Mass Effect 2

Date

Mass Effect 2 is a 2010 action role-playing game created by BioWare and published by Microsoft Game Studios and Electronic Arts. It was released for Windows and the Xbox 360 in January 2010, and for the PlayStation 3 the next year. It is the second game in the Mass Effect series and follows the original Mass Effect.

Mass Effect 2 is a 2010 action role-playing game created by BioWare and published by Microsoft Game Studios and Electronic Arts. It was released for Windows and the Xbox 360 in January 2010, and for the PlayStation 3 the next year. It is the second game in the Mass Effect series and follows the original Mass Effect. The game is set in the Milky Way galaxy during the 22nd century, where humans face a threat from an insect-like alien race called the Collectors. Players control Commander Shepard, a top human soldier who must gather and earn the loyalty of a team to complete a dangerous mission against the Collectors. The game uses saved progress from the first Mass Effect to influence the story in different ways.

BioWare changed some gameplay features in Mass Effect 2, focusing more on third-person shooting. Players have limited ammunition and health that can be restored. Unlike the first game, which focused only on the main story, this game includes optional missions that are just as intense as the main plot. The game’s music was composed by Jack Wall, who returned to create a darker and more serious sound to match the game’s tone. Mass Effect 2 includes downloadable content, such as new character outfits and additional story missions. Examples of these additions are Kasumi – Stolen Memory, Overlord, Lair of the Shadow Broker, and Arrival.

Mass Effect 2 was highly praised by critics for its visuals, characters, and improved combat. Some reviewers noted that the role-playing elements were simpler than in the first game. The game won many awards, including Game of the Year at the 14th Annual Interactive Achievement Awards and Best Game at the 7th British Academy Games Awards. It is seen as a major improvement over its predecessor and one of the greatest video games ever made. A follow-up game, Mass Effect 3, was released in 2012. In 2021, Mass Effect 2 was remastered as part of the Mass Effect Legendary Edition.

Gameplay

Mass Effect 2 is a single-player action role-playing game where the player controls Commander Shepard from a third-person perspective. Before starting the game, the player chooses Shepard’s gender, appearance, military background, combat training, and first name. The player can either import a saved character from the original Mass Effect or begin with a new character. Importing a saved character allows decisions made in the first game to influence the story in Mass Effect 2 and gives the player starting advantages. The game offers six different character classes, each skilled in unique powers and weapons. For example, the Vanguard class focuses on close-range combat and shotguns, while the Infiltrator class uses stealth and sniper rifles.

The game’s galaxy map lets the player explore to find and complete quests. Most quests involve combat, but some require interacting with non-player characters in settlements. As the player progresses, new locations and squad members become available. Experience points are earned by completing quests. When enough experience is gained, the player "levels up" and receives Squad Points to improve Shepard’s and squad members’ powers. Powers enhance combat abilities and have four ranks that can be unlocked. Each rank costs the same number of Squad Points. For example, unlocking the first rank of a power requires one point, while unlocking all four ranks requires ten points. When a power reaches its fourth rank, the player must evolve it into one of two new forms.

The player’s main transportation is a starship, which acts as Shepard’s base. On the ship, the player can talk to squad members, customize armor, travel to planetary systems, and scan planets for resources. These resources help research upgrades, such as increasing weapon damage, improving health, or expanding the ship’s fuel capacity. Scanning involves moving a reticle over a planet and launching a probe when a device detects nearby resources. Additional upgrades, equipment, and items like magazines and decorations can be bought from merchants in settlements.

Combat in Mass Effect 2 is squad-based, with up to two squad members accompanying the player. The player controls Shepard, while the game’s AI controls the squad. Battles happen in real-time, but the player can pause to target enemies and assign powers to squad members. The game uses a third-person view similar to a shooter, emphasizing cover to avoid damage. The player can give commands, such as telling squad members to take cover or focus fire on a target.

Unlike the original Mass Effect, where weapons overheat with continuous use, Mass Effect 2 weapons have limited ammunition and must be reloaded after a set number of shots. A shield protects Shepard and squad members. If the shield is destroyed, damage reduces a separate health meter. The shield and health meter recover when not under fire. The player can revive fallen squad members using the Unity power. However, if Shepard dies, the game restarts from the last saved point.

