As for combat in general, I’ve described it in length in Wednesday’s post. Mass Effect 2 largely follows this way of doing things, but manages to intertwine the two in interesting ways at least at a few points of the game. Most of the time the two are pretty disconnected though – the story just provides a frame for combat and combat actions don’t really change the outcome of the story. Story and combat are often the two main elements games are made of, and Mass Effect 2 is no different. It has other good qualities, but story is what makes the game. Essentially, if you don’t play Mass Effect 2 for its story, don’t play it at all. A movie would have to leave out some of the more separated side missions, but that’s more of a good thing than bad. Locations are adequately fantastic and the story full of action and some interesting twists. There’s been talk about a Mass Effect movie being made, and I’m excited as the games already play a bit like interactive movies. This conflict is well portrayed, as is the head of that organisation, even if I have some issues with the lack of choices given to the player. In the sequel, Shepard joins forces with a very shady cooperation and has to deal with their attempt to control her actions. In the original, the player character had to deal with the politicians of the galactic council steering her and could decide to either trust and follow them despite their failures or to take a more pro-human side and defy the council’s wishes. As in the original Mass Effect, morality isn’t quite as obvious as just putting an enemy in front of you. The game uses appropriate levels of violence to emphasize the threat to humanity and to the player character herself. While it was pretty forseeable that Commander Shepard has to save humanity from extinction once again, the enemies and their story are interesting and not completely foreseeable. Mass Effect 2 is a Bioware game and accordingly has what I consider an interesting story and well written dialogue.
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