If you’re old and nerdly enough to have been a Star Trek: TNG fan around the time of First Contact’s theatrical release, and mentally disciplined enough to clearly remember those days unclouded by the embittered haze drawn over them by shit like Voyager, you might be able to conjure up the old friends sensation of seeing such well-established characters again onscreen, or the chills you got from those first, requisite pans along the length of the new, Sovereign-class NCC1701-E.
I’d forgotten what that felt like; how deeply media can tap into feelings of nostalgia, familiarity and, put simply, happiness to see someone or something again.
If it wasn’t obvious, yes, I am finally gonna ramble about Mass Effect 2, but I’ll try to minimize redundancy with what the entire rest of the internet already said a month ago; maybe focus on its story and the ways in which it is still an RPG rather than cry a river about how its predecessor’s hideous inventory management is gone or celebrate how much better the shooter aspects stack up to actual shooters this time. Or not. We’ll see how I feel in a few paragraphs.
Right now “RPG” is maybe the most nebulously-defined genre in games, and while I don’t have the insight (or the time) to wade into the popular shitmire of trying to codify it, I’ll dip a toe in: role-playing games really ought to give the player some opportunity to, you know, play a role; something undisputed, formula-adherent RPGs (Final Fantasy, Dragon Quest, Phantasy Star, etc.) have been behind the curve in respective to their western counterparts. I’m not saying there’s no place for games like FFXIII anymore or even that we ought to stop calling them RPGs, but the things that really drew me into FF when I was younger were stories dense with character interaction, freedom of exploration, and player-controlled character growth. In the 8- and 16-bit eras, when I didn’t own a competitive PC , those games were standouts. But skipping ahead, FF, despite its cyclical reinvention of itself, has changed very little — if anything, it’s actually been simplified, eliminating impediments to story pacing at the cost of exploration and openness. It’s one way to tell a story, I guess, but after finishing ME2 I don’t think it’s a necessary evil.
ME2‘s pacing is almost flawless, and BioWare didn’t sacrifice much to achieve it. Since the game’s overarching goal is team building and your would-be team is just sort of scattered around the galaxy, you’re free to jet from cluster to cluster more or less as you please, doing things in your own time. In reality the entire game is a series of side-quests, but every side-quest is treated uniquely and with the same sense of gravity; it’s never just “Folks we can land here. Prepare for more miserable off-roading followed by clearing some pirates out of another prefab shed.” You’re never left sorting through 16,000 pages of redundant, mostly-useless equipment found in said sheds or allocating skill points mid-combat; essential micromanagement is saved for downtime between missions. And so are loading screens.
You’re also free to skip half these missions and jump straight to the endgame at a pretty early juncture, but doing so has some weighty repercussions. If your crew aren’t all individually loyal, if you didn’t spend the time and resources to upgrade your ship, the suicide mission that was made the focus of most of the game’s advertising has the potential to be just that. Every member of your crew, as well as Commander Shepard him/herself can die in the end run if preparations aren’t made or the wrong decisions are, and as a result the final mission builds tension like no single player game I’ve ever experienced.
The tension’s really helped out, though, by one of the most standout soundtracks in recent memory. Very little of ME1’s vintage 80s synth-sci-fi sound is left; replaced by or incorporated into a huge, cinematic-sounding score from Jack Wall. The Suicide Mission theme has been in my head for weeks.
One of my favorite lines in ME2 goes something like “[Archangel] scares me. He’s managed to get the pole out of his ass but now he’s using it to beat people to death.” It’s a fitting summation of the ME1 to ME2 progression.
I am genuinely stoked to see how BioWare wraps up this trilogy, especially on the heels of such an open-ended second installment. It’s exciting stuff. Thanks, Canucks!