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Mass Effect 2 Tried Something Bold But Didn't Spark A Revolution

Mass Effect 2 fully leans into Star Trek, with a strong emphasis on B-plot and character work but its gaps feel more plentiful than its successes.

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Mass Effect 2 is celebrating its 15-year anniversary today, January 26, 2025. Below, we look back at its unique episodic structure, and how other developers have not picked up its torch.

Most RPGs are like fantasy or science-fiction novels. The cross-continental journeys of Final Fantasy X or Dragon Age: Origins feel analogous to The Lord of the Rings or The Wheel of Time. Even sandboxes like Baldur's Gate 3 lean on a linear set of events, the disruption of routine key to fantasy fiction. Mass Effect 2 is a serious contrast, instead modeling itself after a season of television. I'm not the first person to make this comparison, but even after a decade and a half of further RPG releases, ME2's structure remains striking. The format helped catapult ME2 to upper echelons of many greatest-games lists. It is still the most beloved entry of the franchise, beating out its incomplete and controversial siblings. However, without the novelty of experiencing it for the first time, ME2 feels more like a valiant first effort at something new, rather than the apex of the form.

To summarize, protagonist Shepard is tasked with recruiting 12 party members to accompany him on a "suicide mission." Outside of a few main quests, most of ME2's runtime concerns itself with recruiting those characters and helping them resolve their personal issues. ME2's main plot is ultimately inconsequential to the trilogy's broader machinations. Instead, the game's series of one-off missions steal the show, making ME2 more character-focused than its kin. One could argue that Baldur's Gate 3, with its three acts, or Dragon Age: Origins, with its hub areas, have episodic structures. But each mission in ME2 is essentially an episode of TV. Most are entirely self-contained, and few relate back to the main plot in any meaningful way. They act the way individual episodes in a television show might act. The game is a serious attempt to bring the long-term, routine-focused dynamics of classic Star Trek to a massive RPG.

In theory, this offers space for characters to relax, take up space, and show their complexities and shades. Sometimes it even succeeds. The assassin Thane is an obvious highlight--a clichéd character given weight and grace through careful writing and some beguiling alien touches.

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The problems are in the ensemble. Mass Effect 2's focus on individual characters leads to some remarkable moments, but it also means there is little room for party members to get to know and react to each other. To be fair, this is a problem that many RPGs have. Because you often swap out companion characters, leaving the remainder "back at camp," means that you have little guaranteed time with any individual character and even less time with any pair or trio in your party. Intra-companion interactions are limited to banter or brief reactions. Conflict between party members cannot drive the plot because there is no guarantee that any individual party member will be present at any time. (Final Fantasy solved this problem years ago by assuming every party member is present for cutscenes, but restricting combat to a limited number).

Mass Effect 2 instantiated this problem in some novel ways. Each of the game's 12 party members are only guaranteed to be present for two missions. DLC characters like Kasumi Goto and Zaeed Massani only get one. This means that party members have to go broad, charismatic, and identifiable. The majority of the cast are recognizable archetypes that get little elaboration: the traumatized punk with a heart of gold (Jack), the neurotic, autistic-coded scientist (Mordin), the beleaguered self-sacrificing warrior (Samara). The returning companions Tali, Garrus, and especially Liara avoid this to some degree (the Liara-focused DLC Lair of the Shadow Broker is perhaps the single best Mass Effect story). But Tali's and Garrus's quests offer variations on their arcs from the first game. What is Tali's relationship to her culture and family? Should Garrus indulge his instincts of vengeance? Neither mission pushes either character beyond where they already were.

To give credit where it is due, ME2 does try to center character conflict. Opposing party members like Jack and Miranda (who works for the corp that experimented on Jack) get a moment of confrontation. However, these are isolated scenes that are easily defused with a persuasion check. ME2's structure can't allow these conflicts to boil over at a dramatic moment or become a pain point revisited during multiple missions. While individual characters can experience growth and change, the character of the ensemble itself must remain consistent. The only relationships that can develop, at least in a serious meaningful way, are between party members and the player. Even the suicide mission, in which all 12 party members participate, focuses on choices about individual characters. The growth of the ensemble, the development of it unto itself, is a defining element of most great television. ME2 can only manage a few gestures at it.

