Wednesday, 27 January 2010

Mass Effect 2 Has DLC And Helmet Issues

DLC issues (mainly relating to the Cerberus Network), from the official forums:
Hello Mass Effect 2 fans.

We are aware of issues players are experiencing and are continuing to listen and work on these issues. When we have more information we will provide updates and let you know.

How can you tell if you are Cerberus Enabled:
When you start Mass Effect 2, there are two computers on the main menu. The computer on the right hand side of the screen should be open. If it is not then check to see that you’ve entered your Cerberus Code in the account creation screens located in game.

PC Collector's Edition Issues :
We’re aware that some PC Collectors’ Edition Cerberus Codes are not working. If you have the number 1688108 on the bottom right of your Cerberus Network card and have not associated it to your EA Online account at 4:00 PM PST your codes will be fully functional. If you already have associated it to your EA Online account at 6:00 PM PST you can restart the game and your Cerberus Account will be available automatically!

Zaeed :
Some of you may be looking for Zaeed as a way to check your Cerberus Account. Zaeed is being propagated to Xbox Live as we speak and will be available mid day tomorrow (MST).

Timeouts:
Some users are reporting timeouts or connection drops to Cerberus Network. We are actively pursuing a fix to this and will update everyone once it is fixed on the server-side.

General Cerberus Issues:
If you’ve entered your Cerberus Activation Code through the web interface and have played other EA Games with EA Online accounts but are not seeing the Cerberus Mission Computer open on the main menu. You’ll need to contact EA’s Customer service line to ensure that the Gamer Tag in Xbox Live is associated with your EA Online account you’ve used to activate Cerberus.

Code Redemption Clarification and Important information about your Social.bioware.com and Xbox Live account

****Make sure that your account that you are using on social.bioware.com is linked to your gamertag****

How to Redeem and activate Cerberus

Xbox In-Game Redemption:

o Start the game

o Cerberus Connection will automatically prompt

o Sign in with your existing account or create a new account

o When prompted enter Cerberus code

o The Cerberus laptop will open on screen and display the available downloads

Xbox Online Redemption

o Go to the Code Redemption page here: http://social.bioware.com/redeem/

o Sign in with your existing account or create a new account (make sure to sign in using the exact same account on your xbox)

o Enter the Cerberus code

o Upon successful redemption restart your console and load the game

PC Online Redemption

o Go to the Code Redemption page here: http://social.bioware.com/redeem/

o Sign in with your existing account or create a new account (make sure to sign in using the exact same account that you used on social.bioware.com)

o Enter the Cerberus code

o Upon successful redemption load the game and login

How to Redeem and activate Gamestop Terminus Armor code

Xbox Online Redemption

o Go to the Code Redemption page here: http://social.bioware.com/redeem/

o Sign in with your existing account or create a new account (make sure to sign in using the exact same account on your xbox)

o Enter the Terminus code

o Upon successful redemption restart your console and load the game

PC Online Redemption

o Go to the Code Redemption page here: http://social.bioware.com/redeem/

o Sign in with your existing account or create a new account (make sure to sign in using the exact same account that you used on social.bioware.com)

o Enter the Cerberus code

o Upon successful redemption load the game and login

o Upon successful redemption right-click on the download link and save to your computer

o Install file

o Restart game



How to enable Mass Effect Galaxy dialog

Xbox
- You must play and finish the Mass Effect Galaxy iPhone game and log into your EA account to upload the unlock

- When playing Mass Effect 2 you must have Miranda and Jacob in your party to witness dialog

PC

- You must play and finish the Mass Effect Galaxy iPhone game and log into your EA account to upload the unlock

- When playing Mass Effect 2 you must have Miranda and Jacob in your party to witness dialog


As mentioned previously, when we have more information for you on these or otther issues, we will let you know.
As for the helmets, in one of the stupidest design decisions ever, they claim it's now a feature, and not a bug that can be patched, that they were designed to be one-piece in an rpg based on character interaction and emotion where you look at the character's faces in all conversations!:
As I stated in the other thread on helmets, the armors are behaving correctly, and this is not an issue that can be patched.

I totally get why some players would want to remove the helmets, but that's just not how they were designed to work. The armor is a single piece of art, so removing the helmet is not possible. Sorry!
and:
Yes. In fact you can tell there were designed that way because they all have indicator lights that flash while you speak on the helmets. I looked into this before ship because I also wanted a toggle helmet option, but after talking with the lead character artist I understood the armors were implemented as a single piece for a variety of technical and art reasons. So I understand where you guys are coming from, but this is the behavior of our single-piece armors.

Source and Source.

Mass Effect 2: One of the Best-Reviewed Games Ever

100
games(TM)

Despite all of the ways Mass Effect 2 is more engaging to play and explore, after 35 remarkable hours it was the characters that stayed with us… Game of the year in January? Oh, go on then. [Feb 2010, p.112]

100
X360 Magazine UK

Both an astonishing RPG and confident shooter, Mass Effect 2 is daring, shocking and often awe-inspiring in its use of choice. This is the future of storytelling in videogames. [Issue#, p.85]

100
Official Xbox Magazine UK

It's mature: not because of profanity or nudey bits, but because it tackles complicated themes without telling you what to think. Having already sunk a distressing number of hours into ME2, the second this sentence is finished we're firing it up and exploring the rest of the universe.

100
VideoGamer

Mass Effect 2 is the perfect fusion of the shooter and RPG genres. When you're not playing it, you wish you were. When you are playing it, you can't imagine doing anything else. Engrossing, captivating, stunning. Roll on DLC, and Mass Effect 3.

100
TeamXbox

Mass Effect 2 delivers the best experience of its kind in this generation-and considering I haven't been able to stop thinking about it since I finished my initial 39-hour playthrough a few days ago, a lower score would feel disingenuous. From its mechanics to its writing to its presentation, Mass Effect 2 is the kind of game that justifies gushing clichés and superlatives. I can't recommend it highly enough.

100
Games Radar (in-house)

Mass Effect 2 strikes a perfect balance between intense shooter action and gut-wrenching drama, set in a richly textured world on the brink of destruction. It's a must-own for science fiction fans, who will love exploring the depths of the galaxy and fighting to save humanity.

100
Eurogamer Italy

We can't do anything but to celebrate another masterpiece from Bioware, a game that has never been so close to perfection. If you have not upgraded your PC yet, it's time to do it; if you you needed an excuse to buy an Xbox 360, now you have one. Not to play this game would be crazy.

100
Eurogamer

Perhaps BioWare's greatest success in Mass Effect 2 has been taking a complex RPG and making it effortless to understand, play and enjoy on a constant basis, because it has done this in a manner that should prove utterly essential to veterans and newcomers alike, and more than enough to suggest Mass Effect 3 will be the most important game in BioWare's history.

100
Planet Xbox 360

My journey with Commander Shepherd opened up a new view of what this form of entertainment can do, and allowed me to emotionally connect (and care) with the virtual characters on my television screen. The dialogue, story progression, graphics, soundtrack, controls, and presentation are all well above what so many other games of this genre are offering these days... PlanetXbox360.com has never given a perfect score, until now.

100
Destructoid

The fluid systems -- the navigation, the combat, and the quick-fire missions -- combine to make Mass Effect 2 an RPG that challenges the genre conventions. The superb emphasis on character development, the gripping plot elements and big-budget presentation aren't too bad either.

100
GameSpy

It's the way that Mass Effect 2 expands upon the narrative established in the first game that marks a true breakthrough for interactive storytelling.

100
Eurogamer Spain

Mass Effect not only is the best RPG of this generation, but also an excellent action game that will appeal a broader audience. It's one of those few titles that we'll still be talking about in many years to come.

100
Gaming Nexus

If you liked Mass Effect 1 to any degree whatsoever, you’ll definitely love Mass Effect 2 with its improved combat and AI, and cinematics and storyline – sans the glitches we all know and hate from ME1.

100
GameDaily

Mass Effect 2 far exceeded our expectations and is without question one of the best games we've played. Use whatever positive description you'd like. System seller, potential game of the year, landmark achievement; just make sure you buy it immediately.

100
ZTGameDomain

If you even remotely enjoy a good narrative, this game is a must buy. Fans of the original are in for a treat as everything that was wrong with the last game has been fixed. Mass Effect 2 truly is the definitive entry in the series, and quite possibly the best BioWare game to be released thus far.

