Most RPGs (role-playing games) fall
into two categories: linear or open world. Neither is better than the
other. Each has its advantages and disadvantages, and whichever you
prefer is up to you. The upside of linear games is that they are
tightly focused on the story and characters, and their environments
are generally more fully realized and detailed, as the creators don't
have to worry about creating huge, expansive worlds. The downside is
that they force the player into a situation where they have no
escape. If you don't like what's going on, you don't have the option
to go to another part of the game world and do something else for a
change. Side missions are limited, if they exist at all, and your
ability to maneuver or explore is minimal.
As for open world, the upside is that
you have an entire game world at your fingertips. You can go off and
do whatever you want as it pleases you. The main quest can be put on
hold so that you can go explore random caves, go fishing, or simply
choose a direction and see where it takes you. The downside is that
these games can encounter a problem with lack of focus; the sheer
plethora of choices at your fingertips can paralyze you into
inaction. You might lose interest in the story because you aren't
being prompted or reminded of it. And the characters might be
simplistic caricatures, as the game creators have to make a lot more
of them to populate an entire world.
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The Promise
Mass Effect 2 promises a great
deal. Not content with a world, we are given entire star systems to
explore. We can cheerfully plot the Normandy to wherever we please,
provided we have the fuel to back it up, and the amount of systems
you can travel to are many. Each system has a handful of planets that
can have paragraphs of description to them, adding further to the
idea that you are a tiny part of a gigantic universe. The game itself
takes you all over, from the dank, Blade Runner-esque urban ghetto of
Omega to the clean and polite United Nations-like Citadel Station.
You can land on planets in perpetual blizzard as well as those that
contain sparkling waterfalls and astonishingly vibrant greenery.
The Codex (in-game encyclopedia) is
incredibly effective at conveying this depth. Through it, we can get
the deepest details of any given species: their biology, mating
habits, military tactics, and diplomatic approaches. We can read of
past historical events, wars, treaties, and agreements. We can read
the hard scientific concepts behind the ships that populate the game,
their interstellar travel systems, and their weaponry and armor. The
characters that come to populate your squad provide further glimpses
of an immensity beneath the surface, quirky personalities providing
stories that make you want to see and visit the places that they
describe.
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The Truth
But, while Mass Effect 2 talks
the talk of an open world, the universe it gives us is woefully and
disappointingly limited. There are probably a hundred or more planets
that you can visit in the game, but you can actually land and explore
only a handful. The vast majority merely give you the image of the
planet, a little blurb describing what it is, and allowing you to
scan and gather resources from its orbit in a swiftly tedious
mini-game. The galaxies and worlds described in the Codex are barely
touched, creating the frustrating feeling that there should have been
so much more to the game that just isn't there.
What's more is the fact that, of the
worlds you can visit, the amount of space you have to explore upon
them is typically very contained. Most combat missions only truly
take place among a handful of rooms. Having only a few small areas on
an entire planet feels like a cop-out. For example, during your time
on the entire space station of Omega, the only area you get to
explore is a single nightclub and a slum. On Citadel Station, all you
get is a strip mall and a solitary room for 'the Presidium' (supposed
to be Mass Effect's
entire Galactic Senate). This would be alleviated if the gameplay
were spectacular, but it is only a generic cover shooter plus force
powers. This would also be countered if the areas were densely
populated with interesting figures to interact with, but the majority
of NPCs (non-player characters) are just visual fluff that you cannot
interact with.
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Conclusion
This criticism is not to say that Mass
Effect 2 is a bad game by any means, but is merely to highlight
that it is a game that promises and makes you want to believe so
badly that you have an entire universe at your fingertips, and then
gives you little with which to satisfy that dream. Though it seems
such an enormous game, it is merely a pretender, likely subservient
to the belief that people who play it will not have the patience or
interest in exploring. Thus Mass Effect 2 will likely have a
bittersweet finish for me, an enjoyable experience tempered by a
lament of what could have been.
Even KOTOR I and II on the old generation of consoles delivered more depth and incentive to explore than this did.
ReplyDeleteA neat bit of writing, good stuff.