Despite all my grousing, ME2 does sometimes capitalize on its format. The episodic structure allows for a wider diversity of settings than the first game's hub worlds and the third's military theatres. Though the game's overall plot is weak, its individual moments remain focused, allowing missions with high and low stakes, from rescuing a lost sister to saving a son from the sins of the father. This gives the game an emotional character, so that when the stakes get higher in the suicide mission, your heart is with the individual lives of your crew more than anything else.

Despite these strengths, no game has really taken Mass Effect 2's mantle. RPGs like Pentiment, Disco Elysium, and Citizen Sleeper have innovated on the format in entirely different ways. Dragon Age: The Veilguard borrows the ideal of the "suicide mission," concluding in a massive setpiece, but lets go of ME2's more episodic elements. Throwback isometric games like Pillars of Eternity and Pathfinder: Wrath of the Righteous attempt to wrangle the sprawl of tabletop campaigns into video game form. Even literal episodic games like Life is Strange borrow more from the miniseries, rather than the sci-fi television epic. While Mass Effect 2 is beloved, it is not exactly influential.

Fifteen years later, what Mass Effect 2 best showcases is promise. While hardly an experimental game, it attempts something novel in its genre-space and succeeds, but the gaps it leaves behind are tantalizing. One wonders what a similar game with a smaller cast, a greater focus on character conflict, and an unflagging commitment to episodic storytelling might bring. Its potential is still unrealized.

Grace Benfell on Google+

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DougSwan

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You're not wrong, but context is really everything. Video games were still VERY much in their infantile stage 15 years ago. So, too, the folks overseeing development. The difference between ME2 and today's games is night and day.

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HAWK9600

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@DougSwan: 'Infantile stage?' Nah. That was decades before Mass Effect.

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JohnBLZ

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@DougSwan: You say infantile stage, I say Golden age. The reason video games shifted as a medium is because we now cater to a whole different brand of customers: normies. The former jocks and prom queens. Those who used to mock nerds for "playing kids' games", now stream Dead by Daylight and Valorant. Gaming as a business is now made to collect the money of its former haters.

The difference between ME2 and today's games IS night and day as you said, because gaming nowadays is extremely underwhelming. We went from Mass effect 2 and Minecraft/Audiosurf/Toribash in indies, to Life is Strange/ Death Stranding and Mouthwashing - no-gameplay, soul-less titles trying to be Hollywood so they can appeal to everybody. Mass Effect 2 is still an example to follow when it comes to incorporating storytelling into video games, as opposed to making a story and selling it as a game.

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blindbsnake

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@johnblz: "We went from Mass effect 2 and Minecraft/Audiosurf/Toribash in indies, to Life is Strange/ Death Stranding and Mouthwashing - no-gameplay, soul-less titles..."

Wrong comparison. Personal tastes in games are a very important advantage. You have diversity and you can choose the game you like, more focused on gameplay or more focused in the story. Good balance is the key, but that is just my personal opinion.

"Mass Effect 2 is still an example to follow when it comes to incorporating storytelling into video games, as opposed to making a story and selling it as a game."

And this is the worst take of all... storytelling is an art, a very complicated art. ME2 is a failure when it comes to story telling... also, a game is something that you play, you dont have just one way for "gameplay",TWD episodes and Life is Strange are games I enjoy deeply. But again, is my personal taste working here, when I was a kid all I wanted to play was Mortal Kombat and Street Fighter... but then MGS happened...

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t-16

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@johnblz: Agree 100% with everything. Games now are soul-less and generic. Everything is a copy of the same boring and over used formula, open world, some quests, souls mechanics and some very scripted cutscenes in between. Sure it was good the first couple times, but now its every single game and its boring.

That or as you pointed out its a quick cash grab game like Valorant. Loaded to the eye balls with cosemtic microtransactions.

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GirlUSoCrazy

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I think the biggest thing it did was take an entire console generation through an epic trilogy. It hardly ever happens that a complete series of games delivers like that. It wasn't something that I got into as much as others but you could feel the impact it had, it raised the bar for other developers in some areas. They may have borrowed some ideas and themes but they gave it their own spin and identity and it felt special.

