Mass Effect 2
Release date26 Jan 2010
The makers of Star Wars®: Knights of the Old Republic ™, Dragon Age: Origins ™, and Mass Effect ™ are the secretive spin-off of the energizing Mass Effect set of three! Two years after Commander Shepard effectively stifled the assault by collectors who to wreck all natural life, another secretive foe is presently approaching. In the edges of room, which has just been investigated, finished provinces of individuals are grabbed by something totally obscure. To stop this startling and most noteworthy human risk ever, it's up to Shepard to work with Cerberus. An association committed to the merciless battle for human endurance. Leader Shepard needs to set out on a hazardous strategic, is presently dependent upon Shepard to amass the galaxy's tip top group and order the most grounded transport at any point constructed. Yet, even with that, many state, it is unadulterated suicide. Officer Shepard presently needs to demonstrate the inverse to all cynics. The fate of humanity is in your grasp Lead a remarkable group of the best experts on a risky crucial the most compromising locales of space.Mass Effect 1 players can import their scores and proceed with their professions with Commander Shepard. In any case, even fledglings take the game on a bold, activity stuffed and outwardly noteworthy excursion that outperforms the encounters of the initial segment in each possible way.Packaging third-individual fightsGet spread, easily order a tip top group, set 19 distinctive weapon classes, including destroying overwhelming weapons - and constantly battle your rivals with the all-new, improved battle system.Explore the cosmic system rings in the most remote and remote corners of room, scanning for the ideal group for your central goal. In an assortment of risky and outwardly amazing universes, extraordinary characters anticipate you.Complete character customizationChoose a player class, alter your own look, and adjust the aptitudes and qualities just as you would prefer. As you progress through the game, Shepard's capacities likewise increment, and you can control discussions. With the enhanced exchange framework you generally have full control - frequently through beast power. Cerberus Network Contains a code with which you can open extra reward content by means of the Cerberus arrange. Online Disclaimer ACCEPTANCE OF THE EULA (END USER LICENSE AGREEMENT) REQUIREMENT TO PLAY. ACCESS TO ONLINE CONTENT AND/OR SERVICES REQUIRES AN EA ACCOUNT AND REGISTRATION WITH THE ENCLOSED SERIAL CODE. Enrollment IS LIMITED TO ONE EA ACCOUNT PER SERIAL CODE AND IS NON-TRANSFERABLE. EA ONLINE TERMS & CONDITIONS CAN BE VIEWED AT www.ea.com. YOU MUST BE MIDESTENS 13 YEARS OLD TO REGISTER FOR AN EA ACCOUNT. EA CAN RUN ONLINE CONTENT ON www.ea.com AFTER 30 DAYS OF ANNOUNCEMENT.
About Mass Effect 2
Mass Effect 2 is released by Electronic Arts in 26 Jan 2010. The game is designed by BioWare Edmonton. Mass Effect 2 is a typical representative of the Role-playing (RPG) genre. Playing Mass Effect 2 is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay Mass Effect 2 will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 26 Jan 2010 released games such as:
In addition to Mass Effect 2, the representatives of Role-playing (RPG) games also belong:
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A complete list of games like Mass Effect 2 can be found at AllGame here.
Mass Effect 2 is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.
Mass Effect 2 is perfect for playing alone or with friends.
At AllGame you can find reviews on Mass Effect 2, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.
This section tells the history of the world of Mass Effect 2
Two years after Commander Shepard repelled invading Reapers bent on the destruction of organic life, a mysterious new enemy has emerged. On the fringes of known space, something is silently abducting entire human colonies. Now Shepard must work with Cerberus, a ruthless organization devoted to human survival at any cost, to stop the most terrifying threat mankind has ever faced. To even attempt this perilous mission, Shepard must assemble the galaxy's most elite team and command the most powerful ship ever built. Even then, they say it would be suicide. Commander Shepard intends to prove them wrong.
Mass Effect 2 in the test - the first hit of the year!
