might be a problem with my self-control and not the game. The choices should be permanent, they should autosave to my character when chosen. If Thane, Mordin or Legion had died I wouldn't think twice about reloading.
Well said! I've enjoyed my playthrough of ME2 so much that I'm playing ME1 just so i can have a new, well storied character to play through it again with, renegade style!
I agree with the criticism of the structured nature of it all. The key, it seems, is to take an unloyal character on a mission with you, after which they'll want to do their loyalty quest. Cool and all - its not unecessarily mysterious. But it does chain you into focusing on the main line and missing out on the sidequests which, now that I'm done with my playthrough, I'm chipping my way through.
The most satifisfying manifestation of the renegade/paragon thing was during the Justicar's loyalty quest. You're rewarded, more or less, for sticking to your principal of "good guy" or "jerk". Your "strong personality" is manifested as your ability to look at someone attempting to manipulate you, and being able to say, honestly, that you are so strongwilled in either particular direction that you cannot be swayed.
Granted, I broke my own conceit on my playthrough: I was just renegade enough to "fake it" during that quest, up to the last beat of that encounter. My dominant leaning was really paragon.
Also, yeah, hard saves would have made for some heart wrenching fiction. I currently have two saves from my main quest. One where a character that I really did care about died because I took her with me without being loyal-ized, and another where I swapped in a loyal player and nobody died. I'm playing on with my no-death scenario... but I may very well use my death playthrough first when ME3 comes around. blessing and curse I guess...
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!
I agree with the criticism of the structured nature of it all. The key, it seems, is to take an unloyal character on a mission with you, after which they'll want to do their loyalty quest. Cool and all - its not unecessarily mysterious. But it does chain you into focusing on the main line and missing out on the sidequests which, now that I'm done with my playthrough, I'm chipping my way through.
The most satifisfying manifestation of the renegade/paragon thing was during the Justicar's loyalty quest. You're rewarded, more or less, for sticking to your principal of "good guy" or "jerk". Your "strong personality" is manifested as your ability to look at someone attempting to manipulate you, and being able to say, honestly, that you are so strongwilled in either particular direction that you cannot be swayed.
Granted, I broke my own conceit on my playthrough: I was just renegade enough to "fake it" during that quest, up to the last beat of that encounter. My dominant leaning was really paragon.
Also, yeah, hard saves would have made for some heart wrenching fiction. I currently have two saves from my main quest. One where a character that I really did care about died because I took her with me without being loyal-ized, and another where I swapped in a loyal player and nobody died. I'm playing on with my no-death scenario... but I may very well use my death playthrough first when ME3 comes around. blessing and curse I guess...