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blindbsnake

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@girlusocrazy: "It hardly ever happens that a complete series of games delivers like that."

LOLOLOLOL

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olavinto

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Mass Effect 2 is pretty much the only game where I truly cared about the characters. Obviously there have been plenty of other great characters but never have I felt them matter more than they did in ME2 (and the trilogy as a whole, obviously). I just hope that ME4 will reach this level of character involvement.

Then again I love side stories, meaningful (recurring) guest stars and other side content in TV too. I am saddened that these days we mainly see these short and condensed streaming shows which tend to have only one main plot and very little additional world building or activity outside of that. They aren't necessarily bad but they are kind of simple because they lack that depth. They are also so short that you have watch them fully in a day and that is not enough time for me to really care about the characters on any deeper level. And games are about super large open worlds which usually serve no real purpose for anything other than loot, and/or multiplayer which I do not find especially relaxing or even interesting anymore.

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Jsatch87

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Edited By Jsatch87

@olavinto: your comment just doesn’t make sense and this seems more like a personal preference than an actual statement on the state of television. Those 20+ episode seasons of TV are full of episodes with exactly the problems you mention. Just seems like you’ve decided “new stuff bad” and are holding onto nostalgia.

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olavinto

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@jsatch87: Most longer format shows have much more side content and plots, and they usually explore individual characters more too, including non-regular characters. Streaming shows are targeted, condensed and short. While they are often great entertainment, they are still much shorter and for me (personally), they are usually too short to actually build up anything other than what the main plot happens to be.

All digital sets are used very often these days and actually seeing characters interact with their surroundings seems to be rarer and oftentimes action (movement and interaction) is halted when someone has something to say. For example, I highly appreciate how in The Expanse The Roci was an actual physical set with multiple areas where the actors could move and do stuff while having a conversation instead of stopping the world from turning while they are talking. Something like the MCU has been great for me because we have gotten multiple intertwined movies and shows that build up this large universe, and this is kind of what I mean where many old shows had much more going on. For DC the Arrowverse did great. Simply put, in something like the X-Files Mulder and Scully had hundreds of "adventures" in addition to the main plots. Borderlands movie was also another wasted opportunity - considering how much source material there is in the games, it actually used almost none of it.

These are of course my personal opinions and/or interpretations. I have not been in a single set nor do I have any inside information. I am also not reviewing things here. I just kind of want to see living worlds with more going on instead of a few key characters going from a to b and not doing anything else on the side, however epic that single journey might be. I don't know how else to explain it. It just feels poorer to me than it used to. I am also not a native English speaker so I might explain things in overly complicated manner.

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Jsatch87

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@olavinto: bro what are you talking about? What TV shows have you been watching? Severance, Squid Games, The Expanse, so many more with amazing characters and stories told with some hour plus long episodes. Are you watching cable TV or something?

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olavinto

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@jsatch87: Heh. I didn't say all. Expanse is one of my all time favorite shows and one of the reasons is that it has a bit more going on. But it is still rather short and it also kind of ended too early.

Squid game doesn't really interest me that much and I haven't yet watched Severance. But still 10 episodes and then yoy wait two years for more and have already forgotten about it. In the 90's and early 00's we got 20+ episodes/year and I was actually truly waiting for a new season to start. And though not all filler episodes were especially good, they often gave much more substance to individual characters and had nothing to do with any major plotlines. These days I have to rewatch the previous seasons to really get into it again. Then again some people just watch, for me it is about immersion. Visually new shows are higher quality for obvious reasons but that isn't a huge thing for me in comparison to other parameters.

Last of Us Seaosn 1 was also great but it's been forever since it came out and we are still waiting for season 2. Andor? Ahsoka? Even without Covid these tak forever to produce these days.

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cdragon_88

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Let it go Grace, let it go. It's been over a decade since the game came out. It's okay, let it go.

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Slannmage

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It had a good aesthetic but Bioware games have always been bad in their 3D era as their level design and AI suck.

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s1taz4a3l

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Disagree, the only flaw was the paragon/renegade system, that you needed to stick to either path to see the full finale of your choices.

Have fond memories of grunt and tali watching my back or grunt/mordin

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Edited By lodoss900

I wanted more of the "no win" decisions where if you saved Miranda, then Tali would die.

