Friday, 26 February 2010

Mass Effect 2 'Firewalker' DLC coming late March, includes Hammerhead vehicle and 5 missions


Download the Firewalker pack and gain access to 5 new missions featuring the Hammerhead. The Hammerhead is a heavy assault vehicle that hovers over the battlefield at up to 120 kilometers per hour and features a guided missile system ensuring accuracy even during aggressive maneuvering. Coming late March, free to all Cerberus Network members!

Source.

Monday, 15 February 2010

Mass Effect 2: My Review

Fittingly i guess, the last review for this game is my own...

An entertainment experience like no other.

Let me start by saying that my first playthrough last over 70 hours and was as complete as i could make it - i went to every planet, did all the side-missions, loyalty missions and main missions. upon finishig i reflected for about 20 minutes on the events that unfolded and immediately started a 2nd playthrough, i guess you can see where this is going...


Story.

The main story follows the now-familiar Bioware pattern - start, recruit a disparate group of individuals to accomplish an impossible task. it worked wonderfully in Mass effect and even better here. Mass Effect 2 is a huge game, and the main story runs, fairly simply, right through the middle, on a roller-coaster of the best science fiction adventure to be found this side of avatar (and better than that because you control it). Starting with the destruction of your original ship (a nice in-continuity way of introducing new people and letting exisiting players tinker with their carry-over character), and your death, in a breathtaking sequence of events, encompassing many worlds and stations right up to the ultimate confrontation with the enemy in their own, breathtaking, alien environment.

The main story is only half the attraction here: the squad recruitment and their loyalty missions are the other, even better, half: never before have such a diverse collection of individuals and stunning locations been present in any medium of entertainment, the sheer variety of characters, their depths and the places you will visit simply take your breath away in this game - easily double the number of locations in the first. most "hub" loactions are smaller than in the previous game, but branch off for specific missions that, unfortunately once completed, you cannot revisit, but make no mistake this game is huge, and jam-packed with variety, detail and depth - for that i'd take slightly smaller hub-worlds, anyday. from the dark, depraved, insipid and claustraphobic Omega, to the towering Spires of illium, to the ruins of Tuchunka and beyond this game is a showcase for graphics, almost unparalleled in quality, and untouched in variety, and all at a silky 30FPS - much improved on the first game's sometimes choppy framerates (and probably another reason for having smaller locations).

The squad-mates themselves are all wonderfully drawn, each a real character, with a history and personal motivations - making them loyal and, in some cases, romancing one is essential to your ultimate success (loyalty, not romance - that's just a glorious bonus!). Just talking to each is a joy, on your frequent returns to your ship, and some flesh out the gameworld with hints at massive depth and possible future plots/events. The Normandy II is also a star here, with it's own personality, the ship AI, EDI - a great character that comes into "her" own later on, whilst the ship itself is bigger and much better realised this time around, with 4 levels and plenty to see and do.

A clever mechanism is also that at certain points in the game, you cede control of your next mission to progress the story, at key moments - this propels you along and keeps the story front and centre of the experience, and keeps the narrative going (when you could lose yourself in planet-map grinding hell, which i will come to later), much to the benefit of the game.

The story even shapes itself to a lot of your choices - not just from the first game, but what you choose to do, and in what order during your current run-through - characters can die, side-quests can open up etc. the variety and technical wizardry to get this working coherently is to be applauded. the only disappointment in the story comes at the very end, with the final boss, and it's nature really doesn't make much sense, given what came before.


Gameplay.

Mass effect 2's gameplay has been substantially reworked from Mass Effect (though it's obviously still a 3rd-person shooter) - bringing a similar cover system to Gears of War along the way, in that when you are in combat zones, you can run and slide into cover (or most of the time walk up to it and enter cover, with a button press, and also introducing another ret-con in having an ammo mechanic. Bioware state that this was done for intensity purposes, but i just don't buy it - you can have intensity with clever ai, enemy numbers, good level design etc, you don't need to make enemies bullet sponges or arbitrarily limit the play in any way - this is disappointing compared to the first game, but the cover mechanic is generally much more successful than the very stilted version in Mass effect (except when you change weapon and just stand up for no reason, getting shot to death in the process).