98
Game Informer

The loss of RPG elements may hit some people hard, and the repetition in minigames may lead to yawns and tired eyes, but none of these faults hold Mass Effect 2 back from being a work of bold ambition, and one of gaming’s most exciting sequels.

98
Cheat Code Central

I commend the development team at BioWare for all the hard work that went into making this title not only shine but feel both familiar and completely fresh at the same time.

98
Gamervision

Mass Effect 2 is easily one of the best games of the generation, blowing away its predecessor in just about every way, and removing the "flawed" attachment to the "masterpiece" title.

97
GameTrailers

There's just so much here to experience, and it's all uniformly excellent in execution. BioWare has delivered on its promise to let us affect this massive world through our actions, and you can bet that we'll be playing this one through several times in anticipation of how it all pans out.

96
IGN

It's incredibly personal while still retaining a sense of epic sweeping scale. The combat and mission design are outstanding. The visuals, voice acting, soundtrack, and direction are miles ahead of the competition. Perhaps most impressively, Mass Effect 2 manages to fulfill its incredible ambition while only suffering from very few technical hiccups.

96
Vandal Online

Quotation forthcoming.

95
Totally360

Overall, Mass Effect 2 is a title that everyone has to experience. As fun as the first title was it did have its own share of issues. It’s refreshing to see a development team take in all of the criticism from their previous title and use it to improve upon their concept for the sequel.

95
GameZone

Mass Effect 2 is much more than a game. It’s an ominous sci-fi-mystery-action-epic that continues to provide thrilling moments around every bend.

95
SpazioGames

Mass Effect 2 is a must buy. Deep RPG mechanics and good shooting fill an exciting universe, full of great characters, marvelous worlds and dangers. A great graphics and an incredible dubbing make this second chapter one of the greatest experience to date.

95
Official Xbox Magazine

Mass Effect 2 overcomes its few gameplay weaknesses with a fantastic weave of dynamic combat, lavish presentation, and engaging character and weapon customization. But for all the myriad improvements that make Mass Effect 2's visuals so appealing and its combat so exhilarating, it's ultimately the way it moves us that makes it so memorable. [Feb 2010, p.56]

95
Gamer Limit

Right now I’m even salivating at the prospect of finishing up all of the extra content.

95
Multiplayer.it

Modern, fascinating and truly innovative, Mass Effect 2 is a brand new take for the western rpg, Bioware reached a perfect mix between action and storytelling, graced by stunning visuals and a long and challenging gameplay.

95
GamerNode

Mass Effect 2 is a captivating experience that begs to be played and replayed. Phenomenal presentation is augmented by enjoyable combat, deep characters, and epic narrative; only minor quibbles exist in these areas.

93
3DJuegos

Mass Effect 2 is an amazing RPG with an unbeatable cinematic feeling and a history and characters simply astonishing. This is a game that demands to be played by every Xbox 360 user because it’s the very definition of what Next-Gen wants to be.

93
Computer and Video Games

Mass Effect 2 has quality oozing from every facet of its makeup. If you're patient enough to hop from tactical combat to immersive role-playing without a blink, then you'll discover that Mass Effect 2 is a wonderfully engrossing quest that's deep yet suitably streamlined and incredibly cinematic.

93
IGN AU

Mass Effect 2's greatest strength once again falls upon the beauty of its universe and the carefully interwoven character dramas underpinning the action. It's a fascinating and hugely enjoyable experience that serves not only as a reminder of how wide the valley between a 'great and an 'excellent' game actually is, but why BioWare is still one of the most vital and important developers out there today.

93
ActionTrip

Everything BioWare did to improve the game has lead to satisfying results. Such efforts actually redefine how sequels should be made. This was one of the most memorable gaming experiences we've had in recent history.

92
IGN UK

On most levels it’s hard to fault Mass Effect 2; this is a sequel that polishes many of the original’s faults, tightening the combat and turning the screw on Shepard in the fight to save humanity with an impressive flair. Those already in thrall to BioWare’s magic will fall in love all over again with a game that’s got the sweep and stagger of the very best sci-fi epics.

91
Game Revolution

You won’t give much attention to the unintuitive HUD, and the low level cap won’t stop most from playing the game again with added difficulty or for multiple story options. You'll get frustrated, you'll ask yourself why, but you'll still love it. Facing the dark reality of Mass Effect 2 has its stumbles and slips, but it’s a trip worth taking, no matter the destination.

91
1UP

When Mass Effect 3 rolls around to bring this tale to its finale, I'd really like to see BioWare strike some sort of happy medium between the clumsily executed RPG mechanics of the first game and the stripped-down shooter feel of this sequel. But even with its simplified mechanics, ME2's story makes for a compelling odyssey.

90
Xbox World 360 Magazine UK

Mass Effect 2 may not have quite the depth and consequences of Dragon Age - although it's impossible to tell, as both games contain so many variables - but it's the more polished and confident of the two. It is arguably the best RPG of recent years, and as a standalone game, a sequel, and a lead-in to the final part of the trilogy, it's an unqualified success.

90
GameSpot

Once this intense and action-packed role-playing game pulls you into its orbit, you won't want to escape.

90
GamePro

An improvement on just about every aspect of the original game, with the exception of one tiny aspect; the very final battle. Mass Effect 2 sees BioWare's approach to the role playing genre evolve beyond anything they've worked on previously, and gives us a glimpse of how both RPGs and shooters will begin to merge in the years ahead.

90
Edge Magazine

With the first instalment, BioWare built a universe of words – a deeply convincing multicultural sprawl you could read about without ever quite getting to touch. Here, you’re inside it from the start – and the view is often dazzling

96
Metacritic (aggregate)

Here.

Tuesday, 26 January 2010

Mass Effect 2: TeamXbox Review



With Mass Effect 2, the producers at BioWare have gone on record stating that they wanted to "critic-proof" their sequel, taking every bit of feedback received from the gaming community at large and addressing it somehow. This is how sequels work in video games, so these kinds of statements in the weeks and months before release weren't surprising.

As the game's basic narrative became apparent, "risk" seemed a major theme for Mass Effect 2's story, but more surprising, "risk" seems to have been a design concept as well. Dragon Age: Origins was hailed by critics as a spiritual successor to BioWare's classic Baldur's Gate II, but it remained rooted in a tradition that's seen little change in a decade. While the first Mass Effect was marked by similar problems, Mass Effect 2 sets a bold path to BioWare's future, keeping the writing and craftsmanship the studio has become known for, while discarding outdated mechanics and conventions that weighed down the last game. By taking that risk, BioWare has put out something that feels like a successor to its legacy-and a game that ranks at the top of the medium.



The most frequently discussed aspect of Mass Effect 2 is its character import feature, which enables you to bring "your Shepard" from a completed Mass Effect save into the sequel. Your level and skills from that playthrough are unimportant, as you'll begin ME2 as a Level 1 Shepard, though I did receive some nice credit and materials bonuses for importing.

What actually matter are the decisions you made in the last game. Some of these manifest in profound ways (such as determining the balance of power in Council space), while others elicit smaller ripples in the universe's reality. To reveal specifics would spoil the subsequent surprises, but know that your past decisions will confront you regularly. This integration makes the game more involving, which is aided by BioWare's excellent writing. I highly recommend that players complete the first game before starting ME2. It's not required, but it does offer the best implementation of continuity from a debut game to a sequel of any title to date. The result is a sequel that presents a world more memorable as a direct result of the player's previous actions, rather than providing lip service to basic narrative points from the initial game, (If you haven't played the original Mass Effect, certain decisions from the last game are supposed for you-and are typically explained well-while other situations won't present themselves.)

Choices remain paramount in Mass Effect 2's story. After facing the decision to save thousands of lives or keep a viable strategic resource for the coming war, I'm still not sure if I made the right decision. Seeing how deeply some decisions from the first game are threaded in Mass Effect 2, I worry about how my choices will unfold in Mass Effect 3. Will my galaxy-saving intentions pave the road to tragedy in ME3? This is one of Mass Effect 2's greatest strengths; there's gravity to its consequences.



Mass Effect 2's cast numbers at more than a dozen scientists, soldiers, renegades and criminals. None of them are boring or predictable. In keeping with a general theme of no easy answers or perfect solutions, each party member in Mass Effect 2 is complex and all of them develop over the course of the game (some in directions you expect; others will surprise you). Each squad member has a detailed backstory that you'll be given the option to explore. This narrative device lends the game the feel of a well serialized epic; more intimate stories are explored amidst a strong central plot.