All enemies have health, shields, armor, or barriers. Each type of protection has weaknesses. For example, armor is vulnerable to powers like Incinerate, which burns enemies over time, and weapons with slow fire rates, such as sniper rifles. Shields are weak to powers like Overload and fast-firing weapons like submachine guns. Barriers, used by boss enemies, are vulnerable to specific weapons and powers. When an enemy’s shields, armor, or barriers are destroyed, the player can use status-effect powers like Pull, which lifts enemies into the air and stops them from fighting. Other powers, like Adrenaline Rush, slow time temporarily. Powers do not require resources and only have a global cooldown.

During conversations, the game uses a circular menu called the Dialogue Wheel. Options on the left side continue the conversation, while those on the right move it toward completion. Top options are polite and selfless, while bottom options are aggressive. The game also allows interrupting conversations with actions at certain times. Dialogue choices affect how others react to Shepard, mission rewards, merchant discounts, romances, and the Commander’s morality.

Morality is measured by Paragon (charm) and Renegade (intimidate) points. These points influence new dialogue options and impact the game. For example, certain missions determine whether squad members become loyal, unlocking unique powers and aiding in the final battle. Endings range from all team members surviving to all being killed, including Shepard. After completing the game, a New Game Plus option lets players replay the game with the same character.

Synopsis

Mass Effect 2 takes place in the Milky Way galaxy during the 22nd century. Travel between stars is possible using technology called Mass Relays, which were built by an ancient alien race called the Protheans. A group of governments known as the Citadel Council manages much of the galaxy and ensures peace among different alien races. Races that are part of the Citadel Council include humans, asari, salarians, and turians. Other alien races in the game are the reptilian krogan and drell, the quarians who wear special suits for different environments, and the geth, a group of artificial intelligence that acts as a hostile force. In the original Mass Effect game, the geth tried to open a portal for the Reapers, a powerful race of machines that destroy all life every 50,000 years. Since then, the galaxy has feared another attack by the Reapers. A group called Cerberus believes humans should have more power in the galaxy and supports actions like illegal experiments and terrorism to achieve this goal.

The main character is Commander Shepard, a human soldier who leads the SSV Normandy and Normandy SR-2 starships. Shepard is joined by team members such as Jacob Taylor and Miranda Lawson from Cerberus, Garrus Vakarian and Tali'Zorah from previous missions, salarian scientist Mordin Solus, human criminal Jack, genetically enhanced krogan soldier Grunt, drell assassin Thane Krios, asari Justicar Samara or her daughter Morinth, and geth unit Legion. Other characters include Joker, the pilot of the Normandy, Cerberus leader the Illusive Man, and EDI, an advanced AI on the Normandy SR-2.

In 2183, shortly after events from the first Mass Effect game, the SSV Normandy is attacked by an unknown ship. Shepard pushes Joker into the last escape pod before being sent into space and dying from lack of oxygen after a suit breaks. Shepard’s body is found by Cerberus, who starts the "Lazarus Project" to bring Shepard back to life. Two years later, Shepard is revived and escapes a research station. Shepard meets the Illusive Man, who tells them that human colonies have disappeared across the galaxy. Working with Cerberus, Shepard investigates a colony that was attacked, meeting Tali and quarians searching for a missing colleague. Evidence shows the Reapers are using an insect-like alien race called the Collectors to capture colonists.

The Illusive Man explains that the Collectors live beyond the Omega-4 Relay, a place no ship has returned from, and sends Shepard to stop them. Shepard is given command of the new Normandy SR-2, piloted by Joker and equipped with AI EDI. Shepard recruits Mordin Solus, Garrus Vakarian, Jack, and optionally Grunt. The team is sent to defend a colony under attack, using Mordin’s research on the Collectors. Many colonists are still captured, and Shepard recruits Tali, Thane Krios, and Samara (or Morinth) before exploring a Collector ship. There, Shepard learns the Collectors were once Protheans turned into slaves by the Reapers. With EDI’s help, Shepard discovers how to bypass the Omega-4 Relay but is attacked by the Collectors. The team escapes, but their trust in the Illusive Man is damaged because he knew about the trap.

Shepard visits a broken Reaper and retrieves an IFF device needed to safely travel through the Omega-4 Relay. Shepard also activates a disabled geth unit, which joins the team as Legion. While the IFF is installed on the Normandy, Shepard and the team leave in a shuttle. During their absence, the Collectors attack the Normandy, but Joker and EDI save the ship. The team uses the Omega-4 Relay to reach the Collector base in the Galactic Center. After fighting Collector drones, the Normandy damages the Collector ship used to capture humans but is damaged and lands on the base. Joker and EDI repair the ship while Shepard’s team infiltrates the base, rescues survivors, and fights to the central chamber. Whether squad members survive depends on upgrades to the Normandy, their loyalty to Shepard, and their roles in battles.

