Mass Effect 1 (1.02) (with ALL DLC) FULL GAME (PC/ENG/2012)
English | Platform: PC | Release: 7 January, 2012 | Publisher: BioWare | Developer: Electronic Arts | 8.24 GB
Although most of the game's screen shots and concept art show the same "default" male Commander Shepard, it is possible for the player to fully customize his or her character's appearance, gender, abilities and even military background.
The game includes six character classes. Each class contains several "talents"; as each talent is leveled, the character either gains stats (extra health, stamina, etc), unlocks new abilities (for example leveling the Shotgun talent unlocks the "Carnage" ability, which allows the character to fire a concentrated explosive blast from the shotgun), or unlocks other talents. Each class also possesses a unique talent with the same name as its respective class; the characters may also have talents tied to their background. Characters who have reached level 20 will unlock a "Rogue VI" side-mission on Luna (Earth's moon) in the Sol System, upon the completion of which the player is allowed to choose a new specialist class, which in turn unlocks a new talent bar. The specialist class the character is offered depends on the base class.
When characters are first created, six classes are available: Soldier, Engineer, Adept, Infiltrator, Sentinel, and Vanguard. Soldiers are the most skilled with weaponry, Engineers make the most use of the omni-tool and tech-abilities, and Adepts are the best at using biotic powers. The other three classes are combinations of the first three: Infiltrators are a combination of Soldiers and Engineers, Sentinels are a combination of Engineers and Adepts, and Vanguards are a combination of Soldiers and Adepts. While the combination classes do not have the focus of the main classes, they are versatile and offer unique game-play opportunities. (Vanguards, for example, have access to half of the soldier skills and half of the Adept skills).
Players also have some control over their character's back story. They are able to choose to have been either a "spacer" (born and bred in space), a "colonist" (born on one of Earth's extra-solar colonies), or "Earth-born" (hailing from the streets of one of Earth's cities). They also choose whether they have been the sole survivor of a terrible battle, a war hero, or a ruthless soldier. These backgrounds have only a small effect in the game, although many characters will reference the player's chosen background when talking to Commander Shepard. The character's background can also affect whether some side quests are available or not. With only a few exceptions, the character's background does not directly affect the player's dialogue choices.
***Dialogue and Morality***
Previous BioWare titles such as Star Wars: Knights of the Old Republic and Jade Empire employed a conversation system where the player chose from several responses after non-player characters (NPCs) had finished speaking. Mass Effect has a system in which responses to NPCs are displayed as the general tone of the message, rather than a word-for-word transcription of the message (e.g., if the player chooses "You're worrying too much," Shepard might actually say, "You always expect the worst".
A radial command menu, divided into six equal sections like a pie chart, is shown at the bottom of the screen when a conversation is initiated. Each section is assigned a brief description of the response's intent, usually a short phrase such as "What's going on?" The response is selected by moving the analog stick (or the mouse in the Windows version) in the direction of the desired response on the circle and pressing a button. The command menu is organised such that each section is assigned a particular inclination (being nice, aggressive, etc.), so that after players have become comfortable with the system they no longer have to read the menu, and are able to respond appropriately, immediately, if desired. BioWare intended the system to allow the game to be more cinematic and free players from reading large amounts of dialogue, as would be required with the commonly used system of simply having the player choose from complete, sometimes long, written statements.
Dialogue is central to the game's morality system. The side story and the number of character interaction choices in Mass Effect are affected by the player's chosen morality. Unlike in BioWare's previous titles, emphasis on becoming a pure "good" or pure "evil" character is lessened. The overall story is also affected by the player's personal choices. Project Director Casey Hudson of BioWare has said "[the player's] style of play throughout the game will result in diverging endings that determine the fate of humanity itself," affecting not only the first installment, but also the planned sequels. Morality is mostly determined by the player's choices during conversations.
Hudson has further stated that instead of the "good" and "evil" approach that past BioWare games have taken, Mass Effect morality is based on giving points as a "Paragon" for choosing more polite and professional military actions, or as a "Renegade" for taking a more ruthless and take-no-prisoners approach. "Paragon" and "Renegade" points are scored on two separate scales (i.e. taking a "Paragon" option does not negate a past "Renegade" option), as opposed to other BioWare titles such as Knights of the Old Republic in which morality points were scored on a single scale so that making a "Light Side" choice negated the morality change characters underwent for making a "Dark Side" choice. NPCs react differently to a character depending on their past morality choices.