The ammo system also means you will spend a lot of time scouring around for "thermal clips" after fights, often finding them in inappropriate locations (homes?) that don't make much sense, but i guess some concessions have to be made for gameplay reasons. positively, the weapon skills are much more effective (well the better ones anyway) and the ammo types do add a lot to the weapon effects, however there aren't as many types of weapons as before and the upgrades you can get don't seem to do a whole lot other than just make them better, i guess, because they don't ever really change throughout the game after you find them. oddly if you play classes other than a soldier, you (and your squad) are shown using weapons in cut-scenes that you don't actually get to use in-game, which is a little annoying, continuity-wise.

Generally missions are split up into the find-quest/exploration phase on worlds - you can't draw your weapon in these places and you just explore and converse with the fantastic array of character in the game; and the actual missions themselves, where combat is omniprescent and the locations are obviously tailored for them - plenty of crates and cover and warehouses, for example. This is particularly bad on Illium and the Citadel, but there is much more variety to the level design later, but doing these particular places together kinda drove home the arbitrary nature of some of the combat zones, to me.

Conversations however, have been refined from the first, and at certain key points, you can get an icon flashing on your screen to do a certain context-sensitive action - both paragon (good) and renegade (better) at times, they are always well-worth taking for the effect they will have. you will spend a lot of time in conversation in this game - it is an RPG as well, after all, and thankfully every single character in the game is interesting and mostly well-voiced (carrie anne-moss as aria was a little stiff, jennifer hale if you play a female shepard is again totally wrong for the role; but everyone else was brilliant).

You can (and will) spend hours doing the conversations and all the options in the dialogue-wheels, and they are all extremely well-done with excellent characterisation, especially amongst your recruited team-mates _ Mordin being a particular early favourite, and a certain AI later on, hinting at massive things underneath this deep, deep universe. renegade choices are also a lot more effective and maturely-handled than the first game, in which you could come off like an immature ass at times - this time you are a lot more "Vick Mackey/Jack Bauer" and it really shines.

Consequences from the first game and during your playthrough really have an effect - not only on the outcome of the story itself, but on your appearance and the actions of many side-characters and side-quests as well.

Often the choices are not clear-cut good/bad as in the first, and this leads to a lot of deep thinking about the right course of action, often for a longtime after, especially when it comes back to haunt you later-on! the level of maturity and ambiguity is again to be applauded here - it really does show mature storytelling at it's finest.

Travel has also been reworked in the galaxy map/worlds - you no longer use the mako to randomly explore planets - you actually fly a little representation of your ship around systems, and manually scan planets for resources you can use for the upgrades (ship and weapons) and the "N7 missions" which are little segues planetside to accomplish a particular goal. They are normally quite short and linear, but do add a nice variety to the game on top of the amazing main-missions.

They certainly make a nice break from the very tedious planet-scanning which takes an age and uses "probes" which you have to continually re-buy and fuel, which burns as you move from solar-system to solar-system, necessitating again-arbitrary "refuelling tankers" in some systems to replenish you, for a price. Given that your ship is equipped with an AI this time and sensors, why oh why couldn't they do it more effectively than you can, manually? A good 30+ hours of my life was wasted visiting every single planet, and although planet-scanning is enjoyable for a while, it really grates eventually. luckily you dont actually have to visit everywhere or mine every world to get enough resources to get all your upgrades, but obviously it helps tracking down the N7 missions.

Other RPG tropes - upgrades, armour customisation, inventory are a bit hit and miss: unlike the first game, you can't re-equip on the fly (and with reduced items it's not often you'd want to), i have already mentioned upgrades are a bit of a mess - you get them because you should but you have no idea what most of them are and they don't seem to make any difference, although i'm sure they must. Armour is better - unlike a lot of people i don't really want to manage 10 squaddies and constantly tinker with their stuff - auto upgrades and limited outfits work better in that respect (although some - i.e. Jack's are ridiculous for combat situations). Mini-games like hacking caches and safes are still in - better handled than in the first game, although hard to see at times.

Lastly there are the love-interests. Seemingly a lot of gamers have the notion that Bioware games are virtual love-simulators, demanding romance options for certain characters that really should have remained untouchable, however as usual they add an extra dimension to some characters - Miranda is a standout in that respect, although - again as usual - you only get one romance and one romance-sequence per game (with a bit of cuddling post-game).

