




Mass Effect is a science fiction-themed, action-oriented, story-driven role-playing game from BioWare for the Xbox 360 and PC. As Commander Shepard, players set out on an epic adventure to save the known galaxy from an apocalyptic threat.
Overview
Developed by BioWare, Mass Effect is an award-winning science fiction RPG set in an expansive and diverse universe of strange alien species, galactic politics, and advanced technology. Humanity is a newcomer on the galactic stage, and players take the role of a customizable male or female character -- invariably with the surname Shepard -- who joins the elite SPECTRE corps as a representative of mankind's interests. While testing to become a SPECTRE, Shepard will first investigate a mysterious attack on a human colony world -- and in the process discover a danger which threatens the galaxy and culminates in a shocking truth which affects all life. Mass Effect utilizes many of BioWare's signature RPG elements, such as extensive character building, engaging dialogue trees, and an engrossing, branching narrative.Unlike past BioWare hits like Star Wars: Knights of the Old Republic, however, the combat is not turn-based. It instead controls much like a third-person shooter such as Gears of War, with a useful cover system and over-the-shoulder aiming mechanics. The player is also able to pause the action to line up shots and issue commands to other party members. Like Knights of the Old Republic and Jade Empire (another BioWare RPG), Mass Effect allows for the customization of the player character's appearance, gender and basic back story, and the player's actions during the course of the game determine the ultimate good-or-bad orientation of the character at the end. Additionally, Shepard and his allies have various special skills and abilities that can be improved with the application of attribute points.
Gameplay
Mass Effect draws its gameplay from two distinct lineages: KotOR with its various trees of dialogue, and an action based third person combat system. This is a shift from the turn-based combat BioWare has dealt with extensively, to a third-person shooter with a cover system, a first for the company. Conversations are carried out via dialogue trees on Mass Effect's " Conversation wheel", which instead of telling you exactly the line you character will deliver, gives the general gist and tone of your response, in an attempt to make conversations flow better. However, you can wait as long as you want to choose a response after the other person is done talking, with no difference in the dialogue or reaction from the NPCs. Occasionally, a dialogue tree option will appear red or blue, which means it requires a certain skill level in either charm (blue) or intimidate (red) to unlock that dialogue option. Pressing "X" while someone is talking will interrupt their line with yours, but they will not react to being interrupted. It is a function to speed up the pace of the dialogue, or skip over it entirely if you have already heard it before.Combat is third-person, gun based, with biotic abilities (comparable to Force Powers form the KotOR games). Combat is set in real time, although you may pause the game and select a power or readjust your aim at any time by holding the right bumper on 360. This brings up a circle menu listing the powers of you and your two squad-mates. You can choose any power from any party member currently in your squad to queue up from this radial menu, and your teammates will use it when you resume the game.
Weapons
Weapons in Mass Effect come in 4 basic types (5 if you include grenades), an each one has a variety to choose from, ranging from the most basic weapons that can be bought at almost any store in the game to highly sophisticated rare weapons that are a lot more difficult to obtain. It's possible to upgrade weapons along the way in a variety of ways. The ability to pause the game at any time and swap weapons adds to the strategic element of Mass Effect, and choosing the right weapon in a combat situation can mean the difference between victory or defeat. Depending on the character and their attributes, some weapons will prove more efficient than others.
Pistols
Best at close-to-medium range. Particularly useful as a backup weapon for when your shotgun or assault rifle overheats. Thanks to its great accuracy it's a great weapon to use when you need to stay on the move. Slowest to overheat out of all the weapons and can stay accurate for longer bursts as well. Early in the game they are the most accurate weapon to use. If you plan on investing in shotguns it's a very viable strategy to skip assault rifles altogether and just stick with putting points into your pistol and shotgun talents. With marksman the pistol can even become a viable option for long range combat, especially once you unlock master marksman. Pistols are highly accurate, fast to draw, easy to use on the run, and have minimum recoil. All classes except for the Sentinel can train in this weapon.
Shotguns
Shotguns are powerful weapons burdened with a high recoil, high overheating and slow rate of fire. They compensate for this by being extremely damaging in close range combat and for their tendency to knock enemies off of their feet. Soldiers and Vanguards can train in them. People with specialization in shotguns can activate a special ability which adds a one shot, high powered shot.
Assault Rifles
These are somewhere in between pistols and shotguns. Good at balancing between accuracy, range, rate of fire, overheating and raw firepower. Can also be highly effective in long distance combat for high level characters. Only Soldiers train in Assault Rifles. The special ability of the Assault Rifle is giving the player 30 seconds in which there weapon will not overheat. Sniper Rifles
Sniper Rifles have a very long range, very high accuracy, and very damaging effect in well trained hands. However, the rate of fire is very slow, and are poor choices for close combat situations. Soldiers and Infiltrators can train in them. Grenades
Grenades are handheld devices that act as either a timed (10 second 'fuse') or remote explosive. They also stick to most surfaces. Only Shepard can use grenades. He/she can buy upgrades that increase the number of grenades he/she can carry at one time.Armor
- Light Armor gives some protection while minimizing penalties to weapon accuracy and movement. All classes have access to light armor. Most light armor has low protection versus projectiles and high biotic resistance.
- Medium Armor gives both more protection and more penalties than Light armor does. Soldiers earn them automatically, Vanguard and Infiltrators may train to use them. The majority of medium armor averages out base armor versus projectiles and biotic resistance.
- Heavy Armor awards high levels of protection but the most severe penalties to movement and weapon accuracy. Only soldiers can use it, and even then they must train to do so. Generally, it has lower biotic resistances and higher base armor versus projectiles.
Miscellaneous
- Bio-Amps increase Biotic power, resistance, and decrease recharge time. Typically they are attached behind the ear or at the base of the skull.
- Omni-Tools can hack, decrypt, and repair many items found in the game. They provide a shield, tech recharge, or tech power boost, depending on the manufacturer and the quality of the tool.
- Omni-Gel is gained from breaking down your items, or picked up from enemies and various containers. It is used for electronic work such as repairing the Mako and bypasses for most mini-games, such as decryption.
- Medi-Gel heals all your team damage, and attempts to cure any status ailments (poison, burn etc.) Upgrades to 'First Aid' and 'Medicine' skills vastly improve the effectiveness and recharge time of medi-gels. Upgrades can be purchased to increase the maximum number of Medi-Gel packs Shepard can carry, and most medical facilities contain a free medi-gel dispenser.
