Mass Effect 2 editorial

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Mass Effect 2 – You got your 3rd-person-shooter in my RPG!

A full review of Mass Effect 2 is forthcoming on Gaming the System.

The internet has very specific opinions about what certain products should and should not be. The problem is that it has an awful lot of said opinions and the annoying tendency to make them known at every conceivable opportunity. It’s no surprise that Mass Effect 2, the first blockbuster release of 2010, is raising eyebrows in more ways than one, but is the mewling justified? To answer that, we’d first better find out what exactly is being said.

A few days ago, I had a confrontation with someone on IRC. As is the way of the internet, this confrontation devolved into mudslinging around thirty seconds after it began, but a couple of interesting, if questionable complaints were raised. I decided to scour Google and see if these were common issues, or the ramblings of a deranged angry internet man and sure enough, the hits were plentiful. The internet is one giant vocal minority.

When is an RPG, not an RPG?

This is what it boils down to. There are certain people that believe Mass Effect 2 sacrificed too many RPG elements from its predecessor and became at best a fancy cover-shooter and at worst, a Gears of War rip-off. Hyperbole and enraged, impotent screaming aside, is there any merit what-so-ever to these accusations? Let’s take a look at the so-called ‘RPG elements’ of the original Mass Effect

 

me3

This is the internet, put down your weapon and come out of that convenient piece of cover immediately!

 

The concept of the RPG genre is in a constant state of flux so it’s a little difficult to pin down precisely. At its core, role-playing games are about playing a role, yet this covers almost every game ever made, so the net is cast too wide. It wouldn’t be unfair to say that RPGs involve slaying bad guys, earning experience points, completing quests and gaining levels and loot, as well as having conversations with people. RPGs over the last five years have often incorporated a morality system of some sort, with basic good and evil responses to certain situations and dialogues. RPGs also tend to involve inventory management, deciding which items within your burgeoning loot sack to sell or dispose of and which to use. Stats come into play at this point, affecting your choice of gear as well as the effectiveness of your skills. Ahh yes, skills, often taking the form of special attacks tied into cooldown or resource based costs, sometimes both. Am I getting close to a definition of the modern RPG?

Mass Effect meets all of these requirements. Killing bad guys and completing quests earns you experience points which in turn level up your character. Levels lead to enhanced skills and progress through the game leads to better gear. There is, of course, a morality system, though it isn’t as black and white as previous Bioware titles, providing the nebulous concepts of paragon and renegade as opposed to good and evil. Skills take the form of special attacks tied to lengthy cooldowns, which are affected by your stats and advance as you level up. Add in some extensive dialogue and you’ve got all the elements of a modern RPG. Mass Effect tried to be more than that however, adding a cover mechanic and demanding that the player aim and shoot as opposed to simply click a button. While the combat is more simplistic than a pure third person shooter, it isn’t standard RPG fare either.

The consternation arises from the changes made in Mass Effect 2. Firstly, the inventory system is gone. As opposed to carrying around hundreds of items, you are asked to choose a loadout before going into a mission. Each member of the three-man squad can carry 2 weapons and Shepherd gets an extra heavy weapons slot on top of that. Weapon mods no longer exist, though weapons can be upgraded en-masse via the research system and special ammo types are available as specific skills tied to certain characters. Stores no longer buy items from you and sell a much smaller selection overall. The number of items that can be picked up is vastly decreased. You won’t find crates and lockers full of guns anymore, only the occasional ammo clip, credit cache, ship resources and research data. The method of gathering some of these items is also different. Hacking is no longer tied into your stats, now success is determined entirely on the basis of a couple of mini-games. In terms of levelling, the number of skills available has decreased quite dramatically, though each skill takes much longer to master, unless you choose to do so at the expense of the others. Maxing out a particular skill results in a divergence in which you are asked to choose between 2 variants of the skill.

 

But I wanted an extra 1% damage on this Cryoshot! MY PRECIOUS RPG ELEMENTS!

But I wanted an extra 1% damage on this Cryoshot! MY PRECIOUS RPG ELEMENTS!

 

The illusion of choice?

