- Release Year: 2007
- Platforms: Windows, Xbox 360, Xbox One
- Publisher: 1C Company, ak tronic Software & Services GmbH, Electronic Arts, Inc., Microsoft Corporation, Snowball.ru
- Developer: BioWare Corporation
- Genre: Role-playing (RPG)
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Action RPG, Puzzle elements, Quick Time Events (QTEs), Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 91/100
- Adult Content: Yes

Description
Mass Effect is a single-player role-playing game set in a richly detailed science fiction universe where players control Commander Shepard, a customizable human soldier vying to join the elite Spectres under the Citadel Council. Amid galactic politics and ancient mysteries, Shepard uncovers a rogue Spectre’s alliance with the synthetic geth race, sparking a massive conflict that spans planets, involves squad-based tactical combat blending shooting and biotic/tech powers, and features meaningful choices affecting alliances, romances, and the fate of civilizations via the Normandy starship and Mako vehicle exploration.
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Mass Effect Reviews & Reception
metacritic.com (91/100): Mass Effect is the perfect video game.
imdb.com : This game is my favorite 360 game so far.
retromo.substack.com : This smash hit 3rd person sci-fi action RPG is a must play.
gamespot.com : A terrific role-playing game with great production values and fun, exciting action.
me.ign.com : Mass Effect is a game that must be played. Then it must be played again.
Mass Effect Cheats & Codes
PC
Edit the ‘BIOInput.ini’ file located in ‘My Documents\BioWare\Mass Effect\Config’ (or similar path for Steam installs) using a text editor. Backup the file first. Under the ‘[Engine.Console]’ section, add the line ‘ConsoleKey=Tilde’. Save the file. In-game, press the tilde (~) key to open the console and enter the codes.
| Code | Effect |
|---|---|
| giveall | Get one of every weapon and modifier item level 1-X |
| giveallarmor |
Get armor from indicated manufacturer |
| giveallomnitools |
Get Omnitools from indicated manufacturer |
| giveallbioamps |
Get Bioamps from indicated manufacturer |
| giveitem self |
Spawn indicated item |
| givexp |
Get indicated amount of experience points |
| ghost | Walk through walls |
| fly | Enable flight mode |
| walk | Disable ghost and fly |
| setparagon |
Set paragon to indicated value |
| setrenegade |
Set renegade to indicated value |
| givetalentpoints |
Add indicated number of talent points for player |
| show | Show game settings |
| teleport | Teleport to pointer |
| giveallgrenades |
Get all grenades |
| giveallarmorhuman |
Get all human armor |
| giveallarmorkrogan |
Get all Krogan armor |
| giveallarmorquarian |
Get all Quarian armor |
| giveallarmorturian |
Get all Turian armor |
| giveallxmods | Get all weapons and armor mods |
| giveallweapons |
Get all weapons |
| initgrenades <1-5> | Spawn indicated number of grenades |
| initsalvage <1-999> | Spawn indicated number of Omnigel doses |
| initmedigel <1-5> | Spawn indicated number of Medigel doses |
| initcredits <1-9999999> | Set indicated number of credits |
| adjustcredits <+ or - 1-9999999> | Adjust credits plus or minus the amount entered |
| givesuperarmor | Get suit of light ‘Survivor X’ armor with 8000 shields |
| givesupergun | Get Geth assault rifle that inflicts 25000 points of damage |
| givebonustalent |
Get the indicated talent regardless of class |
| upgradevehicle <1-6> vehthrusterforcebooster | Increase jump height of Mako ATV |
| upgradevehicle <1-?> veharmorboost | Increase armor value of Mako ATV |
| unlockachievement |
Unlock the indicated achievement |
| quit | End game |
| superspeed | Enable super speed |
Mass Effect: Review
Introduction
Imagine piloting the sleek Normandy SR-1 through a nebula-shrouded galaxy, where every dialogue choice could forge alliances across alien species or ignite interstellar war, and your squad’s biotic powers turn the tide against synthetic horrors threatening all life. Released in 2007, Mass Effect wasn’t just a game—it was BioWare’s audacious bid to fuse Hollywood-style cinematic storytelling with deep RPG mechanics in a sprawling sci-fi universe. As the genesis of one of gaming’s most iconic trilogies, it introduced Commander Shepard, a customizable paragon or renegade whose decisions ripple across sequels. This review argues that Mass Effect endures as a landmark title: a triumphant fusion of narrative ambition and innovative systems that redefined player agency in RPGs, even as technical rough edges and repetitive elements temper its perfection. Drawing from its development ethos, exhaustive lore, and lasting influence, it remains essential for understanding modern interactive fiction.