- Weapon Upgrades can be used to enhance weapon stability, accuracy, damage, and heat dissipation, and can be used to override enemy radar jammers. All weapons have at least one weapon upgrade slot, and advanced weapons carry two upgrade slots.
- Ammunition Upgrades can be used to inflict various types of damage on the enemy. Most enemies have weaknesses and resistances to certain damage type, and proper use of ammunition upgrades is necessary for success against high level opponents. Some ammo types also provide knockback, bypass shields, or can affect enemy accuracy or autohealing. All weapons have one ammunition upgrade slot.
- Armor Upgrades increase the damage resistance, shields, and 'physics thresholds' of armors found in the game. Some also affect accuracy, talent cooldown speed, and autohealing rate. These upgrades can be particularly important for classes without buffs for such abilities. Basic armors carry one upgrade slot, and advanced armors carry two slots.
Classes
Soldier
Soldiers are combat specialists ideal for the front lines of a firefight. Soldiers get improved health, can train in the use of all weapon types, start with the ability to use medium armor, and can specialize in heavy armor. A class for new players, or for those who wish to 'run and gun' through the game.Starting Abilities
Pistols, Assault Rifles, Combat Armor (Medium and Light from start), Assault Training, Soldier
Unlockable Abilities
Shotguns, Sniper Rifles, First Aid, Fitness
Engineering sporting an omni-tool and a pistol Engineer
Engineers are tech specialists. Using the holographic omni-tool, they can decrypt security systems, repair or modify technical equipment, disrupt enemy weapons or shields, and heal their squad. Engineers can only use light armor and can only receive weapons training with pistols.
Starting Abilities
Pistols, Decryption, Electronics, First Aid, Engineer
Unlockable Abilities
Basic Armor, Hacking, Damping, Medicine
Adept
Adepts are biotic specialists. Through upgradeable implants, they can use biotic powers to lift or throw objects, shield the squad and disable or destroy enemies. Adepts can only use light armor, and can only receive weapons training with pistols.
Starting Abilities
Basic Armor, Throw, Warp, Barrier, Adept
Unlockable Abilities
Pistols, Lift, Singularity, Stasis
Infiltrator using a sniper rifle and an omni-tool
Infiltrator
Infiltrator combine combat and tech abilities to specialize in killing or disabling enemies at long range. Infiltrators are trained to use omni-tools, focusing on decryption and offensive abilities rather than healing. They can use pistols or sniper rifles and medium armor.Starting Abilities
Pistols, Tactical Armor, Electronics, Decryption, Infiltrator
Unlockable Abilities
Sniper Rifles, Fitness, Damping, First Aid
Vanguard using a shotgun with biotic powersVanguard
Vanguards are biotic warriors. They combine biotics and weapons to take down opponents, and are especially deadly at short range. They use pistols and shotguns, and can specialize in medium armor.
Starting Abilities
Pistols, Assault Training, Throw, Warp, Vanguard
Unlockable Abilities
Shotguns, Tactical Armor, Lift, Barrier
Sentinel with biotic powers and an omni-tool Sentinel
Sentinel Sentinels combine biotic and tech abilities. Typically they use biotic abilities and advanced healing skills to defend allies, though they can also disrupt opponents with biotic or tech attacks. They are more efficient at tech and biotics than other classes, but at the expense of combat. Sentinels can only use light armor, and receive no advanced weapon training.
Starting Abilities
Throw, Barrier, Decryption, First Aid, Sentinel
Unlockable Abilities
Lift, Stasis, Electronics, Medicine
Unlockables
Mass Effect is one of the few titles that allows in-game rewards for achievements. By unlocking certain achievements, the player can gain tangible in-game rewards that will apply to all future characters they create. Below is a list of these achievements and their in-game rewards. A new character can only select one bonus talent to use, although all passive buffs are transferred over.
- Sniper Expert - Unlocks Sniper rifle talent tree for all future characters
- Assault Expert - Unlocks Assault rifle talent tree for all future characters
- Pistol Expert - 25% Marksman cooldown bonus
- Shotgun Expert - Unlocks Shotgun talent tree for all future characters
- Singularity Mastery - Unlocks Singularity talent tree for all future characters
- Warp Mastery - Unlocks Warp talent tree for all future characters
- Throw Mastery - Unlocks Throw talent tree for all future characters
- Lift Mastery - Unlocks Lift talent tree for all future characters
- Barrier Mastery - Unlocks Barrier talent tree for all future characters
- Stasis Master - Unlocks Stasis talent tree for all future characters
- Neural Shock Specialist - Unlocks Medicine talent tree for all new characters
- AI Hacking Specialist - Unlocks Hacking talent tree for all new characters
- First Aid Specialist - Unlocks Medicine talent tree for all new characters
- Sabotage Specialist - Unlocks Decryption talent tree for all future characters
- Overload Specialist - Unlocks Electronics talent tree for all future characters
- Damping Specialist - Unlocks Shielding talent tree for all future characters
- Dog of War - 10% Health bonus
- Geth Hunter - 10% Shield bonus
- Completionist - 10% EXP bonus
- Tactician - 10% Shield bonus
- Power Gamer - 5% EXP bonus
- Long Service Medal - 5% Damage increase
- Rich - Spectre weapons unlocked at Normandy Requisition Officer and C-Sec Requisition Officer
- Quarian Ally - 10% quicker cooldown for Sabotage and AI Hacking
- Turian Ally - 10% quicker cooldown for Overload and Damping
- Sentinel Ally - 10% quicker cooldown for Throw and Lift
- Soldier Ally - 10% Hardening bonus
- Asari Ally - 10% quicker cooldown for Barrier and Stasis
- Krogan Ally - Regenerate 1 HP per second
- Medal of Valor - "N7" Gamer Pic
- Distinguished Combat Medal - Saren Gamer Pic
Races
Mass Effect has a large variety of races and has been compared to franchises such as Star Wars and Star Trek for its great creativity and imagination. Some of the games primary races are listed below.Council Races
Turians
The turians were invited to join the Citadel by the Asari and Salarians. They form the backbone of Citadel military power, and have the largest fleet in Citadel Space, as well as the largest number of personnel in C-Sec. They are respected as peacekeepers throughout Citadel space. Culturally, their race places an emphasis on civil duty, including military service, and have a class system, based on the amount of civil service performed by individuals. In the past, there has been hostility between humanity and the turians, due largely to the First Contact War.Asari
The Asari were the first species to discover the Citadel. Once the Salarians arrived the Asari proposed the establishment of the Citadel Council to maintain peace throughout the galaxy. They can live for over a thousand years. Asari possess an uncanny affinity with biotics, and Asari biotic implants are renown for their superior quality. They are a mono-gendered race, but due to their physical appearance, several misconceptions about their reproductive process are rampant throughout the galaxy. Of all the alien races, the Asari perhaps most resemble human females.Salarians
The Salarians were the second race to discover the Citadel and soon joined the Asari in forming the Citadel Council. Salarians have a high metabolic rate, and consequently live short lifespans, roughly 40 years. Salarians think of other species as sluggish and dull-witted due to this elevated pacing. Born with superior non-linear thinking and observation skills, many Salarians venture into scientific endeavors. The Salarian scientists were also responsible for the development of the genophage during the Krogan Rebellion.Non-Council Races
Humans
The newest sentient species of notable size and strength, Humans are rapidly expanding and developing throughout the universe. First discovering Prothean data and mass relay networks in their local solar system, they quickly expanded throughout the universe. They came to the attention of the galactic community when they engaged the Turians briefly in the First Contact War of 2157. While the two sides prepared for intergalactic warfare, the Citadel Council swiftly brokered a peace, ending what would have been a costly war. Now introduced to the galactic community, humanity tries to gain the respect of the other species by attempting to gain a seat on the Council. However, still new to the galactic stage, humanity does not hold the trust and recognition of its fellow peers.