In the central chamber, Shepard finds the Collectors building a Human-Reaper from captured colonists. Destroying the machine that powers the Reaper, Shepard prepares to destroy the base by attaching explosives to its reactor. The Illusive Man suggests using a radiation pulse to save Collector technology for future use against the Reapers. After deciding the base’s fate, Shepard destroys the Human-Reaper and escapes with surviving team members. If no one survives, Shepard dies. As the base explodes, Harbinger, a Reaper leader, promises humanity’s destruction but reveals he controlled the Collector ship captain. Back on the Normandy, Shepard meets survivors and receives schematics of a Reaper from Joker. The final scene shows the Reapers awakening in space and preparing to attack the galaxy.

Development

Mass Effect 2 was created by BioWare and led by Casey Hudson, who also directed the first Mass Effect game. Before starting development, BioWare made a list of goals based on feedback from fans, reviewers, and employees. The company’s main goal was to "create an experience that was less about being a game and more about being an experience." Unlike the first game, which focused only on the main story, Hudson said the team wanted a plot where side stories had the same intensity as the main story. They decided to include a system where players could recruit characters and make them loyal so they could survive a dangerous mission. Hudson noted, "People might say the story is just about gathering your team and preparing for a mission. But that is the story."

During early development, the team focused on improving the shooting mechanics before adding RPG elements. Lead designer Christina Norman said, "We wanted more satisfying combat, and part of that was making weapons more accurate and powerful at the start of the game." Since BioWare had no experience with shooter games, the team spent about three months testing combat mechanics using the first Mass Effect as a reference. The camera was improved to allow more precise aiming, such as targeting specific body parts like the head. Norman explained that each weapon had a unique identity, with 19 weapons and 108 tuning options in the final game. Limited ammunition was not part of the original plan but was added during early testing. The developers later decided it helped make combat more intense and fast-paced.

Real-time gameplay with weapons and cover was preferred because pausing to choose powers interrupted the action. More abilities were added to the user interface for quick use during combat. Developers also introduced regenerating health to prevent players from relying on health kits. Norman said the RPG elements were not oversimplified but made easier to use. She explained that the first game had too many choices that did not clearly affect the game, so Mass Effect 2 reduced options and made them more descriptive. The team wanted to create different play styles for character classes, even if it meant removing some choices. Powers were balanced with a unified cooldown system because the earlier method of using powers in sequence was seen as unfair and too easy.

To help players track enemy weaknesses, the game used different health bars for enemies. The heads-up display (HUD) was redesigned eight times during development. Since the inventory system in the first game was criticized, the team created a new system for Mass Effect 2. The new system allowed characters to use weapons without taking them from others. The planetary exploration was completely redesigned. Instead of large empty areas, the team built unique and interesting locations to encourage exploration. A vehicle for navigating planets was tested but later removed. A feature called the context-sensitive interrupt system, which was not in the first game, was added to make dialogue blend better with action. The story’s pacing was also improved to get players into action faster.

The Mass Effect series was planned as a trilogy from the start, so work on Mass Effect 2 began before the first game was released. The game was developed for Windows and Xbox 360 with support from Microsoft Game Studios. Each version had different user interfaces and controls. Like the first game, Mass Effect 2 used Epic Games’ Unreal Engine 3 with a framework BioWare created for the series. Since most technologies were already developed in the first game, the team focused on adding new content and improving features. Technical improvements included better memory use, larger textures, higher frame rates, and better lighting. Hudson said, "I can’t think of any part of the game we didn’t improve completely."

Mass Effect 2 includes voices from 90 actors who play 546 characters and speak over 25,000 lines of dialogue. Voice recording took twice as long as the first game. The Unreal Engine 3’s Matinee tool was used to animate characters during cinematics. Hudson explained, "Writers use a dialogue editor, and that connects to how characters move and act during conversations." Another tool, Kismet, was used to script how enemies or levels responded to actions. Since the team was already familiar with Unreal Engine 3, they did not need constant support from Epic Games.

Most of the game was developed at BioWare’s Edmonton studio, but a new team of 30 people joined in March 2009 at EA Montreal to help. Many on the new team had worked on the first game, but most were new hires. Over 150 people worked on the game for about two years. Hudson mentioned two challenges: financial issues from the Great Recession limited the budget, and the 2009 flu pandemic caused illness among many team members, losing a year of work. Despite these issues, Hudson said the game was completed on time, within budget, and met quality goals. Lead writer Mac Walters called it a fast project, saying the team had little time to doubt their choices.