***COMBAT AND ABILITIES***
Combat in Mass Effect takes place in real time, but the player can pause at any time to change the squad's weapons, select different abilities for the squad members to use, or to give general squad orders. The player and his allies use firearms (modifiable with various upgrades throughout the game), Tech abilities (to interfere with enemy equipment and abilities), and biotics (similar to magical attacks or Force powers in other games) to fight their enemies. Players directly control their character's actions as well as their squadmates' attacks, but cannot take direct command of their squadmates. They can, however, issue commands using the directional pad, allowing the player to tell other characters to get behind cover, regroup, attack a specific target, or to scout ahead. Weapons and abilities of the squad members are selected via the use of two "wheel" interfaces: one for the weapons at the squad's disposal, and the other listing the available powers of each squad member and their respective recharge times. The command interface was reworked for the Windows version into displays on either side of the HUD for each squad member.
The abilities and special powers that characters have at their disposal are determined by the skill sets assigned to them at the beginning of the game and how further earned experience points have been allotted since then. Some special abilities include a biotic lift that can be used to pick up objects and enemies, and a tech ability that reduces the shields of enemies. Two other abilities, Charm and Intimidate, are dependent on points, storyline progression, and the amount of Paragon or Renegade points the player attains; raising the levels of these will not unlock any attacks, but instead open new dialogue options within the game.
Special abilities that the player can use in the game are tech abilities and biotics. Tech abilities are support powers used against enemy weapons and technology, as well as biotics. They are activated through the omni-tool, which three of the main classes can use: Engineers, Infiltrators, and Sentinels. These abilities include destroying enemy shields, sabotaging enemy weaponry, and hacking robotic enemies to fire on their own squad. Tech abilities also have passive uses, such as the Electronics talent, which allows the party to open locked crates or salvage components from wrecks. Biotics are powers accessed by the characters using implants that enhance natural abilities to manipulate dark energy, with mass effect fields. These abilities include hurling enemies around with the mind, raising shields that are resistant to enemy fire but still allow the player to fire through them, and creating small singularities that cause enemies and destructible parts of the environment to swirl about. Three of the main character classes are able to use these powers: Adepts (the main biotics class), Vanguards, and Sentinels.
***WEAPONS AND EQUIPMENT***
Mass Effect features four classes of conventional firearms (pistols, shotguns, assault rifles, and sniper rifles) and grenades, along with a variety of weapon and armor upgrades. The player can pause the game at any time and change the equipment used by the members of the party. This is a major strategic aspect of the gameplay, as choosing the correct equipment can mean the difference between a quick victory and defeat. Equipped items are visible on the characters; the armors have different appearances and all weapons fold up into compact versions that are stored on the character's back. Weapons can be retrieved by using a weapon wheel similar to the talent wheel.
Ammunition is unlimited; instead of needing to reload, a weapon will build up heat until it overheats, and cannot fire until it has sufficiently cooled down. In-game, the reasoning for this is that weapons are loaded with "blocks" of ammunition material, and each round fired is sheared off from this central supply of ammunition. The rounds themselves are described as being the size of a "grain of sand" and are launched through mass accelerator technology at extremely high speeds. Firing a weapon continuously or using a weapon that one is untrained with will result in decreased accuracy, represented by an expanding targeting reticle. The more Talent points that are spent on a weapon type, the greater the weapon type's accuracy and damage.
The characters wear dual layer hardsuits which serve as combat and EVA suits. There are three classifications of hardsuits: light, medium, and heavy armor. These suits provide a limitless supply of oxygen, as well as temporary protection from many planetary hazards like heat and radiation. Heavier suits are vulnerable to fewer hazards, but cause characters to move slower. The suits also come equipped with kinetic barriers, which act as shields against incoming fire. Aside from Liara, who is able to wear human armor, each non-human character requires a different type of armor corresponding to their race. Biotic- or tech-wielding characters can also upgrade their biotic amps or omni-tools to give bonuses to their attacks or reduce their cooldown periods.
