When Mass Effect first landed in 2007, it felt like a revelation. Here was a game that combined the depth of a role-playing game with the cinematic flair of a blockbuster (entertainment) movie, all set in a richly detailed sci-fi universe that felt both familiar and thrillingly new. Over the course of three main games (and a somewhat divisive spinoff, Mass Effect: Andromeda), the series would go on to become one of the most beloved and influential franchises in gaming history. In this Mass Effect trilogy retrospective, we’ll explore how this legendary sci-fi RPG series redefined player-driven storytelling, fostered memorable character relationships, and tackled weighty moral choices.
The series underwent substantial changes over the course of the trilogy. Mass Effect 2 and Mass Effect 3 further streamlined the gameplay, emphasizing third-person shooter mechanics over traditional RPG systems. This shift was generally praised by critics at the time as an evolution of the genre, but some fans felt it moved too far from the series’ RPG roots.
BioWare’s ambition to tell a cohesive, choice-driven story across three games was groundbreaking, but also led to challenges in writing and design. The controversial ending of Mass Effect 3, in particular, suggested the studio struggled to deliver a satisfying conclusion that respected player agency while tying together numerous narrative threads.
At its core, the Mass Effect trilogy tells the story of Commander Shepard’s fight against the Reapers, an ancient machine race that cyclically wipes out advanced organic civilizations. What begins as a relatively straightforward sci-fi adventure in the first game grows into a more philosophical and existential exploration of organic-synthetic conflict, the nature of free will, and the cost of survival.
The series grapples with weighty themes through both its overarching plot and the personal stories of its characters. The Genophage storyline, for example, serves as a complex allegory for real-world issues like genocide and bioethics. Character arcs often revolve around grappling with loss, guilt, and the specter of mortality in the face of galactic annihilation.
However, some argue that the trilogy’s writing is uneven, with the second game’s episodic structure and the third game’s plot holes and controversial ending undercutting the narrative’s overall impact. The series’ treatment of player choice is also a point of contention—while marketed as a key feature, many major decisions lead to similar outcomes or are resolved off-screen, despite BioWare’s efforts in tracking choices and recording extensive dialogue variations.
Mass Effect (2007)
The original Mass Effect was a game of staggering ambition. Developed by BioWare, a studio already renowned for its deep, choice-driven RPGs like Knights of the Old Republic and Baldur’s Gate, Mass Effect sought to bring that same level of depth to a sci-fi setting.
Players took on the role of Commander Shepard, a customizable protagonist serving in the Systems Alliance military. The game’s opening hours were a master class in world-building, introducing players to the basics of the Mass Effect universe—the discovery of ancient alien technology, the rise of humanity as a galactic power, the tension between organic and synthetic life.
But it was the game’s central conflict that truly set it apart. When a rogue Spectre named Saren Arterius uncovers a Prothean beacon containing a warning about an ancient race of machines called the Reapers, Shepard is tasked with stopping him. Along the way, they assemble a crew of memorable characters, each with their own backstories and motivations.
There was Garrus Vakarian, the idealistic Turian cop; Urdnot Wrex, the grizzled Krogan mercenary; Tali’Zorah nar Rayya, the resourceful Quarian engineer; and of course, Liara T’Soni, the naive but brilliant Asari archaeologist who would go on to become one of the series’ most important characters.
Each of Shepard’s squadmates has a distinct personality and backstory that unfolds through dialogue and optional conversations. From Wrex’s jaded cynicism born from the Genophage to Tali’s eager curiosity on her Pilgrimage, these characters feel alive and relatable.
The game also allows for romantic subplots with certain squadmates, adding an extra layer of depth to these relationships. Shepard’s own personality can be shaped through the Paragon/Renegade morality system, influencing their interactions and decisions throughout the story.
While not as impactful as later entries, Mass Effect 1 does feature some significant choices that carry weight. The decision of whether to save Kaidan or Ashley on Virmire is a standout moment, forcing players to weigh tactical necessity against personal bonds.
Another key decision point is the fate of the Council during Sovereign’s attack on the Citadel. Shepard can prioritize saving the Council or focus on defeating Sovereign, a choice that has ramifications in the sequels.
The game’s structure was a unique blend of RPG and shooter gameplay. Players could explore the galaxy map, landing on planets to complete side quests or progress the main story. Dialogue choices allowed Shepard to shape their personality and relationships, while the combat was a clunky but serviceable mix of real-time and turn-based elements.
But it was the game’s narrative that truly shone. The Reaper threat felt like a genuinely existential danger, and the game did an excellent job of slowly peeling back the layers of mystery surrounding them. The climax, which saw Shepard and their crew making a desperate stand against Saren and his Reaper allies, was a suitably epic conclusion to an unforgettable journey.
Mass Effect 2 (2010)
If the first Mass Effect was about establishing the universe and the threat of the Reapers, then Mass Effect 2 was about raising the stakes and deepening the characters.
The game opens with a shocking twist: Shepard is killed in an attack on their ship, the Normandy. But thanks to the machinations of the mysterious The Illusive Man and his pro-human organization Cerberus, Shepard is brought back to life, tasked with assembling a team to take on a new threat: the Collectors.
This new enemy, insectoid servants of the Reapers, are abducting entire human colonies for unknown purposes. To stop them, Shepard must recruit a diverse crew of specialists, each with their own loyalty mission that delves into their past and motivations.
There’s Miranda, the genetically engineered operative with a troubled family history; Jack, the powerful but unstable biotic with a vendetta against Cerberus; Thane Krios, the terminally ill Drell assassin seeking redemption; and many more.
The game’s structure reflects this focus on characters. While there are still main story missions to complete, much of the game is spent earning the loyalty of your crew through personalized missions that flesh out their backstories and relationships with Shepard.
Each companion has a dedicated loyalty mission that delves into their past, personal challenges, and growth. These range from confronting complicated family dynamics (Miranda, Jacob, Thane) to grappling with the consequences of past actions (Mordin Solus, Samara). The writing for these missions is consistently strong, adding depth and nuance to already memorable characters.
New squadmates like Mordin, Thane, and Samara are standout additions, bringing unique perspectives and emotional resonance. Returning faces like Garrus and Tali also benefit from expanded roles and development. Even minor characters like Joker and EDI get moments to shine through optional interactions.
However, some argue that this focus on characters comes at the expense of the central narrative. The Collector threat never quite reaches the urgency or scale of the first game’s Reaper revelation, and their connection to the Reapers is only briefly touched upon. Some plot points, like the Reapers’ human Reaper larva, feel underdeveloped.
Loyalty and trust are central themes, as Shepard must earn the allegiance of a diverse crew with conflicting personalities and agendas. This is mechanically reflected in the loyalty missions, which unlock alternative outfits and enhance the chances of survival in the final suicide mission.
Morality and the consequences of past actions are also explored, particularly through characters like Mordin and Thane. Mordin’s arc dealing with the ramifications of the Genophage is a standout, showcasing the game’s ability to tackle complex ethical dilemmas.
Working with Cerberus creates an undercurrent of moral ambiguity throughout the story. The Illusive Man is an intriguing figure, and the question of how much to trust him and his organization adds tension to Shepard’s mission.
However, some choices feel less impactful than marketed. Major decisions like the fate of the Council in the first game are given cursory acknowledgment through email messages. Dialogue options sometimes funnel to the same outcome regardless of intent. The final revelation of the Collector’s nature and their connection to the Reapers also lacks the weight it could have carried with more foreshadowing and buildup.
Gameplay-wise, Mass Effect 2 refined many of the first game’s systems. Combat was smoother and more intuitive, with a greater emphasis on cover-based shooting and squad tactics. RPG elements were streamlined, with a simpler inventory system and a more focused skill tree.
But once again, it was the game’s writing that elevated it to classic status. The loyalty missions were some of the most emotionally resonant moments in the series, and the game’s climax—a suicide mission to destroy the Collector base—was a masterful example of player choice and consequence.