Development History & Context
BioWare Corporation, founded by doctors Raymond Muzyka and Greg Zeschuk, had already etched its name in RPG history with Baldur’s Gate and Star Wars: Knights of the Old Republic (KOTOR). Mass Effect, helmed by Project Director Casey Hudson, Lead Writer Drew Karpyshyn (fresh from KOTOR novels), and Lead Designer Preston Watamaniuk, emerged from a vision to craft an original sci-fi epic unbound by licensed IPs. Powered by Unreal Engine 3—the same tech behind ambitious next-gen titles—it targeted Xbox 360 exclusivity, aligning with Microsoft’s push for console-defining exclusives amid a post-Halo landscape dominated by shooters like Gears of War and open-world RPGs like Oblivion.
Development spanned years, delayed multiple times to polish its cinematic ambitions, including middleware like FaceFX for facial animations and Scaleform GFx for UI. The 624-person credit list boasts talents like Lead Animator Jonathan Cooper and voice stars (Jennifer Hale as female Shepard, Mark Meer as male). Technological constraints of 2007—Xbox 360’s 512MB RAM struggles with vast planetary surfaces—led to compromises like elevator loading screens and texture pop-in. The gaming landscape was ripe: RPGs were evolving toward action hybrids (KOTOR‘s turn-based roots giving way to real-time), and sci-fi yearned for depth beyond Halo‘s corridors. EA’s publishing (post-acquisition fears) and Microsoft’s backing fueled hype, but street-date breaks and a Singapore ban over same-sex romance underscored its bold themes. The PC port in 2008 addressed console gripes with mouse/keyboard controls and refined UI, cementing BioWare’s cross-platform savvy.
Narrative & Thematic Deep Dive
Mass Effect‘s plot is a masterclass in galaxy-spanning opera: You embody Commander Shepard, a human soldier nominated for Spectre status—elite enforcers for the Citadel Council (asari, salarian, turian reps). A botched Eden Prime mission exposes rogue Spectre Saren Arterius’s geth alliance (synthetic husks of extinct quarians), unveiling the Reapers: ancient machine gods harvesting civilizations every 50,000 years via mass relays. Shepard recruits a diverse squad—biotic prodigy Liara T’Soni, turian cop Garrus Vakarian, krogan warrior Urdnot Wrex, quarian Tali’Zorah, techie Kathy “Kasumi” Goto (via DLC), and loyal Kaidan Alenko/Ashley Williams—aboard the Normandy, probing Prothean ruins and moral quandaries.
Themes probe humanity’s galactic role: Xenophobia mirrors real-world racism (humans as “upstarts” post-First Contact War), with Citadel politics echoing UN debates. Paragon (diplomatic, blue choices) vs. Renegade (ruthless, red) morality shapes endings—save the rachni queen or exterminate? Romance subplots (Liara, Ashley/Kaidan) add intimacy, controversially including same-sex options. Dialogue wheels paraphrase intent (top: neutral, left: Paragon, right: Renegade), yielding branching paths: Charm/Intimidate unlocks sway outcomes, like disarming a hanar cult or brokering genophage cures. Codex lore—voiced, encyclopedic—details mass effect fields (FTL tech), element zero biotics, and 50,000-year cycles, rewarding immersion.
Player reviews laud emotional investment (“Jennifer Hale’s Shepard is unforgettable”) but critique clichés (racism tropes, “every distress call a trap”) and paraphrasing mismatches (“option sounded snarky, Shepard rambles”). Yet, Karpyshyn’s script—Hollywood-caliber, with twists like Sovereign’s indoctrination—builds to a finale blending personal arcs (Wrex’s redemption) and epic space battles. As trilogy opener, saves import choices, pioneering cross-game continuity.
Key Characters
- Shepard: Customizable (gender, background: Spacer, Earthborn, Colonist; psychological: Sole Survivor, War Hero, Ruthless)—defines tone.
- Squadmates: Voiced masterfully (Seth Green as Joker, Keith David as Anderson); arcs resolve via loyalty quests, e.g., Tali’s pilgrimage.
- Antagonists: Saren’s arc humanizes evil; Reapers evoke cosmic horror (Pohl influences).