The equipment found by the player generally increases in both stats and cost as the player levels up, denoted by a class marking from I to X. Higher class weapons and armor also have more upgrade slots than their lower-class counterparts. Upgrades found in the game fall into one of four categories: weapon upgrades, armor upgrades, ammo upgrades, and grenade upgrades. Weapon and armor upgrades add to certain stats of the item they are put in, such as accuracy or shields, while ammo and grenade upgrades grant such things as fire damage or reduced speed when shot or thrown at enemies.
The SSV Normandy, the player character's ship, and a technological marvel in the setting of the game, serves as the primary mode of transportation.
Since the game spans the galaxy, many trips have to be made from planet to planet. Players choose destinations by selecting them through a galactic map of the Milky Way. The galaxy is divided into numerous levels of organization, shrinking in scale from star clusters, to star systems, and finally down to planets.
Travel through the Mass Effect universe is aided through the use of Mass Relays, which are technological artifacts that are capable of transporting vessels nearly instantaneously between star clusters and systems, and resemble a gimbal having two rings. There are two types of Mass Relays: primary and secondary. Primary relays are linked with a twin, and so have a single line of travel, but can span as many as a hundred thousand light years, according to the game's Codex. Secondary relays are omnidirectional and can send ships to any relay within its limited range of about a hundred light years.
Once the player decides on a system to visit, several options are available. Some planets are simply there to complete the system. Others can only be surveyed for valuable materials. Some astral bodies such as asteroids, moons, and small space freighters are also available for survey. Finally, some planets can be landed on and explored. The player can move about on foot or using an all-terrain armored personnel carrier called the M35 Mako. Some segments of the game feature combat requiring the use of this vehicle. Most main story segments (and many side missions) are geared toward on-foot shooter action.
Although the game follows a main story, Mass Effect includes a large number of side missions and free-roam "uncharted worlds" that can be reached by selecting them through the galactic map. Virtually every world is part of a side mission, whether the player has uncovered the mission or not. Normally, Shepard will be contacted as a solar system is selected to be briefed on the side mission by Admiral Hackett, of the Alliance Fifth Fleet, if the system contains a side mission that's of direct interest to the Alliance military.
Mass Effect is set in the year 2183. Thirty-five years earlier, mankind discovered a cache of technology on Mars, supposedly built by a technologically advanced but long-extinct race called the Protheans. Studying and adapting this technology, humanity has managed to break free of the solar system and has established numerous colonies and encountered various extraterrestrial species within the Milky Way galaxy. Utilizing alien artifacts known as Mass Relays, the various space-faring races are able to travel instantly across vast stretches of the galaxy. Within the game, humanity has formed the Human Systems Alliance, one of many independent bodies that make up the collective of "Citadel space".
The Human Systems Alliance is a rising power in the galactic stage. The only war they have participated in was the "First Contact War" in 2157. A human exploration expedition was activating dormant mass relays (which was a practice considered unsafe by Citadel races, as it resulted in the Rachni Wars described below). The turians attacked the small fleet and proceeded to capture the closest human world, Shanxi. The turians proceeded to starve out the remaining humans and occupy the planet. Facing starvation the human garrison surrendered to the Turian Hierarchy. One month later, the human Second Fleet responded by annihilating the turian fleet around Shanxi. In response the turians prepared for full scale war. The Citadel Council saw that humanity would either be annihilated or annexed by the turians and stepped in. The humans were then given an embassy in the Citadel Council.
Citadel space, as a whole, is ruled by a conglomerate body of governments known as the Council, which is made up of members of the three prominent alien races: the asari, a race of unisexual aliens which closely resemble blue-skinned human females; the short-lived salarians; and the raptor-like turians. Other alien species seen in the game include the reptilian krogan, the four-eyed, humanoid batarians, the aquatic hanar, the methodical, monotonous-voiced and quadrupedal elcor, and the environmentally suited quarians and volus. Dozens of other aliens are asserted to exist throughout the galaxy, but are not seen or mentioned in the game.
Much history and exposition is related by the "Codex," an in-game encyclopedia whose entries expand as the player investigates new locations and asks questions of its residents. Three historical wars, predating human presence in Citadel space, are of particular relevance to players.
