Compare Mass Effect (2007) prices across 50+ stores and find the best deal. Developed by BioWare. Published by Electronic Arts. Released on 12/19/2008. Available on PC. Genres: Action, RPG. Metacritic score: 89/100.

If you care about squadmates who feel like real people and a galaxy that rewards obsessive lore-reading, this is the RPG that started one of the medium's great trilogies, warts and all.

I have a complicated relationship with Mass Effect's first chapter, and I think anyone honest about it does too. The writing pulls you in hard from the moment you step onto the Citadel, a station so thoroughly world-built you could spend hours just reading Codex entries about Hanar speech patterns and Quarian flotilla governance without firing a single shot. BioWare packed roughly 400,000 words and over 20,000 lines of voiced dialogue into this thing, and the ambition shows in every corner. Commander Shepard, male or female at your choosing, is handed one of the better sci-fi premises in gaming history: infiltrate a galaxy-spanning conspiracy, uncover a rogue Spectre named Saren who has allied with a synthetic army of Geth, and try not to lose your crew along the way. The dialogue wheel, which Mass Effect essentially introduced to the genre, keeps conversations cinematic and punchy. When it is fully used, moments like the standoff with Wrex on Virmire or the face-to-face with Saren himself hit harder than most RPG writing manages in an entire game. The class system is where the RPG bones show up clearly. Soldier gives you expanded weapon proficiency and raw health, Adept leans into biotic powers like Lift, Warp, and Stasis, while hybrid classes like Vanguard or Sentinel split the difference. Build variety matters, and the skill-point allocation into talents is visible enough that improvements feel earned rather than cosmetic. The paragon and renegade morality system is lighter than it looks on paper: your choices do not gate abilities the way KOTOR's light and dark side did, but they shape dialogue outcomes and nudge certain story beats in ways that carry forward into the sequels, where imported save files pay off in satisfying and sometimes painful ways. Here is where I have to be straight with you about the rough edges. The third-person combat wants to be a shooter but needs to be treated like a tactical RPG. Charge into firefights as if it is Gears of War and you will die on repeat. Pause, use the command wheel to set squad tactics, chain biotic powers with your teammates, and suddenly the combat clicks into something satisfying. The problem is squad AI, which is genuinely poor without constant micromanagement. The Mako sections, where you drive an all-terrain vehicle across planetary surfaces, are the game's most divisive element: the vehicle handles loosely, planets recycle the same rugged terrain, and side quest locations start to blur together after a few hours of fetch-and-clear missions. The infamous elevator loading screens on the Citadel add idle time that even fans tend to fast-forward through mentally. The cover system is clunky enough that it sometimes glues Shepard to the nearest wall at the wrong moment. It is also worth flagging that this is the original 2007 PC release, not the Legendary Edition remaster, which addressed many of these friction points with improved AI, rebalanced weapons, Mako physics tweaks, and shorter elevator times. If you can only play one version, the Legendary Edition is the smoother experience. That said, the original retains every bit of the worldbuilding, voice acting from Mark Meer and Jennifer Hale, and the story that critics rightly praised for making interactive storytelling feel cinematic in a way the medium had not quite managed before. The game earned Best RPG at the Spike VGAs, was named Game of the Year by the New York Times, and holds an 89 on Metacritic for good reason. It is the roughest piece of a great trilogy, but the foundation, the characters, the Normandy, the relationships, and the galaxy map, is as strong as ever. Monika, Scout Team

Mass Effect (2007)
ActionRPG

Mass Effect (2007)

Dec 19, 2008BioWareElectronic Arts
GamerScout Says

If you care about squadmates who feel like real people and a galaxy that rewards obsessive lore-reading, this is the RPG that started one of the medium's great trilogies, warts and all.

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About Mass Effect (2007)

I have a complicated relationship with Mass Effect's first chapter, and I think anyone honest about it does too. The writing pulls you in hard from the moment you step onto the Citadel, a station so thoroughly world-built you could spend hours just reading Codex entries about Hanar speech patterns and Quarian flotilla governance without firing a single shot. BioWare packed roughly 400,000 words and over 20,000 lines of voiced dialogue into this thing, and the ambition shows in every corner. Commander Shepard, male or female at your choosing, is handed one of the better sci-fi premises in gaming history: infiltrate a galaxy-spanning conspiracy, uncover a rogue Spectre named Saren who has allied with a synthetic army of Geth, and try not to lose your crew along the way. The dialogue wheel, which Mass Effect essentially introduced to the genre, keeps conversations cinematic and punchy. When it is fully used, moments like the standoff with Wrex on Virmire or the face-to-face with Saren himself hit harder than most RPG writing manages in an entire game. The class system is where the RPG bones show up clearly. Soldier gives you expanded weapon proficiency and raw health, Adept leans into biotic powers like Lift, Warp, and Stasis, while hybrid classes like Vanguard or Sentinel split the difference. Build variety matters, and the skill-point allocation into talents is visible enough that improvements feel earned rather than cosmetic. The paragon and renegade morality system is lighter than it looks on paper: your choices do not gate abilities the way KOTOR's light and dark side did, but they shape dialogue outcomes and nudge certain story beats in ways that carry forward into the sequels, where imported save files pay off in satisfying and sometimes painful ways. Here is where I have to be straight with you about the rough edges. The third-person combat wants to be a shooter but needs to be treated like a tactical RPG. Charge into firefights as if it is Gears of War and you will die on repeat. Pause, use the command wheel to set squad tactics, chain biotic powers with your teammates, and suddenly the combat clicks into something satisfying. The problem is squad AI, which is genuinely poor without constant micromanagement. The Mako sections, where you drive an all-terrain vehicle across planetary surfaces, are the game's most divisive element: the vehicle handles loosely, planets recycle the same rugged terrain, and side quest locations start to blur together after a few hours of fetch-and-clear missions. The infamous elevator loading screens on the Citadel add idle time that even fans tend to fast-forward through mentally. The cover system is clunky enough that it sometimes glues Shepard to the nearest wall at the wrong moment. It is also worth flagging that this is the original 2007 PC release, not the Legendary Edition remaster, which addressed many of these friction points with improved AI, rebalanced weapons, Mako physics tweaks, and shorter elevator times. If you can only play one version, the Legendary Edition is the smoother experience. That said, the original retains every bit of the worldbuilding, voice acting from Mark Meer and Jennifer Hale, and the story that critics rightly praised for making interactive storytelling feel cinematic in a way the medium had not quite managed before. The game earned Best RPG at the Spike VGAs, was named Game of the Year by the New York Times, and holds an 89 on Metacritic for good reason. It is the roughest piece of a great trilogy, but the foundation, the characters, the Normandy, the relationships, and the galaxy map, is as strong as ever. Monika, Scout Team

Tags

singleplayerDialogue WheelParagon/RenegadeBiotic PowersClass Build SystemSave ImportGalaxy Map ExplorationMako TraversalTactical Pause CombatVoice-Acted CompanionsSpace Opera

System Requirements

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Reviews & Ratings

Metacritic
89
Steam
94%(16,551)

Game Info

Developer
BioWare
Publisher
Electronic Arts
Release Date
Dec 19, 2008

Game Modes

singleplayer

Languages

Subtitles (5)
EnglishFrenchGermanSpanish - SpainItalian

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