Why lack of customization matters

Feb 4, 2010 23:11 GMT  ·  By

If you are in the least interested in Mass Effect 2, then you must already know that it's based around the idea of picking a number of elite companions in order to take on a powerful enemy that has been kidnapping entire human colonies in the Terminus area of the galaxy.

This means making some unsavory choices and becoming battle buddy with dark characters but after all, the fate of humanity is more important than the ethical codes that the resurrected Shepard is breaking into pieces left and right.

A lot of people have talked about how the game is missing something because of the way developers BioWare have simplified the management of the armor options, only allowing the player to pick and then customize, to some extent, the armor that Commander Shepard is using.

Meanwhile, all the other party members maintain their initial looks and armor, apart from some pure cosmetic changes that can be unlocked after a few special missions. One striking example is the look of Archangels, who continues to sport a big missing piece where the rounds of a gunship impacted him in an important mission.

But not managing the armor of your companions is really a way of empowering them on the part of BioWare and showing the fact that they have personalities and an identity they are intent on keeping even while preparing for a suicide mission where a bigger, tougher armor would serve them better. This is especially clear when it comes to Subject Zero, also known as Jack, the biotic specialist who likes to wear little more than pants and tattoos.

If you were out in space with a bunch of unknown hyper violent people going to fight the Collectors and with most sources saying you would not be coming back, would you actually be interested in allowing your leader to mess with your armor? I wouldn't and that means that by eliminating that aspect of the first Mass Effect, BioWare only managed to make the second one a more engaging experience.