It's a relief then that BioWare has made a number of level design and mechanics changes. Combat in Mass Effect 2 more closely resembles a responsive third-person shooter, with an emphasis on enemy placement and level design over large amounts of enemies. This tactical focus allows for a lot of fun mixing various biotic and tech abilities with different weapon types, and fixes much of the clunkiness that marked the previous title.

The inventory system sees more radical changes: BioWare has eliminated most of it in favor of a series of possible upgrades to the basic weapon types. This places more importance on effectively mixing and matching powers and weapons during combat. While I did feel a small pang of loss over my poor omitted slotted-upgrade system, by a few hours in, I didn't notice its absence. Mass Effect's inventory system was anachronistic and broken, and ultimately an unnecessary shackle on the tight pacing that defines its sequel.

The side-mission element has also been reworked. While you'll still explore different systems and galaxies, you'll remotely scan planets from your ship, then launch a probe to amass valuable resources that are used elsewhere to upgrade your gear. Scans may reveal "anomalies" that turn out to be beacons marking N7 missions, quests are much more varied experiences than the Mako-piloting slogs in Mass Effect, and which may, in turn, trigger a series of quests spanning the galaxy. More importantly, they were actually fun, also a sharp change of direction from last time.



Finally, there's the presentation, and I'll start with the negatives: We experienced strange (though infrequent) bugs, ranging from bizarre collision issues to sound cut outs to occasions where the console hard-locked (which happened to each TeamXbox editor playing a retail disc). Other than these issues, the game looks terrific and performs well. The visual issues in Mass Effect are gone, as the frame rate rarely drops below 30 or so; when it did, it was during specific in-engine cutscenes. The presentation is dynamic and interesting, and the Interrupt system-which enables the player to perform a specific Paragon of Renegade action at key moments during a conversation or cutscene-works very well. Paragon players should be advised, though, that they may find it irresistible here or there to let a little Renegade through. This is, thankfully, not a problem, as the morality system isn't all or nothing. Instead, it segued into the light or dark side as preferred. Then there's the score, which is outstanding and distinctive, and helps to establish a dire or heroic tone at times.

Mass Effect 2 delivers the best experience of its kind in this generation-and considering I haven't been able to stop thinking about it since I finished my initial 39-hour playthrough a few days ago, a lower score would feel disingenuous. From its mechanics to its writing to its presentation, Mass Effect 2 is the kind of game that justifies gushing clichés and superlatives. I can't recommend it highly enough.





The amount of things to do is only surprising because of how well realized all of those things are. From galactic exploration, to conversations and third person shooting, everything feels like it belongs and does what it's supposed to do.




The graphics are beautiful and the framerate is thankfully fixed, but occasional visual glitches along with some strange looking human faces are noticeable here and there.




Jack Wall returns for what may be the most distinctive science fiction genre score of any medium in recent years. The voice acting is fantastic in every respect. And the decision to span the game across two discs means no horrible audio compression is apparent.




My initial playthrough was 39 hours, and I'm eager to do it again making different choices. What's more, the game is clearly designed to support substantive DLC this time around.




ME2 jettisons unnecessary elements of its predecessors and takes big risks to create something truly special that should appeal across genre preferences.




Overall Score NOT an average


Source.

Mass Effect 2: Destructoid Review



Sparing intergalactic civilization from annihilation isn't a new narrative construct -- all budding sci-fi game writers and novelists must have soggy dreams about weaving this sort of epic -- but the foundation isn't exhausted just yet. In 2007, BioWare released the original Mass Effect, a stunning and colorful sci-fi RPG that had you saving intergalactic civilization from destruction -- almost. Its sequel has now arrived, twisting the old foundation into something fresh, inviting, and titillating again.



Building on its predecessor, you'll resume control of Shepard and continue his quest to quash old and new cretins. The same late-'70s sci-fi dreariness still oozes from Mass Effect 2's proverbial pores, but there is a noticeably darker shift in tone that permeates the narrative.

Shepard is no longer skipping through the intergalactic garden sowing seeds of virtue and splendor. What he does in this game is dangerous work that could kill him or members of his new crew. It's a point of satisfaction: Shepard is no longer an invincible hero guaranteed to obliterate evil.

But winning does feel easier this time around. The core Mass Effect mechanics -- the cover-based action, the dialogue systems, and galactic exploration -- are still in place, but the RPG components have been tuned, refined, and, in some cases, even stripped. Mass Effect 2 is a cleaner and simpler RPG that stumbles ever closer to that ideal duck-and-cover Gears of War model.



Aided by much-enhanced visuals (with little pop-in), the powerful presentation bolsters the darker tone. The initial ten minutes are rife with chaos and emotion, as explosions threaten what is dear and devour a series hallmark. Not every moment in Mass Effect 2 is as gripping, but there are several stunning scenes that deliver a cinematic punch akin to that of a big-budget action movie or drama.

Interactive cut-scenes see better treatment as well. People do things while speaking as the game's camera pans, zooms, and cuts -- no more talking heads.

I'm inclined to believe that so much effort has been put into these lesser cut-scenes because speaking to your squad is a necessity in Mass Effect 2. In most interactions, you'll be presented with galactic moral shorthand that Shepard expands upon with voice or action. And choice in conversation carries actual weight -- your words shape events during the conclusion.

So, you'll spend a lot of time shuffling through the Normandy's luxurious innards, visiting squad mates, exploring their pasts, and gaining trust through optional missions and conversation trees.

Mass Effect 2 is a snappier game. Expect to be forced into confrontations or missions on occasion without traversing the "Galaxy Map," or pressing "A" on a space taxi. This kind of design is great; it keeps things moving and feeling fresh.



The fluidity bleeds into the navigation system. A small yet informative tab is placed next to relevant clusters and planets on the "Galaxy Map," telling you which missions can be undertaken at which locations -- both in regards to primary and secondary missions. No more wasted time or feeling flustered with the still-vast Mass Effect universe.

On the side mission front specifically, the improved pacing means the MAKO is eliminated. Once a planet is scanned and a landing zone is found, you'll go to the desired location and resolve conflicts on foot. These diversions are brilliant -- each one (of many) brings something new to the game and does something with a subtle piece of the Mass Effect fiction.

Combat is noticeably sharper, though less than ideal. Think of Mass Effect 2 as Gears of War "lite." Cover is the cornerstone; searching for it is half the battle. But where Marcus Fenix could hurdle and shred his way to new locations with aplomb and trademark viciousness, Shepard cannot. His movement is still just a little too rigid, and the shooting is missing a layer of tactile feedback -- larger enemies just don't respond to fire well. That said, this is still one of the best real-time action RPGs I've ever played. Think about it: I just compared an RPG to Gears of War. If it wasn't for Shepard's funny legs and some non-reactive bullet-sponges, I'd compare it directly because everything else works as well as an actual shooter -- the stop-and-pop, the in-battle powers, and even squad tactics are on par with the best of that genre.



So, combat is improved and much faster than before. Part of that reason is because weapons now use clips, meaning there's no more waiting behind a wall for precious seconds as weapon heat dissipates. Guns also now have unique identities and different battlefield applications. The right gun is just as valuable as the right type of ammunition (and there are plenty of ammo options to choose from, all of which exploit some core weakness). The other part is that Shepard now has more effective powers that can be tied to the face buttons. On the AI side, however, a radial pause menu construct is still needed to queue single actions.

Perhaps most importantly, there are no apparent dice rolls. Guns are accurate, and damage is based on, in large part, where you shoot. Headshots are vital to the space cop.

In battle, you'll have to deal with AI squad-mates. Intuitive D-pad management makes orders a snap and, for the most part, the AI is smart: it will do what you want it to and manage itself. But it makes, on occasion, poor decisions if you're not paying attention to it -- a minor issue considering the genre.



RPG fat has been trimmed. EXP is no longer earned from kills, and the loot-whoring has been eliminated. Mass Effect 2 also has a serious shortage of armor and guns. But there's a reason for that -- a new upgrade system has been introduced, allowing excellent levels of customization.

The lack of EXP from enemies remains a sore spot with me (EXP is awarded after missions or quests). I want the immediate pat on the back for eliminating foes, regardless of the lack of dice rolling. Mass Effect 2 is an RPG, after all.