Again it is the depth of the characterisation that really marks the game out, along with the settings and action. hopefully next time we'll get to carry on romances from either game and it can have more of an effect on gameplay - crewmates remarking on your romance with Miranda, for example, or questioning it's effect on the mission, others being jealous, plus actually carrying the relationship on as an on-going thing, with time together, more conversation, "pillow talk"/whatever to really flesh it out.


Graphics/Audio

The first thing to note is that the score for Mass Effect 2 is probably the best ever - better and more epic than avatar, and leagues above any other game score i have experienced, along with the voice-acting this game is a treat for the eyes and ears.

I have already gone into some of the eye-raping goodness, but it can't really be overstated - this is without a doubt one of the finest and certainly most diverse games ever made, and the Science-fiction locations are a fan's wet-dreams come to life in vivid reality - the scope and locations and details are absolutely top-drawer and overshadow anything from the previous games and 99% of, even, most movies. coupled with the amazing animations - conversations happen in doverse locations, even occasionally whilst moving location, and excellent use of motion-capture, technically this game is simply awesome.

The textures are very-detailed in all areas (except on a few characters' uniforms, oddly mostly Mass effect 1 characters, returning), and some of the locations are vast in scope but still packed with detail, all in HD, and the alien ones look suitably so (and decidely creepy in a few locations). Hair textures are also much-better this time around - particularly with longer styles, like Miranda's. Like the locations, the characters are stars in the looks department, each is intricately detailed and totally unique, from your totally wacky fast-talking scientist, Salarian Mordin Solus, to your eventual AI Geth recruit, Legion - both of these are standouts amongst the cast.

The frame-rate is rock-steady at 30FPs at all times, too, which keeps you involved, especially during the hectic action scenes with various weapons and powers being used and people flying round the screen and having their heads blown-off at times. really you have to experience what i am talking about yourself, but simply put: like Avatar makes 3d at the cinema actually worth it, Mass effect 2 redefines digital acting and science fiction in gaming.


Conclusions.

Much-like the first, the jewel of Mass Effect 2 is its ambitions - the settings, characters, story all tower over the slight imperfections in it's surface - sure the cover system isn't as smooth as gears, and there are frustrating moments when it doesn't work as it should, and the end-boss is a big retcon of what the "big bad" enemy of the series should actually be, but more than anything Mass effect 2 is about the journey and the characters and the loactions, and i can't wait to finish work and get back into that universe everyday.

Overall
9/10

Friday, 12 February 2010

Mass Effect 2: The Art of the Game









Drawing Mass Effect 2: The Creation of Thane


How much time goes into creating a new character for a game? A lot. For every good idea a team will often have to sort through dozens of bad or misguided ones. But after months of tireless iteration a fully fleshed out character begins to emerge. BioWare’s art director Derek Watts walks us through the process of creating one of Mass Effect 2’s more original teammates, Thane.


“A lot of the time we will do the head first and then work on the body. I chose Thane because he was the toughest character for us to get. We had a written description of him to start with; we usually get about a paragraph of text to start, and that's all we really need. For us the key words were “career assassin”. The problem was, he was going to be the female love interest. Now that doesn't sound like much if you think about it, but it got us all mixed up a bunch of times, because women were going to have to find this guy attractive. So we asked all the women in the office what they liked in their aliens, and that kind of got us going off a lot of weird directions in the beginning and made it harder than it should have been. As far as men go – like with the Asari – you make her blue and give her the perfect body and you’re good to go. Women are more sophisticated than that.

This first set of drawings is by [concept artist Ben Huen]. This is his phase 1. We had talked to a few different girls around office, and I know Jude Law had come up a couple times. If you look at the guy on the left, the guy with the back paint on his eyes, he looks slightly like Jude Law. But we were also looking at some birds of paradise, and you can see some version of Thane were he had decorative feathers; we were thinking maybe he could've been very proud of the way he looked.”


“This is done by artist Matt Rhodes. He’s been around for a while. He did a lot of the characters from Mass Effect 1 – probably 95% of them. So at this stage we were actually talking to [Mass Effect producer Casey Hudson], and we were thinking maybe Thane was like the perfect man. Maybe he had like this mannequin head, but he had this slight fuzz of hair, almost like a baby – with number one you can see it on his forehead. We kept messing around with this red mark that we thought might be his key feature. What we usually do is get feedback from some people at this point, and the women looked at these and went, ‘I'm not sure about that guy. He's got a giant red mark on his face and he’s creepy.’ And we were like, ‘what he looks cool.’ So we went back to the drawing board."