Narrative Flaws & Strengths
| Strength | Flaw |
|---|---|
| Branching consequences, romance/war themes | Unresolved arcs (e.g., minor squad quests), generic villain motivation |
| Cinematic facial capture, 100% voiced dialogue | Paraphrase deception, Bioware clichés (racism) |
Gameplay Mechanics & Systems
Core loop: Story missions (Citadel intrigue, planet infiltrations), side quests (fetch/kill via galaxy map), exploration. Third-person tactical combat pauses anytime for squad commands (focus fire, cover, abilities)—no ammo, thermal clips overheat guns. Squad of three (you + two AI allies) equips four weapons (pistol, assault rifle, shotgun, sniper), moddable for damage/shields.
Classes dictate trees:
– Soldier: Firearms mastery.
– Engineer: Tech sabotage, drones.
– Adept: Biotics (Singularity lifts foes, Throw hurls).
– Vanguard/Infiltrator/Sentinel: Hybrids (biotic-charge shotgun rushes, cloak sniping).
Leveling allocates points to talents (e.g., Decryption unlocks hacks), unlocking powers like AI Hacking or Stasis. UI: Radial menus for abilities; PC adds hotkeys (1-8), squad glories. Minigames: Timed hacking (matrix guide), Tower of Hanoi puzzles, gambling (quasar). Inventory: Overloaded with loot (crates yield duplicates), poor sorting frustrates (“tedious scrolling”). Mako vehicle: Bouncy off-roading on procedurals—fun surveying (minerals for upgrades) but physics woes (“tennis ball”).
Innovations/Flaws:
– Pause-command depth: Strategic like KOTOR, fluid like shooters.
– Morality meter: Unlocks dialogue, squad affinity (romance thresholds).
– New Game+: Carries levels/gear.
Criticisms abound: Dumb AI (“teammates block snipes”), unbalanced economy (credits overflow), repetitive fights (melee rushers), long elevators. PC fixes: Streamlined inventory, no controller awkwardness. ~20-40 hours main+side, replay via classes/alignments.
Combat Breakdown
- Strengths: Biotic/tech synergy (Singularity + Overload), squad tactics.
- Weaknesses: Predictable enemies, glitchy cover.
World-Building, Art & Sound
The Milky Way post-2157: Citadel (massive station, wards bustling with asari dancers, volus merchants, elcor diplomats); Normandy (cozy CIC, galaxy map); uncharted worlds (barren, anomaly-probed). Art direction: Vivid neons, PhysX debris, Unreal 3 vistas (Citadel’s “gigantic, alien”). Flaws: Copy-paste bunkers/ships, empty planets (“no vegetation/cities”), Mako reskins.
Sound: Orchestral score (credits’ haunting ballad), immersive VO (Hale/Downes/Tatasciore shine; “wry Wrex, awed Tali”). Bink cinematics, ambient hums build tension—space opera perfected.
| Element | Contribution |
|---|---|
| Visuals | Immersive scale (Prothean beacons), but pop-in/slowdown. |
| Audio | Personality blooms via intonation; soundtrack fits “spacey” mood. |
| Atmosphere | Choices/news feeds make galaxy “alive,” despite repetition. |
Reception & Legacy
Launch: Xbox 360 Metacritic ~91/100 (GameSpy/G4: 100%; IGN: 9.4—tech flaws noted). 90% critics (178 ratings), players 4.1/5 (289). Awards: GameSpy GOTY #8, Xbox 360 GOTY (readers); books (Revelation). Sales: Millions, trilogy enabler. PC: 89%, praised controls/DLC (Bring Down the Sky free).
Evolution: Patches fixed AI; Legendary Edition (2021) remasters. Influence: Pioneered save imports (ME2/3), dialogue wheels (ubiquitous in BioWare/Avengers), squad tactics (Dragon Age). Critiqued for laziness (“four bunker reskins”), yet hailed as “RPG evolution,” “best sci-fi since KOTOR.” Spawned comics, Andromeda; shaped live-service RPGs.
| Reception Highlights | Legacy Impact |
|---|---|
| Critics: Story/VO (100% peaks). Players: Menus/AI gripes. | Trilogy sales 20M+; morality systems industry standard. |
Conclusion
Mass Effect is BioWare’s sci-fi pinnacle: a 30-hour epic where narrative depth eclipses gameplay warts, birthing Shepard’s legend amid Reaper shadows. Technical hitches (AI, Mako, inventory) and repetition prevent perfection, but cinematic highs—branching epics, voiced lore, emotional bonds—elevate it to history’s elite. As RPG innovator bridging shooters and stories, it scores 9.2/10—essential, replayable cornerstone. In gaming’s pantheon, it’s the galaxy humanity deserves: flawed, vast, unforgettable. Play it, import your save, and witness BioWare’s bold future unfold.