[Warning: Mass Effect 2 spoilers that run the gamut of the game's narrative lay ahead. There is also a paragraph near the end of the piece which references ending spoilers from Uncharted 2.]
Mass Effect 2 is a strange game. It’s the most divergent sequel I’ve played in years. Its differences from its predecessors are so profound as to make Gamasutra’s ever-insightful Chris Remo classify the game as a “surprising genre experiment.” I’m, personally, still somewhat unresolved as to the effectiveness of the ludic changes made between Mass Effect and Mass Effect 2; however, this piece is not about that.
Anyone that’s talked to me at length before knows my opinion on science-fiction and fantasy: they’re genres filled primarily with insidious nonsense. That’s not to say all science-fiction and fantasy is bad, just that most of the works in those genres, in particular, seem to miss the mark by miles when telling an affecting story. Science-fiction gets obsessed with telling stories about clever science-inspired plot lines about future technology or dangerous evolutions of modern technology. Fantasy gets lost in crazy magic and imaginative worlds. These are two genres which seem to have a large overlap with the gaming industry due to the “typical” game developers’ inspiration in works like Star Trek, Star Wars, Aliens, and so on. Games, like many other forms of media, when paying homage to their thematic and tonal influences, often seem to miss out on what made those original genre pieces so great: the characters which inhabited them.
There is almost no better analogy for the importance of character to a competent science-fiction-inspired narrative than Star Wars. I’m not, personally, an enormous fan of this particular franchise, but it is without a doubt an important cultural work. Well. Part of it. The original trilogy is a classic in science fiction and pop culture. The more recent prequel trilogy, however, is a laughable set of films amongst critics, fans, and seemingly within pop culture at large. The original trilogy has its epic science-fiction (science-fantasy, really) tale about good and evil, but that tale is seen from the perspective of, roughly, six-eight characters. These characters drive the movie. When we think back on The Empire Strikes Back, we don’t think about any given plot line, we think about that climactic moment when Darth Vadar reveals the ultimate plot twist with the line: “Luke, I am your father.” And drama. Comparatively, the prequel Star Wars trilogy, best analyzed in this hilarious yet poignant seventy-minute review, used characters as little more than set piece to carry along a weighty plot. The most memorable aspect of these movies is. Uh. Maybe that music that played at the end of the first one.
I have no desire to really analyze an enormous genre or even cultural icons like Darth Vadar or Luke Skywalker; there are, really, endless comparisons to be made. Recently, the popularity of the Harry Potter series is notable for its complete rejuvenation in the public’s interest in fantasy. It’s not because J.K. Rowling created a clever alternate universe (though, that’s certainly not insubstantial), it’s that she created this clever alternate universe that we, as readers, experience through the believable eyes of Harry Potter, a kid who grew up in a cupboard.
Story succeeds through character drama and moves forward as a result of character motivations.
I’ve talked about my personal crusade against needlessly epic scale in the past, and although I mention Mass Effect as an example of the epic, the game did something great: its driving force was character motivation to hunt down and bring Saren to justice. It was a very personal motivator throughout a game that insisted on getting to its imminent galactic disaster plot line. The Saren character was always just one step ahead of Shepard in Mass Effect, always committing some vile act or snatching up an important part of the grand puzzle. It was a refreshing change from most games. It was personal.
Mass Effect 2 takes that personal motivator out of the narrative equation and replaces the looming evil, ancient threat with a new looming, evil not-so-ancient threat. Instead of wrestling with the Alliance throughout the game, you’re constantly bashing heads with the will of the secret, shadowy organization who is funding your whole project. Essentially, the overarching plot is the same thing as the original Mass Effect with some new names. And some guy called “The Illusive Man” which, really now, how did that get past a brainstorm session?
What Mass Effect 2 does well, in concept anyway, is adopt the formula of a typical heist movie: we know the end goal upfront, but we need all of the players in order to have any hope of achieving it. With this in mind, Shepard 2.0 ventures off in the galaxy to find some friends — some new, some old. It’s a clever idea for a game, and I enjoyed it. In concept.
One of Bioware’s hooks has always been that the player has a somewhat customizable protagonist and that he fills his party with some scripted, crafted characters. This has the aim of being a somewhat dynamic, unpredictable play-through a very scripted, well-crafted world. In most of Bioware’s games, this tenet has worked out very well. I keep the characters I like with me and hear their witty, entertaining, or enlightening banter as I go through the game and when/if I play through the game again, I can use new characters and have a slightly-altered gameplay experience. Mass Effect 2 uses the characters that fill Shepard’s party as a means to provide that emotional weight that the core storyline lacks. Presumably, through the acquisition of these characters, the player is drawn into the world and the motivations of those that inhabit it.
There are two primary faults with this method of exploring and utilizing character motivations as they relate to the core plot. The first of which being the structure of the typical character acquisition ‘quest.’ In most cases, the player does not actually meet the character he’s adding to his ranks until the last third or very end of a quest. This means that the quest is occupied almost entirely by blatantly-secondary characters and the banter of the characters in the player’s party. It’s hard to have much of a vested interest in any of the secondary characters. Not only do they come across as guest stars in an episode of a television program (this seems intentional), but they’re almost universally one-dimensional (this seems unintentional). Any character with a dilemma magically will find a resolution in the magical Paragon/Renegade words of Commander Shepard. That is, of course, unless that dilemma resolution requires some arbitrary quest to be completed — but it’s hard to fault an RPG for adhering to the trapping of its own genre.
