![]() There was quite a stir of controversy when the teaser trailer for Mass Effect 2 hinted that the lead character, Commander Sheppard, was somehow killed. Being that many hours have been invested into making the perfect Sheppard in the previous game, players knew that there was just no way this could be true, (myself included.) Luckily, I got the chance to check out a special preview of what to expect when the sequel debuts sometime in early 2010, and I’m thrilled to report that Sheppard is very much alive and well… for now. At the start of the viewing, it was made clear that the biggest problem with the original, the terrible pop in textures and graphics in the environments, will be a thing in the past. The first Mass Effect was a visual marvel when everything was loaded properly, but Mass Effect 2 takes the eye candy to a new level. Not only do the characters look even more detailed and alive than before, but each loading screen had everything visible from the start. Textures and character models aside, everything in this universe looks so much more alive. The conversations that Bioware RPG’s are known for are much more cinematic. Instead of having two characters standing in one place while they banter back and forth, the video showcased how characters would converse while driving through an interstellar highway or facing down their next enemy target. An exciting edition to the conversation options is being able to use the left trigger to execute certain actions during points in the dialogue. One such instance showed Sheppard shoving an uncooperative captive out of a window when he refused to cough up information. It’s good to see that the game is taking a much more cinematic approach, because even though making decisions during these moments has always been a highlight of Bioware games, the stiff fashion that they were carried out in has begun to get a bit stale. On the gameplay front, the second title seems largely unchanged. The game still seems to play like a third person shooter with RPG elements, but it was promised that there will be a much bigger focus on the biotic powers this time around. Soon after, the demo showed how enemies could be pulled towards Sheppard and shot into the stratosphere. The features weren’t shown off too much, but as innovative as some of the powers felt before, I can only hope that the new focus on them will create many more ways to wipe out the worst the universe has to offer. Just like most sequels, Mass Effect 2 is promising new game play elements, a stronger story and new party members to sink your teeth into. An added incentive for Xbox gamers who played the first game is that all of the decisions made will also carry over assuming you’ve played it, (hopefully, appearances will be brought over too so I can see the return of my inadvertently hideous Sheppard with the sunken in face!) Although this is a sequel, the elements of this follow up are being catered to the idea that the game can be played without experiencing the previous one, so it will be easily accessable to new and old specters alike. Bioware usually puts the focus on the moral choices the player makes to shape the outcome, but this time the stakes are higher than ever before. Sure, Commander Sheppard is alive and well, but it was promised that based on your decisions throughout the game, it’s possible for that to change. Depending on who lives or dies, the choices you make and the loyalty you build with your crew, it is possible for Sheppard to die at the conclusion of the game. When the inevitable third one is released, the story will either focus on Sheppard or a completely new character depending on the outcome reached here. This introduces a completely new dynamic to the storytelling of the game, and makes the player feel like they’re walking across a fine thread of what’s best for the galaxy, or your own survival. Seeing how breathtaking Mass Effect 2 on video was only makes me all the more disappointed that it wasn’t playable at the show. Each improvement looked like it will be a vastly superior entry in an already incredible series and is looking to elevate it to a new level. Even without all of the incredible additions like the cinematic dialogue sections and the combat focus switching to the biotic powers, the idea that your choices can actually kill you for good at some point create an intense sense of responsibility that puts you into the character’s perspective more so than ever. Just imaging the different directions this feature can go has the potential to create one of the strongest emotional attachments to a character in the history of storytelling in gaming. It’s a very ballsy move to kill off a main character, but that choice will be in all of our hands when the game is finally released, and I for one cannot wait!
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