Thursday, June 18, 2015

The Dangerous Illusion of Choice – Mass Effect 2

On my most recent run through Mass Effect 2, much like my last run through the first game, I played together with my wife, and this trip was basically hers.  I did the moving and shooting, because I’m at least nominally good at that, but she called the shots.  One of the many differences between her play-through and mine is that she plays a female Shepard (I play a male Shepard, because I am boring and dumb).  There’s always a delay of a second or two while I readjust to seeing her character as Shepard, in my eyes.  I’m so used to seeing my own custom Shepard, even the default face design looks weird and wrong to me.

Perhaps because I’m not the one making the decisions, I get to observe more.  It’s like driving while having someone else navigate.  I don’t have to concentrate on where we’re going or how we’re getting there; I just get to keep the car safely on the road, and watch the scenery ahead. 

*             *             *

There’s an idea that if you’re doing some kind of work in multiple installments, you want to leave room for improvement as you go.  The general rule for sequels is that escalation is key.  Bigger, louder, faster, more exciting, more complex, more entertaining.  The easy way to do this is to hold something back for later efforts.  If you do your best work first, it’s hard to top.

I doubt this was BioWare’s intent with Mass Effect – the original game’s a little too much of a mess, in ways that don’t really seem like they were calculated so much as they were resigned to – but it was the outcome, nonetheless.

Now, let me be clear on one point: I love Mass Effect.  The first time I stepped out onto the surface of some desolate moon without breathable air, looked up and saw two planets hovering in the sky, I was mesmerized.  There’s something about the sensation of being light years removed from anything familiar that the game manages to convey so well I can love it easily, despite the mechanics being frankly embarrassing in how rough and imprecise they are.  There’s also the story to consider, alongside the characters.  Mass Effect was, overall, a tremendously positive experience for me.  But starting Mass Effect 2 on the heels of the first game, I mean right after having played the first game, literally stopping only long enough to swap out the discs, really throws into perspective just what a mess the first game is.

*             *             *

There’s a tonal shift between the two games that becomes apparent, if you’re paying attention, as soon as you load up Mass Effect 2.  It comes in the form of the title screen.

The original Mass Effect starts out with a serene, hopeful piece of music playing over a slowly panning view of Earth.  When you go to the main menu, it appears in shades of cool blue.  The in-game menus are also in various shades of blue.  The color isn’t something that really draws notice to itself, except retroactively, but blue is the color associated with Paragon-oriented moral choices in the series.  When you have a choice which requires a certain level of reputation, either Paragon or Renegade, the Paragon option’s text always appears in blue, and the meter which shows your Paragon and Renegade levels uses a pale blue color for the Paragon side of the meter. 

Mass Effect 2, on the other hand, opens with a title screen showing a brown dwarf star burning angrily in the background, and an open view onto a fiery inferno that (we eventually learn) is near the center of the galaxy.  The music is a sort of lower, darker theme, though still suitably epic, with a touch of desperation to it.  The overall color palette for this screen is an orange color, and the in-game menus are likewise orange, which is the color of the Renegade side of the morality meter in the game.

This isn’t to say that either game necessarily pushes you in one direction or another, but I do feel that the overall direction of each game is indicative of a general outlook, and it’s that outlook that’s different between games.  Mass Effect has a positive, hopeful outlook.  Your character, Commander Shepard, is appointed by the galaxy’s ruling body, the Council, to bring in a rogue Spectre (essentially, one of many highly trained and extremely dangerous special operatives of the galactic government who operate with limited-to-nonexistent oversight), and in fact you are yourself made a Spectre in order to do this.  This is a first for humankind, relative newcomers to the larger galactic civilization who are not always seen in the most favorable light.  Even when you fall short, even when your enemy escapes, even when you find irrefutable proof that your initial enemy, the rogue Spectre named Saren, is only a pawn in a much larger and more terrifying conspiracy that has its roots in events that must have begun to occur literally millions of years ago, there is still a sense of hope.  There is a sense that you can do this, that with determination and courage and a bit of luck, you’ll make it in the end.