The "Rachni Wars" began around 1 CE; these insectoid aliens were discovered when Citadel explorers opened a dormant mass relay and accidentally introduced them to the galaxy. Over almost a century of conflict, the rachni came close to overwhelming the Citadel races, until the salarians discovered the krogan, a warlike species who had evolved redundant organ systems, a tendency to aggression and incredibly high birth rates to survive conditions on their homeworld of Tuchanka. The salarians "culturally uplifted" the krogan, gifting them with advanced technology, medicine and access to planets unplagued by nuclear winter, toxins or an overabundance of vicious predators. The flourishing krogan joined the war against the rachni and pursued it to completion, eventually exterminating the species entirely by about the 3rd century CE.
The "Krogan Rebellions" began about 700 CE and stemmed directly from the uplift during the Rachni Wars. The now-uplifted krogan displayed an aggressive colonization policy, eventually claiming worlds already populated by other Citadel races. Diplomacy failed, with the krogan literally daring the Council to stop them; and even with the turians (then Citadel newcomers) on their side, the Council once again found itself on the receiving end of a losing war. The final solution came in the form of the "genophage," an artificially induced and true-breeding genetic mutation created jointly by the salarians and turians. It causes pre-natal neural failure in all but 1 in 1,000 krogan pregnancies, resulting in stillbirths and miscarriages. Though the genophage was deployed before 800 CE, krogan culture is still struggling to adapt to it in the "present" day (2183 CE).
Finally, the "Geth Wars" were the result of efforts by the quarians to build robots for labor and military purposes. The geth were deliberately designed so that each individual was a relatively limited hardware platform, relying on wireless networking to achieve higher processing power, but the quarians tweaked their programs extensively, allowing the geth to evolve into true artificial intelligences. The terrified quarians ordered the destruction of every geth once they realized what they had done, and the geth, defensive of their lives, declared war against their creators. The geth won: in 1895 CE the quarians made the decision to abandon their home planet and have since resided largely aboard the "Migrant Fleet," a flotilla consisting of 50,000 starships. The geth, for their part, have not been seen since the end of the war, and their current agenda is completely unknown.
The game takes place primarily in two locations: the prototype frigate SSV Normandy, and the Citadel, a gigantic, ancient space station supposedly built by the Protheans and which currently acts as the center of galactic civilization. Throughout the game, however, the player may navigate the Normandy to various planets, moons and other destinations.
The player takes control of Commander Shepard, a veteran soldier who can be customized by the player. The character's appearance also varies based on the weaponry and armor the player uses. In addition to customizing Shepard's gender and appearance, players can also choose a back story for the character, which influences dialogue throughout the game, as well as which side missions will be available to the character.
The player's main character is almost always accompanied by two additional characters, providing support during battles and contributing to dialogue. These characters are not created by the player, and control over them is limited to directing squad movement and to the utilising of their technological/biotic abilities. While aboard the Normandy, the player may construct relationships between Shepard and these characters, potentially opening up further assignments. There are six characters met in the game who will join the fight; each has a detailed back-story and hence their own reasons for wanting to help. Two of the characters are human and the other four are aliens.
The game begins aboard the experimental SSV Normandy, commanded by Captain Anderson and his executive officer, Lieutenant Commander Shepard. The Normandy is sent to the human colony of Eden Prime to recover an unearthed Prothean beacon. To assist, the Citadel Council, the galaxy's primary governing body, sent one of their top agents, Nihlus, a turian Spectre. He has also been assigned to observe Shepard, who is a candidate for Spectre membership. Spectres (agents of the "Special Tactics and Reconnaissance" office) are above the law and work directly for the Council. No human has ever received the title, and the human Systems Alliance, particularly Council representative Donnel Udina, hope that by achieving the title, humanity will receive increased stature in the galactic community.
Nihlus, Shepard, and biotic Kaidan Alenko land and meet Gunnery Chief Ashley Williams, who reveals that the Eden Prime colony is under attack by the robotic race known as the geth. The geth are led by a rogue turian Spectre named Saren Arterius, who kills Nihlus. After the battle ends, Shepard locates the beacon and receives a vision showing Protheans being overwhelmed by mechanical forces.
