Mass Effect 2, Part 2

Story is where an RPG should shine – even a hybrid RPG like this one. The RPG player demonstrates a willingness to take things at a slower pace, to invest himself into character and story, and to relish the narrative.

So let’s look at the Mass Effect 2′s plot [Spoilers!]:

  1. Hero is killed by aliens, then resurrected.
  2. Hero finds out the aliens are snatching humans.
  3. Hero investigates derelict alien ship to find out how to get to aliens.
  4. Hero finds out that aliens are boiling humans down to organic soup to make an evil giant. Hero kills evil giant.

That’s the story that takes 20+ hours to deliver? Seriously, we have a volume of content equal to ten feature films, with less plot than something directed by Michael Bay. This is a story that takes (conservative estimate) 100,000 lines of dialogue to tell! Even just in terms of pure cinematic sequences, I hazard that Mass Effect is close to a feature film in length. Why is there so little actual content there?

For fairness, let’s boil down a similar story – another second part of a trilogy:

  1. Hero is wounded by a monster, then rescued.
  2. Enemies attack the home of our hero and his friends. They escape.
  3. Hero goes through training montage.
  4. Hero’s friends are captured. Hero’s best friend is frozen in carbonite.
  5. Hero rescues his friends. Hero finds out the leader of the enemies is his father.

Now that’s a story. And that story has a villain we remember.

It’s Not Personal
The villains of Mass Effect 2? Faceless, anonymous evil. Unknowable menaces. They show up every 50,000 years and kill everyone. They’re like a natural disaster, and just as impersonal. Guess what, guys, villains without faces make terrible opponents. We have to see the villain (and ideally, understand him) before we can get emotionally invested. Before we hate. The Reapers kill plenty of humans, but their goals remain unintelligible. The best villains make their enmity personal, and so the story becomes personal too.

Come to think of it, this story never ended well either.

The funny thing is, Bioware’s writers know this. They knew it in Knights of the Old Republic, during which we discover the primary villains are you… and the sidekicks who betrayed you. They knew it in Mass Effect 1. Remember Saren? The player interacted with that villain repeatedly, and when we weren’t arguing with Saren, we watched cinematics of the evil bastard doing terrible things. Remember also how much we focused on Shepherd becoming the first human Spectre – an accomplishment personal to you. The development staff in Edmonton hasn’t forgotten how to tell a good story in Mass Effect 2. There are good stories, really good stories, embedded in the game: stories of betrayal, loss, and revenge. Stories of self-discovery.

That’s true of every character’s story except for one: yours. You’d think that the player’s story is the one that would matter most, right? Regrettably, the player has been reduced to playing generic action hero fighting generic alien bad guys. The story equivalent of Space Invaders.

And what’s worse? The material to make a personal story is there in the narrative. The aliens killed you! Sure, it would have been better if the possessor/lead villain had appeared to do you in himself. But as it is, Shepard is returned to life before we can blink, and all too quickly the whole thing is forgotten. Your character doesn’t seem to care that he died, and the enemy doesn’t care or even acknowledge that he killed you. If no one in the game cares, why should we? Our character spends more time arguing with sidekicks about why they resurrected him. Really, why was Shepard killed at all? Was this all a marketing stunt?

By the way, the whole alien Harbinger boss employing a possession is a great mechanic, if underused. I love the idea of beating up the master villain repeatedly, though I wish he had more lines of dialogue than “I will hurt you.” The designers appear to be saving the Big Bad for the third in the trilogy, but why not script up a threatening conversation with a possessed Collector? I could kill the creature afterward, feel good about myself, and still know that the war is far from over.

These are cool sidekicks. I wish my story was as good as theirs.

It’s Not You, It’s Me
I’ve circled around this point here and in the last post, but the fundamental failure of Mass Effect is that the game isn’t about the main character and the story isn’t about him either. In terms of polish, effort, and sheer gameplay hours, the game is all about the sidekicks. Recruiting each of the sidekicks, and completing their loyalty missions, composes the bulk of the game’s content. Imagine instead if that effort was expended on dealing with your character, in making your choices and your decisions matter, and producing branching content that actually branched as a result of your actions and conversations. I think I’d like to play that game.