Mass Effect 2, right away, changes all of this.  Your character is now, instead, something of an embarrassment.  Much of the truth behind the danger you managed to divert (and only temporarily, at that) is swept under the rug.  In fairness, said truth would likely do little more than cause a galaxy-wide panic.  The coming disaster is massive on a scale for which no real preparations can be made.  How can you get ready for a galaxy-wide extinction event of all spaceflight-capable species?  For the majority of the game, even as a Spectre, you’re operating largely on your own, tracking down an enemy few have encountered and lived to tell the tale, and which fewer still even believe exists.  Previously, the eyes of the galaxy were turned to you; you were seen with such hope.  Now, you’re something of a pariah, and you’re moving in seedier circles.  It’s far easier, and more tempting, to take the easy way out, accept the quicker, less scrupulous answers to complex problems, justifying these darker means with desperate ends.  Should there be any doubt, do keep in mind that the final mission of the main story is referred to, in the most matter-of-fact way, as the Suicide Mission.  Your survival is not expected – not even, really, to be hoped for.   Success, sure, everybody wants you to succeed… at least, everybody who doesn’t believe you’re just chasing boogeymen out in the dark corners of the galaxy.  But survival?  It would be great, sure, but let’s not kid ourselves.

*             *             *

The changes seen in Mass Effect 2 go beyond just the story, of course.  Combat has been tightened and expanded upon.  Maneuvering is more precise and controlled, while at the same time offering more options for how to navigate the battlefield and deal with enemies.  Getting into and out of cover is far easier, and movement is snappier and more precise, so you’re less likely to get yourself killed while mashing yourself up against a vertical surface and waiting those crucial few milliseconds for the game to realize that you’re leaning on the stick for a reason, you’d like to take some cover here, maybe, if that’s okay, you know, and not get shot at quite so much. 

Likewise, your character’s skill advancement has been simplified.  There are fewer skill trees to advance (and fewer ranks in these), and all of them are pretty much just focused on special abilities like various ammo powers (a retooling of the various ammo mods you could – and would – spend God alone knows how much time swapping around in menus previously, but more on that in a bit) and combat abilities which let you do things like temporarily increase your accuracy, rate of fire, or shield strength, as well as boosting your class-specific special abilities.

Weapons and armor have also been changed.  There are far fewer weapons (you’ll typically only have three or four of any given type), but on the other hand, instead of having only two or three basic models for each weapon and several different palette swaps for coloring, each variation on a weapon is visually distinct.  The new weapons you find also aren’t strictly linear upgrades in damage, accuracy, and rate of fire, but rather offer different approaches.  One sniper rifle may be immediately lethal to all but the toughest enemies, but have a longer reload time which takes you away from the scope, while another may be less powerful but offer semiautomatic fire, letting you more easily stay focused on the enemy. 

Armor is handled much the same way.  Instead of whole new suits of armor (which were basically just three designs and a dozen or so different color schemes) which are largely just upgrades in various forms of defense, the armor in Mass Effect 2 is modular.  You can swap out different bits and pieces to focus on how you’d like to orient your defense, or what armor bonuses you’d prefer, while still keeping to the character’s visual theme.  Though, hey, if you still want to look like a well-armored circus clown like the first game, you can modify the color scheme.

The main point I’m trying to make here, I suppose, is that in the original Mass Effect, character advancement was largely vertical.  In Mass Effect, the question of “Do I use this rifle or that rifle?” is largely a matter of balancing the advantages and drawbacks.  One might deal more damage, but the other handles heat absorption better (weapons in this setting don’t use conventional ammunition, but instead risk overheating and jamming with extended, continuous use).  But every weapon ultimately operates the same way.  If you’ve fired one assault rifle, you’ve fired every assault rifle the game has to offer.  The only difference between any of them lies in how much damage they deal, how closely you have to watch your heat gauge, and how much you have to compensate for growing shot spread. 

With Mass Effect 2, the physical functions of your gear will change, so that (for instance) one rifle may feature continuous, automatic fire, while another offers slower but much more accurate three-round bursts, while yet another one fires a powerful, single shot with every pull of the trigger.  This changes how you fight in a much larger way, and therefore how you approach the game.  Mass Effect encouraged you to get better stats and better gear – to grind, in the grand tradition of role-playing games since time immemorial.  The improvements were largely mathematical, quantitative.  Mass Effect 2 instead asks a question: “How would you like to play the game?” and lets you build your character accordingly.  The design is less vertical and more horizontal, the different options more qualitative.  Even within the somewhat more rigid definitions of your chosen character class, you have more options to tailor the experience to your own preferences than Mass Effect offered.

And so this, from a purely mechanical perspective, already puts the sequel head and shoulders above its immediate predecessor.

