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The Biggest Single Plot Hole in Mass Effect 2

Brianbreed September 9, 2011 User blog:Brianbreed

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The Mass Effect universe is well-drawn and tends to be pretty internally consistent. There are, however, a few plot holes and/or practical problems that frustrate me the more that I dwell on them (no bathrooms on the original Normandy? interesting design choice!).

One big issue many players note is the Seeker that Mordin magically ends up getting before the squad heads to Horizon. The first time through I didn't notice the issue; the second it was a minor nuisance; by the third playthrough, however, it really upset me that somehow Mordin got one of these biotech creatures from a box labeled 'deus ex machina.'

But that's not the plot device that really bugs me. There's one that really annoys me now, and it's in the last minute of the game:

the final jump.

The reason the Omega 4 relay is so precarious is twofold: first, the relay is supposedly surrounded by black holes and supernovae. A typical jump, EDI contends, leads to a drift of several thousand kilometers. That margin of error is too high for an unmodified ship to jump through the Omega 4 relay to the Collector base.

The Normandy does, after all, end up in the galactic core, where there are not many places to go. So after you destroy or save the Collector base, you outrun a blast and eventually blind jump in a dramatic fin de scene.

BUT WHERE?

Where does the Normandy GO to escape the growing blast?

Think about it for a while, and it will annoy you too.

Brianbreed 22:14, September 9, 2011 (UTC)

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