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Mass Effect

aka: ME1
Moby ID: 31277
Xbox 360 Specs
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Description official descriptions

Mass Effect is the first part of a science fiction RPG trilogy. It is set in a futuristic universe created specifically for the game, with its own history, various alien races, as well as cultural, political, and social background.

The story of the game deals with Commander Shepard, supposedly the first human candidate for the elite group of special agents (the Spectres), who serve the inter-galactic Council, comprised of the oldest and most powerful races in the universe. With or without the help of the Council, Shepard has to stop Saren, a Spectre member who went rogue and tries to exact revenge upon those he was once a part of.

In Mass Effect the player takes control of Commander Shepard, who is fully customizable in the character creation screen; his abilities, gender, and physical appearance can be shaped by the player. Both female and male versions of the character are fully voiced.

Combat in the game is action-based, and is similar to tactical squad-based shooters. As in most of BioWare's previous RPGs, the player can pause at any time to issue orders to other squad members. The squad members are AI-dependable, but general commands (such as run forward, take cover, target a specific enemy, etc) can be issued without pausing.

The six character classes in the game are Soldier, Engineer, Adept, Infiltrator, Sentinel, and Vanguard. Soldiers are good with weapons, Engineers can use tech abilities to sabotage enemies' equipment, and Adepts are able to use the disruptive biotic powers. The other three classes are combinations of the first three. Character growth features, beside the usual "level up" system, a skill-based advancement. When the characters gain a level, the player is allowed to distribute points into skills of his/her choice. These skills include weapon proficiency, tech abilities such as destroying enemy shields or hacking robotic enemies, and biotic abilities that manipulate the mass effect field to damage enemies and protect the party. Non-combat abilities for the main character include Charm and Intimidate, which influences conversation choices.

Mass Effect comes with its own morality system. There are two sides of morality in the game - Paragon and Renegade, with Paragon being a more diplomatic, official military courtesy following character, and Renegade being the "ends justify the means", damning everything to hell kind of character. The main quest with its choices and consequences is only a part of the experience - there are several optional planets that offer side-questing and exploration. Pursuing a romantic relationship with a companion is also possible.

The game introduces a slightly tweaked conversation system in which responses to NPC's are displayed and can be chosen before the NPC has finished speaking. This, combined with detailed facial expressions, allows for more fluid and natural conversations.

The PC version of Mass Effect differs in some points from the Xbox 360 release. Besides higher resolution graphics, the mini game about hacking a computer has been changed. Now instead of playing "Simon Says", the player has to get a triangle into the middle of a circle by avoiding the blocks that are constantly moving around in a Frogger-like fashion. The interface has also undergone massive changes. Besides a new quick slot bar in which the player can assign up to eight abilities for quick access to the number keys, the pause menu has been changed to give the player faster and better control over his teammates. It's now also possible to give every teammate individual orders instead of having both do the same thing. Item management has also been simplified to account for the new keyboard/mouse control scheme which also allows for better precision in the shooter-like fights.

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Credits (Xbox 360 version)

624 People (566 developers, 58 thanks) · View all

Reviews

Critics

Average score: 90% (based on 166 ratings)

Players

Average score: 4.0 out of 5 (based on 248 ratings with 15 reviews)

A top-of-the-line space opera, an above-average game

The Good

  • Mass Effect has not only a fantastic story in terms of its scope and imagination, but the structure, pacing, and general presentation of the story to the player is truly superb. This game plays out more like a really well-written novel than a video game or (as some may be tempted to say) a movie. There is an incredibly detailed backstory, intertwining narrative threads, and a plot twist near the end of the game that caught me completely off-guard, yet turned out to be perfectly logical. This aspect alone makes the game worth playing, and sci-fi junkies will walk away extremely satisfied.
  • Likewise, the game's characterization is fantastic. The myriad dialogue options allow you as the player to delve as much or as little as you wish into individuals' backgrounds. As a result, the player can become very emotionally invested in certain characters, and this does nothing but increase the game's immersion.
  • There are often a number of dialogue choices in the game which can affect your character's good/evil alignment. Although this is by no means an original implementation, the ability to mold your character in such a way is always a welcome addition, and thanks to the game's brilliant writers, there are a number of different dialogue paths you can take through almost any given encounter.
  • The voice acting in the game is mostly well-done. There are a few voice actors who noticeably overact occasionally (Ashley Williams tends to sound a little too passionate most of the time), but a greater number do the job very well (Garrus is probably the best example). In no cases is the voice acting stiff or monotone - it is well-balanced from beginning to end, and helps to make the dialogue portions of the game as interesting as any action part.
  • The action elements in the game are top-to-bottom fantastic. Going into gunfights is simply fun, and the entertainment really doesn't wear off. There's also an interesting strategy element to such portions; your characters have biotic and tech abilities (the sci-fi analogue to magic in fantasy RPGs), some of which are offensive and others defensive, that can be used at any time in a battle. Although in many cases it's simple enough to just run in and blast everything that moves, just as often it's beneficial to take battles slower and use these abilities to maximize your squad's effectiveness. This gives combat a certain depth that enhances the game's replay value and keeps firefights from getting stale.
  • There's a huge number of sidequests, all of which help flesh out the game's universe. Although many of the sidequests differ little from one another, they are a pleasant distraction that allow for extra experience and opportunities to find extra items. Most importantly, these sidequests can provide the player with abundant additional information on the Mass Effect universe, which gives the game significantly more depth.
  • Mass Effect has an absolutely killer soundtrack. Most of the music in the game is of the spacey, electronic sort, but it fits the atmosphere splendidly, and often moderates the mood better than anything else. Also, the song played during the closing credits could not have been better-chosen.
  • The game's graphics are gorgeous. Although the colors tend to be on the vivid side, I think the game's setting allows for it compared to a duller, more "realistic" color palette. Character designs are all well done, as are ship designs and cinematic sequences.


**The Bad**
  • The gameplay tends to focus too much on an exploration mechanic that quickly wears out its welcome. Whenever you land on a planet, you are dropped in an all-terrain vehicle known as the Mako, which you can drive around on the surface. The map is typically marked at objects of interest, the variety of which is unfortunately small - crashed probes, mummified corpses, abandoned bases, that sort of thing. Visit five planets at random, explore them, and you'll have seen just about everything you'll encounter throughout the Galaxy, with few exceptions. Although you get different things when you scan these anomalies, it's a little disappointing to constantly run across the same objects over and over.
  • There is distinct evidence of laziness on the developers' part with certain aspects of the game. Planets don't really look all that different from one another, other than different terrain shape and color. There's never any vegetation, rarely alien animal life, and never any cities or anything of the sort, except in storyline missions. Beyond this, it seems that all bases and underground mines established on planets throughout the Galaxy have the exact same layout. You can go across light-years of space to the other side of the Galaxy, and whatever rogue base that you're trying to take down on whatever obscure planet it's on will have the exact same shape and size as a completely unrelated base elsewhere. Besides simply smacking of laziness, it makes the game much more boring, because now you can't even enjoy the scenery.
  • Sidequests are all mostly the same. They're either fetch-quests or mercenary ones, where you simply go to a planet and wipe out the bad guys, and few stray very far from here. Although the combat is fun, going through the motions gets rather stale, and near the end I found myself getting frustrated with doing them.
  • Absolutely horrendous inventory management. There is no way to organize any of the items you get, making scrolling through them to get to what you want a pain, more often than not. Although there is a basic organization feature built in to the game (all your items are divided by type), a simple "alphabetize" option would have helped enormously, especially because many weapons have the same name, but a different number after them (i.e. a Stiletto VI pistol, which is better than the Stiletto III). Adding upgrades to armor and weapons just complicates the inventory screen further, and as it is it's mostly a huge mess.
  • Item overload. There are too many crates, too many secure boxes, too many weapons lockers, etc. that you come across in the game. When you open these (or hack them), you tend to get weapons and upgrades. It's nice, especially in the beginning of the game when you don't have much, but in the mid-to-late game, you find this stuff EVERYwhere, and it gets to be a hassle to manage, especially because you tend to get duplicates and it's hard to remember which guns you have and which you don't. I spent a LOT of time near the end of the game going through all my weapons and discarding what I didn't need, which was almost everything. There are simply too many versions of weapons, and the developers could have reduced the number such that coming across a new weapon was actually a big deal; instead, getting a new weapon is an entirely trivialized event that you'll eventually just get annoyed with.
  • The game tends to suffer from occasional slowdown, something I feel should be absent from console gaming altogether. Although this only tends to happen right after entering a new area (i.e. the game is still loading when you begin) or right after autosaving, there were several instances where there was simply too much on the screen and the game slowed down. This is hardly a major issue, but it happened enough to be aggravating.
  • The AI is not great. Although I did die several times through my play on Normal difficulty (which was otherwise a cakewalk), such instances were due more to my own stupidity or impatience than because the AI did something particularly clever. Most of the time, enemies will just rush at you and you can simply blast them away, or they'll hide in the same spot behind cover until you come up behind them and kill them.
  • Elevators. These "loading screens" take forever - up to a minute or more on the worst occasions. Especially in the beginning of the game, when you're on Citadel, you have to use elevators frequently and too much time is spent in them.