“We almost started right from scratch again. We were trying to reference more reptiles and marine life. Then the women around the office found out about this, and they were like, ‘you guys get hot blue aliens, and we get a guy with a fish head.’ They were getting upset already, so we knew he had to be handsome. He had to have that assassin vibe. We had to be able to look into his eyes and get that feel from him. We also looked at Abe Sapien from Hellboy because his character is pretty interesting. We thought that might be a good reference for us to work towards.

The concept artist had an idea where maybe Thane could be a shape shifter. The problem is we would still have had to come up with one form that was his iconic appearance. If he shape shifts all the time you won't be able to recognize what he looks like. You wouldn’t really be able to advertise him on posters and whatnot. If you look at the bottom row, third one over, you see that's the one where we started to hone in on the final concept.”


“Once we got to this stage we were very happy with the way his nose looked. We liked how his eyes were very big, and the reptilian ridges on his head. We almost went with more of a snake-like patterning for his skin. You can see these three metal earrings on the side of his head, we never actually put that in the final model. We forgot. I noticed it a while after we finished the model, and I was like ‘where are those earrings?’ But it was too late and we said, ‘screw it.’"


“The body wasn't as exhausting as the head. This is Matt Rhodes' attempt. You see, we still have some of the old heads on there, but Matt was trying to explore what would happen if we had more flesh showing. That didn't go over well. We weren't very comfortable with the amount of skin. We thought he looked like he was from a boy band.”


“This is pretty much the phase where we got it. We decided to cover the body more. You can actually see the progression. We thought maybe he’d have camouflage because he’s an assassin. Then we thought maybe he's a bit flashier, and you can see the cape. The second one from the right – that's the one we ended up going with. It’s got this incredible feeling to it. We liked the open shirt and the cape. He just looks like he has this confidence. All in all, it's a pretty great costume that shows off his body and his confidence as an assassin.”


“We got Matt to try a few color variations to get some more contrast just in case. Sometimes we’ll actually hit on the character fairly early and keep concepting just to see if there are more ideas to discover. At this stage we were very worried about the jacket, and we were playing around with the idea of removing the jacket, but we tried it and it looked terrible. He looked like a dude in a jumpsuit. You don’t know how important that little piece of fabric is on the back. Without the jacket, it destroyed the character.”


“This is pretty well the final concept we did. We always do a front and back, so the character artist can get the amount of information they need to start building an in-game model. Overall, we are very happy with Thane. He took a lot of work, but the great thing was we went to show him to a lot of the women in the office, and they actually really started to feel intrigued by this guy. The thing that makes them come to life, of course, is the animation, and the writing, but after they did the acting and added that light filtering to his voice I think he turned out to be a great character in the game.”

Source.

Tuesday, 9 February 2010

Something 'Far Reaching' Coming To Mass Effect in 2011


During Electronic Arts' third quarter fiscal investor call this afternoon, chief operating officer John Schappert teased Mass Effect fans with something big for early 2011 when discussing the company's fourth quarter fiscal plans.

"Winter of 2011 marks the chilling return of Dead Space, a highly rated, wholly owned franchise; another big driving simulation from Need for Speed; a new shooter being developed by Epic Studios and co-published by EA; and finally something far reaching for Mass Effect," Schappert stated.

This is likely additional downloadable content, something EA plans to do for all of its new titles going forward. But it seems this will be something more major than new weapons and armor. However, fans should not expect Mass Effect 3 so soon.

Starting tomorrow, Mass Effect 2 players can download the Cerberus Assault Armor and the M-22a Eviscerator Shotgun from the Cerberus network on Xbox 360 and PC.

Source.

Friday, 5 February 2010

The Complete History Of Pandora, According To Avatar's Designers


Avatar didn't sweep the Oscar nominations just because of its amazing special effects — it captured the hearts and imaginations of Academy voters because of its world-building. Here's the complete history of the movie's intricate world, from the designers themselves.

We've also got some incredible original concept art, much of which hasn't been seen anywhere else yet.

27 Avatar Questions, Answered By The Movie's Designers



The designers explain how the spaceship ISV VentureStar works, how the Na'Vi hair-braids connect to the planet, and much, much more. Check it out!