*             *             *

With Mass Effect 2 keeping most of the fiddly RPG mechanics out of reach, you’re left with more time actually playing the game.  Mass Effect had you spending what probably amounted to actual, literal hours (in frequent stretches of a few minutes at a time) diving into menus, switching armor, weapons, and modifications for these (keeping in mind that, toward the end of the game, each of the four weapons every character carries will likely have two weapon mod slots and one ammo mod slot, and most armor will have two mod slots) between each of your half-dozen or so squadmates, and of course Shepard also.  You’d also spend significant time melting redundant and unwanted upgrades and equipment into omni-gel, which was a sort of all-purpose material that you could use to hack various pieces of equipment to overcome certain challenges and repair the Mako.  The Mako, if you’re curious, is basically a six-wheeled tank that maneuvers with the lightness and grace of a drunken water buffalo.  

You know, now that I think about it, I take back what I said about the Warthog in Halo: Combat Evolved.  The Warthog handles like a dream in comparison to the Mako.  But I’m going on a tangent here.  I was trying to make a point, actually, before I got sidetracked by flashbacks to what must be hours of my life spent fucking around with equipment menus.  I’ve played Mass Effect and Mass Effect 2 probably five times now, possibly more.  At any rate, enough that it’s getting hard to clearly recall now how many times it’s been, exactly.

The point is that, having obviated the need for the vast majority of the menu-diving bullshit, Mass Effect 2 is free to focus on what has been the greatest strengths of the series, which are the story and the characters. 

Let’s get the bad out of the way first. 

If there’s one really valid criticism I have against the game, it’s that the story structure basically makes a strong central narrative impossible.

Basically, after you do a couple of initial missions to get the plot kicked off, you’re presented by your nominal boss, the Illusive Man, with a set of dossiers of people to recruit for your mission.  Some of these (mainly just the DLC characters, the mercenary Zaeed Massani and the thief Kasumi Goto, I think) are characters whose services he has purchased outright.  Others, he’s simply looked into, and believes they’d be assets for your team.  You’re invited to go on these recruitment missions in the order of your choosing, in keeping with one of the central structural themes of Mass Effect as a series, which is player choice.  The Illusive Man will forward you additional dossiers as you go, giving you a team of an even dozen characters, eventually.  Each of your team members will, in addition, have an optional loyalty mission, which they will confront you with at some point after you recruit them. 

The idea behind these loyalty missions is that each character has some prominent and unresolved problem in their past, and during the course of your main mission, they come across information that could lead to them resolving it.  Despite being optional, these side mission are strongly encouraged.  Characters who are loyal will unlock a new skill to advance, and have a greater chance of surviving the final mission (some of them will flat-out die without it, no matter what you do).  There is no real tradeoff for not doing the loyalty mission.  You can conceivably go for the final mission sooner, if you’re in some kind of hurry (and if you are, why are you playing a Mass Effect game?), but all that will happen is that you’ll get a large number of your teammates permanently killed.  These deaths will actually carry over to Mass Effect 3.

As you build up your team, you’ll occasionally get missions that advance the main story, but there are surprisingly relatively few of these.  The recruitment and loyalty missions (as well as smaller side-missions you may run across) take up a majority of the game.  Because these can be tackled in almost any order, they can’t really touch on the main plot points, as most of them may be done before or after major events.  So the overall story, while still highly entertaining, feels a little more disjointed, and it’s a bit easier to put the game down for stretches of time.  There’s not as much of a driving sense of need.

The first time I played through Mass Effect 2, I hardly noticed this.  The second time also, since I was having so much fun revisiting something I’d loved, and overturning new little things here and there.  But it becomes apparent on further play-throughs.

Most stories have a overall sense of rising tension throughout.  The story is always moving in a general upward direction as it progresses.  By contrast, Mass Effect 2 comes to long plateaus as you play, where the tension fails to increase, because the overarching story which is the entire reason we’re there is put on the back burner for a little while.

This is, perhaps, about the only way in which Mass Effect 2 can be said to come up short in comparison to its predecessor.  The original Mass Effect, in retrospect, has a lot of problems (samey cut-and-paste side-misisons, loose and sludgey controls and movement, the awful fucking menu business about which I have at this point probably said entirely too much), but there was almost always a sense of strong forward motion.  A good number of the side-missions were short enough to feel like minor distractions, and were always clearly optional.  The major three missions toward the middle of the game, even though you could tackle them as you chose, all were tied to the main story in some way or another.  Whatever order you chose to do them, they still all felt like a definite step forward simply by providing you with more information on the central conflict.  By contrast, the character missions in Mass Effect 2 are more detached from the main focus of the story.  They need to be done, yet at the same time, they don’t push the story forward or upward.  The result is that although the overall game is larger, it feels like it’s grown wider rather than longer, if that makes any sense at all.

