Since its release, Bioware’s Mass Effect 2 has gone down not
only as the best entry in the original trilogy, but also one of the best
role-playing games of all time. I’ve played through it at least 6 times over
the years and recently having gone through it again, it’s time to give it the 5
Niggling Things treatment. While Mass Effect 2 nears perfection, a few noticeable
flaws hold it back.
Be warned as there are NUMEROUS SPOILERS for the game throughout.
During this scene on Freedom's Progress in the first act of ME2, the sound cuts out as the heavy mech enters |
1. Framerate dips and out of sync audio on the PlayStation 3 version
Releasing one year after the original Xbox 360 and PC
versions in 2011, Mass Effect 2 on PlayStation 3 did receive slightly lower
review scores on release with many critics pointing out the version’s technical
problems. While some of these (including a glaring save glitch which deleted
your files) were patched out, the version still has problems that affect the game’s
overall immersion. The game’s sound, particularly in cutscenes often won’t sync
up with the action taking place. This is especially noticeable in the more
intense moments, almost as if the game’s audio has trouble keeping up with the
proceedings. It’s a small hiccup that doesn’t affect gameplay too much, but in
a title that desperately wants you to become immersed, having these inconsistencies
can muddy the waters a fair bit.
2. Kasumi and
Zaeed’s basic dialogue and interactions
As characters placed within DLC packs, the sly thief Kasumi
and all-around angry mercenary Zaeed were always going to have a difficult time gelling with the existing crew members in Mass Effect 2, but their disappointing aspects stem from a lack of consistency; both
characters receive loyalty missions from the moment they’re recruited and once you
complete these, both characters retire to the crew quarters and engineering
decks respectively. From here, their contributions to conversations (outside of
mission dialogue) are relegated to simplistic lines that often repeat, with the
occasional new lines coming in depending on the player’s actions. It’s a shame
that Bioware went through the effort of giving both characters their own
loyalty missions but didn’t follow through with the production value to make
them feel like complete parts of the crew back on the Normandy. This makes them
stick out for the wrong reasons, particularly when in Mass Effect 3, the
missions Kasumi and Zaeed are involved in have enough production value to keep
you interested.
3. The
Collector Invasion plot hole
For the most part, Mass Effect 2’s story is exceptional,
transporting the series into darker territory while delivering a more urgent threat
in the form of the Collectors. The sole plot hole in the entire game occurs
shortly after finding the Reaper IFF. You’re almost set to launch your assault
on the Collector base and EDI says: “I suggest you take the shuttle to access
your next destination”. So, taking all 12 squad members with them, Shepherd
leaves the ship to go… somewhere… Meanwhile, on the ship, the player finds
themselves in control of Joker as Collectors invade the ship, abducting the
entire crew in the process. It’s an incredibly creepy scene and a strong
prelude to the game’s fantastic endgame sequence, but the plot hole does diminish
things a bit. Where did Shepherd and company go? How did all twelve of them fit
on one shuttle? My best guess is that they headed down to a backwater planet
for a kind of team-building exercise to get the squad working together
cohesively. But even after the Commander returns to the ship, there’s never a
full explanation, which could have been easily rectified with a line of dialogue
or two. It’s the only real issue I have with the story at a glance.
4. The final
choice (and its ultimate lack of consequence)
In Mass Effect 2’s final moments, Shepherd and company head
to the centre of the Collector base, finding the source of the human colony
abductions in the form of a gargantuan human reaper under construction. Say
what you will about the final boss of the game; my issue is with the final
choice the player must make. Either destroy the base completely or trigger a
radiation pulse to kill the Collectors and leave the station intact for
humanity’s own use. There isn’t much in the way of build-up to this decision
over the course of the game; you learn a fair bit about the Collectors and
their goals over the course of the game, but the pieces don’t all come together
coherently. Instead the Illusive Man pops up on a transmission at the critical
moment to quickly drop the choice on the player’s mind. The game could have
used more build-up towards this moment and this lack of impact continues after
the end of Mass Effect 2, with characters delivering basic reactions, not to
mention the minimal impact it has on Mass Effect 3.
5. Legion’s back-ended
conversations and lore
Towards the end of its 30+ hour adventure, Mass Effect 2
drops one of its biggest surprises; a lone Geth trooper, coming to be known as
Legion, can join the squad; after killing hundreds of the vicious machines in
Mass Effect 1 (eloquently summed up by Shepherd’s renegade line: “Every other Geth
I’ve met tried to blow my head off”), the shift catches the player completely
off guard. The avatar of the Geth’s artificial consensus is a fascinating
character, with an excellent amount of effort put into his backstory, especially
his ultimate fate in Mass Effect 3. When you first meet the ambiguous Geth
trooper, you want to learn everything about him but because you don’t recruit
him until the final act of the game, there isn’t much time to explore his
character before you complete his loyalty mission, get the aforementioned
invasion of the Normandy and subsequently blast off to the Collector home world
to take them down. Patient players can uncover a great deal of information from
Legion regarding their war with the Quarians and their overall hegemony, often
operating collectively to achieve peak performance in both combat and bureaucracy.
Many players will miss these intriguing nuggets shortly after finishing Mass
Effect 2, especially if they proceed straight on to the final act of the
trilogy. Bioware could have included more options after the loyalty mission,
but before the Collector invasion to balance this out a bit more.
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