The Genesis Of Avatar, And Avoiding The "Plastic Toy Frog" Look


"The challenge was to make brightly colored creatures that didn't look like plastic toys," says designer Yuri Bartoli. Adds Robert Stromberg, "Obviously the danger is that it's going to look like a blacklight Elvis painting." Read more.

The Landscape Takes Shape


Cameron looked at it and said, "That's my movie. That's the first time I've actually seen my movie." And "that image became the first image of Pandora as it's seen in the movie," says Stromberg. Read more.

Creating Actual Na'Vi Props And Silly Corporate Logos


Once everything was sketched and designed, Weta Workshop and tons of other designers worked on creating physical props, including Na'Vi artifacts and tons of human tools. Learn more about the rationale behind every piece of Na'Vi design, and the weird in-jokes and logos on every bit of hardware. Read more.

This is the third installment of our irregular series of interviews with designers and artists who worked on James Cameron's Avatar. The first one is here, and the second one is here. After we did the first article, we kept hearing from more designers who worked on the film and were eager to talk to us, and then they put us in touch with other designers who'd worked on the film too. At this point, we've talked to 17 or 18 people who helped realize James Cameron's vision of Avatar.

Source.

Monday, 1 February 2010

Mass effect 2: First Week Sales Top 2 Million


Electronic Arts can take the crown of having the first big blockbuster title of 2010.

According to internal EA data, Mass Effect 2 has sold-in two million units worldwide in its first week of release. The company also touted the title's critical acclaim, adding Mass Effect 2 earned 40 perfect review scores.

"Mass Effect 2 is poised to be one of the biggest games of 2010. We could not be more proud of the game's universal acclaim and early commercial success," said Dr. Ray Muzyka, co-founder of BioWare.

The company plans to continue supporting the title after launch by rolling out additional downloadable content. A new DLC pack is expected to hit in the coming months which is said to add a new hover tank, new missions, and in-game items.

Source.

Mass Effect 2: A Second Opinion


It's been a long time since we've seen as high-profile a release as Mass Effect 2 happen in January. Thankfully the cold (or in San Francisco's case, rainy) winter months have been treated to what is already considered by many IGN employees to be a strong contender for Game of the Year. BioWare surpassed expectations in several categories and has delivered a wonderful follow-up to what's considered to be one of the best Xbox 360 games of all-time. Now that we've had time to work through most – or all – of Mass Effect 2 for ourselves, the IGN staff has come together to give you their thoughts on January's best game.

Spoiler Alert: If you don't want to have Mass Effect 2's story spoiled for you in the slightest, you may want to stop reading now.

Greg Miller, Editor: This game is a masterpiece. The story, the scope, the sheer amount of stuff to do -- it's all amazing and you owe it to yourself to play Shepard's latest quest.


Now, keep in mind, I hated the original Mass Effect; I tried to play it on three separate occasions and just couldn't do it. The item management was a mess, combat was a chore, and Shepard was just not that interesting to me. From the opening cutscene of ME2, BioWare fixed all of that. Having the hero "reborn" means that it makes sense that this awesome commander doesn't know how to do anything and needs a tutorial. Combat feels more like an action game, and leveling-up your squad to be a trio of wrecking balls is a great feeling. Managing upgrades, weapons and all of the other little stuff is a breeze this time around because it's all logically spread around the Normandy. Having nearly every squadmate's personal mission hinge on family issues presents a lot of room for emotion, character development and (in my opinion) the greatest missions of the game; I was hooked on Jacob's quest from beginning to end and even when he'd talk about it in later conversations.

Not since Star Wars: Knights of the Old Republic have I been so mesmerized by an RPG. When I'm not playing Mass Effect 2, all I can think about is playing it. When I am playing it, I'm thinking about going back as a renegade and who I'm going to try and sex-up. When a conversation starts about the game in the IGN office, I find myself running over to be a part of it.

This game is astoundingly good.


Colin Moriarty, Guides Editor: First of all, let's get the most important comment out of the way: Mass Effect 2 might be the best game I've played since, well, the original Mass Effect. I've been an editor at IGN since the summer of 2007, and there are only a handful of games in that time that truly, truly stand out to me as great, be-all-end-all titles; Fallout 3, Mega Man 9, and Infamous to name a few. But Mass Effect 2 has something few games in the history of our industry have: incredible amounts of polish. The game is so slick in its presentation, it can make you slip and fall. The wait for the sequel was well worth it, because you can tell how much time and effort went into polishing this game to a fine sheen up in subarctic Edmonton.

I won't go into incredible detail about what the game offers. Much of the game, in premise, remains identical to the original title. And I haven't beaten the game yet, so I haven't seen all the title has to offer. But Mass Effect 2 has managed to fix many of the problems the first game suffered from, and the end result is a game everybody should enjoy. The exploits of Commander Shepard amount to some of the best-written, most intriguing gaming I've ever experienced. Kudos to BioWare for crafting such an excellent game (and Drew Karpyshyn in particular), and good luck to all of the other studios who now have a whole lot to live up to in terms of presentation, polish and quality. Mass Effect 2 (and perhaps, in time, the entire trilogy) will be spoken about for decades to come as gaming at its finest.

And as a well-known advocate of the PS3, I have to say to all of my brethren: this is a game (and ultimately, a trilogy) you should be keeping your fingers crossed you get. The Mass Effect universe is something the PS3 community is sorely, sorely missing. There is no single Xbox360 exclusive the PS3 library is more in want of, period.


Dave Clayman, Executive Editor: From what I've heard in the office there is near universal praise for Mass Effect 2. But this isn't a perfect game, it's a heavily streamlined version of Mass Effect 1. BioWare took nearly everything that people complained about in the first one and stripped it from the experience. What we're left with is a brilliant conversation system interspersed with tactical shooting. Aside from allocating a few experience points and grinding through the very simple upgrade system, there just isn't much of what we lovingly refer to as "RPG elements." This will ultimately attract a wider audience by tricking a whole lot of Halo/Gears fans into role playing. I prefer to get my hands dirty with item management, branching skill trees, and weapon creation. But as much as I try to hold on to a few outdated gaming ideals, I can't deny that Mass Effect 2 is one of the best role playing experiences ever made.

Ryan Geddes, Features Editor: Like great films or books, great videogames have a bit of magic in their bones. With the resurrection of Commander Shepard at the beginning of Mass Effect 2, BioWare hit me with a fistful of pixie dust, and I'm still reeling. My Shepard was the first videogame character I ever truly cared about, and I hated to watch her story end in the first Mass Effect. Seeing her painstakingly reconstructed in the sequel's opening moments gave me chills and completed the holy circuit of interactive entertainment. Yes, I was mentally thanking BioWare for bringing Shepard back in one piece. Those crazy Canadian bastards sold me a $60 game and I was praising them for selling me another one. Now that's magic.


I'm only a couple hours into Mass Effect 2, and I can already tell it's not perfect. But neither is Shepard, and that's part of her charm. The world of Mass Effect 2 is shady and dangerous. Oppressive, even. And yet I look forward to guiding my Shepard through the black, making tough choices. I liked doing that well enough in the first Mass Effect, but now there's an added weight to my actions. BioWare has delivered on its promise that my decisions would matter. In my Mass Effect reality, Ashley's dead. She's never coming back. The Citadel Council was vaporized, and I made that call. I'm constantly reminded of those decisions as I play Mass Effect 2, a not-so-subtle hint that the things I'm doing now will loom large in Mass Effect 3. Might as well go ahead and thank BioWare in advance for making that one, too.

Kristine Steimer, Mass Effect 2 Fangirl: Mass Effect 2 is already a strong contender for my Game of the Year. Now, most people would say that it's too early to call that, but I don't think so. Are there other games I'm excited for this year? Of course, and I'm sure they'll be a lot of fun. However, I doubt that any other game will match the emotional connection I feel with the Mass Effect universe. The Shepard I created from the first game is MY Shepard. I know it's silly, but I can only play with my original character or the male default Shepard. I've tried playing with other custom Shepards and I always stop after a few levels. In fact, it's even difficult for me to watch other people play with their custom characters because I'm constantly thinking, "That's not the real Shepard!"

Confession time -- I must admit I was skeptical when BioWare started releasing character trailers. Two of my least favorite characters from the original game, Garrus and Tali, were returning as squadmates, and even though I saved Wrex in the first game, I couldn't recruit him. I was disappointed when new additions to the cast like Grunt and Subject Zero surfaced because they didn't seem like characters I wanted to interact with. I wanted my old squad back, not them.