Depending on how well you’d prepared, and how loyal your crew was, any or all of them could survive or perish in the final battle. It was a bold move that made the game’s stakes feel real and personal in a way few games had before.
Mass Effect 3 (2012)
And so we come to Mass Effect 3, the grand finale of Shepard’s story. With the Reaper invasion now in full force, Shepard must rally the galaxy’s disparate races and factions to stand together against annihilation.
For BioWare’s writers and developers, bringing a sense of cohesion and finality to Mass Effect’s overarching, player-driven narrative was a great challenge in itself. The original Mass Effect allowed Shepard’s gender, appearance, and core personality traits to be customized. Across that game and its sequel, players charted the course of the story through a series of pivotal choices influencing everything from race relations to the fates of entire civilizations. Mass Effect 3 had to incorporate this branching decision matrix and account for each player’s unique journey, all while delivering a definitive ultimate payload.
This was further complicated by the daunting production scope. In Mass Effect 3, the development team sought to raise the stakes to a galactic scale, depicting an all-out war of attrition between the Reapers and the various races of organic life. Keeping track of which alien civilizations were still intact based on player choices from prior games was just one example of the narrative juggling act BioWare had to master.
The game’s central narrative themes revolved around unity, sacrifice, and humanity’s resilience against overwhelming odds. Key characters like Mordin, Tali, and Legion personified these themes through their respective journeys for redemption, reconciliation between warring species, and the blurring lines between organic and synthetic life.
Mass Effect 3 pushed players to make difficult choices that shaped the story’s outcome, mirroring the game’s development where BioWare had to make creative solutions under intense pressure. An enhanced combat system emphasized speed and urgency, echoing the narrative’s stakes.
Antagonists like Cerberus and the Prothean survivor Javik added moral ambiguity, questioning what one is willing to sacrifice for the greater good. The climax centered around constructing the Crucible, a superweapon requiring united galactic cooperation to defeat the Reapers.
The game’s scale is truly epic, with Shepard jetting between key locations like the Krogan homeworld of Tuchanka, the Quarian migrant fleet, and the Asari citadel of Thessia. The stakes have never been higher, and the game does an excellent job of conveying the desperation and resolve of a galaxy on the brink.
Gameplay-wise, Mass Effect 3 is the most polished of the trilogy. Combat is fast-paced and dynamic, with a greater emphasis on mobility and power combos. RPG elements are further streamlined, with a new reputation system that rewards both Paragon and Renegade playstyles.
But it’s the game’s emotional beats that truly stand out. From the gut-punch of the Reaper attack on Earth to the bittersweet farewells to longtime companions, Mass Effect 3 is a game that isn’t afraid to make the player feel.
In fact, emotional payoffs for characters are the heart of Mass Effect 3. Squad members like Garrus, Tali, and Liara who have been with Shepard since the first game get especially strong arcs. Newer characters like EDI also undergo compelling development.
Many characters grapple with loss, trauma, and impossible choices in the face of galactic destruction. Wrapping up these personal journeys in a meaningful way proved just as essential as stopping the Reaper threat itself.
The salarian scientist Mordin Solus, introduced in Mass Effect 2, embarks on a path of hard-won redemption after his role in perpetuating the Genophage—a biological weapon that brought the krogan race to the brink of extinction. His choice on the territory of Tuchanka is a gut-wrenching study in the brutal calculus of ending one life to save billions. Similarly, Tali’Zorah vas Normandy’s quest to usher in peace between her quarian people and the geth—their own synthetic creations now seeking autonomy—explores potent themes around the cyclical nature of conflict and the challenges of forging new alliances from old enmities.
These storylines converge into an overarching meditation on the triumphs and inevitable shortcomings of cooperation in the face of existential adversity. Even as Shepard strives to assemble a galactic union against the Reapers, the distrust and lingering animosity between races like the krogan and turians emerges as an imposing barrier, borne from centuries of open conflict. BioWare’s deft writing excels at examining these flawed institutions and power structures, while leaving players to ponder whether setting aside eons of entrenched biases and fear is even possible in the midst of such a dire crisis.
