Mass Effect 2 Review

Share |

Mass Effect 2 is the easy way out. It’s a cover-based shooter, through and through, ripping out and squashing most of the RPG elements that existed in Mass Effect – inventory management, a surprisingly exhaustive set of skills, armor types, armor mods – but BioWare never really executed any of that well. Instead of revamping and refining all of that, Mass Effect 2 makes the compromise of focusing on the action while still retaining the metric tons of dialogue BioWare loves to pile onto their games. With a simple adjustment of expectations, it’s tough to not enjoy what’s in the game and what you’ll get out of it.

Shepard’s ship blew up, Shepard died, and it’s been two years since you either saved the council or let humanity become the dominant force in galactic politics. This all happens in the first hour of the game, and it’s the same kind of problem that Mass Effect ran into. The pacing for the main plotline is off. It starts by catapulting you into it, then it simmers and slows to the point that it goes off into the periphery. Instead, most of your time is spent recruiting and building a team to stop a threat that’s been abducting thousands of humans for the two years you’ve been knocked out. A few revelations about the greater arc are interspersed every once in a while, and importing your Shepard from the first game has some superficial impacts that come off as gimmicky, but a driving plot isn’t really something that exists in a relevant quantity in Mass Effect 2. When it does come in full force by the game’s end, it ends with the goofiest end boss imaginable. Without saying too much, it boils down to observing an obvious animation patterns and shooting obvious weak spots.


Instead, it’s the characters you recruit that take center stage. There are eleven in all, and all of them carry past regrets, uncertainties, or grievances that you can help them resolve. It’s an eclectic cast; the Drell assassin, Thane, has strange familial issues, returning characters like Garrus abd Tali have grown since you blew up, and it’s fun to see how much they’ve changed or haven’t changed. The second half in particular introduces the game’s most fascinating and unique characters, and while running into familiar faces is always nice, the new ones go ahead and establish themselves as the better cast.

"It helps that the writing has improved across the board…"

It helps that the writing has improved across the board for Mass Effect 2. It’s funnier, snappier, and all the characters have their own tone in how they present themselves with the kind of vocabulary and the various inflections that are used. The recruitment of these characters is essentially the game’s main quest, and it absolutely works. It can be surprisingly poignant when you’re learning and resolving their issues of the past, and it’s the people you meet that give Mass Effect 2 a strong emotional center to its story. The awkward romancing still exists; if only BioWare just kind of, like, stopped doing them. Also be prepared to routinely go down every floor of your ship to see if your party members have anything new to say, because the game never really indicates when and if you’ve exhausted all their dialogue. It’s something that still needs refinement and hopefully, someday, BioWare will do something about it instead of it letting it be, like they have been since their early CRPG days.


The dialogue is really the only part of the Mass Effect 2 that hasn’t gone through a thorough revision. Combat has been completely overhauled, favoring faster and more intense action, instead of the clumsy but ultimately satisfying mess that was Mass Effect’s combat. There are plenty of tweaks to how combat works. A functional cover system has been put in place, making cover a crucial barrier between you and bullets. The rest is self-explanatory. If you’ve played any cover-based shooter in the past three years, Mass Effect 2 will be instantly familiar.

It’s not some pale comparison to other games that specialize in just the action, either; Mass Effect 2’s combat is as good as or better than most games that revolve around ducking in and out of cover. The shooting itself feels incredibly tight and oh-so-right. The recoil from each pull of the trigger has a tangible snap; the move to reloadable heat sinks makes it all the more hectic and relentless. It all feels incredibly refined, and the usage of biotic powers gives Mass Effect 2’s combat its own distinct flavor. It’s such a thorough rebuild compared to Mass Effect 1’s combat that it feels nothing like its predecessor. If you’re looking for a great shooter, Mass Effect 2 fits the bill.

Outside of the game’s two main gameplay components, Mass Effect 2 starts to falter. Space exploration has gone through some changes. Scanning planets is alarmingly not fun. The idea of scoping and looking for small discoveries of resources and distress calls sounds fun in concept, but the execution of it falls so flat that it’s a wonder how BioWare thought this would be a marked improvement over what they did with the first game. The worst part is that it’s required you have enough resources to upgrade your ship and your party members if you plan on getting them all out of the end mission alive.

"The lack of landing on foreign and unexplored regions of the galaxy also makes the game feel smaller and much more compact.."

