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90 Minutes That Made Us Say "Holy S***"

Only an hour and a half into Mass Effect 2 and we already know this will be something special. 2010 is set to start with a bang.


Credit: EA/BioWare

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I generally like my job, but man alive, playing games like Mass Effect 2 is when I really like my job. Recently, BioWare allowed us media to play the first 90 minutes of Mass Effect 2, and my honest reaction can be summarized as a series of "holy shit" moments. Also, in keeping with the "five things about Alan Wake" and "six things about Heavy Rain" theme, here are seven "holy shit" utterances I had during this session.

 

No. 1 -- Holy shit: The combat feels great.


Sure, I've already written about the combat before, but it's a point that merits restatement: the combat feels a lot better. In the previous game, combat felt like what would happen if an RPG attempted to imitate Gears of War. Now, it honestly feels like a more tactical version of an actual, legitimate, cover-based third-person shooter. Tweaks such as pressing the A button to enter cover, location-based damage (headshots rule!), and squad commands might not be game-changers by themselves, but they all add up to result in much more fluid and engaging combat.

Juggernaut. The first time I activate Charge and find myself slamming into two robot dogs and one robot soldier is a "holy shit!" moment.

 

No. 3 -- Holy shit: The actors and production values are really good.

I'm normally not one that cares much when celebrity voice actors get announced for videogames, but even in this small segment, the non-combat frills are also significantly better. The characters' moving and talking is an improvement you can already see even in Dragon Age: Origins, and looks even better for Mass Effect 2. It's honestly pretty cool to have Martin Sheen play a character who combines Richard Branson with the Cigarette-Smoking Man from The X-Files, and seeing a dark-haired Yvonne Strahovski (Sarah Walker in Chuck) talk with her native Australian accent is also an amusing treat. Mass Effect 2 is already both a better shooter, and a better "cinematic experience," than its predecessor.

 

No. 4 -- Holy shit: It's awesome to get the band back together, when you can.

A slight spoiler warning (which I'll elaborate on later), but it's just plain cool to run into a former Mass Effect party member even in the first "real" quest, and try to recruit them to your cause. With the game taking place two years after the previous installment, and everyone going off in their separate ways, it's already cool to see who from the old gang is willing to join you on your current high-stakes suicide mission. I've seen both Tali and Garrus in previous footage/write-ups (and I still don't know if Garrus is a permanent member, or just joins temporarily), and I want to see who else from the olden days joins.

 

No. 5 -- Holy shit: The lineup of new blood for your "Dirty Dozen/Suicide Squad" is badass.

As much as I'd like to revisit old buddies like Garrus, the game already makes the new crew sound like an intergalactic Dirty Dozen or Suicide Squad. Shepard starts the main mission with a handful of dossiers/leads for potential squad members, and these little write-ups already make the new blood sound tantalizing. They even have cool heist-movie style codenames: "Arcangel" is a tactical genius and infiltrator; "the Convict" is a biotic master that needs to be extracted from a prison; "the Professor" is a Salarian genius that you're encouraged to recruit first; and "the Warlord" is a hardened Krogan veteran (and if I understand the flavor text correctly, he's surprisingly a scientist as well!) that will add valuable experience and knowledge to your team.

 

No. 6 -- Holy shit: The upgraded Normandy is badass.

The first two things that I notice about the improved Normandy: Tricia Helfer voicing the mysterious A.I. that serves as the Normandy's brain, and the fact that Shepard now has an administrative assistant. Besides that, the Normandy itself has been expanded significantly -- there are now four decks full of NPCs and interactive stuff, instead of two. The captain's quarters has an award stand for your Achievements and a locker to "store" your armor and its paintjobs (and whether you look like a mashup of Han Solo and Mad Max when in civilian areas). The decks also have little side quests, such as getting a grocery list for the Mess Hall or a rare bottle of liquor for the Medical Officer, that help the Normandy feel alive. And while much of the ship is off-limits this early in the game, I can already see intriguing elements: the Tech Lab that will research equipment upgrades (once you get a Science Officer), a gun battery that requires a Gunnery Officer, and the fact that the hangar deck now lists "Hammerhead" instead of "Mako." Hmmm.

 

No. 7 -- Holy shit: The story so far (and spoilers!)

The biggest "holy shit" moments are easily the story elements that come at you fast and furious in the beginning. But I also recognize that these moments might spoil both the end of Mass Effect and the surprises of Mass Effect 2, so I've saved these spoilerific revelations for last. I can't help but talk about them, so I'm giving you a warning: if you want to play Mass Effect 2 "pure," then stop reading. Go click somewhere else. But, if you want to see some of the crazy stuff that happens in just the first ninety minutes, go ahead and highlight below. And see why I'm so damn excited for January 26.

Still here? All right, here's the biggest "OMGWTFBBQ" moment: remember the "holy crap, Shepard can die for real" video? That's the beginning. When you start a new game, after showing a brief conversation between Miranda Lawson and the Illusive Man, the story then shifts to the Normandy getting attacked by a mysterious foe. Your first action as Shepard is to take Joker to the escape pod and then go down with the Normandy as it gets torn apart.

Two years and billions of credits later, the Illusive Man's "Lazarus Program" succeeds in reconstructing and reviving you (it's mentioned that your specific skill and experience is needed, and technology like cloning wouldn't cut it). Which means that, yes, you are actually working for Cerberus, at least when the game begins, as neither the Council nor the Alliance are interested in the Reaper threat while Cerberus is. The Illusive Man comments that since you are the first person to take down a Reaper, and there are more out there, you are the only person he believes can figure out why entire colonies are disappearing, and who can rally together a suicide squad of utter badasses. And that is why, in the released footage so far, everyone else is surprised by your appearance; because for all intents and purposes, you did die in the line of duty.

The opening act starts with the Lazarus facility under attack (where you learn basic combat and get acquainted with new squadmates Jacob Taylor and Miranda Lawson), and then get briefed by the Illusive Man. Your first real quest, investigating the disappearance of colonists from Freedom's Progress, has you meeting an older, and more proactive, Tali (though I wasn't able to recruit her yet). After that sequence, you're then tasked with recruiting more allies for your mission, and you're given the keys to the fancy (and all-new, courtesy of Cerberus) Normandy Mark 2.

Interestingly, since I didn't get to import my Mass Effect character, the "canon" decisions so far include: the Council was destroyed with Humanity advancing to its place, and the squadmate of the opposite gender was saved at Virmire (for my male Shepard, Ashley is alive, while other editors who played a female Shepard had a living Kaiden). Plus, the same way people are asked "Who's the current President?" after a concussion, you are given a "quiz" to determine other decisions from the first game.

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