Initially, BioWare said no PlayStation 3 version was planned. However, it was later reported that the Windows version of the game featured…

Marketing and release

Mass Effect 2 was officially announced at the Game Developers Conference on March 17, 2009. A short video showed Shepard being declared "killed in action." The announcement confirmed the game would be released for Windows and Xbox 360. In June 2009, the game was shown at the Electronic Entertainment Expo. It was confirmed that Shepard would be alive and playable in Mass Effect 2, but the character could die at the end of the game. Players who pre-ordered the game at certain stores could receive new in-game armor and weapons. Players could also get codes from specially marked Dr Pepper products to claim headgear or a new armor set from Dragon Age: Origins. Before the game's release, BioWare released a final cinematic trailer and six class trailers narrated by Norman. Electronic Arts sold more than two million copies of the game to worldwide retailers during its first week of release.

Mass Effect 2 was first released for Windows and Xbox 360 by Microsoft Game Studios in partnership with Electronic Arts on January 26, 2010, in North America and January 29, 2010, in Europe. Microsoft published the Xbox 360 version and the physical Windows version. Standard, digital deluxe, and collector's editions were available. The collector's edition included special packaging, an artbook, bonus in-game content, a behind-the-scenes DVD, and one issue of the Mass Effect: Redemption comic series. Although the game was released near the end of the month, it became the second best-selling game of January 2010, with 572,100 units sold, behind Nintendo's New Super Mario Bros. Wii. Shortly after release, the game's font size and coloring were criticized for being hard to read on some standard-definition televisions. BioWare stated the design was intentional and would consider changes for future games. In February 2010, a patch fixed minor issues like crashes and long load times on single-core computers. A second patch, released in June 2010, reduced mining time for upgrades and fixed other small problems.

At Gamescom 2010, BioWare announced a PlayStation 3 version of the game was in development. Microsoft responded by saying the Xbox 360 was still the best console for the game because it was compatible with the original Mass Effect, which was only available for Windows and Xbox 360 at the time. The PlayStation 3 version was released on January 18, 2011, in North America and January 21, 2011, in Europe. It was one of the first games Electronic Arts shipped without a paper manual as part of an eco-friendly packaging effort. After some PlayStation 3 players reported save file corruption from crashes, BioWare released a patch to fix these issues. The PlayStation Network version accounted for more than 10% of the game's sales on PlayStation 3. By April 2011, the original Mass Effect and Mass Effect 2 combined had sold more than seven million units worldwide, with 77% sold on Xbox 360.

New game purchases included a one-time-use card with an access code to unlock the Cerberus Network, an online service offering bonus content. However, users who bought used copies had to pay separately for the Cerberus Network. This policy aimed to reduce the impact of the used-game market. BioWare's online development director said 11% of the game's downloadable content revenue came from the Cerberus Network. Some fans criticized the policy, calling downloadable content overpriced and an incentive to exclude items from the initial game.

In 2012, a compilation of the three main Mass Effect games, called the Mass Effect Trilogy, was released for Windows, Xbox 360, and PlayStation 3. In 2016, Mass Effect 2 was added to the list of backward-compatible Xbox 360 games on Xbox One. In 2021, the game was remastered as part of the Mass Effect Legendary Edition.

Mass Effect 2 included additional content through downloadable packs released from January 2010 to May 2011. These packs included character outfits and new plot-related missions. Major releases included Lair of the Shadow Broker and Arrival, both critical to the series' story. In Lair of the Shadow Broker, Shepard helps former squad member Liara T'Soni find the information dealer known as the Shadow Broker. In Arrival, Shepard investigates evidence of a Reaper invasion, connecting to events in Mass Effect 3. Other plot-related downloadable content included Zaeed – The Price of Revenge, Kasumi – Stolen Memory, and Overlord, which added five new missions.

Unlike the Xbox 360 and Windows versions, the PlayStation 3 version included Kasumi – Stolen Memory, Overlord, and Lair of the Shadow Broker. Because the first Mass Effect game was not originally available on PlayStation 3, BioWare released Genesis, a downloadable pack that lets players influence the story of the first game through a digital interactive comic. Genesis was released on May 17, 2011, for Windows and Xbox 360 users. Some downloadable content packs received praise from critics and were nominated for Best DLC at the Spike Video Game Awards.