The lack of landing on foreign and unexplored regions of the galaxy also makes the game feel smaller and much more compact. Granted, the upside to this is a game that’s a lot more focused and evenly paced; you’re going to be bouncing from dialogue to combat with the occasional yawn-inducing bit of planet-scanning, but the scope of the game feels dramatically reduced, and it’s a shame that BioWare didn’t try to refine in a way that would expand.


Though with that smaller scope, there’s a lot more in the way of unique art and architecture dotted throughout all of the hubs and planets. Mass Effect 2 looks great, and if it weren’t for all the minor clipping and graphical bugs that persist throughout the entire game, it’d almost be juvenile to try nit-pick about anything else about the game graphically. The same can’t be said about the audio; it has ditched its heavy synth and electronic routes in favor of orchestral bombast. It works, but it never works well enough that retains the strong sense of identity Mass Effect’s soundtrack had. Voice acting is around par with BioWare’s previous efforts. Direction is spot-on, the number of voice actors is impressive, and you’ll never hear any obvious overlap. The ambience of the hubbub in the Citadel, the pounding music in Omega’s Afterlife nightclub – it’s some of the best sound design BioWare has ever done, if only the soundtrack followed suit.

For a sequel that’s generally much more focused, Mass Effect 2 should last you around 30 hours if you devote your time to doing all the character quests. There’s a lot more substance to all its quests, which means you’re going to run into a lot more dialogue. You’ll be able to continue playing after finishing if you make it out alive, but really, there’s not a lot to which to go back. Unless your idea of choices and consequences is seeing what happens when Shepard chooses the jerk-wad response, don’t expect much that will truly impact the game’s world. Outside of the final decision you make in the end, everything is mostly set in stone for Mass Effect 3. Perhaps by then BioWare won’t feel tethered down to tell a story, but rather will allow you to really get involved and shape events that have yet to come. Until then, Mass Effect 2 is a great shooter loaded with involving dialogue. The way it addresses some of the other issues varies in success, but it’s still an extremely entertaining product and a great way to kick off 2010’s amazing first-quarter barrage.

Gameplay: 8

Graphics: 9

Sound: 8

Value: 8


2 Responses to Mass Effect 2 Review

  1. Jordan says:

    I am in agreement. A great overall game that could have been better. In ME3, BioWare needs to encorporate the right things from the first two games and then take it a step further…in the right direction. While I don't see this happening, BioWare has only one more installment in this trilogy to prove me wrong.

  2. Sarfield says:

    I love the game and agree with most points made in the review. I think that the more simplistic approach ME2 takes is a result of console demands. It was originally a console game, so I’m assuming it took console critiques more seriously. ME2 was probably already in development by the time ME1 became available for PCs.

    I for one enjoyed the explorations in ME1 – they gave a great scope to the game – quiet pauses where you could enjoy the amazing scenery. I also liked the scanning in ME2. It was less atmospheric but I didn’t mind scrutinizing a planet for its resources and possible anomalies, it’s another thing that adds depth to the game.

    I did feel that the main questline was a bit lacking, though. The idea sounds great, sure: going around the galaxy assembling a team of experts for a suicide mission – but it really went by pretty fast for me, while doing every quest I could – mission, loyalty and randomly discovered quests. I think a stronger emphasis should have been made on the collectors, especially since they were barely mentioned in the first game, if at all. I would’ve spread the recruitment quests more widely apart and put in more main story quests, just to hammer in the urgency and importance of what we’re doing.

    The final mission though really is a highlight. I hope they take that as a template to make every mission in ME3 this way. It always seems awkward to me that you have a big team (even ME’s smaller team of 6) but you only take two with you, and when you talk to them on the Normamdy it’s like you were all on that mission (This is the same with Dragon Age, as well). It just doesn’t feel right to me. But the final mission of ME2 was perfect in this sense as every one of your teammates has a role, and because the mission is in stages you can alternate in the middle and it really seems like you’re all working together. It’s absolutely brilliant.

    Regardless, BioWare has another great game under their belt. The Mass Effect universe is as appealing as ever.

Leave a Reply

Your email address will not be published. Required fields are marked *


Mass Effect 2 Boxart


  • Developer: BioWare
  • Publisher: Electronic Arts
  • Genre: RPG
  • Release Date: January 28, 2015
  • Link: The Official Site
  • ESRB Rating:

Minimum Requirements

• Win XP / Vista
• 2.4+GHZ Intel or 2.0+GHZ AMD CPU
• 1GB RAM, 2GB for Vista
• NVIDIA GeForce 6 series(6800GT or better) ATI 1300XT or better
• 12 GB HDD Space
• DirectX 9.0c compatible sound card and drivers

Game Search: