Posts Tagged 'Mass Effect 2'
How to Shep a Shepard – A cosplay help guide
(Cosplayer: Elizabeth DeLoria) This isn’t a step-by-step tutorial. Partly I didn’t leave a good paper trail, partly because I found it’s next to impossible to replicate a cosplay armour because of the lack of standardisation. Instead, I hope this works
How to Shep a Shepard – A cosplay help guide
(Cosplayer: Elizabeth DeLoria) This isn’t a step-by-step tutorial. Partly I didn’t leave a good paper trail, partly because I found it’s next to impossible to replicate a cosplay armour because of the lack of standardisation. Instead, I hope this works
The Paragon Homunculus in ME
Over the course of seven days I fell in and out of love, only to find it again in the arms of another. I stopped a genocide, only to cause two others; I talked people off ledges, helped mend broken
The Paragon Homunculus in ME
Over the course of seven days I fell in and out of love, only to find it again in the arms of another. I stopped a genocide, only to cause two others; I talked people off ledges, helped mend broken
Allegory of the Citadel
(Mass Effect 3 Spoilers Ahead) “…when any of them is liberated and compelled suddenly to stand up and turn his neck round and walk and look towards the light, he will suffer sharp pains; the glare will distress him, and
Allegory of the Citadel
(Mass Effect 3 Spoilers Ahead) “…when any of them is liberated and compelled suddenly to stand up and turn his neck round and walk and look towards the light, he will suffer sharp pains; the glare will distress him, and
The 5 worst things from Mass Effect 2
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.
The 5 worst things from Mass Effect 2
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.
20 terrible things from Mass Effect 2: the flawed writing
No matter how many 100s Mass Effect 2 received from the gaming press, it was a deeply flawed game. This post examines the abominable writing.
To prepare for the release of the demo for Mass Effect 3, I’m revisiting Mass Effect 2 in a four part series. Let’s examine 20 instances of the terrible writing in Mass Effect 2. The series will then conclude with the five worst elements of the game.
20: Don’t invent a lame excuse to take away all my stuff.
I think the only reason they killed you in the beginning was so they’d have an excuse not to transfer over your items. Being killed off and coming back to life doesn’t seem to have had any real impact past the first 30 minutes of the story. You don’t struggle with the existential crisis that should come with having been dead for two years and come back. You don’t spend more than perhaps a line or two on thoughts about the afterlife.
You were dead, then you “got better.” This should be a major plot point, in Shepard’s character arc in ME2. At the very least, there should have been more questions about the process.
Instead Shepard walks through the game like an unthinking automaton, stumbling around the edge of this enormous plot hole. They missed an amazing storytelling opportunity.
Shepard’s death in ME2 also negates anything you might have accomplished with multiple play-throughs on the same character in the first game.
As a result, Shepard’s death and unexplained recovery seem only to be an excuse to take away your stuff.
I liked my stuff.
20 terrible things from Mass Effect 2: the flawed writing
No matter how many 100s Mass Effect 2 received from the gaming press, it was a deeply flawed game. This post examines the abominable writing.
To prepare for the release of the demo for Mass Effect 3, I’m revisiting Mass Effect 2 in a four part series. Let’s examine 20 instances of the terrible writing in Mass Effect 2. The series will then conclude with the five worst elements of the game.
20: Don’t invent a lame excuse to take away all my stuff.
I think the only reason they killed you in the beginning was so they’d have an excuse not to transfer over your items. Being killed off and coming back to life doesn’t seem to have had any real impact past the first 30 minutes of the story. You don’t struggle with the existential crisis that should come with having been dead for two years and come back. You don’t spend more than perhaps a line or two on thoughts about the afterlife.
You were dead, then you “got better.” This should be a major plot point, in Shepard’s character arc in ME2. At the very least, there should have been more questions about the process.
Instead Shepard walks through the game like an unthinking automaton, stumbling around the edge of this enormous plot hole. They missed an amazing storytelling opportunity.
Shepard’s death in ME2 also negates anything you might have accomplished with multiple play-throughs on the same character in the first game.
As a result, Shepard’s death and unexplained recovery seem only to be an excuse to take away your stuff.
I liked my stuff.
10 terrible things from Mass Effect 2: game design hell
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?
10 terrible things from Mass Effect 2: game design hell
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?
10 terrible things from Mass Effect 2: the awful characters
It would be fair to say that Mass Effect 2 received universal acclaim from critics when it was released. It didn’t deserve it. Whatever the reason, the game journalism community gave ME2 a critical pass.
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 first post will look at some significant flaws with characters in the game.
10: Mordin the geeksploitation.
Mordin’s character is the geek on the team. While the rest of your team have superpowers or are action stars, Mordin’s the guy who spends the time he isn’t in your squad sitting around doing research in the lab. Mordin, “the professor,” is a stand-in for the average video-game-playing audience, or at least the type of person who’s expected to like the RPG-stylings of the original Mass Effect.
How is he characterized then?
10 terrible things from Mass Effect 2: the awful characters
It would be fair to say that Mass Effect 2 received universal acclaim from critics when it was released. It didn’t deserve it. Whatever the reason, the game journalism community gave ME2 a critical pass.
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 first post will look at some significant flaws with characters in the game.
10: Mordin the geeksploitation.
Mordin’s character is the geek on the team. While the rest of your team have superpowers or are action stars, Mordin’s the guy who spends the time he isn’t in your squad sitting around doing research in the lab. Mordin, “the professor,” is a stand-in for the average video-game-playing audience, or at least the type of person who’s expected to like the RPG-stylings of the original Mass Effect.
How is he characterized then?
Digital love
Depicting love isn’t easy–this is true of any medium that explores the subject. Love is a feeling, perhaps the most subjective of them all, and so far no medium has gained fame for its ability to make the consumer fall
Digital love
Depicting love isn’t easy–this is true of any medium that explores the subject. Love is a feeling, perhaps the most subjective of them all, and so far no medium has gained fame for its ability to make the consumer fall
The Inherent Invisibility of Choices and Consequences
Just as every action has a reaction, every choice has a consequence. No matter the magnitude of the choice, from whether or not to cross the street on a red light or joining the army. Unifying for these examples is
The Inherent Invisibility of Choices and Consequences
Just as every action has a reaction, every choice has a consequence. No matter the magnitude of the choice, from whether or not to cross the street on a red light or joining the army. Unifying for these examples is
Christina Norman, Lead Gameplay Designer of Mass Effect 2 and 3, Leaves Bioware
Talk about out of the blue–while browsing the Bioware forums today, I came across a shocking piece of information: Christina Norman, the lead gameplay designer on Mass Effect 2 and most of Mass Effect 3, has left Bioware. In a
Christina Norman, Lead Gameplay Designer of Mass Effect 2 and 3, Leaves Bioware
Talk about out of the blue–while browsing the Bioware forums today, I came across a shocking piece of information: Christina Norman, the lead gameplay designer on Mass Effect 2 and most of Mass Effect 3, has left Bioware. In a