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An equally important part of the information flow was the unprecedented and never-before-implemented feature, unique to Mass Effect 2: transferring saves from the first part to the second! The imported character promised to carry over not only appearance but also information about the level, wealth, and, most interestingly, all the consequences of your decisions in the first part of the game. Who you left alive and who you executed, how you acted in a particular situation. All these decisions from the first part, although they don't play a decisive role in the second part, allow you to unlock new dialogues and truly see how much your choices leave a mark now – in the second part. Indeed, BioWare's work is extremely impressive – seeing old faces, receiving in-game letters of gratitude or threats for what we did in the first part – is a delight. Sometimes, even secondary quests involve those we spared/helped or those we worked with.
Without changing the positive trend that emerged after the game was evaluated by the global community, Bioware took the successes of the first part and squared them. The cinematic quality, dialogues, and complex decisions that require thinking and analysis have been significantly increased. The characters' facial expressions have ceased to be just an additional effect and now shine in even the simplest skirmishes. It's not surprising that BioWare released the game at the beginning of the year when the laurels of the best RPG of the year could still be challenged and surpassed by other ingenious developers, but it can be said with certainty that no other known or unknown game development company will be able to reach SUCH cinematic quality, SUCH emotional experiences, and SUCH beauty, even remotely, within a year.
A truly even more vivid continuation of a truly living game, with each new step through the expanses of its own universe, raises the bar higher and higher. I won't lie – Mass Effect 2, despite being a video game, thanks to the creative work of BioWare, can now be ranked among the highest elite – the best films and games in the entire history of their creation!
On January 30, 2010, Electronic Arts announced that, as of that date, starting with the sales launch on the 26th in the USA and the 27th in Europe, more than 2 million copies of the game had already been sold worldwide.
In Russia, the official release was scheduled for the 28th, and on the 27th, the game could be purchased as part of a special promotion at the HitZona stores in Moscow. Arriving just half an hour after the start of the promotion, I found out that all DVD boxes had been sold out, and I was left with only a Jewel case.