And what a stirring one it is. The fluid systems -- the navigation, the combat, and the quick-fire missions -- combine to make Mass Effect 2 an RPG that challenges the genre conventions. The superb emphasis on character development, the gripping plot elements and big-budget presentation aren't too bad either. I purposefully avoided mentioning story elements here for those who want to read a review without worrying about spoilers, but take note: this game tells a fascinating dark story that kept me wanting to explore, interact and continue with the trilogy.

Score: 10 -- Flawless Victory (10s are as close to perfect as you will get in a genre or on a platform. Pure, untarnished videogame ecstasy.)

Source.

Mass Effect 2: Gametrailers Review



(Scored 9.7/10)

Mass effect 2: Joystiq Review



I was an unlikely choice to review Mass Effect 2.

Unlike most of the Joystiq staff, I wasn't in love with the first entry in the series. Oh, I could see the promise, but I had a hard time getting past the clunky combat, the terrible vehicle sequences and a damnably irksome inventory system. But in a weird way, I was the very best person to review the sequel, because BioWare has gutted the original framework, doing away with everything that didn't work and replacing it with something vibrant, something engaging. All the while, the developers have expanded on the sweeping yet personal scope of the first game that made such an impression on so many.

The resulting concoction is the best game BioWare has ever made and the best action RPG in history.



The reinvention of Mass Effect's combat alone may have been enough to win me over, but I need to be clear about it: If you were in love with the mechanics of the first Mass Effect, you need to steel yourself to the fact that its sequel is, at its core, an action game. This game is moving at a much faster clip, your aim matters a lot more and you're going to be spending much more time shooting from behind cover.

In Mass Effect 2, you'll still have indirect command of two squad members of your choosing, and your most common interaction will be ordering them to use powers. Holding the bumper to choose the desired power pauses time, but it never feels like the flow of battle is interrupted. The result is having a squad whose abilities feel like an extension of your own character, rather than three separate entities. Structurally it may not be much different than its predecessor, but Mass Effect 2 just feels better. Best of all, every character's life quickly regenerates, relegating Medi-gel to reviving fallen teammates mid-battle.

This is a role-playing game in the purest sense of the phrase, but it may not immediately feel that way to those familiar with the genre. Most notably, there's a reduced focus on gear collection -- in fact, I'm pretty sure you could make it to the end of the game with the gear you start with. Most weapon and armor options are a question of play style. For instance: Wearing a visor makes your headshots more damaging, but wearing a full mask improves your health. There are no more armor classes or types to deal with, no more Omni-gel. There's ammo, but it's universal. Everything is streamlined, and Mass Effect 2 is so much better for it.

You will have to do a significant amount of upgrading, but it's all conducted through a research mechanic that (unless specifically noted otherwise) benefits every weapon of a specific type -- all shotguns, for instance -- or every shield.



Speaking of streamlining, the atrocious Mako space car is completely gone. Your planetary exploration will consist of flying from planet to planet and scanning them, occasionally finding an anomaly like a base that needs to be destroyed or an antennae that needs to be repaired. If you choose to act, you'll be instantly sent to the mission. If not, you can relax and comb the planet for minerals that you'll use to upgrade your ship and crew. While some might find the process of scanning a planet's surface for mineral deposits dull, I thought it was curiously soothing, a relaxing respite from the overarching drama. Though there may not be whole planets to run through, the environments that are here are gorgeously rendered and all presented with a steady framerate (another Mass Effect upgrade).

There's a very distinct line between the combat and the adventuring and exploration that makes up the rest of the game, with action sequences broken up into missions that are typically bookended by a return to a safe city or your ship. Heck, you can't even talk to party members unless you're on your craft, save for a few specific situations. It may seem counter-intuitive, but, the less the two mingle, the more the action and the role-playing benefit. That's not to say that the talkier sections of the game are dull, far from it.

Most of the credit goes to the amazing voice actors and writers that have managed to create the most layered and endearing cast of characters I can remember appearing in a game. The purely logical yet surprisingly tender Salarian Mordin Solus was my personal favorite, but I'm sure you'll have your own. (P.S. Joker's actually funny this time.)



Paragon or Rebel points are still awarded for noble or unscrupulous acts and dialog, and being strong in either will allow you to interrupt conversations occasionally by pulling the left or right trigger when prompted, usually with an especially kind or vicious action. These opportunities not only force you to be engaged with dialog, they also test how committed you are to your chosen alignment when you're given the chance to do something totally out of character in the heat of the moment.

Lemme give you an early example: At one point, I was confronted with a shell-shocked Quarian who was too obsessed with the monitors in front of him to help me. During our conversation a flashing Paragon icon popped up in the bottom left hand corner of the screen. Pulling the left trigger allowed me to turn off the monitors with my omni-tool and gradually bring him back to reality. When the situation was reversed, and I had made mostly evil choices, I got a flashing red icon, so I pulled the right trigger and shot out the monitors.

As these decisions accumulate, Mass Effect 2 feels indelibly like your world, especially if you imported your Mass Effect data from the first game. You'll experience the overwhelming sensation of being in control of a galaxy's destiny, which converts the task of saving it and the characters within it from reactionary to absolutely vital. This achievement, probably BioWare's greatest, is nothing short of staggering.

Mass Effect 2 is a work of calculated contradictions. It's an action game, but it's imbued with all the best parts of the RPG genre. It's simple to understand, but incredibly deep. It is -- and this is crucial -- a story, a universe that spans light years and millenia, but is intensely personal. To the casual observer, the parts may not all seem to fit together, but -- as I've discovered after laughing, cheering, screaming and even crying (a bit) with Shepard and crew through their suicide mission -- their sum is nothing short of one of the single best games I've ever played.

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Mass Effect 2: The Kotaku Review



What kind of man (or woman) has intergalactic hero Commander Shepard become after saving the universe from the Reapers in Mass Effect? That's all up to you in BioWare's Mass Effect 2.

Shortly after the events in the original game, Commander Shepard comes down with a serious case of death, but death is only the beginning in Mass Effect 2. Reconstructed by the mysterious Cerberus organization, our hero is tasked with investigating the disappearance of several human colonies, an investigation that will lead him on another star-spanning adventure with an all-new cast of colorful companions by his side.

More than a simple sequel, Mass Effect 2 refines several of the original game's features, most notably the combat system, which now plays more like a third-person shooter than anything seen in the role-playing genre. Are the changes a giant leap in the right direction, or did BioWare make a massive mistake?

Loved
Walkin' the Walk and Talkin' the Talk: Mass Effect was very pretty, and featured top-notch voice actors. Mass Effect 2 is even prettier still, and the new additions to the cast give the original rogues' gallery a run for their money. Courtenay Taylor is delightfully vicious as Subject Zero. Wolverine voice actor Steve Blum is perfect as the gruff Krogan Grunt, and Jennifer Hale still shows up her male counterpart in the role of female Commander Shepard. The one bright, shining star in the cast, however, is Michael Beattie as Professor Mordin Solus. His rapid-fire Salarian science speech is a joy to listen to, and one particular conversation with him completely steals the show.

Hiding Krogan, Shooting Turian: The biggest shift between Mass Effect and Mass Effect 2 is the combat system. If you were to ignore the special skills and powers altogether, Mass Effect 2 is a third-person cover reliant shooter in the same vein as Gears of War. Once you master the duck and cover maneuver, the rest is icing on the cake. Using your party's powers effectively to overcome shields and barriers takes the combat system deeper, and issuing individual orders to your party members takes it even deeper still. It can be as complex as an advanced squad-based shooter or as simple as popping up from behind a box and taking your shot, but no matter how you play, it's always a shooter, and I quite like it.

It's Emotionally Engaging!: If Mass Effect 2 had failed to play on the player's emotions, BioWare CEO Dr. Ray Muzyka would look rather silly right about now. Fortunately for him, BioWare once again succeeds at drawing you into the lives of your companions. Each new member of your crew has a distinct personality and problems that, while fitting with the setting, reflect on issues that you and I can relate to. One needs to discover his roots. One wishes to reconnect with his son after being gone far too long. Some seek revenge; others, redemption. Even the most comical alien figures have a human side to them that helps bring the character closer.

Mass Effect caught a lot of flak for allowing the player's character to sleep with one of their companions, and that ability still exists in Mass Effect 2, though this time around I felt less inclined to form a bond with a character I thought was attractive, instead leaning more towards the characters I related to the fullest. I suppose that's what Dr. Ray meant by emotional engagement. Mission accomplished.