Now that I'm done with the game though, I've changed my tune. BioWare wisely incorporated a back-story into every individual, something that was lacking in the first Mass Effect. Thanks to those loyalty missions, I grew to love all of the characters on my team, even Garrus and Tali, who I'd never cared for before. Low and behold, Grunt, the character I was most angry about (because it meant I couldn't have Wrex) ended up winning me over with his endearing childish nature. I know that not everyone will agree with me on which characters they like -- for example, I know that Greg hates Grunt -- but even though you may not like every character, that's okay. Do you like every person you meet in real life? The point isn't that you'll like everyone, it's that you'll feel something toward them, whether that be love or hate is dependent upon your personality.

Mass Effect offers a kind of customization that is rare. It's your story because it's comprised of your choices. Now, you might notice that I didn't mention the combat (which has been vastly improved), because to me, that's not what Mass Effect is about. Mass Effect always has and always will be a game that focuses on character interaction and an incredible storyline. I can't wait for Mass Effect 3 to conclude the tale, but I'm glad that I have ME2 to keep me company in the meantime.


Hilary Goldstein, IGN's Commander: Mass Effect 2 is a major advancement for role-playing games. I'm not talking about the combat or the exploration or even the main storyline. What makes Mass Effect 2 so good are the loyalty quests. Each crew member comes to the Normandy willing to serve but not devoted to Commander Shepard. But if you talk to your crew, you'll discover everyone has an optional side quest. This is where Mass Effect 2 shines. The stories in these quests are among the best in gaming. Where Mass Effect 1 had many black and white morality choices, these loyalty quests have many shades of grey.

In particular, a side quest related to the Genophage (a genetic program to stunt the reproductivity of Krogans) sheds new light on a choice made in the first Mass Effect. What was once a clear "do good" or "do bad" decision is turned to a real moral quandary. But even when the moral choice isn't prevalent, the side stories in Mass Effect 2 showcase the potential for games to deliver scenes with emotional resonance.


There are a lot of great things about Mass Effect 2, but what puts it in early contention for Game of the Year 2010 are the rich stories that live on the periphery. Your true reward for fully exploring relationships with your crew isn't extra experience points or new items (though those are nice) -- it's the character development. Your crew grows on you, becomes like an extended family. And in the end, the thought of one of them dying isn't acceptable. That level of caring is an amazing thing for a videogame to achieve.

Brennan Ieyoub, Post Production Manager: I desperately wanted the original Mass Effect to be a better game than it was. The title's early promise struck a chord so strongly with me that I was ready to call it my game-of-the-forever before I had a chance to play it. The art style, the shooting mechanics, the RPG elements, BioWare's storyline; gallivanting throughout the galaxy with a rough-and-tumble crew of soldiers and mercenaries fighting an ancient evil while exploring the final frontier… it all sounded far too good to be true. It didn't take long for reality to set in after Mass Effect's release in November 2007. This was not the game BioWare had promised.

Mass Effect didn't turn out to be a complete disaster, but from the stifling technical issues to the cut-and-paste, snore-worthy side missions, it was far from a masterpiece in my eyes. Yet I still had high hopes for the series, and I still had faith that BioWare would follow through on their ambitions with the next installment of the trilogy.

Currently, I'm at about the halfway point in Mass Effect 2 and so much has been improved and changed that it feels like an all new franchise. Whatever was broken or unsuccessful about Mass Effect, BioWare fixed it or trashed it in the sequel. This is a better game from top to bottom, and I'm loving every minute of it.

With my excitement comes a twinge of disappointment, however. I wish that instead of cutting features from the Mass Effect equation, BioWare would've taken the time to refine them and make them more enjoyable in the sequel. The loot gathering and the customization, the Mako and exploration on uncharted worlds, these are all fantastic ideas that in my opinion should still be part of the Mass Effect experience.

Mass Effect 2 is a great game worthy of all the praise and accolades, but here's to hoping that Mass Effect 3 will have the polish and production values of the second game while reincorporating and perfecting elements from the first game that were not given a chance to be fully realized.


Craig Beridon, Lead Video Editor: First things first: Everything BioWare makes is great. Period, bottom line, if you disagree then you don't know anything about games.