It’s another point worth making: twelve sidekicks and five allies? Really? I know the designers want to encourage replayability, and having over a hundred (12 x 11) different possibilities of sidekicks to bring along would seem to further that cause. And yet not really. A big cast doesn’t mean anything other than a whole lot of characters I won’t spend much time with. There are great little payoffs in each of their stories, but I wonder if we couldn’t go deeper instead of wider. I’d rather have fewer sidekicks, but develop them more. Maybe their side stories could be interwoven and tangled instead of forming totally independent narratives. Couldn’t Mordin have something to do with the Warlord’s genetic program? Maybe Jack was on Samara’s or Garrus’s target list. Why not tie together Tali’s and Legion’s story and advance the story of the geth to some resolution?

We love this genre of game because it offers meaningful choices. Or at least appears to. Embrace that. As far as replayability goes, make this game one in which the player decisions are the most important thing. Make  branching content that affects not just how you get someplace in a linear story (a always leads to b, regardless of how much of a saint or bastard you are along the way). Change what actually happens during gameplay (a could lead to b, c, or d). I know that branching content is expensive, but the bandwidth appears to be there. The focus is just on other characters. The usual argument against branching content is that you’re making a bunch of content that a high percentage of the audience won’t see. I don’t think that argument applies to Mass Effect 2.

The only way your story can really change in Mass Effect? As best I can tell, your choices in doing loyalty missions and assigning roles to sidekicks in the final level can determine if sidekicks die. That’s it. Your little story though, is steadfastly linear, all the way through. Your choices can’t affect you, or any outcome we see during this game – but don’t worry! They promise it will in the next!

Leave a comment

4 Comments.

  1. Heather Sinclair

    My problem with Mass Effect 2′s story so far (I admit, I have not finished it yet) was slightly different than Dave’s.

    It all boils down to one word:

    Cerberus.

    In Mass Effect 1, the Paragon path was presented as the straight-and-narrow, the path where you never compromise your ideals for the sake of expediency, no matter the threat.

    There is no way that a Paragon Shepherd from ME1 would ever work with a species-ist, humans-first Cerberus. Working with Cerberus *IS* the Renegade path, and no matter how much I raged against them in dialog, nothing ever came of it, I was still stuck working with them because of a common enemy, and my former friends were abandoning me because of it.

    It’d at least be forgiveable if the reasons for working with Cerberus were strong, but the ones presented were flimsy at best, and didn’t stand up to any sort of scrutiny.

    1. They brought you back to life. Ok, that’s nice, but you never asked for it, and there’s no obligation (legal or ethical) presented to you to owe them.

    2. They gave you your ship back. More reasonable, but didn’t you already steal it in ME1? Do it again!

    3. Two of your companions work for Cerberus. Okay, sure, but Miranda and Jacob aren’t that useful that you can’t dump them to the side, the way you do any time that you have to choose between two companions – and it’d avoid the forced “choice” between Cerberus and Kaidan.

    4. They give you information. Ok sure.. but didn’t they also tell you that Liara is now an amazing information broker? Couldn’t she *easily* figure out how to find your companions?

    Would the game have lost anything by never having introduced Cerberus? Probably not… so why even add it at all?

  2. You pretty much read my mind, and I’m sure a lot of other people’s as well.

    They had some good ideas in ME2, but they certainly could have fleshed things out a great deal. Hopefully they made these choices for a reason, and ME3 will blow us all away. I really hope that’s the case.

    @Heather, about Liara, not sure if you’re aware of the Mass Effect: Redemption comics, but had things not unfolded the way they did, Liara might not have ended up an information broker. The fourth and final issue isn’t out yet so we’re still missing a good part of the story, but there’s a good chance that Cerberus has something to do with Liara becoming an information broker.

    In a nutshell, they helped her to obtain Shepard’s body, which entailed going up against the Shadow Broker. Now, we don’t know what the supposed “shocking” fourth issue will reveal, but there’s speculation that The Illusive Man manipulated Liara and her newfound hatred for the Shadow Broker, making her into an information broker.

    Cerberus was also introduced in the first game, although you wouldn’t have even known about it if you hadn’t talked to Admiral Kahoku or hacked some of the terminals at the Feros colony. They are very present in the galaxy, but easily missed.

    Well, fingers crossed for Mass Effect 3.

  3. Yeah, make no mistake, some of us were able to see the glaring faults of ME2, and I think this article does it nicely.

    If Bioware really takes player feedback seriously, lets hope theyre reading articles like this, rather than the 10/10s posted by bootlick who gloss over glaring faults.

Leave a Reply


[ Ctrl + Enter ]

Trackbacks and Pingbacks: