Good Old Games
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Odds are, something you like very much sucks. Why? Because this is the RPG Codex
News Content Gallery People Games Companies  
Forums About Donate RSS Contact Us!  

The Transparency of Mass Effect 2

Visit our sponsors! (or click here and disable ads)

The Transparency of Mass Effect 2

Editorial - posted by VentilatorOfDoom on Wed 17 February 2010, 23:48:53

Tags: BioWare; Mass Effect 2

thegamereviews take a closer look at ME2 questioning certain design choices.

Instead, you gain your crew’s loyalty by doing explicitly spelled out "loyalty missions". What this means is that it doesn’t matter how you treat your crew, because as long as you help solve their problems you’re okay in their book. This is very disappointing because it means you can be a total boyscout (or girlscout) and gain the respect of everyone, or you can be a jerk and still gain the respect of everyone.

Wouldn’t it be so much better if your crew reacted to you based on your actions throughout the game? I picked a rare Renegade option early on and pissed off Tali, your engineer friend and former teammate from the first game. When I ran into her later on in the game, all was well. When Garrus, a crime-fighting vigilante, wants you to assist him in his quest for vengeance at the hands of a rat, he applauds your decision to either aid him in the assassination or talk him out of it. These win/win situations cheapen the decisions. Shouldn’t your character be judged by their actions throughout rather than if you agree to help with personal matters when the fate of the galaxy is at stake?



The Codex can shed light on the issue at hand.

Spotted at: GB again

There are 15 comments on The Transparency of Mass Effect 2

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.0519859790802 seconds