Which is why I knew I was going to like Mass Effect 2 before I ever played it. Actually, I knew I was going to love it before it was even announced. I completely fell in love with ME1, and ME2 has been my most anticipated game in a long time. I haven't finished it yet, but after a little over 20 hours I think it's a bit like the Assassin's Creed II experience. Playing Assassin's 1, I kept saying to myself "Man, underneath all this frustration, all this BS, there's an incredible game in here." Sure, Mass 1 was a much better game than the first Assassin's Creed, but it seems like BioWare took the same approach Ubi Montreal. They went straight to the community, found out what was frustrating to the players, and stripped it all out. Mass 1 had atrocious frame rate issues, texture pop-in that was so bad I didn't know it was technically possible, constant audio bugs, etc… You'll find none of that in Mass Effect 2. Wherever the line is between a game passing quality control or being damn near a completely broken, unplayable mess: Mass effect 1 rested dangerously close to the top of that line, and yet somehow, was still awesome. It only takes an hour or so with ME2 though and you'll realize they smoothed out all tech problems, and for me, that's all BioWare needed to do to make Mass 2 damn near perfect role playing experience.

To have a game as flawed as ME1 be voted the greatest 360 game of all time is a testament to its ambition and potential. With Mass Effect 2 we're seeing that potential being realized. Mass Effect 1 was a great game and as with everything great you have to look beyond its faults and see the experience as a whole. BioWare has created an experience with Mass Effect 2 that I don't want to end.

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Mass Effect 2: IGN Videos - ME1/ME2 comparison & Class Guide



Mass Effect 2: Aggregated Reviews

Commander Shepard is back, so what are the reviewers saying? have they picked up all the little niggles, or appreciated the package as a whole, who's sheer scope and ambition are unmatched in gaming? Perhaps one publication (a la EDGE magazine with Mass Effect 1) would mark the game down, despite all this because of the negatives?

GamePro
It took me 28 hours to beat Mass Effect 2 on my first run through, and I think it's safe to say that for more than 27 hours of that experience I was, for the most part, elated. Before I dig into what makes it such an enjoyable ride, I think it's worth addressing the score right here at the beginning. The half-point lopped off the top is due, almost entirely, to the game's climactic battle and my entirely subjective response to it. It's difficult to address directly without spoiling an important part of the narrative, so forgive me if the following seems a little vague but the bottom line is that it's just preposterous. Yes, I know this is science fiction, but the whole thing is absurd when you really think about it — for approximately 27 hours and 40 minutes the game builds beautifully towards something epic but the climax, the glorious denouement, is so inexplicably and almost comically absurd, I couldn't help but feel a little betrayed. Part of the strength of the entire Mass Effect franchise is that there's a credibility to its fiction.
CVG
These missions are, for the most part, unique, interesting and, most of all, fantastically written. Though cinematic wonder Heavy Rain looms near on the horizon, Mass Effect 2 is arguably the closest to an interactive movie we've ever come. BioWare's awesome conversation system is as impressive as ever and the choices you're presented with - and their consequences - are more apparent and liberally scattered than before. Should you execute surrendered hostage takers or stick to your promise to let them live? Does a murderer deserve to die or go to trial? You'll be faced with both of these questions and more during the campaign and some are almost certain to have you pondering over your mouse or joypad.
Gamer Limit
shooter fans will no doubt feel right at home with Mass Effect 2's combat system. Almost all of the RPG feel is gone, to the point where BioWare practically invented an entirely new genre: "Story-Driven Shooter". The limited ability count works in your favor if you hate menus, given that there are three hot keys (left bumper, right bumper, and Y), basically every ability you'll ever need is right on your controller without the need to access a radial dial. During a firefight, your enemies react more when you hit them in certain places, and even though you are limited by an ammo system, the action feels a lot more intense. The cover system is still a bit jerky, in the sense that you can't snap to cover if you're looking away from it, but that's just about the only issue with Mass Effect 2's combat.
Game Informer
The shift away from RPG-style customization may sound like a major setback, but the new format keeps the focus on the action. The combat scenarios deliver more excitement, not to mention a wider breadth of enemy types. Teammates no longer mindlessly shoot walls like they did in the first game. Rather than acting like flashbang victims, they demonstrate intelligence on the battlefield as they take cover, advance, and unload everything they can on the enemy.
TeamXbox
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.
Kotaku
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 have a game that should appeal to a much broader audience, while maintaining the degree of emotional engagement that brings the whole experience together.
Well i guess not - the graphs should have started at 90...

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