At first glance, many of these changes can be seen as deviance from the modern RPG formula but there is a method to the madness. I finished a play-through of Mass Effect 1 a couple of days before Mass Effect 2 came out, so I remember vividly what the game was like, as opposed to viewing it through rose-tinted spectacles. To see exactly why the inventory system went the way of the dodo, one has to look at how awful it is in the original. It’s little more than a huge, disorganised list which went on and on with no space limit what-so-ever or categories to help manage it. While equipping items is easy enough, selling them is a different matter entirely. I recall visiting a store after a particularly long mission and spending twenty minutes trying to sort through the seemingly endless sack of junk that my kleptomaniac Shepherd had picked up. Fifteen, yes fifteen versions of the same type of ammo and that was just a tiny fraction of my inventory. I could have opened my own outlet, an Interstellar Cash-and-Carry, a Sam’s Club in Space, buy ten polonium ammo upgrades and get a free milkshake.

It’s not just a case of quantity, but of redundancy. While it sounds great to have a large number of ammo types and then ten marks of each, granting a gradual increase in effectiveness, it’s pointless if the vast majority of those ammo types are worthless. Even on the harder difficulties, there is little reason to use anything other than armour piercing and anti-personnel rounds, bearing in mind that covers almost all of the enemies you’ll face in the game. A flat increase in damage, while boring, is always more effective. Weapons and armour also have a vast selection of manufacturers to choose from but the choice is little more than a phantom. The equipment is so similar in terms of stats and benefits, that most of it ends up being flat-out worse than your current gear in every respect. There is no choice to be made there, it’s just a case of using the best item you have access to at the time. A wider range of stats would have made a world of difference, for example, a high damage but low accuracy weapon, or a weapon that could fire for a great length of time without overheating, yet lacked stopping power. This isn’t the case unfortunately, so all that variety is for nought.

 

OH PLEASE BRING BACK THESE KIND OF RPG ELEMENTS

OH PLEASE BRING BACK THESE KIND OF RPG ELEMENTS

 

Mass Effect 2 contains far fewer weapons and armour choices, but each one is distinctly different from the last. The often garishly coloured armoured suits are replaced with a modular design which can be retrofitted with different parts. Colours are fully customisable, as are patterns, materials and a variety of other cosmetic features. In terms of the weapons, a prime example is the vast difference between the two games comes with the first two heavy pistols you acquire early on. The initial pistol has a reasonable rate of fire and stopping power plus features a moderately sized clip. The second pistol on the other hand is a big, heavy, 6-shot magnum called the Carnifex Handcannon which excels at headshots and punching through heavy armour-plating but suffers from massive recoil and slow firing speed. Ammo capacity can also be an issue for this gun because hey, ammo is now an issue in Mass Effect 2. It’s easy to forget that the original Mass Effect had ‘hundreds of weapons’, yet only 4 types and a handful of graphical models.

This phantom variety rears its ugly head once more in terms of the skills available in the original Mass Effect. The vast majority of skill-ups simply add stats which is a particularly boring way to progress. Skill redundancy was also a huge issue with heavy overlap between Shepherd and his squad-mates. Several classes were also crippled by a lack of weapon choice, my engineer for instance could only use pistols which I was getting sick of the sight of by the end of the game. My engineer in Mass Effect 2 can use heavy pistols, sub-machine pistols and a variety of heavy weapons. Combine that with the fact that different guns feel, sound and fire differently in Mass Effect 2 and an extremely important element of RPGs comes into play, choice.