What is a good trilogy? The answer is simple: the first part sets out the rules. The second part breaks it. In mostly unexpected ways. And part 3? Well, the Canadian developer Bioware with Mass Effect is not yet there, but Mass Effect 2 already adheres to this principle, which is important for suspect hit series: The centerpiece of the Mass Effect trilogy is darker, more adult and considerably more action-packed, moves away so unexpected and radical of what the fans know from part 1. Despite all the breaks in tradition, Bioware's second all-adventure creates a familiar, downright cozy, nostalgic feeling just a few seconds after you click on »New Game«: Despite all the innovations, Mass Effect 2 is a true Mass Effect through and through - welcome home !
About the storyline: The developers have already had a thrilling start.
While the Normandy, your hero Commander Shepard's ship, is attacked by an unknown cruiser, we hurry to the bridge through a burning inferno, and just convince pilot Jeff "Joker" Moreau to give up the ship as a violent detonation of the hull tears up, throws Shepard into space and we have to watch how the Normandy breaks apart. As you can see, unlike its predecessor, Mass Effect 2 does not have to wait long to establish characters and begin the story. That is why you should remember the predecessor from 2008 well. This time there is again a comprehensive journal about the planets, races and social and political circumstances of the Mass Effect universe. But why which figures or alien races appear and how they react in certain situations can only be fully understood by those who have completed part 1. One cannot criticize that, because given the trilogy concept, such a narrative structure is quite legitimate.
In addition to the often surprising return of old colleagues (and opponents), it is above all the new additions to the Mass Effect line-up that add interesting nuances to the plot.
There is, for example, Miranda, which you already come across in the fast-paced tutorial and which works for the underground organization Cerberus mentioned in the previous version. What drives the self-confident and opaque woman and how she stands (or pretends to stand) to Shepard, creates an exciting basic mood, especially in the dialogues. In doing so, Bioware manages to do without typical and therefore often boring clichés. And even though you come across a wide variety of characters at every corner, everyone has an equally interesting and credible background. The result: in Mass Effect 2 you always have the feeling that you are interacting with living beings instead of a collection of polygons and AI routines.
»Watch the test video for Mass Effect 2 in the large player
As in the previous version, Shepard does not fight alone in Mass Effect 2. In order to be able to face the new threat of kidnapping alien insects, the commander has to gather around a team of ten, this time stiff with weapons.
The 45 to 60 minute recruitment jobs could hardly be more versatile. To investigate Omega, a criminal city inside an asteroid, for the salary doctor Mordin, who is chattering without a point and comma, a mysterious epidemic, to clear the way out of a high-security prison elsewhere or to search on Illium, the economic and commercial center the galaxy, after the legendary Assassin Thane. But the goal is always the same: run through hose-like levels from A to B and shoot everything up on the way. However, the atmospheric and variedly built locations as well as the well-placed dialogues more than make up for this design weakness, especially since organic goods are surprising with some twists that never appear to be artificial.
As you know from the first part, you will also spend a lot of time talking in Mass Effect 2. That sounds unspectacular, but it has an unprecedented pull effect after a short time.
As in Dragon Age Origins, the dialogues, which are consistently well written, always give you the choice of answering diplomatically, neutrally or aggressively, which not only adds depth to the game, but also often directs quests in a different direction. Overarching events or even the end cannot be influenced by this. New: You can now let the Commander start particularly effective (good and bad) attempts at convincing - indicated by a brief display. These inserts, which are lavishly animated in short cutscenes, make the already gripping word battles a good deal more dynamic and intensify the feeling of not just clicking through linear conversations. Bioware has also technically improved the intensity of the discussions. Compared to Mass Effect 1, the program chooses more exciting perspectives, cuts detail shots (such as the hands or eyes) in between and underlines the mood with suitable camera movements.
Mass Effect 2 not only talks but also shoots, and that much more often and faster than in the first part. Although you are still fighting from a shifted shoulder perspective and with two AI-controlled colleagues at your side, the search for cover and the subsequent elimination of the opponents by means of targeted bursts of fire are now more clearly in the foreground.
Two innovations increase the proportion of shooters additionally: on the one hand, Shepard heals himself when he is not being shot at, on the other hand, the opponents now have hit zones. Downside of the action-oriented game principle: You notice it in the level design. Crates, containers, or waist-high barriers placed in front of your heroine are a guarantee of a host of hostile goods that will bend just around the corner. If a room lacks such cover options, the weapon will certainly remain silent. The weak enemy AI can also be improved. Again and again the opponents afford misfires when choosing their cover or entrench themselves next to highly explosive barrels. Despite these shortcomings, the effective ball games are a lot of fun, which is due to the catchy mouse and keyboard controls and your cool colleagues, who fight largely independently, position themselves sensibly and use talents cleverly.
Fans of complex role-playing games à la Dragon Age Origins or especially Drakensang should be disturbed by the fact that the pause mode in Mass Effect 2, known from its predecessor and intended for relaxed commanding, was not only slimmed down by some tactical functions and information, it is also used less frequently.
The explanation is simple: in the relatively shallow ball games, special talents like the overloading of the biotics that deactivate the shields are really only necessary on the top two of the five levels of difficulty. The Mass Effect 2 talent system has also been thinned out. Training for certain types of weapons is missing, as are bonuses for armor values, life points or the endurance of the heroes. Instead, you only improve a handful of in-house talents, most of which (for example, the soldier's ammunition) can even be extended to the whole troop at the highest level, which pretty much softens the class system, which is cool in itself. Also, that by the end of the game you have almost fully developed every skill, this should lead to intensified discussions between the lovers of uncomplicated, action-packed adventures and the representatives of role-play teaching. While action fans surf through the final chapters on the wave of omnipotence of lavishly developed fighting talents, role players miss the brooding over the best talent combination and the variety that is forced to choose.
Whoever played the first mass effect and should name a particularly annoying element, usually gives the following answer: the elevator sequences. They had used the program to load the next level section, which often took up to a minute.
Against the feeling of paralysis that the player was gradually creeping in, even the heroes' improvised small talk or the radio reports clattering from the lift loudspeakers could not compete. Although you sometimes use elevators in Mass Effect 2 (especially on the now larger Normandy), the waiting times are now pleasantly short. Most other technical quirks, such as the piecemeal structure of the environment after loading a game, have also been fixed by Bioware. On the other hand, Mass Effect 2 is plagued by a number of noticeable bugs that did not exist in the first part. Nevertheless, the series shows positive trends in terms of technology. Especially the lighting and particle effects now look a little nicer. The characters and textures also got more details. For Mass Effect 3, we still want a new graphics framework, because the Unreal Engine 3 shows its age. But maybe Bioware is also heeding the third rule for a successful trilogy: The finale has to be popping!
You can find out more about Mass Effect 2 in the current GameStar issue 03/2010, which will be available at the kiosk from January 27th.
»Test video for Mass Effect 2
»Score box for Mass Effect 2
»Special: Character import from Mass Effect 1
»Special: Mass Effect 1 vs. Mass Effect 2
»Video: Comparison of German and English voice output
»Video: The intro to Mass Effect 2 (spoiler)
We gathered the finest game reviews for you to have a better idea of the Mass Effect 2
Mass Effect 2 - game review
The review was based on the PC version.
BioWare has never released two games in such a short period of time. The dust after the Scourge's march through our hard drives has not yet settled, and another journey ahead of us - this time to the farthest corners of space. Commander Shepard is back in an experimental, risky, beautiful and brilliant game. Sit back and read, because today you will enter a world you will never forget.
First cats behind fences - RPG fans will feel confused by Mass Effect 2 . Where's the equipment? Where's the extensive skill tree? Where are the statistics, injuries, DPSs, throws, where is the whole mathematical layer of a good erpeg? There is no! If Dragon Age is ArmA II , then Mass Effect 2 is Call of Duty . Simplified gameplay, more focused, better. Yes, Shepard's new adventures are a representative of the genre, at the sound of the name which the orthodox gnash their teeth: RPG shooter. The fight is mostly arcade, and babbling in menus is not here at all. We can call this game "the stripped Witcher " as well as " Gears of War with Talking". It doesn't matter, because the final effect is excellent anyway.
