The Game Boy: My 2010 Games of The Year, Part Three – Mass Effect 2

This year, I'm trying to do something different with game of the year awards. You can find a full explanation in part one, but the gist is this: I'm eschewing a list – because, let's face it, you've already skimmed 10,000 top-10s – in favor of writing about how these games affected their players and the specific moment that made me realize how great each game really was. Needless to say, SPOILER WARNING. Today's topic? BioWare's latest space odyssey, Mass Effect 2.
As much as I love my job, I have to admit that there's one major downside. After years of nitpicking games until their every naked flaw is flapping freely in the breeze, it's become rather difficult to separate work from play. Instead of seeing a giant battle brimming with earth-shaking violence, heartbreaking tragedy, and inspiring camaraderie, I see a highly scripted scene that'll go completely haywire if I even inch my pinky toe off the beaten path. Most people watch the puppet show; I look for the strings.
Every once in a while, though, a rare game comes along that's able to shatter my cold cynicism and spirit me away so thoroughly that – for a few magical moments – I forget I'm just some guy staring blanky at a monitor in a dimly lit room. Mass Effect 2, perhaps moreso than anything else in recent years, managed to be that game.
Videogames – as almost every over-played “nerd” stereotype can attest – are rarely physically involving. Sure, you've got the occasional fat-burning fad like DDR or the Wii, but most gamers will have their bodies aching from a game as readily as they'll play fetch with a 900-page novel. For those keeping score at home, Mass Effect 2 has no motion control component or outerspace dance club minigame. However, it still managed to make my heart pump and turn my legs into Jello.

It was the final mission – or the “suicide mission,” as BioWare so invitingly named it. As a mostly heroic, never-compromising Commander Shepard, I'd spent the entire game up to that point putting together a team of the universe's biggest badasses in hopes of putting a stop to a hilariously one-sided apocalypse that'd decimate all life as we know it and pave over it with a nice set of summer condos. Or, you know, whatever else the evil, almost god-like Reapers were planning.
But there was more to it than that. See, convincing the best and brightest to join me was only half of the equation. Earning loyalty by helping my crew members sweep up after the veritable oil spill that was their personal lives, then, was the second half. Of course, the result of all that wasn't just a pragmatic “Sweet! Now I'm pretty sure that psychotic psychic murderer won't psychotically psychically murder me while I'm saving the universe!” Through a mix of BioWare's fantastic storytelling and my ability to make decisions both large and small, I felt like I'd really gotten to know my dysfunctional family of a crew. They each had wildly varying quirks, backgrounds, and personalities. No one was redundant. No one was merely “the tank” or “the guy who hits really hard.”
Point is, I cared. And I'd heard the stories. A friend of mine had made all the necessary preparations, but one of his favorite party members still managed to die – permanently – during the final mission. That's not just another guilt-ridden videogame “boo-hoo” moment either. Let's not forget that Mass Effect imports save data between sequels, meaning that my friend could very well have removed his favorite character from the entirety of Mass Effect 3, a game that won't be out for another year. That's kind of terrifying.
So, having narrowly avoided spoilers like a pedestrian near the Empire State Building dodging pennies, I came into the final mission absolutely terrified. Sure, I'd spent hours mining planets hollow to make my crew impervious to everything short of a series of personal insults, but for all I knew, that still wasn't enough. I had no idea what to expect – except that any member of the crew I'd spent the better part of 40 hours chatting with, fighting alongside, and even romancing was fair game.