In a game with less interesting and well-written characters, this would be a serious problem.  Here, though, while these missions do kind of blur the focus of the main story, they’re still entertaining, and serve as a way for you to get to know your team.  Even the least interesting characters – your first two human squadmates – still manage not to be boring, and are mainly just less immediately and aggressively interesting than the other members of your mainly alien crew.

But then, that’s one of the things that I’ve always liked about Mass Effect as a series.  There are so few other games I’ve played where the characters in your party are characters you can interact with in a meaningful way.  In most games, party members are basically exist to move and act in combat, and to talk during story sequences.  As both the player and the main character, you mainly interact with them by watching them do whatever the game tells them to do in the story, or by tweaking their abilities and gear for combat effectiveness.  Mass Effect and its sequel give each character a spot on your ship where they hang out, and you can go talk to them.  Sometimes it’s informative, sometimes they’ll actually give you a mission to complete (even in the original Mass Effect, while there weren’t loyalty missions, there were what seemed to be prototypes for them), and sometimes they’re just fun to listen to.  You interact with the characters on a more personal level, and affect real change in their lives.  Mass Effect 3, when I get to writing about it, will go one better with this, and have the characters move to different sections of the ship over the course of the mission and interacting with each other entirely as a background event, for verisimilitude.

And while the story of Mass Effect 2 may focus on the characters rather than the plot, and may feel wider than it is long, the story is still worth every bit of time spent experiencing it.

*             *             *

So, the story so far…

Mass Effect saw the Citadel Council (representatives from the three most powerful races in civilized space: the asari, the salarians, and the turians) choose Commander Shepard to become the first human Spectre, and charged him with hunting down the rogue Spectre Saren Arterius (a turian with no love for humans) and bring him to justice.  The crime for which he was meant to be punished was an attack on a human colony called Eden Prime, where he commanded a force of geth (a synthetic race of beings who had previously been content to stick to their own corner of the galaxy for the last two centuries) to capture a Prothean Beacon (which was subsequently destroyed), then bugged out in Sovereign, his massive warship.

The Protheans, for reference, were a race of space-faring beings who went extinct some fifty thousand years for unknown reasons.  They left behind the Mass Relays, which every other race capable of space flight uses to navigate the galaxy.  They also left behind the Citadel, a massive space station which, in their time, served as the seat of their government and the center of their culture, and serves the current generation of the galaxy’s sentient species in the same fashion.

Though vanished, the Protheans did manage to leave behind a small number of artifacts.  The Beacon on Eden Prime is one such.  Like many Prothean devices, it interfaces directly with the mind of whoever is using it, imparting knowledge through a series of visions.  During Shepard’s brief encounter, one fact became clear: the Protheans did not vanish.  They were wiped out by a race of mechanical beings known as Reapers.  Shepard’s visions of the Reapers were, perhaps understandably, dismissed as fancy by the Council, who saw them as a fairytale of sorts.  They believed Saren was using the idea of the Reapers to control the geth (being likewise synthetic, they looked on the Reapers as gods), and to distract Shepard’s attention from whatever the real threat might be.  Shepard, however, remained convinced that the Reapers were a very real and imminent threat.

As Shepard hunted down Saren through his associates and known business dealings, it becomes clearer that the Reapers were no mere rumor or myth.   Yet still the question remained: If the Reapers were real, where were they?  What did they look like?  What did they actually do?

Answers to some of this were found on the planet Virmire.  There, Saren had a project in the works to cure the genophage.  This was a disease that was deliberately inflicted on the krogan race in order to curb their campaign of violent expansion across the galaxy.  Krogan can potentially live for over a thousand years (though the lion’s share of them die by violence well before then), and had been the heroes of the galaxy once, being technologically uplifted to stave off another violent expansion attempt by the (now supposedly extinct) insectoid race of rachni.  The krogan had seen their expansion as necessary (due to their high rate of birth) and deserved (for having saved the galaxy).  The genophage was meant to lower krogan birth rates, thus keeping their population at a lower, yet still sustainable level, obviating the need for expansion and thus removing the problem.  However, the aggression and violence inherent to krogan nature instead saw their birth rates decline. 

Curing the genophage would have given Saren the immediate support of the krogan, who would be a powerful weapon in his hands.  Thus, although Shepard might have been in favor of curing the genophage under normal circumstances (depending on how the player played), the cure in Saren’s hands was a disaster waiting to happen.

