The Story Enneagram of Mass Effect 2

The majority of gameplay is not story. Interesting, eh? Gathering teammates and achieving their loyalty missions is what clocks the hours. This means lots of fighting, which is good. How much plot is left, though? Let’s see.

LEFTOVER NINE

First of all, Shepard’s dead. How we die and how we’re brought back, at least from Shepard’s perspective, is the end of another tale. Miranda has a movie, let’s say, where she struggles to resurrect a person with no life signs. Waking Shepard is the Eight of that story, but what is it for this story? Is this a Leftover Nine or a One? Is the state of the world at the beginning the fact that Shepard died, or what happens when Shepard’s alive again? Either option has a good argument for it. I’m going to call it a Leftover Nine and see how the story unfolds from there.

ONE

Shepard’s alive. She has no idea what’s happening. Her last memory is of being spaced. The station where she awakes is under attack. Miranda’s voice, a stranger’s voice, tells her where to go (and directs a tutorial). She meets Jacob, who continues the tutorial and leads the escape from the science station. 

TWO

Before they rejoin Miranda and leave this location, Jacob reveals that we’re on a Cerberus facility. Cerberus, a monstrous organization in ME1, has rebuilt Shepard. Working with Cerberus, owing life itself to Cerberus, must be the Trouble.

THREE

So, what happens next? Shepard meets the Illusive Man for the first time. I have a hard time justifying that as a Three, though. The Illusive Man comes In, but he never really goes Out, certainly not at a Six position.

Shepard completes the first mission and the Collectors are revealed, but only on video feed. Veetor the Quarian’s data — Collectors In — is a possible Three.

After Freedom’s Progress Shepard is reunited with Joker and the Normandy, hired and built, respectively, by Cerberus. Like the Illusive Man moment, Joker has an In but not an Out. The ship and the pilot carry through the Eight and Nine.

I’m getting an inkling of an Enneagram problem, lol. It’s possible the Illusive Man is the Six, he’s just in the wrong position. Let’s carry on and see. Whoo, boy, I think I’m right, though. Interesting.

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TOM HOLLAND’S PETER PARKER, ONE

Holland’s Peter is nice because he’s young. He’s respectful to his elders. Obviously he’s a good person, too, but much of his wide-eyed aw-shucks is due to youth, not an inherent character trait.

Without Spiderman Peter still has an athletic comfortableness. The suit helps, the bite helps, but this Peter had some skills before all that. Odds are that this rule-following young man is a One. He has a fast way of moving, a physical quickness, that speaks of Body Type. He has ambition and charm — very One — while still trying to do as he’s told.

When I think of the old Spiderman cartoon TV show, a One is a great choice for Parker. The wise-cracking, the physical speed and dexterity, the moral certainty — these are the traits that define Spiderman for me. This is who he is in my memory, and Holland’s Peter brings that Spiderman to life.

Texas

I could nitpick that the Three and Six don’t perfectly mirror, but I won’t. Just enjoy.

ONE

Bubble-wipe from the three-palm island to the pineapple house under the ocean.

TWO

Nope, lol. Spongebob’s hand, pretending to be him, comes from behind the house, which is actually a sand castle. Heh, then Patrick’s hand comes from a sand rock to visit. The two of them hand-hop over to Sandy’s place.

THREE

Except it’s not a tree dome. It’s a sand mountain. She karate chops the top off, revealing a sand relief of Texas. “What’s a Texas?” Spongebob asks. Then a wave crashes over them and washes Texas away. Sandy sighs.

Continue reading “Texas”

Suicide Mission

Through the Omega 4 Relay, our IFF integrated into the Normandy, we go with no expectation of returning. Prior to this each crew member has requested Shepard take them to complete some unfinished business. If the quest is finished to their satisfaction, they become loyal to Shepard. It’s hinted that their loyalty is important, and it is. Crew without the loyalty boost can die. If Shepard ends up with nobody left, she’ll die, too. Of course, on a first playthrough none of this is understood. Endgame in ME2 is gut-wrenching and nerve-wracking. Each phase of the battle through the Collector base has a specific way someone can fail.

When we get to the final battle we face a humongous human skeleton.

It’s a Reaper powered by the humans the Collectors have been juicing here in their base. Some kind of DNA broth mingles with Reaper technology? It’s not quite clear, and, of course, the whole point is to kill the thing. Whatever it is, it will never reach fruition.

And then it’s time to blow the Collector base. (Does that mean the entire race goes extinct? That question — something so vital to deciding the fate of the Rachni — is never raised.) The Illusive Man patches in and argues vociferously to save the base. A radiation pulse will take out all the Collectors, but the technology of this base can be saved. On the one hand, we have paragon Shepard who objects. Human goo powers this place. It’s abhorrent and morally offensive. On the other hand, we have renegade Shepard who can see the logic of the argument. All of this effort has been about eventually facing the Reapers, a super-powered machine race. Any knowledge gleaned from this base may be our only chance to defeat them. Don’t let the human sacrifice have been in vain.

If Shepard says no, the Illusive Man shows a very dark side of himself. He doesn’t just want to defeat the Reapers. He wants the tech in order to super-power humanity. This is our chance to use advanced knowledge to jump start the human race and control the galaxy. Cerberus has always been about improving humanity by any means necessary. For most of the mission he’s played nice, giving Shepard leeway to decide what’s best. If he’s denied this base, he becomes vicious. He’s only virtual, though, and the decision is Shepard’s.

And that’s where we end. Whoever lived is back on the Normandy with Shepard. Whatever the Illusive Man thinks, he says no more in this game. We stopped the harvesting of human colonies and learned a little bit more about the Reapers. Mostly, we made friends.