So it began. As soon as I was given control, my heart started pounding. Literally. What if I wasn't making the right decisions? What if I was too slow? What if I'd forgotten to do something essential beforehand? I was crushed under a mountain of pressure, stress, and doubt. As Commander Shepard, you're supposed to be the best leader all known life has to offer. Here, though, I finally had the chance to experience what it felt like to be a leader with the training wheels off. No do-overs. My version of Shepard always put on a cocksure, take-no-prisoners front, but I had to wonder if – somewhere in the back of his head – he constantly had to deal with a tiny voice screaming the kinds of thoughts that were walloping my brain at that moment.
That's how absorbed I was in that final mission. For all intents and purposes, the line between game and reality was gone. My limbs felt like someone had strapped 50 lb weights to them while I wasn't looking and I was trying to understand the thought processes of a fictional character. And it was amazing. Sure – thanks to an incredibly detailed and well thought-out universe – I'd already been pretty wrapped up in the game, but this was different. This moment very nearly overwhelmed me.
But I persevered. I made the calls I thought a “real” Commander Shepard would make until the very end. Lo and behold, everyone survived, and my nervous breakdown slowly subsided. It's interesting, too, because looking back, I realize how transparent and simple the choices the game presented really were. Honestly, with amount of work I'd done before the final mission (which, in itself, was pretty clearly laid out by the game as the “right” way to do things), it was pretty much impossible to lose anyone. Still though, on some level, it speaks to the power of Mass Effect 2's presentation that – in spite of all that – the logical side of my brain checked out, leaving the emotional side to scream and honk its horn in the driver's seat for the entire mission.
So congratulations, BioWare. You temporarily turned me into a screaming, sweaty, debatably sane idiot, and I love you for it.
Comments
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Pablo-man
January 04, 2011 at 7:57pm
The last hour of ME2 left me screaming and crying. Literally. Because Legion died, or whatever robots do.
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dmonkyking
January 03, 2011 at 8:38pm
Bioware could take a dump in a box and it will be the best, most engaging dump you've ever seen. They are the masters of story telling in games. I can't really think of one bioware games I didn't like. On that colorful note, I did lose someone at the end of ME 2 that will always die no matter what decisions I make, because of screwing up the relationship with her. I liked how it felt like the weight of the world was on Sheppard's shoulders, and hence yours, and you saw how much others were relying on you to make the right decisions and it was quite nerve racking. Also, the ending of that games and the Normandy's battle run towards the Reaper ship had me on the edge of my seat, simply epic. Can't wait for ME 3.
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Fecal Face
January 03, 2011 at 11:39pm
I completely agree, Bioware is by far my favourite developer ever.
The stories just somehow make me care more than I would in other games. Take Fallout 3 for example. I couldn't really care what happened because of my actions in the wasteland, and I usually ended up killing everything, be it innocent or evil. In Mass Effect, both 1 and 2, I found myself sitting there thinking of which dialogue choice to pick, actually wondering which decision I should be making.
Bioware somehow just draws me into their games so much that I care what's going to happen to all those pixels on my screen, and I love it. I find there are few other game devs that make experiences as awesome as Bioware's.
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Rogue74
January 03, 2011 at 6:29pm
This is one of the few games (or any media really) where you get done and if someone came out and said, "This stuff is really going on out in space somewhere." you wouldn't be surprised. It's that believable and immersing. That's of course if you ignore the stupid Terminator Reaper Parade Float at the end. Plus girls with Aussie accents are awesome!
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macumber
January 03, 2011 at 3:40pm
I didn't play this game but Grayson's writing makes me want to give it a try. My Bioware fix for the year was Dragon Age Origins. Spent two months on it. Looks like 2011 will be all DA2 and CIV5 for me.
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Ghostryderflyby
January 03, 2011 at 3:40pm
Actually for those that haven't played the game (and you are really missing out if you haven't) there are a host of ways you can lose someone, or nearly all someone's in the game. Being a schmuck and rushing through without worrying about loyalty will net you a pile of corpses. If you're too cheap to fork out the raw materials and cash to upgrade sweet Normandy, you'll accrue a few more corpses. Then if you don't choose the correct party members for mission components in the suicide mission, you'll polish off the remainder of your squad.
If however you aren't selfish, you spend lavishly, and you use good tactical sense (as any good commander should) in choosing your personnel for the mission objectives in the suicide mission, (and it's not the obvious choice that will bite you) you will come out with standing happy squad mates.
Bottom line, this is an outstanding game and did exactly what Nathan said, and really drew me in like no game before it. I found myself wishing this universe was real so I could be a part of it, even though the outlook is pretty damned bleak. I ended up playing it over numerous times, just so I could try all of the different choices available and see how the game changed. Ended up playing ME1 again a couple of times too, just so I could see how choices in that game effected ME2. That adventure really demonstrated how much they improved ME2. Aaaggh that inventory system in ME1 just SUCKS! Still a damn good game though and a worthy play through, and for more than just not being lost on the story in ME2!
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