**The Bottom Line**
Overall, Mass Effect is a game worth playing for most, and there are a number of people out there who will play through it multiple times. It's a game that succeeds mostly on its writing and its design, less on its gameplay, and not at all in its organization. Ultimately, its a bipolar game in the sense that most people are going to be enjoying themselves most either when they're learning about the rich and detailed history of Galactic civilization, or when they're blasting enemies away with their Assault Rifles. Even though the game is filled with a significant amount of filler material, the game is incredibly fun. I just finished and I already want to play through again, even in spite of the large amount of complaints I have. When the game gets it right, it gets it right, and the result is an uneven but ultimately satisfying experience.

Xbox 360 · by CrackTheSky (30) · 2010

An alright game, Earth-Clan

The Good
Very detailed landscapes and spacescapes

Plenty of lore and fun races to interact with

Main story is not the most difficult to follow

Surface exploration is pretty cool.

The codex has been nicely organized and is voiced.

The Bad
All menus are terribly designed and unintuitive.

More tutorials would have been nice or at least tutorials that don't disappear instantly when you press a button.

Dialogue options are often incorrect; Shephard just says whatever the hell he wants.

Too much managing to do between two team-mates and yourself because you always wield four different weapons with mods.

Economy is broken.

The AI is terrible.

The Bottom Line
Story

Mass Effect tells the story of Commander Shepherd, a human working aboard a revolutionary spaceship called the “Normandy”. As the game starts you are prompted to select a background story for him and then you’re ready for the first mission. What seems like a routine pick-up goes horribly wrong however when a special agent commits treason and jeopardizes the mission. Upon reporting back to the alien council with proof, Shepherd is promoted to the rank of “Spectre”, meaning he’s an intergalactic agent with no rules keeping him tied. Naturally, the next course of action is to pursue the man who ruined your mission before his evil plans can be realized.

This is one of your typical Bioware stories, which is both a blessing and a curse. On the positive side it gives you a very well-crafted world with different races and a good sense of uniqueness. On the other hand, though, it also suffers from some of the very common Bioware clichĂ©s. What I really liked was that all the races were very originally written and also in a way that didn’t require me to read codex entries or a wikia page. Everything is explained in-game over the course of several events and it does a really good job at keeping you interested. For all its’ flaws, it was seeing the story through to the end that kept me hooked to this game.

The game is also riddled with several moments where you need to make choices based on how you want your version of Shepherd to develop. These can be very contained, such as how you want to respond to the dialogue of a crew-mate or affect galactic peace, such as the one on which the game ends. What makes this even more intriguing is the premise of loading up your old save-file when you get the sequel (and the one after that) and see your choices return to pay off or bite you in the ass once more. It’s a very revolutionary way of dealing with an RPG-series and makes sure that people stay hooked for future installments.

On the negative side, though, the story has some of the generic elements that always make it into Bioware games lately. First of all, the story revolves largely around racism, but in the most bland and uninformed way possible. Most of the time it just gets down to humans going “lol aliens” and the various alien species saying the same vice versa. Every situation Shepherd comes across is also portrayed unrealistically negative, such as every distress signal been a trap or every colony been destroyed. It’s supposed to raise the stakes, but you’re more likely to start wondering how poorly defended everything is. Finally, I am somewhat disappointed with the role-playing aspect of this game. There are plenty of times where you must choose the dialogue for Shepherd, but he never says the exact line and instead says something that would be close to it on the moral spectrum. You won’t accidentally say something evil when playing as a good Shepherd, but one situation that stands out was early on when an alien backed up his arguments during a court-session with insults towards humanity. The option “Insults, typical” came up, which obviously sounded like I discredited his argument and made him look like a whiny little kid, but instead Shepherd started rambling about other things that were way less to-the-point and stingy.

Gameplay

Mass Effect largely consists of navigating through levels while landing in cover-based combat at every turn and bend. The combat itself is adequate, but also very unremarkable and simplistic. You always have four weapon equipped: a pistol, an assault rifle, a shotgun and a sniper. With those you can aim and shoot and if you shoot enough, the enemies will eventually go down. There are also grenades involved in this, but the enemies don’t seem to know that yet and you usually won’t either. A few tweaks I do like is that there is no ammo, but instead weapons fire plasma and continuous fire will eventually overheat the gun. This forces you to take breaks during combat to cool down the systems, so fights turn into both shoot-outs and hide ‘n’ seek at the same time. You can also use a variety of skills which you learn by investing points in the talent trees, such as force push or resurrection ability. Finally, looting enemies has been made easier; all you have to do is open the inventory after combat and you will get a load of toys.

This doesn’t mean the combat is good either, though, because the game suffers from an AI that is about as broken as it gets. I was playing a sniper throughout the game and eventually came to a point where a load of enemies were in a hallway, ripe for the picking off. I took cover behind a wall, prepared my aim, and then my two team-mates ran past me and stood right in the opening. Way too many enemies also seem to rely on blindly charging towards me and then standing right in front of my face while shooting. Fighting is also not made any easier what with the terrible tutorials that might have glitched out for all I know. I was explained maybe half of the mechanics and the rest I was left to figure out for myself, such as that exiting the vehicle is done with the Q-button, which is used for that and absolutely nothing else while the ever-so-loyal F and E keys only do nothing while in a vehicle.

Shoot enough enemies, though, and you will eventually level up and get to select how to invest your points. There are a number of skill trees, which are based on what class you picked at the start of the game. You unlock some more if you get far enough in a single skill and there are milestones scattered around that give you new abilities or strengthen your existing ones. It sounds easy enough, but it’s also remarkably simplistic for a studio that should be capable of creating systems with more depth. Pouring points in Decryption and Electronics doesn’t make hacking or retrieving any easier, it just unlocks the higher difficulties. This means that a fully skilled Decrypter has just as much trouble with a simple lock as he had at the start of the game.

The game also calculates your damage based on your weapons, armor and mods, but this is just as broken as the stats-mechanic. Figuring out which weapon is statically better is easy enough, but the game throws way too many of them at you. Opening a random chest might yield between two and five items and a few combat-sequences can easily yield up to twenty of them nearing the end. All of these you will end up selling, which is a boring chore and comes with very little reward. I ended up with almost 10 million credits, but there was not a single thing to spend it on because all my weapons severely outclassed the ones offered in the store.

To end on a positive note, I am one of the few players who enjoyed the space exploration sequences. You can find these small planets with a few resources and secrets to trace down, but to get to those you need to drive around the landscape with the most uncontrollable jeep ever seen in video games. The dang thing bounces around like a tennis ball in a centrifuge, but it’s a hell of a lot of fun to use. Whenever you discover one of the secrets, it’s also very rewarding to dig up, especially since you are slowly working towards the completion of some overarching side-quests.

Presentation

I’ve said before in my review of Dead Space that setting a game in space allows the designers to do a ton of beautiful stuff with the presentation and it’s sad to once again see that potential gone to waste. There is one amazingly beautiful area in the game, which is The Citadel that serves as a seat of power for the races of the galaxy. It’s gigantic, it’s imaginative, it looks alien and even when you’re inside the place there’s still a lot to see and enjoy. All other areas however have the tendency to lock you up in generic, often grey areas that consist largely of tight corridors. I do very much enjoy the design of the spacesuits everyone walks around in. It’s generic and unrealistic, but that colorful and flashy spandex just looks so
 spacey.

I also admire the character design itself, which for most races looks pretty good. Some species just look a lot like each other, but on others you can clearly see they bothered to make different models for various NPC’s. Each line of dialogue is also voiced, which makes conversations sound more lively and real. I however can’t forgive the game for the really poor side-quest areas it made, or didn’t make as the case may be. There are maybe six areas and the only changes they make with each side-quest is where the boxes are stacked. Same 2 spaceships, same 2 bunkers and same 2 science centers, it wouldn’t be too big of a deal if it wasn’t done so shamelessly. Then there are also the planet surfaces, which also have this copy & paste problem, but this time in the sense that each planet has exactly 1 anomaly, 1 stash of items, 3 resources and 1 mission-critical area.

Replay-value

Mass Effect offers the premise of choosing how certain events play out, so the most basic answer would be that you replay the game to see how else your adventure could have ended. However, Mass Effect also offers numerous different sets of skills and abilities. Not only are there six classes available from the get-go, but you also get to specialize further at a later level. These two combined can make for some good replaying. However, the story is also the game’s biggest handicap, since players will not take kindly to handling the same dialogue all over again. The second problem is that there is little fun to be found it having to do the surveying of random planets all over again, which is an alright grind the first time around, but can get very grating when done all over again a second time.

Why should you get it?

Mass Effect comes with the promise of been able to enjoy a trilogy of games based on your own choices, without having to start over with each installment. The universe Bioware painted is also a joy to explore and learn about, due to the interesting characters and races you come across. Gameplay is generally sufficient to string together the story and most of the flaws that are present start to fall by the wayside as you progress through the game.

Why should you leave it?

The story is just about the only thing Bioware put any real effort in and most of the other content just feels lazy; areas are endlessly copy/pasted, tutorials are left unfinished, AI is barely present and even the most generic cut-scenes that play every time you fly somewhere can’t be skipped. The game needed a bit more polish, so if you aren’t particularly into sci-fi or don’t see anything in the story’s premise, then it’s better to let this one go.

Windows · by Asinine (957) · 2013

Biowarian Imperialism At It's Worst

The Good
[At the time of writing this review, Mass Effect 2 is about to be released in 6 days. Rabbi Guru took the time off to share his thoughts with us about the first game.]

During the reign of Catherine II the Great (one of many female rulers in the overtly feminine russian 18th century), there was this general guy called Potyemkin, who also got to fuck the said empress every now and then. This general Potyemkin was leading the conquest of Crimea and when the empress wanted to see her new lands, general Potyemkin constructed a lot of hollow facades so it would look more impressive. Ever since then, the term Potemkin village is used to describe when someone, usually a backwards totalitarian regime, constructs a special happy village for the western visitors to see how happy life is in that backwards totalitarian regime. Now Mass Effect isn't a totalitarian regime, but it certainly is a backwards game that has a nice facade to fool the world to think that it's the best thing ever. The world, being full of stupid people, bought it and now it depends on me to reveal the lie that Mass Effect is.

Mass Effect is a lie pulled over the eyes of feeble-minded gaming world! Only with Rabbi Guru's intellectual mental discipline can you emancipate your mind from the lies of your society! Become who you are born to be! Cast away Mass Effect and become the revolution! Gamers of the world, unite!

The Secret Conspiracy of Bioware

There once was a small canadian developer called Bioware. It was founded by two doctors who decided to produce games. They gathered a group of people and made couple of nice games in the 90's.

Then at the dawn of the new millennium they made Baldur's Gate II. This game was such a brilliant piece of work balancing brilliantly between story, characters and exploration. It was unformulaic. It was one of the many games in late 90's/early 00's that awakened the individual player. It was a product of the revolution.

But I guess, for some reason, Bioware decided to go on a different path. I guess like Napoleon or Stalin before it, Bioware saw that the winds were changing. And I guess it was right, because Bioware is the only child of the revolution to survive. Troika, Looking Glass Studios, Black Isle, Ion Storm - all dead.

They then made Throne of Bhaal. And that game marks the first usage of standard Bioware formula that has been used to imprison the minds of would-be rpg players ever since.

The standard Bioware formula looks like this: you got 4 locations, you need to go through them but in any order you like, then after the 3rd location something happens, either a plot twist or something similar, then after the plot twist, you go to a fifth location and then you are in the final battle location and game over man, game over!

TOB only created the 4+1 locations part of the formula. Since it was the conclusion of BGII, it did the characters a bit differently than the nowadays standard Bioware formula. Cue Neverwinter Nights for creating the standard party member formula.

In NWN though, they just went crazy with the 4+1 locations. The game has like 4 chapters, and in each chapter there are 4 locations you must battle through to get into the 5th location to finish the chapter. 4+1x4=20 fucking times, the same thing over and over again. Fortunately for Bioware, only the third world of the gaming world played NWN, and thus for most of the world the unspeakable atrocities this game commited remained unknown. It was an experiment commited upon people the world didn't care about, an experiment to create the perfect formula to imprison the world. At first they came for us and you were silent... and then they came for you!

"The rulers of this world live on the backs of the people, and yet the people praise them as benefactors." - Jesus Christ

NWN also introduced a ghastly addition to the formula. The party members. Now you had only one or two with you. You had to speak to them and they told their sad life story. Then you got a quest. You solved it and voila! Instant friends for life! Since NWN was an inhuman experiment, you got to do this 4 times, in each chapter. Now that's just cruel. Also there were four parts for each sad life story. And to unlock those parts you had to wait until you're level was high enough, so they could finish their current sad story of the chapter. It was an inhuman experiment. Many human lives were wasted. Bioware made it's notes and...

Before the globalization of the gaming world in 2000's, gaming world was divided into many different inbred small communities who had no idea what happened in the other village. You had adventure gamers, you had shooter players, rpg fans... in fact adventure gamers are still somewhat a traditional people. I heard that UNESCO planned to add them to it's representative list. You see, when you still visit an adventure gaming community you can still see that really isolated gaming culture of yesterday's world. Those people just have no idea what happens outside their village. They're a living example of what gaming world used to look like.

Anyway, there was also this divide between console gamers and pc gamers. Console gamers grew up on different types of games. Let's think of a standard stereotypical example – a pc gamer might have gone through Monkey Island, Doom, System Shock, Deus Ex and a console gamer most likely was raised with Super Mario, Final Fantasy, Megaman and other consoly stuff like that.

When the globalization of the gaming world started, many pc game developers started to expand into the console world. Bioware was about to expand into the console world. NWN experiment was succesful. They got the formula more or less pinned down. Console gamers were living in their inbred world... and suddenly they got Knights of the Old Republic. The Standard Bioware Formula RPG. But you got to understand that these people had only seen something like Super Mario or Metal Gear. They were overwhelmed. Bioware's strategy was succesful. It managed to convert half-witting sheep into believing that Bioware was a God. Now they never had to perfect the formula, because consolers were raised to like formulas. Bioware had the perfect mass to control. And that's why you still see people claiming that kotor changed their lives or that it is the best rpg of all times.

An ignorant delusion of course. And we'll now dissect the formula of Kotor. First the 4+1x4 of NWN has now been just reduced to 4+1, with a plot twist after the 3rd one. And there's also the starting planet, before you get to choose between planets. You battle through the planets, and you always have this chance to end them in two different ways. Kill that guy or kill the other guy. Deliver item to that guy or to the other guy. Actually make that the formula for every quest. Standard NWN stuff but much more polished.

You also have the party member sad story tied with your levels. Only now there's only one sad story. And of course the sad story ends with a quest. But there's also another thing. The party members themselves are now very familiar. "Didn't I see you in NWN somewhere?" the survivors of that experiment asked themselves. And yes they did see them in NWN. One female character in particular was exactly like a certain female character in NWN. Aribeth meet Bastila. Both of these were love interests to the male characters, with sad stories, and both of these gals turned evil and only the love of the male player can deliver them from the dark side.

There's also Carth, the sad man for female players... who is kinda like the sad man for gals from NWN: Hordes of the Underdark, and the sad man for gals in BGII. With the exception that the BGII sad man was a complete failure amongst gals, while the other two got major followings in slash/fanfic world.

In fact every character was like a mix of different or just a slight alteration of previous Bioware characters. But of course, the consolers who were meant to love this game didn't know this.

Cue success. Bioware now equals rpg's. It's imperialistic conquest of the gaming world was succesful. It's magic formula worked and will never be changed again.

About Mass Effect and what it reveals about the current state of Biowarian Imperialism...

Now we're here with Mass Effect. So what you get? The Learn the Game Zone (Beginning), The Starting Planet (Citadel), the 4+1 Story Locations (with the 4th or 3rd being the OMG PLOT TWIST!!!) and the Final Battle Zone.

And characters? Slightly altered. To unlock their sad stories you don't need levels anymore, but you need to finish one story planet. So their sad story still comes in 4 parts. And not all sad stories end with a quest. And not all sad stories last actually 4 parts. Some go by quicker. Only 3 sad stories end with a quest. And that's it.

And their personalities? Have I still seen them from somewhere before? Yup. Pretty much. Except for Garrus who is completely new type for Bioware, everyone is a variation of Bioware archetypes. One of them, the sad man for gals of this game is even voiced by the sad man for gals from a previous game (Carth).

But that's not the worst of it. The fact that it's the same game since Throne of Bhaal is actually one of the positive things considering the atrocities...

The Bad
Because, the main story only lasts some 12-16 hours, this game like any other rpg game has sidequests. Only those sidequests all happen in one fucking room!

Actually three. There's the mine, space station and some planet quarters thing. You got like 100 sidequests. You go to a planet. You drive with your mako to the location. You go inside, kill a lot of people and quest solved. Then you go to another planet, do the same thing and kill a lot of people... only that it's the same fucking room. Only that crate is in a different location. Can you imagine it? Can you imagine going through the same fucking room for hundreds of times and pretending that this sidequest is "oh so fucking different?" Can you? No you can't! No one can imagine the depravity of this biowarian imperialism, because it scares even ctulhu gods. It's supposed to rob one of his will to live, to make you conform to the standard formula, to become like a sheep in a slaughterhouse. It's evil.

But that's not the worst of it. The story planets themselves are also incredibly formulaic. You get the talking zone, the drive with your car and shoot robots zone, and the other talking zone with combat. Sometimes you go back to the first talking zone to have more combat.

Bioware is now so powerful, that it doesn't bother to make the facade any less formulaic.

And the writing? Oh dear god. It's almost like the people have exclamation marks on them yelling "I'm kill this guy" ,"And I'm kill the other guy" and "I'm the optional kill me guy." And the quests and everything is just lifted from previous games. You've seen these random people with these random problems before. And they're still so... such simplistic writing with no insight.

Random person: "Hello hero, I want to commit abortion. My issue is very edgy."
Hero: 1) "Okay."
2) "Abortion is wrong."
3) "I'm Commander Fucking Shepard! I will blow your brains out!!!"
Random person: "Okay thank you. Wasn't my issue just so edgy and mature?"
Hero: "Yes I have a lot to think about now. Thank you."

About the future...

The future of humanity is very white. It's not like Bioware isn't trying. All other racial looks do get represented. But for some reason there's this general brown look. I mean, you can't tell if the person is supposed to be like Evo Morales or Grace Park, or like Hugo Chavez or Aishwarya Rai because there's only this one general brown look for asians, latinos... heck, even southern europeans. Because in real life their all the same mass of brown people, no? Unfortunate racist implications of the unreal engine I guess.

Player: "Oh hi, Michelle Rodriguez look alike."
NPC: "My name is Fuji Fukomora."

The reason for this could be that except for the main characters, other people aren't designed by hand. Only the main cast is designed by hand. But all the non-alien main cast is white. Only one main character is black. He's also the only black character in the game. The only one that speaks anyway.

And let's not even discuss the fact they market this game with a white anglo-american military boy. Quite problematic.

For a sci-fi to be progressive one really needs to eliminate the percentage of white people from 90% to like 20-30%... because with the mexicanification of US and the rise of China and India... Well, future generations will get to laugh a lot, so that's good.

Actually you can recognize indians, but only because they have funny accents. Sigh...

So we have a very formulaic game with unfortunate racist implications. Anything else? The real-time cover-person combat is, like everything else, also just a facade and descends into a depraved formula quite quickly. Because you mostly just fight in the same room you've been so many times before, and you kill the same enemies again and again... and the level design is just so contrived. You'll be recognizing combat zones immediately because of the amount of obvious obstacles to cover behind.

The only way to get any enjoyment out of this game is when you don't look beyond the facade, but it's impossible not to look beyond the facade, because the facade is just so half-heartedly put together. It's like Potyemkin was drunk when building this village.

Because they don't care anymore. Bioware is blowing it's imperialistic wad at our faces and laughing. It's a mighty empire, and it can do everything it wants and the people will love it. Just like Jesus said above.

But I am asking you, as a human person, as an individual to not let yourself be humiliated like this. Down with Bioware's Imperialistic Wad! Join the revolution. Mass Effect 2 is coming out the next week (at the point of the writing date of this review), and I'm asking you to consider before you succumb to serve Bioware's imperialistic needs again. Think about it.

Because we the people are like that damaged broken girl with daddy issues, and Bioware is like that old guy who protects us and takes care of us. But the question we need to ask from us before we run, like that little girl to her "daddy", to Bioware, to feel like we have a worth in this life, the question is - don't we deserve better? Let us stop for a moment and think about this.

The Bottom Line
I am Rabbi Guru and I endorse this message!

Windows · by The Fabulous King (1332) · 2010

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Discussion

Subject By Date
Rate My Shepard The Fabulous King (1332) Nov 20, 2009
Yeow. What a lousy port. Indra was here (20756) Mar 22, 2009
UPDATED: I cannot role-play evil or ruthless characters MichaelPalin (1414) Aug 11, 2008
First Impressions St. Martyne (3648) Jun 20, 2008
Who would've thought? St. Martyne (3648) Apr 1, 2008

Trivia

1001 Video Games

Mass Effect appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.### Books

Drew Karpyshyn, writer/designer at Bioware, has written two books set in the Mass Effect universe so far, Mass Effect: Revelation and its sequel Mass Effect: Ascension.

Noveria

Regarding the corporate enclave planet with an arctic climate -- Noveria, where the normal laws of Citadel Space do not apply -- the name of the planetary capital, Port Hanshan, is a romanization of the Chinese for "cold mountain," a reasonable name for a city on an arctic planet. On Earth, there are currently at least two geographic areas in China which have that name, and in ancient times there was also a poet who used that pen name. Perhaps the first people to lay claim to the planet, or to underwrite the colony, were representatives of a Chinese corporation. The actual Chinese would be ćŻ’ć±±ç«ŻćŁ (HĂĄnshān Duānkǒu).

Release

The game's street date was broken multiple times. In the United States, several K-Mart stores started selling the game on 9th November 2007, eleven days before the official release date. The same happened in Australia, where EB games started distributing it on 16th November 2007. Other retailers quickly started selling the game early as well.

Singapore ban

The game was initially banned in Singapore, because a female character is able to pursue a same-sex love scenario (spoiler alert) with another female alien character. The ban was eventually overturned by the same government censorship body itself and it now carries an M18 rating.

Awards

  • GamePro (Germany)
    • March 28, 2008 - Best Console RPG in 2007 (Readers' Vote)
  • GameSpy
    • 2007 – #8 Game of the Year
    • 2007 – #6 Console Game of the Year
    • 2007 – #5 Xbox 360 Game of the Year
    • 2007 – Xbox 360 Game of the Year (Readers' Vote)
    • 2007 – Xbox 360 RPG of the Year
    • 2007 – Best Soundtrack/Score of the Year
    • 2007 – Best Voice Acting of the Year
    • 2008 – #8 PC Game of the Year

Information also contributed by 88 49 and Alaedrain

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Contributors to this Entry

Game added by The Fabulous King.

Windows added by Cantillon. Xbox One added by Kennyannydenny.

Additional contributors: Jeanne, Sciere, Picard, Patrick Bregger, Starbuck the Third, Plok, FatherJack, firefang9212.

Game added November 24, 2007. Last modified March 6, 2024.