Mass Effect 2 (Gameplay #18) - A Cold Open [Insanity Difficulty]
Being the dark middle chapter that it is, Mass Effect 2 is the Renegade's paradise. For one thing, the Illusive Man and Shepard speak the same language instead of being awkwardly thrust together in a marriage of convenience which, in the Paragon playthrough, comes off as too much work to be worth it. And in the uncompromising world of the Renegade, every useful badass in the galaxy - including deliciously deranged party members such as Morinth - lives happily ever after. It's like a dream come through, really...
As for the Insanity mode (which I've played through once before (360 version)), ME2 becomes a tense war of attrition on this setting and offers no room for mistakes while also dishing out plenty of sudden difficulty spikes. The quality of the gameplay is very uneven on Insanity, but at its best the high difficulty strengthens the tactical elements and ensures that a standard third-person shooter/"popamole" approach simply doesn't cut it. The player needs to be much more active and aggressive in his or her attempts to take control of the battlefield, keep enemy defenses down and if possible outflank the opposing force for maximum damage efficiency. It's a pity that the squad AI - while somewhat improved over ME1 - is completely unable to handle the pressure at Insanity and you're forced to spend a lot of time babysitting your team members. That's typically not a major concern with my playing style (I'm one of those who turn off all friendly AI support in games like Dragon Age and micromanage every single command myself), but in ME2 it can still become quite annoying when stupid party members put themselves on the wrong side of cover etc.
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