It was while sabotaging the facility where the cure was being developed that Shepard and company stumbled across the truth of the Reapers.  Saren’s ship Sovereign wasn’t a Reaper-designed ship, as was first thought.  It was a Reaper.  What’s more, though it had weapons sufficient to wipe out fleets of starships, it had a far more sinister and subtle way of undermining its foes: Indoctrination.

Though the mechanism was (and remains) poorly understood, the Reapers emit a kind of signal that seems to be undetectable by any currently known means.  But exposure to any Reaper, or to most Reaper technology, for that matter, has a subtle effect on the mind of the observer.  They will find their wills and their thoughts slowly but surely bent to the Reaper’s purposes.  Where they might once have seen the Reapers as a menace to be fought tooth and nail, they might instead begin to believe that outright hostility is the wrong response.  Surely it would be better to study the Reapers first – know thy enemy, after all.  Who knows?  Perhaps Reaper technology might be used against the Reapers... 

Perhaps, as Saren argued, it would be better to help the Reapers, to prove to them that organic life has a purpose and a place in the galaxy.  Perhaps servitude – even slavery – was preferable to extinction?

The Reapers are ancient on a scale difficult to fathom for any mortal mind.  The Protheans were not the first race to be destroyed by them.  They were only the most recent in a very, very long line.  Every fifty thousand years, the Reapers would return to wreak destruction on whatever races currently have achieved spaceflight technology.  No reason was, initially, given for this.  They simply do.  More horrifying still, the Citadel and the Mass Relays were not the invention of the Protheans, but rather the work of the Reapers themselves.  By using the Mass Relays, the organic races’ technology would evolve along lines of the Reapers’ choosing.

Perhaps as a result of their machine intellect, the Reapers are a cold, logical race.  Though they should easily be able to overpower any fleet the current generation of space-faring races can bring against them, they do not take chances.  Working through proxies such as Saren, Sovereign had determined that the time was right to go to the Citadel, and use it for its true purpose, which was to allow the rest of the Reapers into the galaxy at large (normally, they rest outside the galaxy, waiting for the time to return and wreak havoc).  In addition to beheading the galactic government in a single blow, this would give them access to data regarding homeworld and colony locations, population information, military strength and resources, and other information of incalculable strategic importance.

But this time, the usual pattern did not hold.  While Sovereign was simultaneously trying to access the necessary protocols within the Citadel and also to fight off Shepard’s efforts to stop this (by possessing the corpse of the recently slain Saren), Shepard managed to destroy Saren.  The shock of it momentarily distracted and disoriented Sovereign.  In this moment of confusion, several fleets came together to destroy it.  The galaxy was saved.

For a time.

Mass Effect 2 opens with Shepard’s ship, the Normandy, being attacked by a mysterious race of beings known as the Collectors.  Many of the crew manage to escape.

Shepard does not.  Left to float in the void of space, Shepard’s corpse ultimately falls into the hands of an organization called Cerberus.   

Cerberus are not nice people.  Chances are, if you played Mass Effect, you encountered them.  You might not have (I didn’t, my first time through, because I was apparently some kind of idiot), but if you did, you got a pretty good idea that they were basically Mad Science, Inc.  In Mass Effect 2, it becomes apparent they they’re even worse.  The problem is, in part, one of semantics.  Cerberus, as an organization, tends to view itself as just aggressively pro-human, and very intensely focused on their efforts.  The rest of the galaxy sees them mainly as anti-alien terrorists.  While it’s not known what sort of resources and revenues they have, they operate in cells, each one largely unaware of the others, and each one focused around a single project.  Perhaps Cerberus aren’t quite terrorists, but as the saying goes: if it walks like a duck, looks like a duck, and quacks like a duck, well…

Currently, Cerberus are investigating the wholesale disappearance of human colonies on the fringes of civilized space.  None of the usual anti-human agitators, such as the batarians, seem to be responsible.  The Illusive Man, the head of Cerberus, suspects the Collectors.  Worse, the Illusive Man believes the Collectors are working with the Reapers in some way.  The problem is, much like said Reapers, few people have even heard of the Collectors, much less believe in them.  And Cerberus is as radical as it gets; if they said the sky was blue, no one would take them at face value.

For the Illusive Man, to whom money is no object, the answer is simple: recreate the fastest and most powerful ship in the human Alliance fleet (the Normandy), rebuild the greatest fighter in living memory (Commander Shepard), and then, like a gun, point them at the Collectors and pull the trigger.