BATMAN (2022), FOUR

Well, his Batman headpiece fits well and doesn’t give that horrible neck-pinch impression when he turns his head. Good costume, check. And when he takes off the cowl we still see his eye black, which feels realistic.

Now I have nothing.

He’s not a Holmesian detective, he’s not an intimidating fighter, he’s not a rich guy with toys, and he’s not a companion with Alfred. He’s a blank, mostly, with Batman-esque tropes laid lightly over his character.

Again, as I said with Catwoman, I don’t blame the actor for this portrayal. Pattinson was given a lank of hair over his face as an acting tool.

So, what do we have besides “not” qualities on the left-hand scale? He and Gordon spend a lot of time together and work as a team. To extrapolate, this Batman could be a Heart Type, someone who seeks social engagement and a sharing of duties. But then his aloofness with Alfred could negate that reading. However, considering how underused the marvelous Andy Serkis as Alfred is, the script might just have had a hole around them. 

Wow, the more I think about this movie’s lack of focus, the angrier I get. Tropes and lazy archetypes are tossed around rather than character development. One of the worst was the accusation that Bruce Wayne, because he’s rich, can’t feel the sorrow and pain of being an orphan. Does Bruce let this slide because he agrees, because he’s divorced from his own feelings around the tragedy of his parents’ deaths, or because the script gave him nothing to play? I can’t tell. This movie has a lot of medium shots with no emphasis to help point the film.

Are we talking Null? His emo mood suggests a Four, as does his companionability with Gordon. If the script had pumped Alfred and his relationship with Batman more, this could’ve been a great reading of his character. I’d say that this is the only number that even suggested itself during my watch.

I’ll count it. I think this is what Pattinson was playing, even though the directing and writing didn’t back him up. It just makes me sad for the depth of a Four Batman that we’ve missed. A lot more juice went unsqueezed in this orange.

Joker’s Rescue

Integrating the IFF with the Normandy is tricky. Until the job is complete, the team (which means all companions) must travel by shuttle. This is a storytelling way of removing certain people so that the unnamed crew, and some of the background characters, can be captured without changing the gameplay.

While Shepard and the other fighters are away, a Collecter ship attacks.

Our Normandy is dwarfed by the insect-themed Collector ship.

In the IFF is a virus that even the AI EDI couldn’t detect. She can’t defend the Normandy. It’s up to Joker, the pilot with brittle bone disease, to help. 

It’s a clever sequence, where the player drives Joker with his limp from the bridge to engineering. Around him are Collecters harvesting the rest of the people on board. He’s able to patch EDI back into control. She tells Joker she will seal off his section of engineering and open the rest of the ship to vacuum in order to clear out the Collectors. Joker asks, “What about the other people?” “The crew is gone, Jeff.” The entire ship’s crew — the cook, the yeoman, the cute engineers — has been captured. 

Don’t linger, or they’ll get you, too.

After this, Shepard and our teammates return. We now have a choice: Immediately go through the Omega 4 Relay to rescue our people, or wait in order to strengthen the team. In gameplay terms, this means that two teammates haven’t completed loyalty missions yet and will be vulnerable to dying during endgame. The Normandy attack is automatically triggered when Shepard reaches this point, so it can’t be avoided. If she helps two teammates, the captured crew will not be saved. If she helps one teammate, half the crew will not be saved. It’s a vicious trade-off.

CATWOMAN (2022), SEVEN

My comments for this Catwoman and Batman will be very similar: there’s not much to work with, and it’s not the actors’ fault.

Alright. She’s athletic. We don’t see a lot of Catwoman acrobatics, but she can fight. Her undercover detective role is much more emphasized, though, than her physicality. Let’s say she’s not a Body Type.

Although she owns cats, they don’t dominate her persona. And her costume is sufficient, but nothing particularly noticeable. Her headpiece does have low, small feline ears, and her mouth is covered with a strip of cloth. Her outfit looks vaguely homemade, but mostly it’s just a black smudge with nothing to distinguish it. Her wigs and makeup for her undercover work show the most detail. Detecting carries much more interest for her than battle.

She’s a get-the-job-done Catwoman. When the mystery of how her friend died is solved, and revenge meted out, she moves on. She does ask Batman to come with her, but her heart isn’t in it. This is a very practical, no-drama Catwoman.

If I have to choose, I’ll say Seven.

Legion’s Rescue

We know the Collectors come from beyond the Omega 4 Relay, a place that leads to the galactic core, all black holes and decaying suns. Anyone transporting in would immediately become sucked into the maelstrom and die. However, the Collectors use an IFF, an Identify Friend/Foe, that creates a safe space for them through the Relay. We need one to continue our mission.

And the Illusive Man knows of one. A derelict Reaper was discovered and a small Cerberus team sent to investigate. Contact with them was lost, and now we’re sent to investigate and pick up the device, a certainty on a Reaper ship. (We don’t ever learn why a Reaper floats dead. Not part of this story, I guess.)

Of course, the ship swarms with husks. On the one hand, this is a straightforward battle to the prize. On the other, though, someone mysterious saves us by sniping husks at a moment when we’re overwhelmed. The someone is a Geth wearing N7 armor. 

It even calls out, “Shepard-Commander.” At the end of the quest, when we’re destroying the ship’s mass effect core to detonate it, the Geth lies unconscious/deactivated at the computer terminal. We take it with us.

Back on the Normandy, we have the decision to reactivate the Geth and learn why it knows us. (Or we could just turn it over to Cerberus for experimentation.) The Geth, whose name becomes “Legion”, explains much. The Geth that attacked us in ME1 are called “Heretics”. They are a sub-branch of Geth who chose subservience to Sovereign — the “Old Machines”. The other Geth, the Legion Geth, disdain them and fight against them. Because Shepard also fights, the enemy of my enemy is my friend. Legion joins our team.