Subject: Mass Effect 2 preview Thu Jun 04, 2009 12:42 pm
There are a handful of video games that the industry consensus deems revolutionary. Such is the case for Bioware’s Mass Effect: A genre-changing action/RPG that brought Hollywood into the all-important dialogue moments and accessibility to the role player.
Although Mass Effect was pitched as a trilogy, the end result of this epic—the offing of its hero—would leave most people to believe that the almighty dollar nixed BioWare’s ambitious plans. As you all surely know by now, Shepard’s demise was more of that cine-magic hard at work. Oh, yeah…John is back as the galaxy’s most important hero, in Mass Effect 2.
The team’s goal this time around was to bring back all of the best parts of the original game, while making improvements to the core dynamic in each and every frame. A daunting task coming off of near perfection, but one that the BioWare crew was clearly ready to complete, given what was experienced in a 20-minute, behind-closed-doors demo.
Shepard rocking the spare tire.
The brief setup revolved around Shepard’s task of exploring the planets in hopes of assembling a squad good enough to un-Cerberus/un-Reaper the universe. The demo started with a nice complement of troopers already in place, but the search for a super-bad-ass assassin set up the brunt of the demo. Right from the get-go, it was clear that BioWare heavily reworked the combat system to be more squad oriented, physics driven and generally more dynamic. The Power Wheel now enables advanced squad tactics to be queued up with a flick of the wrist. New physics-engine tweaks were showcased with anti-gravity weaponry and a new class of heavy weapons (the missile launcher was particularly effective) that shot projectiles large enough to send foes off into the darkness of space. We were also promised a new inventory system for Mass Effect 2’s combat portion, but it wasn’t explored within the demo’s limited timeframe.
BioWare put just as much work into the dialogue moments of Mass Effect 2 as they did the combat scenarios. One interesting addition is the decision-driven cinematic; now every cutscene has some type of bearing on the story’s outcome. Another fantastic addition is what’s being dubbed as an “interrupt system,” which abruptly ends any convo with acts of heroism or brute force. In the demo, Shep went the brute-force route—unfortunate for the guard tossed to his death well before he had time to answer John’s query. This new tech is all neatly wrapped with even more impressive visuals, inching ever closer to photorealism. The dialogue moments are breathtaking enough in Mass Effect 2 to exude some honest human emotion out of its users…or, in my case at E3, watchers (sob).
Back to this whole “trilogy” concept. You now know that Shepard did not perish, as it appeared at the end of ME. This justifies Mass Effect 2, while at the same time confirming that the trifecta will go on. Making Mass Effect 2 even more interesting within this triangle of awesomeness, at least for original Mass Effect players, is that you can fully import your saved character, complete with existing level and power-ups.
Now, you can seek out other stories on this Mass Effect 2 demo that go into what kind of ramifications that character importation may present for some of the game’s more tense moments, but it really seems like Spoiler City at this stage (BioWare claims an early 2010 ship date). I’ll simply say that the ending of this demo, as it pertains to the ME trilogy, is more of that revolutionary thinking that BioWare is already known for with this IP. Welcome to entertainment’s mainstream, Mass Effect 2.