The Power of Choice: The theme of darkness versus light established in Mass Effect are expounded upon in the sequel, having just as important a place in the progression of the plot and development of relationships, only this time around the results of your choices can have more immediate impact. The conversation interrupt system adds to the spontaneous feel of the game's narrative, allowing the player to, at times, interrupt interactions with a bold move that falls either on the side of good - Paragon - or the side of not so good - Renegade. A popular example is a conversation with a guard at an elevator. When he refuses to give your character the information you require and begins mouthing off, a Renegade option appears, allowing the player to knock the chattering guard down an elevator shaft. Paragon interrupts include pushing a character out of the line of fire, or giving a grieving character a warm hug.

Your interactions with your teammates are dependent on this system as well, with higher levels of either side of the morality coin required to resolve certain story points. When you end the game knowing that things could have been completely different had you been just a little more bad ass, starting over again is an extremely attractive prospect.

Trimming the Fat: Some might call it dumbed-down, but I like to think of the changes to Mass Effect 2's inventory and skill management system as more of a streamlining. I'm a sucker for micro-management of skills and inventory in more traditional role-playing games, but with Mass Effect 2's newfound focus on visceral combat, these elements would have been terribly out of place. Now, instead of worrying about armor and equipment for an entire squadron of companions, Shepard need only worry about the armor and items (s)he's wearing, and instead of comparing stats on the pile of weapons cluttering up your inventory, you have a set arsenal, upgradeable and expandable through research, but much easier to manage than your standard RPG fare. You never have to worry about the armor your teammates are wearing, only the guns they are carrying, and the selection is so slim that it shouldn't take you more than a few moments to get your ground crew ready for action.

The Story Inside the Story: Mass Effect 2 is a grand space opera, and it's characters are consummate performers, but with a stage to present them on, neither would be quite as satisfying. BioWare sets a damn fine stage, filling in the gaps between your story and the rest of the world with emails, overheard conversations, and the in-game encyclopedia. Like any good RPG developer, they've acknowledged that the bigger stories are just that; larger, more important parts of a whole that need the less important details behind them in order to stand out. It's the key to creating a believable universe, and BioWare excels at it.

Exploration for Fun and Profit: Those annoying driving levels from Mass Effect the first are gone, replaced with a much more compelling exploration system. As mentioned above, buying new equipment has been replaced with researching upgrades, and to research upgrades, you need specific amounts of four basic elements. While some can be found scattered about during story missions, your best bet to score research materials is to fly about the galaxy, dropping in on undocumented planets, and using your scanning system to locate mineral deposits. Once the scanner starts to spike, drop a probe, and the materials are yours. Scanning planets can also result in the detection of anomalies, which open up side quests that grant more experience, tech documents, and, most importantly, the money needed to keep your ship in fuel and mining probes.

It may sound boring, but I've spent hours traveling from planet to planet, mining for precious ore, despite having a relatively short amount of time to complete the game before posting this review.

Hated
Empire Syndrome: Mass Effect 2 is the second game in a planned trilogy, and it has a lot in common with the second installment of another popular science fiction trilogy, Star Wars: The Empire Strikes Back. Perhaps the reason I found the new character and extracurricular activities introduced in this installment and the so compelling was that the main story failed to hook me this time around. With the setting established and the overall story arc taking shape, Mass Effect 2 is less about plot twists and more about big set pieces. While I had a great deal of fun getting to the end of the game, overall it felt more like lead up to the third installment than a story that could stand on its own, especially when compared to the original.

The BioWare RPG Formula: It's time to change things up a little for us role-playing game fans, BioWare. Continuing a trend established in Star Wars: Knights of the Old Republic and present in just about every other BioWare RPG since (Jade Empire, Dragon Age, Mass Effect), you gather companions, each of which eventually pull you off to the side to describe their personal issues to you, giving you a chance to delve deeper into their backstory via a special quest or mission. Perhaps it's time to change things up. Let players stumble onto character-specific quests, rather than having each of your party members hit you up for aid at the designated time. The feature was charming the first few times through, but a little variety wouldn't hurt.

A great deal of focus has been put on the ability to import your saved game from the original Mass Effect into Mass Effect 2, carrying over the decisions you made in the original. Unfortunately, I played Mass Effect on a PC that no longer exists, and my review copy of the game is for the Xbox 360, so I couldn't take advantage of the feature. The game therefor made certain assumptions about how my Shepard performed in the original title, which didn't quite jibe with my experience. If you have the means, I would highly recommend importing your save. Otherwise, if you have the patience, play through the original one more time before starting Mass Effect 2. I've a feeling you'll get much more out of the sequel if you do. That's not to say Mass Effect 2 isn't a good game for players new to the series; it's just a much better experience overall if you know where you're coming from.

The more things change, the more they stay the same. It's a tired old adage, but one that fits Mass Effect 2 to a tee. The combat system has been overhauled to appeal to an entirely different type of gamer, and some of the role-playing elements have been streamlined to ease shooter fans into the experience. I understand BioWare's reasoning for doing this, and I appreciate the fact that new fans will be drawn to a series that richly deserves their attention because of it. Perhaps the formulaic side quest structure is the developer's way of reassuring the RPG fans who loved the original game that this is still, to some extent, the Mass Effect they know and love. Put the two together, and you've got a game that should appeal to a much broader audience, while maintaining the degree of emotional engagement that brings the whole experience together.

Mass Effect captured the imaginations of the role-playing crowd. Mass Effect 2 has successfully tweaked the formula, creating a more accessible game that's every bit the masterpiece that the original was. The experience should be different for everyone, but the final thought in every player's mind should be the same: bring on Mass Effect 3.

Mass Effect 2 was developed by BioWare and published by EA on January 26th for the PC and Xbox 360. Retails for $59.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played through Xbox 360 version on normal difficulty, choosing soldier class for Shepard. Completed game, then continued, completing missions and mining for achievements. Then began a new game, carrying over my level 21 Shepard from the first play through, with experience intact and all equipment.

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Mass Effect 2 - Mordin & Zaeed Adverts




Monday, 25 January 2010

Mass Effect 2: IGN AU Review - "Bioware's very own Empire Strikes Back"



Two games in, BioWare's Mass Effect 2 has just cemented the series as the RPG series to beat this generation. As the middle tale in a sci-fi epic, nods to 'The Empire Strikes Back' are inevitable – and in a very real way, the middle instalment in the Mass Effect series is equally dark and more involved; characters appear richer, the settings comfortably familiar yet foreign and fresh, and the gameplay now evolving, shifting and streamlining.

Stepping back and viewing Mass Effect 2 on its own merits highlights just how much more focussed the experience is structurally; the heavier combat focus is noticeable, as is the lack of planet-side exploration (which was admittedly poorly implemented in the first game). Clearly though, this is the product of BioWare's 'A' team (not in the Mr. T sense), such is the level of polish, professionalism and quality.

After a smashing introduction, either after importing your previous saved game or starting anew, you're back in control of Commander Shepard; hero of the people or wild-eyed renegade with a sour attitude and some gnarly facial scarring that reminded us of Too Human's Baldur. Tasked with assembling a crew by the mysterious 'Illusive Man' (voiced by a deliciously scene-chewing Martin Sheen) and ultimately reporting to his somewhat controversial faction, the path is laid out in front of you –and how you get there is a terrific blend of linear progression and freeform role-playing that was established in the first game.



Mass Effect 2's greatest strength comes in the form of its characters and the stories and conflicts that bloom from these. In a sometimes confronting way, BioWare has managed to do what few other games have done successfully in the past – tackle the issue of cultural insensitivity and racism on a massive scale - always with balance and a degree of moral ambiguity most games can only dream of. Whole races are maligned and, as a trigger-happy (or biotic totin') human, you're more-often-than-not approached with a level of apprehension from other species and races. As the backbone for a greater conflict, it's fascinating stuff.

It's no secret to say that your band of space farers is by definition 'rag-tag'; you'll have your favourite characters to guide through the branching plotlines and even the most flawed and disturbing companions ultimately fascinate with their complexity and depth. This really is one of the best written games we've played in a long time – perhaps even since the original Mass Effect.

It's interesting to note the way Bioware has tackled the idea of the 'default' path, too – if you're coming into this series starting at the second game, an introductory training mission fills in the gameplay gaps for newcomers and the story makes certain assumptions and default decisions about where the game's story is heading. That's an interesting result even for players who made some radical decisions in the first game. Our advice? For the full experience, make sure you sink the dozen or so hours necessary into the original Mass Effect. For people who already have, do yourself a big favour and play through this second instalment twice; once with your own character and once as BioWare directs it. You'll find some fascinating differences along the way.



In addressing perceived criticisms of the original game, new gameplay systems abound; gone are the superficial vehicular planet exploration missions – for good and ill. While it was unfocussed and sometimes just plain boring in the first Mass Effect, it was refreshingly alien to stand atop a burnt red plain and stare at twin suns before diving over an edge and entering the fray. That sense of wonderment is occasionally longed for. To make up for this, you can now react to distress beacons on the surface of a planet. This triggers a unique mission setting, generally a standalone area (such as a downed space frigate, teetering perilously on the edge of a mammoth chasm). The gameplay is still there, but the need to trek from point-to-point has been lessened. It was probably the right decision in the end, but we'd be lying if we said we didn't miss the open alien worlds a little bit.

Exploring the universe, through the Normandy's 3D map system, is now more tangible, physical act; your cursor represents the ship, and when trekking between solar bodies your fuel levels must be considered. It's not the greatest system, but it's an extra layer of challenge to consider.

Weapons and items have been scaled back in terms of numbers and distribution. You'll rarely come across new weapons and variants as you play – which, for loot-savvy RPG fans, might come as a shock, particularly after the first game. Instead, new weapons and equipment upgrades are now linked to the rare minerals you collect throughout the game – either in caches during missions or through scanning the planetary surfaces throughout the various galaxies and interpreting spikes in the waveform graphs as you go. These scans for minerals seem far too easy; the limit of your cache has much more to do with your patience than any real ability. That means you're rarely low on resources, which keeps you in fresh gear and ship upgrades.

A similarly retooled approach has been taken with the generic thermal clips for light weapons. All basic firearms now use the same core clips, negating the need for sorting through ammo. The rare heavy weapons ammunition now become a commodity and, critically, any character can use these heavy weapons, which is an important consideration when first choosing your character class. Even if you're a pure biotic character, you'll still get your hands on some impressive hardware throughout the adventure, so don't worry about feeling limited in this respect.

The core gameplay – essentially third-person shooting driven by well-disguised stats and dice-rolls – remains intact and has been further refined. The turn-based and real-time combat, hinging around radial menus and biotic ability cool-down times - remains about the best, most slickly implemented system out there, far exceeding even the console version of BioWare's own Dragon Age: Origins – though, the latter game has a vastly more traditional (and arguably deeper) approach to item distribution, squad management and tactics. The cover system has been improved and the use of squad tactics still plays a role, but the AI has noticeably improved, freeing up your need to micromanage if you don't particularly want to.

However, fans of the previous games will have to get used to the reworked equipment screens, which require you to find a specific terminal (or wait until the start of the next mission) in order to change your gear or adjust your weapons rollout. Experience points and stat-upgrades are still accessible through the main menu, thankfully – though these don't exactly have massive implications mid-level, so we'd have preferred better access to our gear instead.

The actual ends of missions can be jarringly abrupt for such a carefully plotted and nicely paced story. An immediate fade-to-black is often all you'll get before a strange and oddly out-of-place 'Mission Complete' screen pops up, recapping your progress and giving you a pat on the back.



That's the essential gameplay in a nut; there were clearly some major design overhauls that were taken, and in some ways the experience feels a little bit pared back; the result though, is a mostly streamlined experience that's actually lighter on the tenets of role-playing – and that did bother us a little bit, given the depth and complexity of the first game. Whether that's an issue for you is strictly a matter of personal preference.

One thing that cannot be faulted though is Mass Effect 2's staggeringly thoughtful, tight and cohesive design ethic. This is about the most lovingly designed science fiction universe we've come across in many years – not in terms of scale (it's not GTA in space, after all), but in terms of sheer quality of the ideas. Fans of traditionalist science fiction stories will appreciate the maturity and logic of the settings, while gamers will find a lot to chew on with the level design.

Alien planets paint the air with debris, tainting the sky with shocking colour and impressive details. The different races out there in the universe all display brilliant characteristics, lovingly animated and injected with personality. The interplay of your team, their love triangles, conflicts and wants, are built off the back of where you visit, the decisions you make and how you react to their attitudes. All of this then links back to the overall plot of the story – and it is here the Mass Effect makes good on BioWare's promises of an epic, branching and potentially unique experience for every player.

The determination of Shepard's disposition – the Paragon / Renegade process – has been further tinkered with, too. Now, midway through many cutscenes, you can choose to interject with a positive or negative response to what's going on, ultimately opening up new conversation choices and adding to your overall good or bad, black or white, standing in the game. There is a serious flaw here, though – Mass Effect 2 only offers you one choice during these moments – either Renegade or Paragon. You have to opt out of these moments entirely if your personal preference isn't the one on screen. A better system would've allowed for both options at any given time.



Texture loading issues are gone; technical bugs still remain, occasionally 'weirding out' so madly that Shepard might wander through a crate and clip through a wall or object and get stuck. It happens. It's not pretty, and having to restore from an autosave or previous save point is a hassle, but from a big picture standpoint, we can overlook these occasional annoyances and you can too.

Elevators are mercifully quick and painless now; a simple breakaway to a loading screen that tracks your location onboard your ship in lieu of the roughshod, nondescript elevator transition period. That said, Mass Effect 2 still has its major loading screens and pauses, so it's not exactly a seamless storytelling experience.

To say that this series gets the 'cinematic experience' right is an understatement. The score remains as evocative and well-composed as the first game; fantastic sound editing and positional audio build locations that thrum with futuristic techno from deep inside ghetto clubs one moment and then haunting strings in the alleyways the next. Even silence plays a large role; BioWare's composers (and directors) know when to simply take the foot off the gas. The voice-acting is roundly excellent – Adam Baldwin, Seth Green, Keith David and even Carrie-Anne Moss contribute years of experience to the cast and it really shows. This is superb stuff, complimented by a dialogue system that keeps the natural rhythm of speech flowing.

Closing Comments
Supposing you never played the original Mass Effect, you really won't be getting the full experience.

Correct this.

Assuming you have, though, you'll find a game that carries on beautifully from where it left off. Streamlining the role-playing almost to a fault in some ways, Mass Effect 2's greatest strength once again falls upon the beauty of its universe and the carefully interwoven character dramas underpinning the action. It's a fascinating and hugely enjoyable experience that serves not only as a reminder of how wide the valley between a 'great and an 'excellent' game actually is, but why BioWare is still one of the most vital and important developers out there today.
9.5 Presentation
Every element in Mass Effect 2, from the interface and backend menus to the map systems and overall design ethic, come together beautifully.
9.5 Graphics
Much improved over the first game, Mass Effect 2's wonderful sense of space culture, stunning design work and attention to detail combine to build a tremendous experience.
9.5 Sound
Rich, lovingly scored and brilliantly acted, the sound could only be improved through addressing small but noticeable sound drop-outs. Still, a creative achievement if not a technical one.
9.0 Gameplay
Major changes and refinements were largely well implemented, even if we don't agree with all of them. This is a challenging and polished experience until the last moments.
9.5 Lasting Appeal
A dozen or so hours of storyline will balloon out rapidly when you start searching for side-quests. Then there's the branching nature of the story, the optional dialogues and more. Complex; wonderful.
9.3 Outstanding (OVERALL)
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Saturday, 23 January 2010

BioWare: Hollywood Very Interested in Mass Effect Film



Today I had the privilege of speaking with BioWare's Casey Hudson, project director on "Mass Effect 2," which hits stores next week. While the interview was mostly focused on the coming game's release, we also touched on what the plans are moving forward. On the game side of things, it's already well-known: next week's sequel is the second in a planned trilogy, telling the story of the human hero Commander Shepard and his efforts to save the galaxy from a malevolent force.

As anyone who's played the first game knows, the universe in "Mass Effect" is an extremely well-developed one, a setting ripe for multimedia exploitation. There are already books and a Dark Horse comic book line. Since movies are my beat, I had to ask Hudson if there are any plans to bring BioWare's unique sci-fi universe to screens large or small.

"Obviously we have a tremendous amount of interest from people in Hollywood to make a major motion picture about 'Mass Effect,'" he said. "The most important thing for us is, we don't just want to see a movie get made. We want to see a great movie get made, if it's going to get done at all."

Fair enough. It sounds like there's definitely interest internally -- and there should be, given the depth of the "Mass Effect" setting -- but time is on BioWare's side. So why not wait until the right idea comes along?

For those who don't know, the series presents us with a human race that has evolved into an era of space travel. In the first game, humans were relative newcomers in the galactic community, a minority species in many ways. The events of that first game changed everything however, and the game's sequel opens with humanity in a position of greater power.

Through it all is our story's hero, Commander Shepard, who somehow manages to cut through all of the political BS and save the universe. That's really what makes a good hero, you know: the ability to ignore the politics and see the big picture for what it is.

Hudson explained that BioWare remains open to the idea of "Mass Effect" getting the big screen treatment, but there's no rush. "We're just looking at our options there, but waiting to make sure we have something really right before we do it."

This is all very early-stage, casual chatter of course. Whether or not a film adaptation will happen remains unknown. Some probably think it's obvious too that the game studio would be considering a leap into film. Always nice to hear it from the source though, right?

Source.

Mass Effect 2: NowGamer Review


While drawing attention to the art of reviewing – and indeed drawing attention to the fact that you’re drawing attention to it like some kind of self-referential möbius – is an admittedly cheesy waste of words, we can’t fathom how we can possibly bring this review to a close having made the points we need to make without first qualifying just how difficult some reviews can be.



Sometimes, this is because the game sucks so badly that thoroughly justifying a harsh critique is in requirement of more pages than you might find in your average London phonebook. Sometimes it’s because a flawed masterpiece can be terribly tricky to score; does its overriding goodness outweigh a myriad of minor issues? And here, the reviewing of Mass Effect 2 is possibly the worst combination. It rides along on its story – something we can’t talk about in any detail for risk of spoilerising its many delights – while at the same time being as close to perfect as any game can conceivably come. There is little to nothing to criticise here.

And as if our own misgivings over the revelation of plot points were not enough to throttle the very existence out of this very review, EA has also included a handy list of specifics we’re not even allowed to mention, let alone put into any kind of narrative context. Major characters, enemies, squad members, the list goes on. Instead then, we’ll tell you what we can, and perhaps when you witness for yourself the limits of our remit, you will forgive us this somewhat lethargic preamble.

It has been two years since the events seen in the first Mass Effect. Shepard has had a minor injury, and while languishing lazily in the recovery room, he has little to no time to come to terms with his predicament. No longer a Spectre, nor sanctioned in any way by Earth’s military, he is shipless, friendless and at the mercy of shady human supremacist organisation Cerberus. And that’s pretty much all we can tell you.



Those who played through the first game will be keen to discover just how much their actions have affected the narrative continuum. So different were its possible outcomes that even we were having trouble attempting to fathom just how the story could continue without creating three or four discreet versions, each dependant on both the fate you decided for the council and the exact balance of your good/bad ratio. Then, of course, there was the life and death choice between Kaidan and Ashley and whether or not you saved Wrex.

BioWare’s success in this respect is largely down to its skirting around the main issues. For example, your decision to let the council die or to save them is mentioned in a number of conversations, but you’ll never get to actually meet the new – or old – council itself. Likewise, Ashley or Kaidan make an appearance, but not in a way that is significant enough to need a whole new plotline. If we were feeling especially critical, we’d say that while we understand the concept of plot divergence and the subsequent geometric increase in the required number of voiced and animated B-roads, Mass Effect 2’s calculated steerings away from anything or anyone that may require bespoke prequel-dependent gameplay can sometimes feel a little contrived. We admit that based on what BioWare has achieved this is a hugely unfair criticism, since the developer is bound not by its own high intention, but by the limitations of both the technology itself and by the simple truth; that budgets are – sadly – not infinite.



Those who chose to heavily criticise the original Mass Effect – apart from the texture pop-in and frame rate issues – based their argument largely around the game’s combat. It was never a problem for us, because that ‘boring talking bit’ (to paraphrase the naysayers), was for us the warm runny centre that we’d spend our time idly tonguing the admittedly average combat to reach. It wasn’t important to us. It worked. It was functional and that was enough.

Ultimately, though, we’re glad that BioWare has listened to those critics. Not because the combat was hugely in need of an overhaul, but because it’s no longer merely filler, and can instead stand shoulder to shoulder with the game’s role-playing elements. In fact, it can now stand shoulder to shoulder with – shock, horror – Gears Of War. While not as pure and evolved as Epic’s much-loved franchise, the largely dice-rolling blasting of the original has been replaced with true physical combat. Weapons do damage, and aiming at an enemy’s head – or indeed taking or a leg with a well-placed shot to the knee – will in all likelihood guarantee a kill.

In fact, not to credit Gears Of War as the inspiration for Mass Effect 2’s combat model would be shameful, since the greater majority of its mechanics are borrowed wholesale. Combat zones are no longer the barren open-air surface of planetoid X, or the soulless corridors of science station Y. Instead, like Gears, combat zones are built for battle and, as such, are littered with extraneous cover points that appear to serve no actual purpose but to enhance gameplay. Also like Gears, the A button is used to dash, slide into cover and vault over said superfluous miniature walls. It no longer feels like an RPG. Instead it’s just a hell of a lot more fun as well as being far more accessible and familiar to anyone with a taste for the odd shooter here and there.



Hands up around the room who chose to save Kaidan the first time around? Okay, that’s one… t… no one at all. We don’t think it would be unreasonable to assume that, being sci-fi, containing a lot of shooting at stuff and indeed being a videogame, call us sexist, but most of the people who have played Mass Effect are probably blokes. We ask then, what bloke would save the irritatingly dull pretty-boy Kaidan Alenko over enigmatic racist Ashley Williams?

It’s perhaps in recognition of Kaidan’s innate dullness that BioWare has given us a human male character that we can actually care about in the form of Jacob. We won’t go into much detail about Jacob’s background, but suffice it to say that he’s an important cog in the game’s character make-up. A friend, ally and confidant who leaves the most-likely late Mr Alenko for dust. Here he’s also the segue for us to tell you about the new characters as a whole… without telling you about them.

They’re just far more intricately conceived and individual than before. From Thane, the Drell assassin and strangely believable alien ninja whose moral code and philosophical ethics of place him alongside the likes of Sun Tzu, to Subject Zero, a dangerous criminal whose rehabilitation back into the loving fold of human friendship can become one of your many concurrent pursuits, should you so choose. They are unique. They are individual. They are a pleasure to interact with on every conceivable level and each one’s introduction by way of a stunning recruitment mission creates a very lasting impression.

Another criticism allayed at the original was the lack of focused exploration. Many a planet was to be found rudely orbiting its star, but of those on which you could land, what lay there to make it worth your while? Rock, dust and the odd dead astronaut or alien relic was pretty much all we could find – all of which were inconsequential in the grand scheme outside of maxing out your Achievement points. Now, thank the lord, Big Trak is no more and the few planets you can land on must be identified as anomalous in the first instance – ie contain something worth finding and/or fighting for.



Scanning planets is now a far more essential (not to mention manual) endeavour. Planets can be swept using a wide-spanning spectral analyser that translates rare elements into peaks and troughs. Find an area in which one or the other element registers high and a probe can be shot into the planet’s surface to collect your extra-terrestrial lucre. Said substances are vital for upgrades. Practically everything in the game can be upgraded, so rather than cluttering up a vast inventory with stuff whose only possible use is to fuel your supply of omni-gel, everything you find is a keeper. Armour, guns, biotic abilities and even your ship can be upgraded, negating the need for constant shuffling around of equipped items.

The jewel in Mass Effect 2’s crown, however, is the choice it offers. A BioWare staple, but one that subjugates the game’s stimulating combat with the sense that, outside of whatever fate lies ahead, you have a choice; you can make a difference. Moreover, all of this is experienced at a pitch of audiovisual finesse otherwise unseen on the Xbox 360. Yes, give or take the odd subjective tendency toward gushing uncontrollably, this is either the finest-looking game ever to appear on the console, or at least the equal of only one or two of its peers.

All side missions included, it should sap away a good 40 hours of your time and quite unlike other chunks of your life of around this size – your working week, for example – this one won’t feel wasted. The most easily justified near-perfect score we have ever given and one that carelessly gate-crashes our top five games of all time party. BioWare, we love you.