Walking in the shadow of titans

Here’s the rub, RPGs should not be so rigidly defined. In reality, an RPG is about playing a role and making choices. The very best RPGs have given the player the opportunity to make choices which have a great impact on their game experience. One of the finest RPG experiences on the PC was not strictly an RPG at all, it was a hybrid title. That game is of course Deus Ex, masterfully melding the FPS and RPG genres as well as giving unprecedented choice and freedom to the player. Mass Effect 2 is an example of an extremely small but ever-evolving genre of RPG-hybrid titles which grasp the core elements of the RPG as a concept and combine them with a style of game-play that feels genuine as opposed to tacked on. Mass Effect suffered from a clunky combat system that was held back by the trapping of so-called modern RPGs. It focussed too much on stats and inventory management and not enough on what really mattered, choice. As great a game as Mass Effect was, Mass Effect 2 is a leaner, meaner package that exemplifies what made such platform classics as Deus Ex and STALKER great, reminding us that RPGs are not just about sacks of loot and min-maxing your numbers, but about becoming immersed in a role and making real, game-changing choices. If that’s the way that some RPGs are going then sign me up, there is plenty of room for both schools of thought as we’ve seen by the exceptional sales of both Mass Effect 2 and Dragon Age, polar opposites in terms of gameplay but both sharing the same emphasis on personal choice and character interaction.

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Rating: 9.5/10 (18 votes cast)
Mass Effect 2 editorial9.51018
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11 Comments

  1. Eversor says:

    A fantastic editorial, TB, and I completely agree. Heck, this is exactly what I have been saying in various ME2 discussions where people start claiming that the game was dumbed down. It isn’t. It’s just different from the regular “acquire superior loot” type of RPGs, instead giving you all the tools early on and emphasizing on specific choices. Truly, everyone who claims that ME1 was better mechanics wise, or that ME2 has less “RPG elements” (oh no, they removed horrible roll-playing elements from a role-playing game), is either out of their minds or just doesn’t understand the subject matter.

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  2. Well said TB, as always.

    The degree to which the changes in Mass Effect 2 have split people down the middle is surprising, but not entirely unexpected. Though it has the core elements of the original, many things have changed to the point where it doesn’t even feel like the same game anymore.

    But it still does inherently feel like an RPG. The mistake most people make is the delusion that the more things there are for your character to wear or skills for you to use, the more complex something is. This is far from the truth, as I’m sure you know from your wide breath of gaming experience. Complexity comes from the way in which the elements that exist in a game affect your ability to complete it, and how heavily you need to focus on these elements to succeed.

    This is something BioWare has always been good at. The higher difficulty levels in their games are always a fun challenge, without feeling tacked on. It sometimes feel like they actually designed their games around the higher difficultly levels first, then went backwards for the lower difficulty, like “normal”, which seems to be the new easy.

    I think they may have swinged a little *too* much in the opposite direction as far as gear goes – I don’t think we need what they had in the first game, but I do think there could have been just a little more to choose from – but it doesn’t detract from the overall experience in any severely negative way.

    At the end of the day, Mass Effect 2 is a thoroughly enjoyable RPG, and an absolutely stellar game.

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  3. Yarpie says:

    I seriously could not agree more. I simply can’t grasp why some people insist that the inventory system in ME is something that should have been carried over to ME2. I Love ME to bits, but I really do think that the inventory/loot system was flat out broken. There was simply too much of both. I never felt money had much importance anyway, and at the end of the day you really only needed like 3 guns and two types of ammo.

    Drowning the player in loot and then forcing you to navigate an awful menu system has nothing to do with role-playing in my book. I want to immerse myself in the world with my character as my vessel, not stand around for ten minutes turning 15 shotguns into jelly. Kinda breaks the flow.

    I don’t think I’ve ever been as “in character” as I am when playing Mass Effect 2. I can look how I want, befriend who I want, stylize my gear to my preferences, fight in what ever style I want and in many cases say and do what I want. To me that level of choice the core role-playing, much like TB said. If that comes at the expense of the neckbeard definition of RPG, I am 110 % fine with that.

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  4. Hextodius says:

    Mass Effect 1 is one of my favorite games of all time. Last Thursday, Mass Effect 2 joined that list.
    There are two main beefs I have with it, though, compared to the original.

    The first game did one thing really well, in my mind, (though it was only two times through the entire game, 3 if you were playing Douchebag Shepard) and that was showing off previous areas during catastrophic events. The colonists of Zhu’s Hope, the battle for the Citadel (and, for D.B. Shep, to a lesser extent, the Research Station on Noveria) all had a bigger sense of importance. These were places we had spent time, and now all that was standing between them and utter destruction was Shepard and his tali/wrex team (Shut up, it should be canon).

