Mass Effect 2: Picking Holes
Mass Effect 2, such is your reporter’s wont, has recently become just another entry on his list of videogames approaches six months after their release.
Tempting as it was to formulate a straightforward BioWare retrospective, the fact we’d just praise its thoroughly consistent, logical universe prompted us to pick holes in it in order to prove our own point. Here’s the result (with obvious spoiler consequences)…
Point one: How can Shepard get away with taking Samara, the asari justicar, along with him for missions before proceeding to plunder every vaguely abandoned safe for the riches within? Surely the course of action she’d take should be to take him down with extreme prejudice?
Point two: Why doesn’t the prusuit of two lovers at the same time not lead to some kind of interstellar Jeremy Kyle type mission, as Shepard is grilled by some asari bleeding heart while herds of elcor scream ‘Annoyed. He a skank.” Not only does such secrecy not make sense, but this would be excellent.
Point three: Why does Shepard feel totally at ease bringing a geth on board after the merest few seconds of covering fire? Having spent nearly all his professional life slaughtering the things, surely some sort of natural apprehension would be appropriate?
Point four: Why is it that Miranda starts her relationship with Shepard basically hating his guts, before becoming some sort of vulnerable archetype during her personal mission, and then returning to her barbed self should you decide against her in one discussion?
Point five: Why wouldn’t the greatest military leader of all time delegate the mining of some useless lump of rock to, well, anyone else at all? All his crew do are stand at their consoles, gossiping wildly anyway.
That’s all the X360 office can come up with for today, proving perhaps beyond doubt that BioWare’s 96 Metacritic average is well and truly deserved. Can anyone out there offer any more, at all?