I just finished the game with my femShep paragon sentinel. I enjoyed it, although I think its best thought of as a series of episodes rather the stronger mini-arcs and main arc of the first game. In keeping with my recent post on pop culture dominance, I'm not going to go with a full review or even a critique. Instead, I'll just emphasize those elements I'd like to see used in other games.
But first, here's my favorite character doing Gilbert and Sullivan:
- Having a small number of well defined powers with clearly labeled interactions. Some people have complained that Mass Effect 2 was dumbed down; that may be true. However, having a smaller number of powers and clearly labeling when they would be effective allowed for a wider range of mechanically distinct characters. In addition, I think I actually used all of the powers available in the game fairly often. Similarly, the original game was vastly improved upon by dramatically reducing the number of guns while making them actually feel different.
- Evocative hacking mini-games: There were two hacking games: one involved selecting matching source code, the other involved linking circuits on a board. They were both quite simple and actually could have used a steeper difficulty curve. However, they were enough to make the hacking feel genuinely technical in no small part thanks to good visual design. The probe mini-game does fairly well too in that regard, but I disapprove of that form of resource gathering because it's ultimately a mechanic that lets you trade your time for more in-game resources.
- The conversation interrupt mechanic: The alignment system is nothing spectacular: you get paragon or renegade points based on your choices, although nicely enough you often can get some of each from the same conversation. That said, I was pleased by the way the plot mandated that being a paragon required some standing up to your patron. In any event, those points are spent by allowing you to interrupt a conversation; for example, a paragon might convince someone not to do something stupid while a renegade might shoot them before they had a chance to draw. In Star Wars terms, Han Solo was able to shoot Greedo first thanks to all of the mouthing off he does elsewhere in the series.
- Reasonable chance of a few support characters dying: I hope I'm not being too bloody-minded here, but people die in war and its important to remember that. One of the real strengths of the first two games of the series is that your choices directly impact who dies. I particularly regret the character who died in my playthrough; he might have had an important future, but I think some regret is appropriate for this sort of tale.
(Mild outcome spoilers on my playthrough: lost Grunt, dating Garrus)
Origin: Gift from Ryan, thanks Ryan!
Update: Noted origin and moved spoilers to the end to get them out of the google plus preview.
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