All of this results in each quest being largely dead air. We get our setup, our known resolution, and everything in between is more or less just filler towards our ultimate goal. Since parties are player-defined, none of the characters with Shepard throughout the quest have any vested interest in its on-goings other than the rare one-liner or even more rare banter between the two non-Shepard characters. So, these characters definitely do not carry the plot alone in these segments. And since most of the quest is build-up to the eventual discovery of the key character, that character’s relevance to the over-arching plot isn’t explored until the quest’s completion. This results in each quest feeling like narrative busy-work. A filler episode that doesn’t do much (if anything) to advance the overarching plot.
The second problem with exploring character motivations is with Mass Effect 2’s actual filler episodes: the loyalty quest. Every party member in the game has a unique loyalty quest that the player must undertake in order to gain that character’s “loyalty” (alternate costume and locked ability). These quests are tangential to the main quest and are also not necessary to complete in order to advance the narrative. They’re simply little vignettes meant to flesh out the secondary details of the primary characters. The issue with these segments? They expose everything that’s missing from the core plot line. As improved as Shepard’s character is in Mass Effect 2, he is still primarily a way to project the player’s will into a fictional proxy. The game is dependent on the likes of Garrus, Tali, Miranda, et al to carry the emotional weight of the game’s story.
During the loyalty missions, the player has that mission’s character forced into his party for the duration of this quest. This means that throughout the quest, that character is a chatty little fella who wants to remark on everything seen, everything done, and interject into every single conversation. For the twenty-thirty minutes that these quests typically last, that character is an actual person. The loyalty quests all follow a very predictable structure: character problem on ship, Shepard embarking on quest, character detailing the best place in an area to start the quest, conversation with key secondary character, Shepard is transported to that quests “level,” the player fights through a few hallways, a wrench is thrown in the mix, a boss or hard enemy encounter is fought in a big open room, and there is a resolution where the subject of the loyalty quest must make a hard decision. Every single loyalty quest follows this loose structure (with two exceptions, but the narrative structural pieces remain in their place). And, yet, I had the most investment in these quests because someone in my party had a vested interest in the outcome. Seeing sweet, adorable Tali slowly fall apart as she discovers that her father was doing some nasty experiments was heartbreaking. See the cold, logic-driven Mordin discover the effects that his Genophage had on the Krogan people come to a harsh realization? Brilliant.
Choosing whether or not to let Garrus take his revenge on the subject of his loyalty quest was the hardest decision I had to make in Mass Effect 2. There wasn’t an “I win” Paragon/Renegade action for me to take which magically resolved the entire scenario (unlike the final brilliant choice in Tali’s quest, which was utterly ruined by the “I win” button on the conversation wheel). I actually took a few minutes to think about what course of action would have the best effect on Garrus, one of the characters in Mass Effect 2 I really liked. I eventually decided that Garrus assassinating this man would bite him in the ass, so I stuck through the entire scenario and, eventually, it was revealed that the man Garrus blamed for the death of his squad wasn’t as at-fault as he wanted to believe. It was a predictable turn, but the way the scene is set-up is tense, complicated, and dramatic and the game didn’t ruin that situation just because my Shepard was a goody-goody Paragon.
When these loyalty quests where finished, I returned to the primary narrative line with all of my buddies backing me up. As I did the final quest, I felt the very generic lines of dialogue spoken by the various characters I selected to fill various roles. I thought to myself as I watched the ending play out: any character I selected to fill this role would have said an equally concise one-liner that got the exact same point across. This ending which is supposed to play out as this epic experience unique to me, the player, instead actually reads like a very carefully-drafted script where any character I select to play Role A will utter this line of dialogue as voiced by actor C. I think back to Uncharted 2 where I saw an ending play out with Drake and Elena where Elena was near-death, and watching Drake’s intimate, personal reaction to it. It’s not a reaction he would have had to anyone other than Elena in that universe. No other swapped-in character could have elicited the same emotions, not even the other love interest in the game. It’s said that Uncharted 2 is a very scripted, carefully-crafted experience and, as such, can get away with evoking emotions like that in a non-interactive cut scene.
Mass Effect 2 has the same goals in the ending I experienced (where two squad members died), it just does not succeed. The goal is to personalize an experience through player choices throughout a very large, deep game experience, but if that personalization yields inferior drama, what is gained? Maybe Mass Effect 2 is simply one step towards a time in the future when developers have the production bandwidth necessary to fully explore every possible scenario that a player may put a given character in. That is a problem that seems to open all sorts of rabbit holes, though. If Mass Effect 2’s goal is to be a convincing character drama along the lines of some films, the abdication of authorship in favor of what are admittedly fairly minimal player effect on major plot points throughout the game, then maybe its goals are somewhat at odds.
When I finished Mass Effect 2, I did not feel that my relationships with characters had an impact, but I know that I was impacted by the stiffness of what felt like interchangeable character drama throughout the game’s finale.


















