Mass Effect 2 did not deserve the highly positive response it received. The game is flawed at every level. Sadly, our love of its predecessor has blinded us to the ME2′s many problems. This post examines the five worst elements.
This is the final part of my four part series on the flaws of Mass Effect 2. The first post in the series was about the awful characters. The second examined the hellishly bad decisions in the game’s design. Part three enumerated 20 instances of terrible writing in Mass Effect 2.
These are the 5 worst things from Mass Effect 2.
5: All geth are good geth.
I would like to bring to your attention the codex entry for the geth from Mass Effect 1. Please note the last line:
“It should be stressed, however, that in all forms the geth are universally violent creatures.”
Let’s talk about why suddenly making the geth mostly good-guys in order to teach us a hackneyed lesson about sapience was a terrible idea.
What makes a game good? It has to have the whole package. Sadly, Mass Effect 2 lacks in every category and the game’s design is no exception.
With Mass Effect 3′s demo coming out in less than a week, I’m revisiting Mass Effect 2 in a four part series. This second post takes a look at some of the awful choices made in the construction of the game and its mechanics. We’ll follow up with a post examining the writing and concluding with the five worst elements of Mass Effect 2.
10: Waking up in a room and fighting a bunch of robots.
So, you wake up in a room with no memory beyond the brief interactive cut-scene that failed to explain how you survived falling from orbit. Then you get the standard new game walk-through, which involves fighting a bunch of personality-free robots that have, unsurprisingly, gone rogue.
Why is there absolutely no value in the beginning of the game?