    This only sort of happened once in ME2, and I’m not going to spoil it, but it was very differently done.

    This seems to be caused by a design decision made by Bioware, which is my second beef, to not allow fighting in “hubs”.

    Remember going into the Chora’s Den in ME, finding it was full of hired thugs waiting to fuck you up? How about Saving Tali from the Shadow Broker’s assassin? Rescuing the Doctor that led you to the Chora’s Den in the first place? These kinds of events are all handled through cutscenes (sometimes interactive cutscenes) in the sequel.

    That was, in my opinion, the greatest loss from ME to the sequel.

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  5. Wollno says:

    The one thing i found really effective in this game (Along with alot already mentioned) was the ability to lose team members that you had become attatched to, at the end. I’d love to see the ability in the game, say when recruiting other members, or in main story missions to lose team members. Permanently. Depending of course on your number of squad members.

    This could be limited to say cut scene choices (though i dislike these due to the interpretation the dialogue of ME uses) or specific fights, fleeing areas in time, or other creative places. The sense of danger it can create would, in my opinion, add a new level of immersion to the game, something that i believe an RPG requires to perform to its potential.

    I thoroughly enjoyed burning all my sleeping hours for some days to experience this game thoroughly, and hope to play through another time at least. I liked the way that armour was almost half cosmetic, so you didnt get given 2 years of R&D resurection to be able to find better armour in a bin outside a bar. The one thing i felt it lacked was a real sense of danger. The final mission, as i played through felt like a more real experiance, i wanted to push myself to move faster, not to save my ass, but for my team. Find that continuing sense of danger, and i believe bioware could create something truly worthy of being called epic. You’d feel like you were really going up against impossible odds, not a bunch of incompitent enemies that could be dispatched with more ease than a bad smell.

    Loved the game, looking forward to your full review.

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  6. Doomextreme says:

    TB, amen! Not only did you explain it in a way that everyone can understand using the history of RPG games and noticeable games, but you also never made a mistake in speaking! All those years of podcasts must of meant something!

    I hate elitists, and they nonsense “this game is fake and gay, KOTOR is better!#$^%” rubbish… ME2 is an awesome action RPG and it deserves respect :D .

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  7. Estenses says:

    Simply fantastic Sir. Bain!

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  8. [...] Mass Effect 2 review is also incoming. Until then, here’s Cynical Brit doing so – but mainly wrestling with the enormous mechanical changes the games has made, and why they [...]

  9. [...] as teammates). At first I was a little annoyed that my range of options seemed constrained, but as has been pointed out elsewhere these limitations serve to make your team selection and attack chains a more integral part of the [...]

  10. Ninja Ataris says:

    Agreed, and very well written, TB.

    Personally I think it would have been interesting to be able to choose ammo type before each mission loadout instead of just making them permanent damage upgrades for each weapon, but that’s about it. It’s very hard to fault ME2’s combat system for what it is IMO.

    Even if it’s slightly off-topic, I’d also like to say I think the quality of the characters and their Voice Acting is unprecedented. I can’t really recall anything coming close in the industry. The ending was also on the verge on revolutionary if it gets well integrated into ME3.

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  11. Avrose says:

    I’ll be the first to say that changing something thats not broken is a bad idea and to add to that I hate change. Not new things mind you, changing what is already cemented or should be (cough) Blizzard Lore (cough) is the no no.

    That being said there is one important note that should be taken into consideration.

    Is it the same game?

    When you go into a mcdonalds in the USA then go to say Canada or Britland its differant but feels the same.
    In the same token Mass Effect is serving the same food and drink in a differant way. Plastic instead of paper, maybe repainted the walls, played around with the logo a bit.
    At the time I first picked up the game I scowled about the changes, in time however it grew on me. Sure I hate change but its the same mass effect it always was and will be when they flip over to number 3.

    I’m sure they will tweak a few things in the next game in the hopes of making it better and this time I’ll look forward to it….

    Except next time since I play it on PC if they muck around with the controls again and switch interact from “E” to “Space bar” like in 2 and say change it back, me and Bioware will need to have a little heart to heart.

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