Krogan
When the Salarians first discovered the Krogan race they were a brutal, primitive species who were struggling to survive a self-inflicted nuclear winter. The Salarians taught the Krogans to use and build modern technology, although the ulterior motive was to utilize Krogan soldiers in the Rachni War. The Krogan despise the Turians for using the genophage, a Salarian developed bio-weapon. It affects fertility, and because of this, only one in a thousand Krogan pregnancies are viable. The genophage and their own war-based culture is causing the Krogans to slowly become extinct. Quarians
The Quarians are a race that has no planet to call home, due to the Geth occupation of their home-worlds. The Quarians travel in what is called the Flotilla, a massive fleet of over fifty thousand space ships. Due to the lack of resources on the Flotilla, every Quarian has to go on a 'Pilgrimage' when they come of age. In the Pilgrimage, they leave the fleet, only to return when they have found something of value to the fleet. Other species tend to look down on the Quarians due to their role in the creation of the Geth, as well the large negative impact on a planet upon the arrival of the Flotilla in a system. Batarians
The Batarians are much like humanoids, but have four eyes and a less pleasant disposition. Humans fought with the Batarians over territorial rights in the Verge. When it was clear humanity had the upper hand and the Council was not going to intervene in the Batarian's favor; they severed all ties with the galaxy at large and now live isolated from the other species. This began a period of self-imposed exile, coupled with well-funded pirate raids on human colonies. Batarians who remain deep in the Terminus systems are often slavers, pirates, and smugglers. However, the typical Batarian is not so vile. The majority of them are forced to remain on their home-world by the oppressive Batarian Government and have little say in greater galactic issues.
Geth
The Geth are a race of sentient machines. They were created by the Quarians 300 years before the events of Mass Effect as tools of labour and war. The Quarians attempted to exterminate the Geth when they showed signs of self-evolution. However, the Geth rebelled and won the resulting war. The Geth then resided untouched beyond the Perseus Veil until they met Sovereign. They perceived it to be a god, the pinnacle of all artificial intelligence, creating monuments and statues in tribute. Now their immense fleets follow Sovereign and Saren, who the Geth believe is their prophet. Rachni
The rachni are a race of insect-like arthopods. While mostly extinct by the start of Mass Effect, rachni were once one of the most feared enemies of Citadel Space. After initially being discovered by Citadel explorers traveling through an uncharted Mass Relay, the rachni began a long series of bloody conflicts, collectively known in Citadel Space as the Rachni War. The Citadel races eventually won the Rachni War, in large part thanks to krogan troops. The rachni were long assumed extinct until a hive is encountered by Commander Shepard and crew at the Peak 15 facility on Noveria. After several small conflict with rachni soldiers, Shepard must make a decision about the future fate of this deadly and feared race.Hanar
Their homeworld is 90% water, littered with Prothean ruins, and ruled by a Theocracy. Most Hanar view the Prothean sites as religious structures left by the elder race that brought civilization to the galaxy. They have evolved to live in oceans, so Hanar are large, pink masses raised high by anti-gravity packs with all of their tentacles hanging down. They are excessively polite and very precise. Due to their unique culture, they only refer to themselves with third-person pronouns, such as ‘This one’ or ‘It’. It is considered very informal and impolite when using their own name or first-person pronouns, and only do so when speaking with family or close friends. They speak with subtle pulses of light, and only through fluid real-time computer translators can they understand and be understood in languages of the other races. They are arguably the most ‘Alien’ of all the sentient races in Citadel space.