By giving up so many elements that at first glance should be in this type of game, BioWare challenges all RPG fans. What is really important to you: plot or numbers? Because if you value well-told stories and extraordinary characters, in this game you will experience the absolute.
The action begins about two years after the events of the first part. As a result of surprising and deserving silence of twists, Commander Shepard is subordinated to the mysterious organization Cerberus, equipped with an improved version of his ship (Normandy) and sent with the mission to further prevent the invasion of the Reapers on our modest section of the galaxy. The Commander's new employers have a controversial past and are clearly hiding something. We don't know whether to trust them and the game doesn't force us to obey completely. And this is just one of the many conflicts we face.
The main storyline could probably be completed in about 15 hours, which would leave us feeling unsatisfied. It turns out that what Mass Effect 2 is most sparkling with lies somewhere at the height of side threads and conversations with team members. We spend a large part of the game recruiting them - Illusive Man finally assumes that Shepard needs a team of the largest scavengers in the galaxy. And each character whose CV lands in our inbox is a separate thread, a separate conflict, a separate story! There is no black and white in this game. Each hero, like a character in a nice movie, has his past, secrets, fears and errors in his account. A specific salarian scientist turns out to be tormented by remorse after putting his hand to sterilization and extinction of almost the entire civilized race. Our officer will reveal to us the complexities of the relationship with his father, and the professional murderer after closer meeting will ask for help in rebuilding the relationship with his son. The threads of manners mix in this game with action scenes, creating a real space soap opera. There is no better comparison than the "modern" version of the Battlestar Galactica series. Because in this story the most important is the character!
During the game I had the best time talking. Is it listening to the confidences aboard Normandy, or admiring the animation of Krogan's face on their hometown Tuchanka, or rubbing his eyes in amazement at the sight of the camera during the bitter arguments of Object Zero. The system of dialogs is practically the same as in the first part - we choose the theme of our issue, having unlimited time. Instead, Quick-Time Events require reflection, which sometimes appear during conversations and refer to the morality system known from the "one". Put a gun under your nose? We will point as a renegade. Will we comfort the woman weeping after the loss of her daughter, embracing her? Plus five to the "receipt". There are no special surprises here, although QTE could be more. And one important novelty: the path chosen by us has consequences in Shepard's appearance. The more we push towards the renegade, the more the commander's scars will mark. Something like in Fable , but less invasive.
Although the structure of the game branches at many times and we can perform individual missions in any order, the whole was designed in a very "serial" way. Most missions and plots are episodes lasting less than an hour. Thanks to this, the gameplay maintains a very high pace and we don't spend too much time repeating the same thing over and over again. Say what you want, but I was dying of boredom at the end of the mission in the Dragon Age mage tower. There is no boredom here, and the sections "shot" and "talked" intensely intertwine with each other. Maybe it is a pity that the world is clearly divided into zones where we are safe and into areas where we constantly walk with the exposed gun. There is no option for someone to suddenly attack us within the city. It loses spontaneity.
Tourist attractions of the Mass Effect world are quite obvious. We visit several cities, and in each we find a few shops and some small side missions to smash. Here we will buy decorations for our captain's cabin (space hamster, fish, ship models!), Get valuable information and throw into the immersive ocean space. It is unbelievable how BioWare created a world that is so full of life, coherent, fascinating and tangible. Let's agree, the locations are rather claustrophobic and far from the Capital wasteland. We are talking sooner about the Neverwinter Nights 2 scale. We do not visit all the places where we can learn about it, and some (Tuchanka, Fleet Quarian) simply fail their shallowness. The secret is probably just the project - work done on paper, even before the premiere of the first part of the game. The world of Mass Effect 2 does not use vulgar, post-Tolkien stereotypes, it does not cut directly from Star Trek or Star Wars. It's the * original * universe and galaxy of genius. Krogans - tough guys who were given atomic weapons to play too early. Salarians - intellectuals living only 30 years with accelerated metabolism. Asari - a race of women in which all the space is rocking. I buy it all, take a handful and take care of it. The true beauty of the concept.