These rich, melancholic character arcs are counterbalanced by surprising narrative turns around the nature of synthetic life itself. The geth, initially portrayed as soulless machines in the first Mass Effect, are revealed over the course of the trilogy to be developing sentient consciousness and even individual identities. This evolution comes to a thought-provoking culmination through interactions with Legion and EDI—AI beings that challenge Shepard’s precepts about the sanctity of organic life and what constitutes a soul.
On the downside, some characters like Jacob and Miranda have reduced roles that can feel anticlimactic after their prominence in Mass Effect 2. A few characters like Kai Leng fall flat in their writing and motivations.
Special mention must go to the Genophage and Geth/Quarian plotlines, which offer some of the most nuanced and impactful storytelling in the series. The former sees Shepard grappling with the ethics of curing the Krogan sterility plague, while the latter forces the player to choose between two long-warring factions, each with valid grievances and claims.
And then there’s the ending. Infamously divisive upon release, the game’s original conclusion saw Shepard making a final choice that would determine the fate of the galaxy, but in a way that felt disconnected from the rest of the series’ themes and choices.
BioWare would later release an Extended Cut that added more context and variety to the endings, but the damage was done. For many players, the ending soured what was otherwise a landmark achievement in interactive storytelling.
Legacy and Impact
Despite the controversy around its ending, the Mass Effect trilogy remains one of the most significant and influential works of science fiction in gaming. This Mass Effect trilogy retrospective allows us to see how BioWare’s universe continues to inspire modern RPGs.
Its universe is a masterclass in world-building, with a rich tapestry of alien cultures, political intrigue, and existential threats that feels both vast and intimate. Its characters are some of the most beloved in all of gaming, each with their own distinct personalities, backstories, and arcs.
And its storytelling is a testament to the power of player choice and agency. From the smallest dialogue choices to the fate of entire species, Mass Effect made players feel like their decisions had real weight and consequence.
But perhaps the series’ greatest legacy is in how it elevated the role of relationships in games. Whether it was the camaraderie of the Normandy crew or the depth of the romance options, Mass Effect understood that the bonds we form with fictional characters can be just as powerful and meaningful as those we form in real life.
In a medium often criticized for its shallow or stereotypical portrayals of human interaction, Mass Effect showed us the potential for games to explore the complexities of love, friendship, and found family in ways that rival the best of film and literature.
It’s a legacy that can be felt in the games that followed in its footsteps, from the branching narratives of Telltale’s The Walking Dead to the companion-driven storytelling of franchises like Dragon Age and The Witcher.
Conclusion: Reflecting on the Mass Effect Trilogy Retrospective
Playing through the Mass Effect trilogy today, it’s striking how well it holds up. Yes, the first game’s gameplay feels clunky by modern standards, and the ending of the third game remains a point of contention. But the core of what made these games so special—the world-building, the characters, the choices—remains as powerful and resonant as ever.
At its best, the Mass Effect trilogy is a shining example of what the medium of gaming is capable of. It’s a story that couldn’t be told in any other form, one that leverages the unique strengths of interactivity to create a deeply personal and emotionally engaging experience.
As we look to the future of the franchise, with a new game in development and rumors of a remastered trilogy on the horizon, it’s an opportune moment to reflect on what made Mass Effect so special in the first place. This Mass Effect trilogy retrospective reminds us of a series that dared to dream big, to imagine a universe filled with wonder, danger, and the infinite possibilities of the unknown—a series that understood that the greatest stories are the ones we help shape ourselves.
And in the end, that’s what makes Mass Effect an enduring classic. It’s not just a great science fiction trilogy or a landmark moment in gaming history. It’s a reminder of the power of storytelling to transport us, to move us, and to help us understand ourselves and the world around us in new and profound ways.
That’s a legacy worth celebrating, and one that will endure long after the Reapers have been defeated and the credits have rolled.