What kind of man (or woman) did the intergalactic hero, Commander Shepard, become when he saved the universe from the Correctors in mass action? That’s your job in BioWare’s Mass Effect 2.
Shortly after the original game, Commander Shepard arrives with a serious death, but the death is only the beginning of Mass Effect 2. Our hero, reconstructed by the mysterious Cerberus organization, must investigate the disappearance of several human colonies. a study that leads him again to another interstellar adventure, with a whole new set of colorful partners next to him.
Mass Effect 2 has more than a simple sequel that enhances some of the features of the original game, especially the combat system that now plays more like a third-person shooter than anything seen in the RPG genre. Are the changes a big leap in the right direction or has BioWare made a big mistake?
Walkin ‘the Walk and Talkin’ the Talk: Mass Effect were very beautiful and had first class sound. Mass Effect 2 is even more fun, and the actor’s new additions give their money to the original villain gallery. Courtenay Taylor is a wonderfully evil Subject Zero. Wolverine actress Steve Blum is perfect as gloomy Krogan Grunt, and Jennifer Hale still appears as her male colleague in the role of female commander Shepard. The only bright, brilliant star of the actors is Michael Beattie as Professor Mordin Solusina. His quick, rewarding scientific speech is a pleasure to listen to, and a special conversation with him completely steals the performance.
Hide Krogan, shoot Turian:
The biggest change between Mass Effect and Mass Effect 2 is the combat system. If you completely ignore special abilities and powers, Mass Effect 2 is a third-person deck-hungry shooter in the same direction as Gears of War. Once you’ve learned the ducks and deck moves, the rest is the cake cake. The effective use of party power to overcome shields and obstacles deepens the battle system, and placing individual orders for party members goes even deeper. It can be as complex as an advanced mass-based shooter or as simple as popping up behind a box and taking a shot, but no matter how you play, it’s always a shooter and I really like it.
It’s fascinating emotionally !:
If Mass Effect 2 wasn’t in the player’s emotions, BioWare CEO Dr. Ray Muzyka now looks pretty weird. Fortunately for him, BioWare manages to lure you back into the life of your age. Each new member of the crew has their own personality and themes that, while appropriate to the regulation, reflect topics that you and I may have something to do with. You have to find your root. You reconnect your son after he has been away for too long. Some seek revenge; others, redemption. Even the funniest alien characters have a human side that brings the character closer.
Mass Effect cursed a lot because the player’s character was able to sleep with one of his partners, and this skill still exists in Mass Effect 2, although this time I probably didn’t commit to the character, I was attractive and didn’t tilt me more towards the characters I was most related. I guess Dr. Ray meant emotional involvement. Mission accomplished.
The established theme of darkness and light in Mass Effect is explained in the sequel because it is an equally important place during the development of action and relationships, but this time the results of your decision may have more direct effects. The call interruption system adds to the improvised atmosphere of the playing story and allows the player to break interactions with an sometimes bold move that either falls on the side of the good – Paragon – or not so good – Renegade. A popular example is a conversation with a security guard in an elevator. If he refuses to give your character the information he needs and starts to multiply, the Renegade option will appear, allowing the player to knock the rumbling guard out of the elevator shaft. Paragon breaks include pushing a character out of the line of fire or a warm hug of a grieving character.