In the face of such theses, the fight turns out to be a completely secondary element of the game. It is smooth, light and pleasant. The level of difficulty was set very low, the number of skills and the issuing of orders were limited to the maximum, simply - Mass Effect was turned into a shooter. And these words should not be perceived as criticism, because just shooting, everything is in place. Shotgun is used differently than a gun, individual character classes have simple skills to choose from (in practice, 2-3 active skills per class), from time to time solid boss fights appear. Full assurance, because there is simply nothing to attach to here. The authors decided that they are giving up the erpeg fight convention (although they have left the active pause) and eventually mock the thinking patterns of players who instinctively want to find a better shotgun. Nothing here! At most, we can scan a copy of the weapon found somewhere, then invest aboard the Normandy in such an improvement. The only exception is heavy weapons, we can actually use a rocket launcher, laser, "atomic minibomb" putter - and here the effects of the shot really differ. But the upgrades of assault rifles or pistols are almost imperceptible.
The big disadvantage of the first Mass Effect were schematic, boring side missions. In ME2, the approach to them has been completely changed: there are a lot less of them, but each is unique. And the hopeless control of the Mako rover was abandoned (we don't have any vehicle at all). These most important sub-quests are commissioned to us by individual team members (they refer to their past), but the others are found on our own in cities or we notice by accident scanning star systems. Scanning is an important element of the game in that it allows you to collect raw materials that we later use to develop equipment. We can even improve the armor and equipment of Normandy. For what? You will find out for yourself.
When it comes to our moral choices, the creators mask the script's linearity very nicely by inserting here and there small references to our past behavior. This is also the famous function of importing saved games from the first Mass Effect. Most of our choices are commented on somehow during the game, but the differences are only slight winks to the fans. Example: Leader Krogan says to us like this: "It is because of you that one of our best warriors is dead. We don't like you! Now do the task for us. " The reference is unrelated, and the developers did not have to work hard. What is interesting, however, is the relationship between our behavior in the game and its ending. The adventure finale is very flexible and requires responsible decisions as well as effective team management. It can be felt that there are several dozen possible variations of what awaits us in the epic finale. So take care of your people and do not save on equipment, and maybe you will survive.
Mass Effect 2 is one of the prettiest games ever made. The most impressive is the character animation, especially the face. So once again we see that dialogues are intended the most important aspect of this production. But seriously: in ME2, we look around in delight every now and then, we visit new places just to * see them *, we conduct talks to pay attention to all the details of their animation and implementation. Yes, camera work - a masterpiece. You could admire this game only because of its setting, and yet it offers a lot more. I played the English language version and the quality of the voices made me feel down. Is it Martin Sheen as Illusive Man difficult to figure out, or the sensational Tricia Helfer as a Normandy's on-board computer, or Seth Green as a Joker, or any of the actors playing our NPCs from the team: majesty and perfection. Of course, the Polish language version is not so good anymore, but oh well - the bar suspended by the original was impossible to overcome.
I am sad that you have to wait at least two years for the continuation of Shepard's adventures. At the end of Mass Effect 2, the authors clearly say, "You haven't seen anything yet, kids!" Ashamed, delighted, I offer my obeisance to BioWare. These guys have done something amazing, created the best space-opera in the history of electronic entertainment, surpassing most of this series and movies. One could say that Mass Effect 2 is an excellent game per se, and at the same time an average RPG. But no. This is the future of the genre, shedding heavy chains of mathematics and placing an emphasis on the story line, telling stunning stories. For tables - Excel, for rolls - board games, for characters - RPG games. Sometimes you need a character.
Krzysztof "Lordareon" Gonciarz
Screenshots will help you evaluate the graphics and gameplay of Mass Effect 2.
If screenshots are not enough, you can enjoy creative videos from Electronic Arts
But that's not all! We also carefully prepared the best strips from Mass Effect 2.
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