
I was a big BIG fan of the first
Mass Effect. I went into the game blind: despite the game's appeals to my sci-fi loving heart, I hadn't enjoyed Bioware's previous turn-based D&D-styled
Star Wars: Knights of the Old Republic and I had convinced myself
Mass Effect would be more of the same. It took a game draught (and my Super Tuesday 2008 dalliance with
Firefly) to convince me to spend $30 to take flyer on some video game space drama.
I still remember hesitantly picking up the game on Valentine's Day two years ago. It was almost a burden for me to give the game a whirl the next evening, such was my disdain. But a four hour play session later, I was hooked.
Mass Effect was the first game that actually had me weighing my decisions as a player, and the experience profoundly altered my conceptions about what was possible with gaming. Nevermind Mass Effect was also a pretty cool, if flawed, action packed interstellar adventure.
Its sequel blows the first game away. Despite two years of increasingly high expectations inside my head, Mass Effect 2 is bar none one of the best games I've ever played, meeting and exceeding my hopes for the title. I tried to go into the game with a critical eye, and for the first hour, I found every little deviation from the first game to be an affront but I couldn't put the game down.
Fifty hours of gaming later? Mass Effect 2 is a game that transcends its medium. It's a polished, beautiful experience and a testament to just how far removed video gaming has come from Ms. Pac Man's pursuit of her hubby. I daresay it's the best video game ever made. The game dispenses, once and for all, with the notion that gaming is for kids.
Role-playing, narrative driven games will henceforth be graded on a different scale. The first game captured a fun concept and presented a compelling universe, but the overall experience was ultimately a giant sci-fi cliché. Your avatar was essentially the good marine. You fought the big bad aliens with big guns aboard your own cool spaceship, the Normandy.
Mass Effect 2 satisfyingly complicates this situation, wiping the player's slate clean. Set two years after the first title, you play a virtual free agent out to represent humanity's best interests--whatever you think those may be. Your enemies are whomever and whatever you want them to be. You can be a force for good in the universe, for humanity, or you can throw everything away in pursuit of power or, predictably enough, intoxicating alien orgies. The universe is your oyster.
But what was most impressed me about the game, what makes it such a gaming revelation is how incredibly polished the entire experience is. Usually, the logic behind sequels is to build upon the first's template and make everything bigger and badder. Mass Effect 2 avoids the Michael Bay trap. If anything, the scope of the story is smaller and the amount of sheer stuff the game throws at the player lessened. The remainder is a much better, tighter experience. The first game attempted to provide the player with a number of different gameplay mechanics--some worked well, many worked pretty poorly.
Mass Effect 2 devolves into two key components: actual role-playing and space station shootouts, removing a lot of the tedium that permeates most 20+ hour games. I'd argue the actual shooting, e.g., the blasting of aliens with lasers and the hacking of robots, is a whole lot of fun, but even if it's not as smooth as something the
Call of Duty maniacs enjoy, it's entirely playable...something the first game had issues with. The basic set up involves shooting baddies and controlling a two squadmates to provide tactical backup. It's quite a lot of fun to flash freeze a bunch of mercenaries and then have your buddies send shockwaves across the battlefield for a lil' "
Hasta la vista, baby" action.
However, enjoyable tactical combat is only half the game. More importantly, Mass Effect 2 redefines what is to play a "role playing" game. Like its predecessor, the game is a digital "choose-your-own-adventure" book. The number of storyline permutations is massive, and if you've played the first game, your decisions in that game carry over, altering the storyline even more.
No, Mass Effect 2 may not be the narrative equivalent of a Crime and Punishment, but the sophistication of the story is pretty impressive and the player is an active rather than passive participant. Do you stand by while a prisoner is tortured in front of you? Do you comfort a daughter who just saw her father die or turn a cold shoulder? Pushing a button to indicate “yea” or “nay” is far more difficult than you’d imagine.

Decisions matter in Mass Effect 2. Take too long to get things done and people die. The wise player further sees how her decisions in the game will impact the story when the inevitable Mass Effect 3 comes around. Being constrained by your decisions is a pretty powerful experience for a video game. In an existence defined by "big" decisions to take out loans for law school or take a job across the country, Mass Effect 2 is the only place where I'm choosing whether friends live or die, even if they are fake video game friends. And much of the game's narrative strength is placed in creating sympathetic characters with which to interact.

This is aided by some stupendous voice acting. Martin Sheen's casting as the ambiguous, cigarette-smoking Illusive Man is inspired. After seven years idolizing the man for his portrayal of the perfect president,
Jed Bartlet, I felt strangely guilty for telling off Sheen's morally questionable character within the game. Sheen is just the tip of the iceberg of the vocal talent, but the voice acting is just one element that makes the characters populating the
Mass Effect 2 universe compelling.
One of my friends criticized the first game for featuring one-dimensional characters. I'm not sure I agreed with the sentiment, but the first game certainly featured archetypes: the naive child and the violent mercenary, xenophobes and religious zealots. In that respect, the characters served to present certain world views, but the player had the power to push the characters in one way or another.
Mass Effect 2, similarly, presents similar archetypes, but this time around the player actually understands why the characters hold their beliefs. The game's basic premise has the player recruiting a squad of mercenaries, scientists, and other hardcore types to take on a potential threat to distant human colonies out in the galaxy. As your squad grows, you become friends with your crew, taking on intriguing tasks to earn their loyalty before the final suicide mission alongside the requisite black hole event horizon.
One of the first companions you meet is the typical ice-queen, spending many of the games initial hours criticizing the player's every move. Before the game is through, we learn the ice-queen exterior hides a character with a deep-seeded inferiority complex and daddy issues. She even breaks down in tears, after killing a whole bunch of people first, of course. Over the course of fifty hours, she goes from an unlikeable fictional construct, someone I was hesitant to even use in my squad due to her detestable personality, to an invaluable ally that pained me to see bite the bullet at the end of the game.
That emotional investment is the game's biggest accomplishment. By the end game, your squad mates are your (fictional) friends, and your decisions during the climax determine whether they all live to see another day--and Mass Effect 3.
The game's not perfect by any means. The tactical shooting isn't quite as playable as something like Gears of War, and the game still suffers from a few of the most irritating video game prerequisites, e.g., silly immersion-breaking minigames and some braindead player and enemy A.I. routines.
But I'm afraid I can't be too objective with Mass Effect 2. This was a game I could not put down. It gripped me and siphoned away my free time like nothing has in years. Fortuitously for me, I was provided a gift of a snow day to spend the whole day inside playing a video game. It felt like something straight out of middle school and I must admit, some of the most fun I've ever had with a video game.