Or if you hooked up with Jack then Tali would leave the ship. Mordin, the doctor, comes to you and says he can save Tali, or we could go to Disney Land.

Even on the last suicide mission. It would have been great to pick Tali to sacrifice herself for the good of the group

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Dushness

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@lodoss900: we get it, you don't want tali around

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Longshank

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Edited By Longshank

So I believe this article is saying that by going big with its cast and scope, Mass Effect lost the connectivity of its cast in terms of relationship depth. Perhaps so. But I would also argue the large scope of the game along with how your choices connect through 3 sprawling games is what actually makes the trilogy special. Since this trilogy, virtually no attempt has been made by any other game to match Mass Effect in terms of both scope and continuity. I can understand why, as it's likely VERY difficult to maintain a connective thread in which a multitude of events must adapt to decisions you make throughout 3 lengthy games. That the trilogy largely succeeded in maintaining that connective thread is nothing short of remarkable.

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blindbsnake

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@longshank: "That the trilogy largely succeeded in maintaining that connective thread is nothing short of remarkable."

I disagree... if something, it proved that it is very hard to maintain the connective thread without the original writers...

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Wraith3

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One of my favorite games of all time. The only flaw I really see is the giant parade float Reaper skeleton at the end. I'm just going to ignore that they tell us a each Reaper has a giant skeleton of whatever species it's made of inside of it. Makes no sense.

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texasgoldrush

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ME2 by far had the worst main story in the series. It was pretty bad.

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blindbsnake

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@texasgoldrush: Nahh... ME2 is a great side quest from ME2... not a great second game... but anything is better than ME3... anything...

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WarGreymon77

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Edited By WarGreymon77

All three of the games are excellent and I've always had a hard time separating them from the complete package that is the trilogy, but if I had to choose...

ME2 is my least favorite of the three. Especially in terms of combat. It's very punishing.

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watchmenotreact

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@WarGreymon77: I don't necessarily remember the combat as punishing—maybe because I didn't play a high difficulty. What I did absolutely hate about it was that whenever you use any skill, it puts ALL your skills on cooldown instead of only the skill you used like it was in ME1 and...well basically any other game with cooldown abilities. They kept it this way in 3 as well. Such a phenomenally unfun design choice.

The way they had tons of equippable weapons and armor in ME1, then stripped those out in future games, was a big question mark as well. From a gameplay standpoint it felt like 2 and 3 were ashamed of being RPGs and ended up removing a lot of things from 1 that should have been expanded and fleshed out instead.

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WarGreymon77

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Edited By WarGreymon77

@watchmenotreact: I will say this, though. I hate how so many of the guns that were fantastic in ME2 got nerfed in ME3 in some way. The Viper, the Phalanx, the Tempest, even my beloved Revenant (but I mained it anyway). Seems like they were trying to push people to use the new ME3 weapons instead.

But in ME2 if your shields drop, you're pretty much toast. Even with heavy weapons, sometimes you just get cornered and have to take the game over. I did get the insanity trophy, but the hardest mission for that was Jack's recruitment despite having more room to maneuver than some others.

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CalculatorRamza

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@WarGreymon77: I thought the medium that they had in 3 between the tons of bits of equipment that you mostly sell or scrap in 1 and the almost nothing in 2 was pretty good. Plus, you had a good number of alien weapons that reflected what their culture was like (such as the salarian sticky grenade gun, or the asari shotgun that's mostly intended as a backup weapon for biotics).

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StickEmUp

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Mass Effect 2 is easily the best one. It’s still one of the best games I’ve ever played. The first three games were all great, minus 3’s ending. Then Andromeda happened… BioWare used to be one of my favorite devs. They have fallen so far. I have no faith in the next Mass Effect being good.

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s9743469

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One of the best games I've ever played. ME2 was the reason I bought the Xbox 360. RIP BioWare.

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s0ldier69

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Best game of all time, imo. Did something right.

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cwilli11

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One of my favorite games of all time.

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blindbsnake

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@cwilli11: It was mine too... but then ME3 happened... and ME1 and ME2 died...

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BLKCrystilMage

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Mass Effect 2 is probably my favorite game in the series. 1 felt more like an RPG, and 3 had more refined combat, but the ways 2 told a story while building on established lore, introducing great characters, and fleshing out the characters from 1 made it a great sequel. I will agree with the sentiment that Zaeed and Kasumi weren't fleshed out enough, especially considering how important the other DLC was to the story, but that was always a problem with the series before the Legendary Edition was released. If you didn't play from the start and buy ALL the DLC, you were made to suffer for it, and the game wanted you to KNOW it.

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mrbojangles25

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Edited By mrbojangles25

I personally did not like the approach because it felt too structured. If you did part A, then you can now do part B, and if A + B = C, then you get a chance to do D after that. There was no way to get to D by doing part B then part A, or any other order. Likewise, sometimes it's nice to see these things unfold on their own, which gives NPC's a sense of agency outside of the player, making the game feel more organic and immersive.

It did make cheesing the game's story a bit easier, though, like if you wanted all your crew and party members to live during the suicide mission then just make sure you did all the math correctly, or if you wanted to kill everyone do the math incorrectly.

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WarGreymon77

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@mrbojangles25: I just wish I had the opportunity to recruit Tali first.

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BLKCrystilMage

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@mrbojangles25: It certainly does make you wonder at the game we could have had if they had stuck with the original plan of making Legion the main character.

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MigGui

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@BLKCrystilMage: I’ve never heard that before

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BLKCrystilMage

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@MigGui: Yup. That's why there's so much unusued dialogue with post-Horizon crew members on pre-Horizon missions.

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GuitarWarrior66

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Edited By GuitarWarrior66

Hmm, I never thought Mass Effect 2 has an "episodic structure" like a TV series and I still don't even after reading this article that's actually very vague on why exactly it's supposed to be episodic so I'm not convinced. When I thought the most obvious "TV series"-esque video game I directly remember Metal Gear Solid V for obvious reasons. Every mission starts with "episode X" text and there are even opening credits. Another example is video games of Telltale Games and Life is Strange.

However when I played Mass Effect all I thought was how American version of a typical Japanese RPG it's with bad character writing due to using simple stereotypes. In general it's an awful game but can be a fun action game sometimes. It was very bad on RPG aspects, having little choices and effects even around the time that had legendary RPGs that are still popular like Star Wars: Knights of the Old Republic as it's another BioWare video game but still they couldn't make Mass Effect even good that much. I still see the Mass Effect series as a relationship simulator action game with little RPG elements and very bad story that's just an excuse to have a romantic relationship with even random aliens and that's all about it. It was supposed to have decisions significantly affecting rest of the games and especially having a significant impact on the last game but it fell flat so hard it's one of the most disappointing fishbait in the video game industry. I acknowledge the concept and what the developers wanted to do but even they gotta admit that the whole series is disappointing. It couldn't even amuse me when I was a huge Sci-Fi fan back then but I didn't give up on the game for I gambled they could develop a decent video game in 3rd game and my friends at the time pushed me for it. Everything kept being generic, from the story to whatever there was. If anyone likes Mass Effect they mostly like it for romantic relationship simulator aspects but the very same people played tons of flash and visual novels for the same reason, I personally knew lots of people like that and they did grow up never changing about it. It's rather comedic that the sci-fi action RPG series you developed only has a worth as relationship simulator as most people discarded the rest of what you tried to accomplish. It's like you hand-build a piano literally with love for imagining how it would be used by many future great artists generations to generations and all but someone turns the piano into wall shelf lol. I call this a epic fail of video game industry. Even Crazy Bus a successful video game because it does what it supposed to do unlike Mass Effect series lol. Mass Effect series is a confused series that's like bunch of random foods put into blender so it doesn't have a particular taste as drinking it makes you puke. Again I cannot believe BioWare developed Star Wars: KOTOR before that's very similar to Mass Effect but they have a clear technical difference that's how Star Wars: KOTOR has the necessary decent focus on being an RPG but Mass Effect is more on talking simulation for relationships like they misunderstood how Japanese RPGs are like it's necessarily good and they wanted to develop American version of JRPG lol.

As a result nothing about Mass Effect should be taken as a reference to develop a video game for how the whole series is video game development 101 on what to avoid developing. Great ideas on exploring many planets and whatnot, focus on your crew, reactive world that decisions "matters", decisions carry out between games and having impact on last game as butterfly effect but no matter how great ideas they were it was a very bad execution and no one can blame the technological limitation of the time. It was rather vision limitation BioWare had. I cannot believe how Star Wars: Knights of the Old Republic was a way better game than Mass Effect and it's not because it was a Star Wars video game, just because it's a rare decent RPG ever developed. Mass Effect tried to milk the popularity of Star Wars: KOTOR with a big promise on a better video game to introduce but it was a huge disappointment. Despite so much focus on characters in Mass Effect I cannot remember single significant detail about any characters or if anything even interesting happened but I can remember more about characters in Star Wars: KOTOR. Video game developers shouldn't detoriate and keep producing worse games than they developed before. BioWare is broken now for only betting on the name they have like every BS they develop will sell despite how they suck so hard. Studio Ghibli is the same shit anymore. Never rely on your fame for fame is nothing when you cannot deliver a decent work. BioWare was decent when they developed video games like Jade Empire. They did whatever they wanted better.

Regarding "episodic video games", I'll never be a fan of it. They eventually turned it into a cash grab, selling games as episodes even the Hitman series is ruined because of it with many nonsense editions and packages. MGS V BS was the most cringe about it. And they still take Hideo Kojima seriously.

However when I thought about it further, the only decent "episodic game" I can remember is Persona 4. Unless you are in a dungeon, most of the events only take 10 to 20 minutes to be done as it makes the game better for players who don't have much time to play a game in one sitting as episodic-lenght of events are like watching an anime but sometimes key story points are like watching a tv series. Only in the context of event durations being short as much as an anime I can be okay with pacing of video games. But by "event" I mean gameplay aspect of a video game, not cutscenes. I was never fan of Metal Gear cutscenes and never will be. Less talking and watching, more doing as it's the point of a video game. Persona 4 is good on that despite I really dislike JRPGs for they talk too much and the damn turn-based combat. At least most of Persona 4 is not about nonsense combat, characters only say what need to be said even when the game sometimes turns into sitcom but then it's really fun to experience these virtual events for the laughs and fun, cutscenes the game has takes like 2 minutes. I can say video game developers should follow the example of Persona 4 in many aspects; but not in combat, illusion of choice and whole game being about walking and talking. Especially the ability to be able to play the game for few minutes in one sitting makes the game ideal. Rockstar Games should learn it because it's nonsense that in Red Dead Redemption 2 they expect most people to ride their horses for half an hour just for missions. I always disliked how long cutscenes in GTA games too. They should make cutscenes concise and add decent fast travel system lol. I guess Rockstar Games believe gamers necessarily suffer from diarrhea so it gets very boring to spend your few hours shitting so they always have a Playstation in their toilet so they play video games only when they shit. Thus it explains Playstation exclusivity and no care for making their games have realistic "gameplay duration in one sitting until players can save the game" lol. As for BioWare, they should remember what's RPG supposed to be by learning from their games before Mass Effect. I never liked Dragon Age for the same reasons too.

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MigGui

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@guitarwarrior66: did you ask chatgpt to write that? No one is writing a phd thesis in the comment section, and no one is reading it either

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HAWK9600

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Edited By HAWK9600

It's a favorite of mine, but it definitely loses its novelty on a second playthrough. To me, the greatest games are those you can revisit again and again, not necessarily ones that just have good stories and characters.

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NilsDoen

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meh me2 was extraordinary in scope, tone, execution, gameplay...
geez its one of the greatest games ever made, and certainly one of the few that successfully works to play as an adult

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texasgoldrush

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@nilsdoen: ME3 did it better

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NilsDoen

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@texasgoldrush: i think me3 was a better game in many ways, but it was ultimately a more polished version of 2 -- and with an ending that ultimately felt like a letdown. But furthemore i also think the story not only collapsed on itself, it kinda started to weigh heavy during the second half of the game...

but yeah me3 multiplayer worked ok!

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faithxvoid

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@nilsdoen: I'm of the same opinion. ME2 surprised me with how much I liked it at the time.

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