Last time I mentioned that Mass Effect jumped from “details first” to “drama first”, and that the resulting shift in focus hurt the series. This new setup either works for you or it doesn’t, but we’re done bellyaching about it for now. Instead let’s talk about…
Gameplay
I like the new combat. I’m not going to say it’s “fun”, but I will say it’s “fun for a cover shooter of this era”. It’s not like I was expecting them to turn the gameplay into Batman, Tomb Raider, or Chime. They’ve tightened things up so it’s clearly a cover-based shooter instead of a “You can use cover and it will help sometimes but your allies might not and they’ll wander into your line of fire during a fight anyway” kind of shooter.
Mass Effect 1 existed in this odd, unsatisfying spot on the gameplay spectrum. It wasn’t number-crunchy enough to let you enjoy radically divergent character builds and tactical gameplay, but it wasn’t punchy enough to be viscerally satisfying. It had a massive skill tree with all these tiny inconsequential bonuses, so you couldn’t ever “feel” the difference of spending skill points.
Mass Effect 2 fixes this by shortening the tree and cutting down on the number of abilities you have to juggle so you have three interesting ones instead of nine weak ones. Love it or hate it, I think it’s good that the game finally committed to a gameplay style. It’s not my favorite gameplay, but at least the series found an identity.
And to be fair, this isn’t just a bog-standard shooter. The biotic powers keep things interesting, the freedom to swap out squad mates keeps things varied, and the visuals have a flair and a punch that was lacking in the first game.
Continue reading 〉〉 “Mass Effect Retrospective 17: Commander Shootmans”
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