Volus
The third race to place an embassy at the Citadel, their mercantile prowess has proved invaluable towards a stable galactic economy. From the planet Irune, they must wear pressure suits and breathers to interact with other species because of the high-pressure greenhouse atmosphere of their homeworld. Their culture is dominated by trade, earning a reputation as traders and merchants, as the majority of the best financial businessmen in the galaxy are in fact Volus. Physically inept, they are a client race of the Turian Hierarchy, gaining much needed protection from the Turian military. Their need for protection is a main reason why the Volus do not have a seat on the Citadel Council, as their lack of troops and fleets prevents them from being an important race.Keeper working the Citadel Keepers
Large aphid beings whose only purpose seems to be the maintainance of the Citadel. Not much is known about them, attempts to capture and study these creatures results in the keepers going into a self-destruct sequence, a form of acid will be released internally which leads to the keepers ending up as nothing more than a puddle of minerals and proteins. The number of keepers is constant but it is unknown how their numbers replentish, it is believed that they keepers have access to a part of the station that remains undiscovered by the other races. The keepers themselves reveal nothing of their nature and often undertake tasks that seem bizarre to other races, like rearranging offices or even changing architecture down on the Wards, with no explanation. In fact, all attempts to communicate with them have been in vain. They seem oblivious to the hustle and bustle going on around them.Villians
Saren Arterius
Saren is the antagonist in the game and throughout the game you fight his loyal cohorts. He has allied himself with the sentient machine race, the Geth and being an outspoken critic of humanity's growing expansion, he seeks to put them in their place. Later on in the game it is learned that he is in league with Sovereign, who is a Reaper. Further on we learn that he too is falling under Sovereign's indoctrination and as such seeks to bring about the end of all sentient living things in the galaxy. The Geth follow him because they view him as a messiah, who can bring about the return of the Reapers, who the Geth view as the pinnacle of A.I. Evolution.Sovereign
Along with serving as the flagship for Saren, Sovereign is also the Vanguard for the Reaper fleet. The Reapers are an ancient race of machines who pillage and cut a swath of destruction in the galaxy once every 50,000 years. By Citadel space faring species standards, Sovereign is an extremely advanced ship. It is able to land on planets, which is an almost impossible feat as the amount of mass effect field it would have to generate is almost incalculable. In addition, it can indoctrinate organics and make them its puppets.Matriarch Benezia
An Asari matriarch, Benezia is looked up to as one of the elders of her race. A Matriarch's wisdom is trusted above all, and they have many followers. Benezia originally attempted to dissuade Saren from his genocidal course by joining him and attempting to stop him from within his organization. However, Benezia (and all her disciples that had followed her to Saren's service) slowly fell under the spell of Sovereign's indoctrination, and they now believe completely in Saren's cause. Benezia is Liara T'soni's mother, although the two have not spoken for many years, and have an estranged relationship. Benezia can be found at the Peak 15 research facility on Noveria, where she is attempting to calm the rampant Rachni Queen.Plot
Normandy
The game begins on the Human Alliance vessel, the SSV (Systems Alliance Space Vessel) Normandy. As the player stands near a window, a conversation by Captain Anderson, Ambassador Udina and Admiral Hackett plays overhead. They debate whether Shepard is the right individual for a certain task with large political implications. After a brief introduction to some key crew members, including Lieutenant Kaidan Alenko and the pilot, Joker, the player is summoned to the briefing room. Some optional small talk with personnel onboard reveals that the Normandy is on a 'shakedown run' to one of humanity's most stable colonies, Eden Prime. They relay concerns that something is amiss with this explanation, as the presence of a full crew would not be standard protocol for such a task.The Citadel has also sent one of their agents, a Turian SPECTRE (Special Tactics and Reconnaissance) named Nihlus, to observe the proceedings, which further fuels the crew's suspicion. When Shepard arrives in the briefing room, Captain Anderson informs him/her that the Normandy is actually being sent to Eden Prime to recover what seems to be an ancient Prothean artifact. Nihlus, who is also present, reveals that, in addition to helping with the recovery of the artifact, he will also be evaluating Shepard. On this and several more missions, he will determine whether or not he/she has the skills for induction into the Spectres, the elite shadow operatives under the Citadel Council. The political implications of such a placement would bolster humanity's status into one of the elite races within Citadel space. Anderson further explains that humanity would then use this position as leverage to obtain a position on the Citadel Council.
Eden Prime
Once Shepard is briefed, the Normandy intercepts a distorted distress call from Eden Prime. The planet is under attack by unknown assailants, and the local militia have been all but wiped out. After landing and a few engagements, Shepard learns that the invaders are sentient robotic life forms known as the Geth. The Geth haven't been seen outside their region of colonized planets, 'the Veil', for many centuries, so it is odd that they have attacked Eden Prime in force. Shepard guides them through the killing fields and rescues a trapped Marine, Ashley Williams, who becomes a pivotal character in the plot.
Elsewhere, Nihlus encounters his friend and mentor, a Turian Spectre named Saren Arterius. Relieved to see a familiar face, Nihlus lets his guard down and confesses to Saren that he is confused about the proceedings on Eden Prime, and why Saren is here. Saren calmly explains that he was sent to help him and, when Nihlus turns his back to him, Saren shoots him the head.
Shepard, Alenko, and Williams continue to search for the beacon, which leads them to tram station leading to the docks, and Nihlus' corpse. On their approach, the massive ship, Sovereign, is seen taking off. They discover a dockworker who was hiding behind a crate and after a brief interrogation they learn Nihlus' fate. Shortly there after they defuse several charges intended to eliminate all evidence of the Geth invasion, and Shepard manages to find the beacon. The team member whose gender is the opposite of Shepard's approaches the beacon, and it begins to pull them forcibly towards it. Shepard leaps to the rescue, and consequently is lifted into the air. The beacon imprints on his/her mind a confusing and fragmented vision. After this brief succession of images, the beacon explodes, and knocks Shepard unconscious.
Citadel
Shepard regains consciousness in the Normandy's infirmary. Conversing with Captain Anderson it is revealed that the human ambassador, Donnel Udina, has recalled the Normandy for a full explanation of the events on Eden Prime. He also informs the Commander that Ashley Williams has become a permanent member of the crew. After a cut scene showing the majestic Citadel Station and the Normandy Docks, the team proceeds to the human embassy. Some deliberation occurs with the Ambassador, and he informs Shepard that he has set up an appointment with the Citadel Council to bring Saren to trial. In the council chambers, Saren appears via hologram and vehemently denies any charges. Using his position of trust with the councilors, he attempts to manipulate them into believing the incident was caused by human error and accuses humanity of trying to cover up their own mistakes, citing his past with Captain Anderson as proof.He comments that humanity's aggressive expansion needs to be stopped and humanity needs to be put in its place. Having no substantial proof, the Council rules that Saren is innocent and all charges are dropped. Commander Shepard, in conjunction with Capt. Anderson and Ambassador Udina, devise a plan to find evidence that would prove Saren’s involvement in the whole incident. During the course of his investigation, Shepard finds out about a local crime boss, named Fist, who is dealing with Saren. Depending on how you conduct the investigation, Urdnot Wrex, a krogan mercenary, and/or Garrus Vakarian, a hot-blooded turian C-SEC (Citadel Security) officer, leads you to his base of operations and assists you. After confronting Fist, Shepard learns that in exchange for a large amount of cash, the crime crime boss has set up an ambush for a young Quarian who approached him with information regarding Saren. Shepard rushes to assist the Quarian in the ambush.
In debt, the Quarian agrees to help with the trial, and the group heads to a more secure location, the human embassy, to reveal the evidence. The Quarian, who introduces herself as Tali'Zorah Nar Rayya, plays a recording taken from a Geth. In it, Saren's conversation with an unidentified person, possibly female, reveals his involvement in Eden Prime. As well, a cryptic reference to 'the Conduit' and the return of the Reapers is mentioned. The humans take this new evidence to the council. The evidence gives the edge required to sway the council. Saren is found guilty, his Spectre status is revoked, and he is named an enemy to the Citadel. Udina demands that the Citadel send its fleets after him to track him down. However, the council denies the request, pointing out that a fleet cannot track a single person, as well as the political implications of such an act (a war with a number of rogue systems). Shepard volunteers to go after Saren, if he/she were given the authority. The Turian representative opposes the move, saying that humanity is not ready for this honor. Shepard points out that it was a turian who broke the law. He relents and the Citadel Council appoints Shepard Spectre status, a first for humanity. The council informs Shepard that it has a few leads that may tell them what Saren might be up to, the player is given a couple of options as he can go to investigate reports of Geth in Noveria and Feros or look for Matriach Benezia daughter, Liara in the Artemeus Tau cluster.
Artemeus Tau Cluster
Feros Colony
After rescuing Liara, Shepard goes to the colony Zhu’s Hope on the planet Feros which is under attack from the Geth. The colonists seem to be barely hanging on and Shepard does what he can for them in the form of helping take out the Geth command post and communications. He also learns of the Exo-Geni headquarters that can be reached using the Prothean skyway. On the way there, the player finds a small group of colonists hiding in a underground bunker of sorts, they claim that they have been separated from the rest of the colonists. Julianna Baynham is one of the few present there alongside a representative from Exo-Geni named Ethan Jeong who is extremely jumpy. Julianna asks you to look for her daughter Elizbeth who she thinks is still stuck at the headquarters. Jeong repeatedly warns you not to go about snooping in Exo-Geni matters and to make the excursion as short as possible. After fighting their way through the skyway the team reaches the headquarters and locates Elizbeth who is alive and well. Shepard ventures into the complex to find answers and runs across a Krogan who is demanding information from an VI.After dispatching of the Krogan, Shepard learns about the Thorian that is buried under the colony, Zhu’s Hope. Shepard proceeds to disable the force fields and damage the Geth ship that is attached to the headquarters. He returns to the group in the bunker and confronts Jeong on the issue of the Thorian. Meanwhile, Jeong has reestablished contact with Exo-Geni and has orders to purge the place. The player can either talk him down if his charm skills are high enough, or threaten him. Alternatively, the player can shoot Jeong in the head and kill him instantly. The player also learns that the Thorian is controlling the colonists and that using a simple anti-Thorian gas will temporarily paralyze them and allows Shepard to continue unhindered. It is the player’s choice, but regardless,
Shepard battles his way to the freighter that is near the heart of the city. There, he encounters the Colony leader as he is struggling with the Thorian for control of his mind; it seems that the Thorian has ordered him to kill Shepard for his transgression but he ends up shooting himself in the head, then saying that he is free now. The player goes on to move the freighter and descends a stairway. There he spots an massive plant-like creature that spans many levels, after approaching it the Thorian "secrets" an Asari who claims to speak to him. The Asari/Thorian tells him briefly of Saren and how he betrayed him, he also refuses to talk to the Player and the Asari along with multiple Thorian Creepers attack the player.
After defeating them, the player goes on the offense and targets the Thorian's neural nodes. There is a brief cut scene which shows that the Asari is reanimated, suggesting that the Thorian and the Asari are somehow connected with each other. After the player destroys multiple nodes, wave after wave of Thorian creepers, and the Asari clone, the Thorian crashes down and is "killed'. Thorian creepers An Asari bursts free and thanks the player, although she confesses that she wished the Player had not killed the Thorian.
Shepard asks her questions about Saren and the Conduit and she agrees to him the "cipher". It will help the player better make sense of the images. She also gives her back-story about how her along with Benezia went to Saren to try and guide him down a gentle path. However, on Sovereign, he was all but unstoppable as the ship had an effect on all of them. Soon they found themselves allying with Saren and executing his plans. It is the players choice whether he kill the Asari for her transgressions or let her go so that she can help the colonists that she had harmed.
If the player completed the optional side quests, then you will find that the power, water, and food is restored to the colony. In addition, if you used the Thorian gas then the casualties are minimal. The citizens thank you and vow to continue on with their lives.
Noveria
The second planet that Shepard visits is Noveria, which is a icy world that is more or less ruled by the corporations on it. Although it is technically part of the Citadel, it operates outside the Citadel laws and, for that reason, many companies have set up research stations there. The research varies from Biotic implants to A.I. development, which is strictly forbidden in Citadel space.
Upon entering the planet it is immediately made clear that the authorities are the no nonsense type. They warn you that if your identity as a Spectre does not check out, your ship will be commandeered and you will face charges. Furthermore, the security chief refuses to let you enter the main complex with your weapons on hand. You can force a standoff with your weapons drawn, or you could stand down your party. In either case, Gianna Parsani, who is the assistant to Administrator Anoleis, confirms your identity and admits you into the facility. When you inquire about the location of Matriarch Benezia, Parsani informs you that she has gone to peak 15, which is rented by the company Binary Helix and cannot be reached because of a snowstorm.
Due to the blizzard, the shuttle system on Noveria has been rendered inoperable and therefore Shepard is forced to use the Mako to get to peak 15. However, to do so he is told that he needs a garage pass from Anoleis, who obstinately refuses his request. After much probing by Shepard, he says that there has been a Code Omega at peak 15 and that all communications are cut off. He is visibly agitated by Shepard’s questions and curtly tells Shepard to get lost. Anoleis Then, Parsani informs you that there are other ways to get the pass, and tells you about a man named Lorik Qui’in who needs help. He turns out to be a Turian who is investigating Anoleis for corruption, but has run into some problems with Noveria’s corrupt security. He tells you that if you can retrieve from his office some data, which carries incriminating evidence, he will give you a garage pass.
Unfortunately, the office is overrun with Security, and a fight ensues that forces Shepard to kill a lot of Mercenaries in the service of Anoleis, who was trying to retrieve that information. You can either give that information to Parsani who says she is investigating corruption charges or you can give the information to Lorik Qui’in in exchange for a Garage pass. Alternatively, you can give the information to Anoleis in exchange for a garage pass. Regardless of your, choice you acquire the pass. After you head out to the garage, a squad of Geth ambushes you, and you learn that the Matriarch and her Asari commando bodyguards have been covertly carrying Geth in large metal boxes.
The local security seems stunned and speechless as to how Geth soldiers could be hidden in the boxes since they had checked out as negative for element zero, which is a key ingredient in the Geth power pack.
The player fights their way to Peak 15 encountering numerous Geth along the way. After disposing of the enemies, the player enters an area where the Geth are facing off against what seem to be giant insects. This is the player's introduction to the Rachni, a species that was presumed to be wiped out by the Krogan a long time ago during the Rachni wars. Once within the main facility, it is discovered that the main power is off and that the V.I. (Virtual Intelligence), Mira is offline. After the player reboots her from her memory core she advises him of the situation. She tells him that a Code Omega was issued at the hot labs and as a result, safety features kicked in. She informs the player that the “landlines” have been cut and the main reactor has been shut down. After defeating hordes of Rachni, the player is able to reconnect the landlines, and, after fighting off the Geth, the reactors are turned on, restoring power to the facility. Mira informs the player that there are survivors in the Rift Station and that Matriarch Benezia is likely to be there.
Shepard takes the tram to the facility and finds out that there are indeed people holding out there and that they are led by Captain Ventralis, who is the head of the station's security. He informs Shepard that the Rachni have been attacking them for a week and that everyone, including his men, are at their limit in terms of endurance. Rachni don't make good pets In addition to the small security team that is holding out, there are also a number of scientists, who look shocked and on edge. However, one Asari seems almost bored and is very disrespectful to you, accusing you of breaking her concentration while she was relaxing. The player can do a side quest to help one of the doctors develop a cure for the patients who have gotten sick. If Shepard chooses to help, he or she needs to talk to Ventralis for permission. Shepard is granted access to a medical facility where the cure can be concocted. There, Shepard and his fellow marines find a few more survivors, and after they develop a cure, the Asari that was seen earlier, and a squad of Geth ambush them. She informs him that she is an agent of the Matriarch, and is under orders to eliminate him if the opportunity arises. After defeating her, you can confront Ventralis, who will deny any knowledge of the incident.
Then, the player ventures to the hot labs in search of the Matriarch, but finds only the director of the facility. He explains to Shepard how they brought back the Rachni, who were seemingly extinct. It turns out that a Queen egg was left frozen on a derelict Rachni ship that had been floating about for untold centuries. Binary Helix found the Egg, and decided to clone it in order to make themselves an Army of Rachni. However, once the youngsters were separated from the Queen, they went rogue and killed anyone on sight. He conveys that the neutron purge must be activated and that the labs must be cleansed. However, before he can give you the activation codes, a Rachni warrior kills him.
After killing the Rachni, Shepard takes the codes and tells MIRA (V.I) to activate the purge system. Meanwhile, outside the room, Rachni gather by the hundreds. The player and his party escape in the elevator and the hot labs are purged. If you had done the previous side quest for the doctor then you can use the garage pass he gives you to sneak through the back of the facility and face Benezia. However, if you did not do the optional side quest, you have to go back through the facility. Ventralis and his men inside inform you that they have orders from Benezia to kill you, and attempt to do so.
After defeating them, you continue through the station. You encounter and defeat numerous other Geth and Humans, then come face to face with Benezia, who is standing on an elevated platform near a glass tank that harbors the Rachni Queen. Even if the player has Liara in the party, Benezia will not be dissuaded, she mocks Shepard and launches wave of wave of deadly Asari commandos who are backed up by the Geth. After the player fights though waves of these enemies, he can finally engage Benezia. She temporarily weakens and in her moment of weakness, she pleads with you to listen to her. She too talks about Sovereign’s indoctrination powers and claims that she had no control over her actions once she fell into its vice. She also informs you that the reason that she came to the facility was so that she could extract the location of the Mu Relay, which has gotten “lost” after a star that was nearby went supernova.
However, the Rachni found the relay and since the memories of the Queen are carried onto other Queens, he forced the information out of the Rachni. She confesses that she was not gentle and if Liara is present in the party, lets her know how proud of her she is. She once again loses control and Shepard is forced to put her down for good. Once she is dead, one of the other Asari that was near her is reanimated, Shepard and the rest of the squad look on cautiously as she speaks, however it is the Rachni queen that is talking. The queen explains that she can use people temporarily when they are either unconscious or close to dying. She asks you what you will do to her, whether you would condemn her to the same fate as the rest of her species or if you would give her a chance and set her free. She claims that because she had no part in the War, she can be neutral and promises that she desires nothing more than peace. If Wrex is in the party he is extremely annoyed at this and points out that millions of his people died to put down the menace. However, the other person in your party interjects and says that you will be committing genocide if you do kill her. If you decide to kill her, she pleads with you once more and if you still do not listen she will look helplessly as you fill the tank with Acid and thereby kill her. However, if you do free her she promises you that she will remember your kindness and will sing “songs” about you. If you have Wrex in the party he will slyly comment “Great, Bugs are writing songs about you Shepard”. Regardless of you choice, your mission in Noveria will come to an end.
Normandy
You will have pieced together another piece of the puzzle; that the Mu Mass relay will lead to a planet and that is somehow related to the return of the mysterious Reapers. After you make your report to the Citadel, you are informed that there is an Infiltration team on Virmire that has sent an emergency transmission and that the council believes that it has something to do with Saren. They also inform you that they have lost contact with the team on Virmire and have very limited data on the ground conditions.
Virmire
Once the player gets to Virmire and enters orbit, Joker informs you that there are a lot of anti-aircraft turrets and that you will have to take the MAKO and shut the turrets down. You are dropped in a little river of sorts and in addition to some harmless local wildlife, the place is overrun with Geth. They are there in force and include armor units, like the monstrous Colossus. After fighting through a plentitude of enemies, you reach the first barrier of sorts, which has controls to the anti-aircraft barricade. After you disengage another turret, the Normandy is free to land. You are also informed that there is a Salarian encampment a few clicks from your position, and you precede there. As you reach the encampment, you are greeted by a Salarian named Captain Kirahee. He informs you that he is part of the STG (Special Tactics Group) and that he is here to take stalk of the situation.He looks shocked to see that you have only brought a small crew, and he tells you that he requested for the Citadel to send a fleet. He goes on to tell you that Virmire houses Saren’s main medical base and that he aims to develop a cure for the Genophage. He also tells you that the Base must be destroyed so that the Krogan are not unleashed again. If you agreed at the Citadel to take Wrex aboard, he makes an appearance and warningly tells you that the Krogan are not a mistake before angrily stalking away. Captain Kirahee looks extremely perturbed by Wrex and asks you if you can deal with him, and make sure things don’t get out of hand.
You tell him that you will do so, and go to confront Wrex, who is busy trying to shoot down birds. Immediately upon entering into the conversation, Wrex accuses you of not giving back to him, and points out that he has stuck behind Shepard in every instance. If your charm/intimidate skills are high enough, you can convince him to stand down. If you use the charm action you can point out tactfully that the Krogan are not really a part of his race, as they work for Saren, who is using them as cannon fodder. Alternatively, if you choose to use Intimidate, you can drive home that point more bluntly. However, if your Charm/intimidate skills are not high enough, Wrex must be killed. You can do this in one of two ways: You can signal Ashley to shoot him from afar, or you can shoot him yourself. Otherwise when the conversation starts going south, Ashley will kill him without your consent, saying that it's better that Wrex dies than you, Shepard.
After this confrontation, you go and talk to Captain Kirahee, who gives an uplifting speech to his men, and informs you of his plan to attack the facility. This plot involves splitting the troops into two squads, with Kirahee's main force directly attacking the facility, which will almost certainly end in death. He says that this diversion will allow Shepard's smaller squad to infiltrate the facility through the less fortified back entrance. He asks for one of your squad mates, either Kaiden Alenko or Ashely Williams to join his team. He reasons that this would improve communication between the squads. Along the way, he advises you to look for opportunities to undermine the Geth operations in the area, such as knocking down communication towers and such. After you decide on either Kaiden or Ashley, you proceed with the mission.
It is immediately clear that Capt. Kirahee’s distraction has succeeded as you face a very small contingent of enemy forces. You will enter the facility through the backside, so to speak, and you have to work your way to the middle-front of the facility to reach the main lab section. Eventually, after wading through Geth and Krogan forces, you will reach a holding area staffed by mindless Salarians, the same who were part of Captain Kirahees STG commandos group. In fact, if you talk to him before you start the mission; he tells you that he sent out scouts who did not return. After you kill them, you will have the choice of taking a elevator up to the labs, or proceeding through another door. Captain Kirahee's distraction should give you a clean shot at the base There, you will encounter another Salarian, who seems hell-bent on getting out of his holding facility. He tells you that he hears an incessant noise coming though the cell wall. If you have Wrex or Ashley in the party they will advise you not to let him out. Either way, he will freak out and end up knocking himself out by running into the cell door. After, you take the elevator up to the labs and are promptly encountered by a multitude of Krogan and Geth. The lab area is large, and you will have to work your way through the facility.
Of note is the fact that the organics in the facility are genuinely immersed in their work; on one occasion, a Krogan will come running to face you, shouting about how the work benefits his race and that he will not let you destroy it. They almost seem a little mad. After you succeed in destroying everything in the facility, you proceed through a door to further reaches of the facility. Also, Captain Kirahee and the rest of the main squad warns you that they are under heavy attack and have taken casualties. As you make your way through the facility you will run across an Asari doctor who has barricaded herself in an office. She will beg you not to kill her and offers to trade information for her life. She makes a startling revelation that Saren’s ship has the power to completely indoctrinate living beings, and that if this process is repeated long enough, said organisms are lobotomized.
In addition, she says that Saren constructed the medical facility in the hope that he could uncover a way to nullify and protect himself from the mind controlling powers of Sovereign. She also informs you that the outlook on nearly every organic on the medical facility is bleak, as they have either been killed or completely lobotomized by Sovereign. She also tells you that she can give you a pass card to Saren’s personal office if you spare her. If you choose to kill her as punishment for her crimes, she will attempt to run away, but be shot in the back by Shephard. Alternatively, if you let her live, you will take the pass card from her and tell her to evacuate because you plan to blow the station once you are done. Regardless of your choice, you enter Saren’s lab and you notice that there is another Prothean beacon... similar to the one that you found on Eden prime in your first mission.
After you activate it, you are shown more of the same in the sense that the vision that you saw earlier is replayed but with somewhat of a better quality. In the vision, you are able to make out people screaming in the distance and horrible distorted figures on their knees almost as if they are begging for their lives. After you view the beacon, you notice that there is another Holographic station on the upper level and you proceed to activate it. In one of the most enigmatic twists in the game, you are greeted with an image of what looks to be almost a long eight legged creature... it is in fact, Sovereign, which is Saren’s ship. The player is presented with an opportunity to ask a multitude of questions, regarding the reapers and Sovereign itself.
Sovereign reveals that the Reapers, originally created the Citadel and mass relays, as well as the majority of the ‘Prothean’ legacy. This technology was purposely left behind so that galatic society would follow paths that the Reapers could anticipate."I am the vanguard of your destruction." It tells Shepard that a massive Reaper fleet is awaiting Sovereign's activation of the mass relays in order to reek havoc and destruction upon the entire galaxy. It informs the player that the Reapers have repeated this process for millions of years; wiping the galaxy clean of sentient organic life once every 50,000 years and retreating to dark space. Sovereign holds the organic races of the galaxy in low regard as it says that itself and its fellow Reapers are the pinnacle of technological advancement and cannot be surpassed in any shape or form. It views the Geth as nothing more than tools to reach its end goal, and finds their worship to be pitiful. It is implied that Sovereign is the true enemy and that Saren, like so many others, is just a pawn in Sovereign’s scheme. When asked for a motivation for its actions, it merely responds that its reasoning would be beyond the comprehension of an organic being such as Shepard. He then cuts off the transmission after claiming that there is nothing more to be said. Shepard receives a transmission from Joker that Sovereign just pulled a 180-degree turn, and was headed back for Virmire.
The strike team rushes out of the room, blasting Geth as they go, and race to the anti-air tower, which they take out while Captain Kirrahe's team destroys their target. Shepard and his crew arrive at the bomb spot, and Joker flies the Normandy into the compound, delivering the bomb. However, while the bomb is being armed, Shepard recieves a transmission from Kirrahe's team that they are pinned down by the AA tower. Shepard and team set out to save them, but halfway there they get word from the bombsite that Geth reinforcements are pouring in, and they can't hold them off. Shepard is faced with a choice to rescue either the team with Kirrahe, or the team at the bomb. One party member is at each location, and Shepard can't rescue both.
The player is presented with a choice of who to save here. Whichever party member is not saved will remain at their post and try to hold off the Geth for as long as possible. After Shepard saves the team member Shepard chose to, Saren arrives. The two have a brief fight, and Saren reveals his motives to Shepard, thinking that he will save the galaxy by siding with Sovereign. Shepard defeats Saren in their confrontation, but Saren narrowly escapes. Joker arrives to pick up the survivors of the assault, and the Normandy escapes to orbit as the nuclear device detonates on Virmire, creating a giant explosion visible from orbit, which kills whomever Shepard did not save.