Final Verdict

Mass Effect 2 displays some inconsequential flaws during its third act, granted, but in all other ways what we have here is a piece of entertainment that penetrates the line between gaming and cinema like no other, while simultaneously representing the finest blend of shooting and role-playing we’ve seen this generation. A gorgeous experience and a staggering achievement. 9.8/10

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Mass Effect 2: The IGN Review



Mass Effect is one of my favorite games of the past decade. Despite its technical shortcomings, BioWare's first in what it promised to be a trilogy took the role-playing genre to new cinematic heights. Mass Effect 2 is a better game in near every way. From the very first scene, you will be hooked. And the farther you dive into this epic action role-playing game, the better it gets. It fulfills the promise of its predecessor while continuing to push the boundaries of what we should expect in a videogame.

This is the continued saga of Commander Shepard. It's the future, and all sentient life across the galaxy is in peril. An advanced race of machines known as Reapers is intent on wiping the slate clean. Shepard, a distinguished soldier, has faced this threat and emerged triumphant once, but victory is far from assured. Now Shepard must take the fight to the enemy -- a mission that is dubbed suicidal from the outset. Things don't look very promising, but Shepard has a plan. It involves recruiting the best and brightest from around the galaxy and somehow convincing them their lives are worth sacrificing for the greater good.



These heroes are what drive the story. Their motivations become yours as the experience continues to get better with each addition to the cast. Shepard's compatriots are fascinating and flawed; captivating and occasionally despicable. The arc of the main tale itself isn't in itself exceptional, but the characters BioWare has crafted most definitely are. These are some of the most compelling players I've ever seen in a videogame -- the Drell named Thane is a particular favorite of mine -- and the great design and writing isn't limited to the main cast. The citizens of the galaxy are extraordinary and offer more than enough reason to explore every location and talk to everybody.

All of this is made even better by Mass Effect's trademark cinematic and interactive approach to conversations. With Mass Effect 1, BioWare introduced a conversation wheel that allowed for fast-moving, intriguing, and player driven cutscenes. Rather than slowly moving through conversations by selecting dialogue from a list, Mass Effect allows the player to quickly choose an emotional response, which generally include an honorable paragon reaction and a snappy renegade remark. The result is that every little dialogue snippet is about as engaging as they come. It was innovative when Mass Effect 1 first came out, and it's still so far ahead of the curve, backed up by further refinements, including a quick-time interrupt system, and powerful voice acting. Mordin Solus, a Salarian scientist played by Michael Beattie, and Martin Sheen as the Illusive Man, are high points in an all-star cast of voices.



The true strength of Mass Effect 2's story, however, is in how personal BioWare has made it. If you played Mass Effect 1 through to the end and still have your save data, this game will import your character and all the decisions you made. The central plot will not drastically change, but the experience most certainly will. Some old friends and acquaintances will return – and others won't – based on decisions you made in the last game. Even the opening moments of Mass Effect 2 can be slightly different.

The actions you take in the sequel only compound this feeling of personalization. By the finale you'll have made so many decisions – ranging from simple things like whether you play as a male or female all the way up to those governing life or death – that the result is a game that is yours and yours alone. Choices you made in Mass Effect 1 come back to remind you of past good deeds or injustices. Decisions made here affect the final outcome. Reminders that everything you do will be reflected in Mass Effect 3 are everywhere, adding further drama to every conversation. Things you say and do actually matter, and that's an incredible sensation to get from a videogame.

Even if you didn't play Mass Effect 1, this game is worth playing. If you're not importing a character, BioWare simply makes some of the decisions from Mass Effect 1 for you. It's slightly less dramatic and the story here is often references events in the first game, which might make some bits less thrilling for novices. There are revelations and tantalizing plot twists that Mass Effect veterans will go crazy for. These same moments simply won't carry the same weight with those hopping in for part two. It's a bit of a Catch-22 for the designers tasked with the impossible job of pleasing newcomers while still pushing the limits.

Speaking of pleasing people, BioWare listened to every last bit of criticism leveled at Mass Effect 1. That game, particularly on Xbox 360, suffered from a few technical and presentational issues. This sequel is a much, much cleaner experience. Long elevator rides and slow-loading textures are gone, replaced with (occasionally lengthy) loading screens. Generic cut-and-paste side quests and empty planets to explore have been totally ripped out. Pretty much everything that anybody took even the slightest issue with in Mass Effect 1 has been axed or rebuilt entirely...



Even though it's a cleaner production, Mass Effect 2 isn't a perfectly polished game. I've played through the game twice and during that time experienced sound cutting out, my character getting stuck in the environment and full game crashes. Thankfully, these miscues are infrequent, which allows the art style to shine. Mass Effect 2 is a visual treat, filled with breathtaking landscapes and an awesome attention to detail. If you're playing on PC and have a powerful rig (I took Shepard for a spin on an Alienware Intel Core 2 Quad 2.00 GHz prcoessor, dual NVIDIA GeForce GTX 260M cards, and 6 GB of memory), it will look even better.

The improvements aren't only technical. The inventory and skill systems have been made more manageable, streamlined to the point that they might initially appear too thin for a role-playing game. Keep playing, however, and you'll begin to see strength and depth emerge as you further customize your squad.

One of the biggest reasons why this streamlined approach to character customization works is the retooled character classes. The same six specialization options are back, ranging from the Jedi-inspired biotic users to the technically inclined engineer. This time, however, they've been defined and differentiated much more clearly, each getting its own set of weapon specializations and unique skills. Playing as a soldier is a vastly different combat experience compared to the vanguard or infiltrator. Each class has its own approach to battle, which is then further defined by how you choose to outfit your squad and where you assign skill points. By the end of the game, everything about Mass Effect 2 will be shaped by your choices – from the story to the ebb and flow of combat.

Of course, none of this would matter if it isn't fun to play. Good news. Mass Effect 2 is a lot of fun. The action has been refined to the point that even general fans of shooters will find a lot to like here. It's not perfect, but the game handles quite well. It doesn't take long to master simultaneously ripping off rounds from an assault rifle, tossing out a few biotic skills, and directing the two AI driven squad mates to combine raw power with smart tactics. And when things get really rough -- and they will, Mass Effect 2 is no cake walk -- you can always pull out a heavy weapon and tear the enemy a new one.



Add in fantastic level design and awesome skills like the vanguard's charge or the infiltrator's cloaking ability and you have one spectacular virtual playground. Mass Effect 1 toed the line by offering some of the action elements that shooter fans enjoy with some of the role-playing tactics that the hardcore fans of the genre want. The sequel improves both areas for a through-and-through satisfying battle system.

On PC, the heads-up display is a bit different, custom built to work with a keyboard and mouse. Both versions are largely identical, though you will get a few more options for customizing hot keys and skill usage on the PC. Which works better for you will be a matter of personal preference.

An emphasis has clearly been put on ensuring that the combat in Mass Effect 2 never grows stale. Side quests each have their own unique areas to explore -- and you'll have to explore the galactic map, talk to random characters, and find key items to even trigger many of them. The combat zones themselves, however, have been cleaned up to be more straightforward and compelling, rather than repetitive labyrinths. New gameplay twists are introduced frequently with some large quests eschewing combat entirely. There's a great focus on exploration and discovery here and BioWare has made sure that the reward for doing so is worth the effort.

Closing Comments
Games like Mass Effect 2 don't come around often enough. Look at any aspect and you can be sure it's great. It's incredibly personal while still retaining a sense of epic sweeping scale. The combat and mission design are outstanding. The visuals, voice acting, soundtrack, and direction are miles ahead of the competition. Perhaps most impressively, Mass Effect 2 manages to fulfill its incredible ambition while only suffering from very few technical hiccups. The only real caveat I should mention is that some of the revelations and plot twists won't be quite as powerful if you haven't played Mass Effect 1, but that isn't any reason to skip this fantastic videogame.

Presentation 10
Clean and sophisticated. Brilliant and cinematic.
Graphics 9.5
Exceptional artistic direction and a top notch-technical showcase.
Sound 10
Martin Sheen steals the show, even amidst all of the outstanding voice acting and music.
Gameplay 9.5
Tight mechanics, thrilling combat, and deep role-playing. The design is unparalleled.
Lasting Appeal 10
A remarkable achievement in adapting a story to your decisions. It creates amazing replay value.

OVERALL: Incredible 9.6

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