Deconstructing the Game: Mass Effect 2

Grenades were a great part of the first game, and I really don’t know why the designers scrapped them. They weren’t perfect, but they helped create a sense of urgency as well as diversity in the game. Leaving them out just feels lazy.

Mining for minerals: Probably one of the most tedious aspects of Mass Effect 2 is scanning planets looking for those minerals that can be used to upgrade parts of the ship or research upgrades to guns, different types of skills, the ship, overall health, etc. etc. The first few times it was kind of fun shooting probes onto a planet and finding said minerals as well as a hidden mission or two. But as the game continued I found myself having to take too much time in between planets to fully research and upgrade my weapons by looking at the same collective set of 3 or so similar looking planets.

There was no challenge to mining the planets so any reward came with no feeling of accomplishment. In the end the whole to do just wasn’t really “fun”. More of a casual time waster, something that would be more akin to a facebook game than an aspect of a AAA game like Mass Effect 2.

The saving grace of that is that minerals can be gotten elsewhere (but in far less quantities) while running around during missions on planets because otherwise it would have been a lot more time wasted.

So press up for Paragon then?: I don’t know if I am wrong for harping on this, but I wish Paragon/Renegade wasn’t something that was easily focused on by simply hitting up or down (or at times diagonal up or down). ME 2 maintains the transparency about what are the “right” things to do and say to become a paragon and the same for the renegade side.

Mass Effect 2 is a game that has many situations that rely heavily on your dedication to leaning toward the good or bad side more often than the opposite, so I don’t think I should be blamed for picking the clearly paragon option more often than actually reading what the reply might actually be and going with what I think I should reply with over the “right” answer. There is always the clear answer for pushing your character in a good or bad position almost every time so it can end up on auto pilot in a conversation which makes the choices, once you have already decided on a specific path to take, almost nonexistent.