Controversy
Mass Effect was the source of much controversy upon its release due to it containing scenes of a sexual nature, which players could achieve by building up a relationship with certain characters through the games' dialogue trees. This culminated in a notorious showdown between game journalist Geoff Keighley and a Fox News panel (including psychologist Cooper Lawrence) who were thoroughly negative about the game and referred to the Xbox 360 as the "Sexbox". Keighley was lauded for his defense of the game by the gaming community especially after asking Cooper Lawrence if she had played the game to which she replied "No, of course not." Lawrence was subjected to many negative reviews of her book on Amazon, and she later issued an apology for participating in the panel. Fox News has never apologized for airing the panel.Reception
Mass Effect is the first in a planned trilogy of titles from Bioware, intended for release across the Xbox 360 and PC platforms. It's said that subsequent games will accept the player's save data, ensuring a cohesive experience with the same character from start to finish. BioWare invested a large amount of time and effort into establishing an expansive universe for Mass Effect, ultimately creating a world with the complexity and robustness of older franchises like Star Wars and Star Trek. This attempt at creating an intricate universe was recognized by many critics and fans alike, and the game received almost universal acclaim, selling around 1.6 million copies in six weeks from its release.
BioWare also released a Limited Collector’s Edition of Mass Effect. This was available at online retailers only in the United States and Canada, as well as in-store retailers in mainland Europe. The Collectors edition comes boxed in a tin, with a plastic sleeve. The collectable contents inside are: Galactic Codex: Essentials – A guide to the galaxy with a timeline, race information, important events, etc. A future imagined – A book containing Mass Effect concept art A bonus DVD containing the following: Mass Effect Limited Collector's Edition The vision of Mass Effect (documentary)The making of Mass EffectInteractive Storytelling (documentary)Inside BioWare (documentary)18 Mass Effect gamer pictures16 Dashboard themesTen songs from Mass Effect Soundtrack Five Mass Effect trailers Design gallery Blue Dragon demo Halo 3, Lost Odyssey and Halo Wars videos.
Downloadable Content
Bring Down the Sky is the first downloadable mission available for Mass Effect, it was released on March 10th 2008 for the Xbox 360 and on July 29th, the same year, for the PC version. For the mission BioWare inserted a new asteroid into the Asgard System. Shepard and his team are tasked with stopping this asteroid before it collides into Terra Nova and kills millions of innocent people. Batarians are also introduced into the universe. In this mission they are portrayed as an extremely hostile race with vengeance in their minds. They hijacked the mobile asteroid and put it in a crash coarse towards Terra Nova in order to avenge the Batarian lives lost when humans colonized their home territory. It is priced at 400 points or 5 dollars. Some gamers question whether or not the 5 dollar price point is validated by the 90 minutes of gameplay. The mission is free to download for those with the PC version as well as came on a disc for those who bought the Platinum Hits edition.Pinnacle Station is the second downloadable expansion to Mass Effect, releasing on August 25, 2009 for 400 MSP ($5). The story is far less of a focus on this expansion than the last, with a larger focus on combat. Shepard enters a station dedicated to the training of Alliance soldiers through simulations. The DLC has 4 simulation modes, Time Trial, Hunt, Survival, and Capture. 3 maps for each mode, with a total of 4 maps are included. A total of 12 simulations can be run with a special final mission unlocked after first place is reached in all previous challenges. The entirety of the DLC runs 2 to 3 hours, making it a better deal in terms of time than the last DLC, however, the content can become repetitive, and there is no real story to have the satisfaction of completing. The combat also highlights many faults of Mass Effect, it throws tens of enemies at a time and framerate dips are prevalent. Many have also questioned why Bioware would release a second DLC a year and a half after the last DLC and two years after the game released, especially with Mass Effect 2 releasing in the not too distant future.
Soundtrack
The Mass Effect soundtrack was composed by Jack Wall and Sam Hulick. The music for the game was inspired by classic '80s Sci-Fi films such as Blade Runner and Dune. The tracks focus on many synthesized and electronic tones and is notable for having a recognizable melody. It was released on 11/20/2007.- Mass Effect Theme
- The Normandy
- Eden Prime
- Battle at Eden Prime
- Saren
- The Citadel
- The Presidium
- The Wards
- Criminal Elements
- Spectre Induction
- Liara's World
- A Very Dangerous Place
- Feros
- Protecting the Colony
- The Thorian Noveria
- The Secret Labs
- The Alien Queen
- Fatal Confrontation
- Saren's Base
- Breeding Ground
- Virmire
- Ride Exit
- Love Theme
- Uncharted Worlds
- Ilos
- Vigil
- Sovereign's Theme
- Uplink
- Battling Saren
- In Pursuit of Saren
- Infusion
- Final Assault
- Victory
- From the Wreckage
- The End (Reprise)
- M4 Part II (Faunts).
PC System Requirements
Minimum System Requirements:
- Operating System: Windows XP or Vista
- Processor: 2.4 GHZ Intel or 2.0 GHZ AMD
- Memory: 1 Gigabyte Ram (XP) 2 Gigabyte Ram (Vista)
- Video Card: NVIDIA GeForce 6 series(6800GT or better) ATI 1300XT or better (X1550, X1600 Pro and HD2400 are below minimum system requirements)
- Hard Drive Space: 12 Gigabytes
- Sound Card: DirectX 9.0c compatible sound card and drivers
Recommended System Requirements:
- Operating System: Windows XP or Vista
- Processor: 2.6 GHZ Intel or 2.4 GHZ AMD
- Memory: 2 Gigabyte Ram
- Video Card: NVIDIA GeForce 7900 GTX or higher. ATI X1800 XL series or higher
- Hard Drive Space: 12 Gigabytes
- Sound Card: DirectX 9.0c compatible sound card and drivers – 5.1 sound card recommended
Games on Demand and HDD Installation
Mass Effect is available on Xbox Live's Games on Demand download service for $19.99 USD. The download as well as the installation of the game disc requires 6.8GBs of HDD space.
Sequels
Mass Effect was always presented from the initial announcement as a planned trilogy, and the cliff-hanger ending of the first game made it quite clear that sequels were coming. Bioware has announced that Mass Effect 2 will be released in 2010. After the release of Mass Effect, Bioware was bought by mega-publisher EA Games, who has taken over publishing duties for future Mass Effect titles. Mass Effect 2 is, for the time being, a 360 and PC exclusive, and will probably stay that way.| Game Name | Mass Effect |
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| Developer(s) | |
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| Themes |
Add a new theme
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| Original US Release |
Nov. 20, 2007
need a fuzzy date? |
| Original US Release |
know the real date? |
| Aliases | ME |
| OFLC |
OFLC: MA15+
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| CERO |
CERO: D
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| ESRB |
ESRB: M
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| BBFC |
BBFC: 12
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Mass Effect Achievement Guide
Guide for Xbox360 Gamerscore achievements for Mass Effect
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