Reception

Upon its release, Mass Effect 2 received high praise from video game critics. Reviewers highlighted the game's diverse characters, interactive storytelling, voice acting, and art design. IGN reviewer Erik Brudvig said the game is emotional and personal, noting that players can import a saved character from the first game, which changes the overall experience. Tom Bramwell of Eurogamer praised how the game's social interactions influence events and make players feel the weight of their choices. Critics also appreciated the characters' complexity, with Edge magazine noting their well-developed personalities and GameRevolution saying the loyalty missions help players understand and care for the characters.

The game's visuals and atmosphere were also praised. GameSpot reviewer Kevin VanOrd said Mass Effect 2 is more detailed and darker than its predecessor, with rich colors, fog, and rain that create a moody environment. RPGamer reviewer Adriaan den Ouden said the game's conversations and cutscenes have better cinematography than the first game. Critics also praised the voice acting, especially Martin Sheen's performance as the Illusive Man, which stood out as the best. Andrew Reiner of Game Informer said the music flows well during both story and action scenes. Many reviewers said the game's presentation and direction were far better than other games at the time.

Many publications said the gameplay improved over the original. John Davison of GamePro said BioWare made the role-playing genre better by combining different gameplay styles into an exciting sci-fi story. VanOrd said Mass Effect 2 has a clear identity, which the first game lacked, and noted that the shooting feels more responsive and intense. GameSpy reviewer Gerald Villoria said the game is more focused as a shooter than the first one. Jeremy Parish of 1UP.com said the combat is more balanced, encouraging players to use different weapons and squad abilities. However, some critics said the game's RPG elements were simplified and felt less complex. The slow planet scanning feature was also criticized as boring and unnecessary, though reviewers agreed the game overall is strong.

The PlayStation 3 version of the game received similar praise. IGN's Colin Moriarty called it the best version because of the upgraded engine and extra downloadable content. However, VanOrd said the character Kasumi Goto from the downloadable pack did not fit well with other characters. He also noted technical issues like frame rate problems and glitches in the downloadable content. Game Informer reviewer Joe Juba said the lack of save importation from the original game on PlayStation 3 made some story choices unclear, but he still said the game is just as good on PlayStation 3 as on Xbox 360.

Mass Effect 2 won many awards for its writing, characters, and soundtrack. At the 2010 Spike Video Game Awards, it won Best Xbox 360 Game and Best RPG. BioWare was named Studio of the Year. At the 14th Annual Interactive Achievement Awards, the game won Game of the Year, Role-Playing/Massively Multiplayer Game of the Year, and Outstanding Achievement in Story. Other awards include Best Game at the 7th British Academy Games Awards, Best Writing at the 2011 Game Developers Choice Awards, and two Golden Joystick Awards: Best RPG of the Year and Ultimate Game of the Year. At the 2011 Canadian Videogame Awards, the game won Game of the Year, Best Console Game, Best Game Design, and Best Writing.

Legacy

Mass Effect 2 continued to be discussed for many years after it was released. GamesRadar editor Hollander Cooper said the game fixed many of the technical problems from the first game while also growing the game's universe without losing what made the series special. He compared the game to The Empire Strikes Back, saying few sequels have matched the original as well as Mass Effect 2. The game was praised for its focus on characters and their difficult choices and emotions. How non-player characters help move the story forward has interested scholars. Eurogamer editor Rick Lane said Mass Effect 2 was darker, warmer, and more human than the first game. He noted that players must ensure characters are ready for the final mission, or they may die. He described the game as a long journey that leads to a powerful ending, which did not disappoint. A decade after its release, Eurogamer said the game's ending was some of BioWare's best work because of the complex choices players make.

Mass Effect 2 has been called one of the greatest video games of all time by many publications, including Slant Magazine (2014), IGN (2015), Polygon (2017), Game Informer (2018), and GQ (2023). In 2011, the game was chosen as one of 80 titles from the past 40 years to be displayed in the Art of Video Games exhibit at the Smithsonian American Art Museum. The exhibit showed how video games have evolved as an art form over 40 years, focusing on visuals and new technology.

Sequel

The follow-up game, Mass Effect 3, was released in 2012. The story begins on Earth, where Commander Shepard is held in custody after events from the Arrival extra content pack. The plot of the game depends on choices made by the player in the original Mass Effect and Mass Effect 2. However, if Shepard dies at the end of Mass Effect 2, the character cannot be used again in Mass Effect 3. BioWare explained that Mass Effect 3 concludes Shepard's story and that future games in the series will have a different setting. Unlike earlier games, Mass Effect 3 includes a team-based multiplayer mode in addition to the single-player story. While the game received praise from video game reviewers, its ending was not well liked by fans and caused a lot of controversy.

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