The cells devoted to these two tasks seem to have basically the same guiding philosophy: bigger, better, stronger, faster.  The Normandy SR-2 is about twice the size of its predecessor, and while Shepard is no bigger, neither is the character entirely organic any longer.  A wealth of cybernetic and other enhancements are implanted into Shepard’s body, so that after revival, they will be a far more powerful fighter than ever before.  After sending Shepard to witness the aftermath of a Collector attack firsthand, the Illusive Man then issues a new task: Assemble a team of the best, toughest, craziest motherfuckers the galaxy has to offer, regardless of species, and take the fight to the Collectors.

The team this time is different.  Mass Effect gave us fairly noble, clean characters.  Upstanding soldiers, a naïve young scientist, a young traveler seeking a way to prove herself to her people, a cowboy cop, and a mercenary.  Urdnot Wrex, the mercenary (and a krogan), was perhaps the most morally grey, and even he was mainly just pragmatic in his dealings with his enemies.   Mass Effect 2 gives us two Cerberus operatives (one more gung-ho about her employer than the other, but both still fairly faithful), a mercenary, a thief, an assassin looking to redeem himself, a convicted felon dangerous enough to be held in cryonic storage, a vigilante operating in a hive of scum and villainy that would put Mos Eisley to shame, and several more.

The trouble is, being an ally-by-circumstance with Cerberus, Shepard doesn’t have the luxury of old contacts and resources, though there are still a handful of friends from before who are willing to lend a helping hand.

*             *             *

It’s not unusual for a role-playing game to let you create a unique face for your character, and even let you choose the broad strokes of their background.  It is a little unusual, though, for a game to make that background come up in the story (albeit in minor ways).  It’s more unusual still for the game to let you make choices about how you’ll handle situations.

Like with the original Mass Effect, the choices are to some extent illusory.  The synopsis I provided above for the first game is a good example of this.  It takes into account none of the choices (some even quite major) that the game offers – though perhaps “requires” would be a better word.  Most situations of note offer a choice between doing things the Paragon way (diplomatic, cooperative, idealistic, forgiving) or the Renegade way (forceful, unilateral, cynical, vindictive).  The outcomes of every encounter, every choice, are mainly the same.  The difference is in the perspective, the feeling of each encounter.  The events are the same, but you have enough affect on them to take ownership of them.  What this means is that you take a great deal of ownership of your character, as well.

More so than the previous game, there are many ways the ending can play out.  While there’s only ever the one end, your choices leading up to it affect who will live and who will die.  Some of these choices are obvious (or will be, in retrospect), though many are not.  You can have an ending where everybody survives, if you play your cards right.  Or you can get some of your people killed.  You can get all of them killed.  You can even get yourself killed (though this ending will not, naturally, carry over to the sequel), though to make mistakes for that is basically a willful act of stupidity.

What I love about Mass Effect 2, and Mass Effect as a series, is the way these choices play out.  I like a fixed narrative.  I feel that it’s stronger than the more open-ended plot of a game like, say, The Elder Scrolls V: Skyrim.  It’s fun to play around in a game that gives you complete freedom, but by the same token, there is, sometimes, a loss of meaning.  There is a balance to be struck.  Most games offer no real choice despite their interactivity; most games offer you about as many choices as a book.  You can continue playing, or you can stop, and those are your options.  A few go to the other extreme, but in them your actions seem to lack a certain weight and purpose in comparison.

Mass Effect is a balancing act.  You can debate whether or not it’s a good balancing act (personally, I feel that it is), but that’s somewhat aside from my point.  Earlier, I mentioned that Mass Effect 2’s improvements over its predecessor were more horizontal than vertical, more qualitative than quantitative.  That analogy, or some version of it, holds here as well, I think.  A game like Skyrim offers quantitative choices, for the most part.  Mass Effect 2’s are more qualitative.  You can argue that the morality system is clunky and obvious, and, sure, that argument has merit.  I’d even probably agree with it.  But the fact that it does deal with the morality of choices, rather than the consequences of them; the fact that it deals with the means so much more than the ends when it comes to those choices, is exactly what fascinates me about them.

What it comes down to is that I like to be the hero.  And being the hero is not about skill or strength or cleverness.  Those things, all of them, are simply tools.  What separates a hero from a villain from a bystander is the act of making a choice, whatever the circumstances, whatever the outcome, and to be willing to be measured by that choice.


To be a hero is to choose.