Commander Shepard died before I ever got to know him.
See, I never played the first Mass Effect. I've never owned any manner of Xbox (not out of principle, just lack of money), and my ancient PC laptop went belly-up a year or two ago. So I'm squarely in the target market for the recent PS3 release of Mass Effect 2, with its included interactive comic, Genesis.
Genesis' purpose is to catch players like me up on Shepard's saga while giving them the ability to make the critical plot choices in Mass Effect -- choices with repercussions on the story of Mass Effect 2.
Does it succeed? Kind of -- but not enough to justify missing the first game.
(This article contains spoilers for Mass Effect. No spoilers for Mass Effect 2.)
The Genesis comic doesn't kick in until after the opening scene of Mass Effect 2, where the Normandy is destroyed and Shepard is blasted out into the vacuum of space, effectively dead. It's played off as a sort of "life flashing before your eyes" recap of Shepard's adventures thus far.
In order to accommodate gamers' character choices (gender, hair color, etc.), Genesis never shows Shepard without a helmet and armor. In fact, the character-creation process doesn't take place until after the comic is complete. You do get to choose Shepard's gender at the outset, so the voiceover matches. But that's it.
For me, the short scene before the comic wasn't enough to get me to identify with my Shepard. Character creation is something I take seriously -- probably too much so -- because it's the best way for me to feel like I'm really in charge of the role I'll be playing. Placing Genesis before I had a chance to make my own Shepard blunted its effectiveness for me.
The limited interactivity of the comic didn't help me much, either. Genesis boils the plot of ME1 down to six significant choices, which will later affect ME2's story. But since I knew nothing of the Mass Effect universe or the ramifications of my choices, I felt completely indifferent. Let Kaidan or Ashley die? All I had to go on was that one is "a good kid" and the other is "tough."
As I intended to play Shepard as a Renegade (a harsher, more aggressive hero, as opposed to the more pleasant Paragon), I figured Ashley might have more value to my team. So I let Kaidan die. But I have no idea if that really made sense in the long run. Without the context and characterization of the first game's story, I might as well have been choosing a shirt to wear. The choice carried no weight.
I felt similarly about the other decisions Genesis presented. Let Wrex live or die? Um, he's a member of my crew, so he should live...I guess. Kill the Rachni queen? Sure, why not -- I hate bugs. Choose Udina or Anderson as a Council representative? Who cares? It didn't seem to matter much either way.
Now, I'll probably see the fruits of these choices as I continue playing ME2. (I'm about eight hours in, and I've already seen a couple of glimpses.) What I'm afraid of is that I'll get to a point where a choice I made flippantly in Genesis completely alters my character's experience. Something drastic will happen, and I'll think, "But if I'd known what that decision meant, I wouldn't have done it! It makes no sense for my character!"
That might not be important to some people, but it is to me -- especially when I'm playing a game like Mass Effect, where so much is based on how I choose to behave.
I'm glad that Bioware created and included the Genesis comic, because it got me up to speed on the important plot points of Mass Effect. (And it was pretty cool to watch.) But the interactivity? That left me cold. A choice you don't care about or understand isn't worth making.