The Normandy and its crew are summoned by Udina to the Citadel. Unfortunately, Shepard is unable to convince the Citadel Council of Saren's treason without solid evidence. Citadel Security officer Garrus Vakarian and krogan mercenary Urdnot Wrex lead Shepard to a quarian mechanic named Tali'Zorah nar Rayya, who possesses a recording of a conversation between Saren and an asari Matriarch named Benezia, discussing their victory on Eden Prime. The recording also mentions an artifact called the "Conduit" and the return of a force known as the Reapers. Confronted with this evidence, the Council revokes Saren's Spectre status and makes Shepard the first human Spectre. Shepherd is ordered to hunt down Saren with the assistance of Kaidan, Ashley, Garrus, Wrex, Tali, and pilot Jeff "Joker" Moreau.
Captain Anderson relinquishes command of the Normandy to Shepard, who uses it to follow several leads provided by Anderson and Udina. On Therum, Shepard rescues the archaeologist Dr. Liara T'soni, Matriarch Benezia's daughter. Because of her biotic abilities and expertise in the Protheans, Liara joins Shepard's squad. On the colony of Feros, Shepard fights off forces whom Saren has sent to investigate the Thorian, a sentient plant-like creature that has the power to control individuals. From these agents, Shepard learns that Saren's flagship, Sovereign, also possesses unique mind-control capabilities. On Noveria, Shepard tracks down Matriarch Benezia while fighting off both geth and individuals from a restored rachni hive. Benezia is eventually defeated, and she reveals that she and Saren are being controlled by Sovereign. Shepard is also confronted with a rachni queen, revived by Saren in the hopes of creating an army, and must decide whether to re-exterminate the race or release them. In between missions, Shepard has the option of romancing a crewmember; a male Shepard may flirt with Ashley and a female with Kaidan, while Liara is available to both.
After completing these missions, the Council informs Shepard of a salarian infiltration unit, which has uncovered Saren's main base of operations on Virmire. Upon arrival, Shepard learns that Saren has discovered a cure for the krogan disease known as the genophage. Using it, he plans to breed an army of unstoppable krogan warriors. When Wrex finds out about the cure, he betrays the team. Shepard must either kill Wrex, have Ashley kill him, or convince him to trust Shepard's decision. Once this conflict is defused, Shepard agrees to assist the salarians in destroying the base by planting a nuclear improvised explosive device in it. Shepard leads the infiltration team, while salarian Captain Kirrahe leads a diversionary attack with the assistance of either Ashley or Kaidan; the other babysits the bomb once it has been planted.
Inside the base, Shepard is confronted by Sovereign, who reveals itself to be an actual Reaper. Sovereign explains that the Reapers remain inert in the "dark space" outside the Milky Way Galaxy, waiting for millenia for organic life to develop, discover the mass relays and expand throughout the galaxy along those pre-existing routes. Once these races have reached a certain level of expansion, the Reapers awaken and purge all organic life. In truth, the Protheans never built the Citadel or Mass Relays, which were constructed by the Reapers. Rather, the Protheans were the latest victims in a long succession of races systematically sowed and harvested by the Reapers as part of an inexorable cycle. Shepard vows to stop them, but Sovereign dismisses him and ends the conversation. Saren then appears to make his own appeal, claiming his allegiance to Sovereign will save organic life forms by demonstrating their "usefulness" to the Reapers. The fight is inconclusive, and Shepard soon receives news that both Ashley and Kaidan have become pinned down at their respective positions. Shepard has only enough time to save one of them; the other is killed in the nuclear detonation.
With the information Shepard's party has gained, Liara is able to pinpoint the Conduit's location on a Prothean world known as Ilos. Shepard follows Saren into the planet's ancient ruins and encounters a Prothean computer intelligence named Vigil, which explains the Reapers' methodology. Vigil explains that the Citadel Station is actually a huge mass relay, which the Reapers use to invade the galaxy en masse. During the last cycle of extinction, a few Protheans survived on Ilos via cryogenic suspension and then re-entered the Citadel via the Conduit, a miniature mass relay disguised aboard the station as a statue. They managed to sabotage the process that would summon the Reapers. Saren plans to undo this sabotage, and needs the Conduit to get him inside the Citadel.
Shepard pursues Saren through the Conduit, arriving at a Citadel under attack by Sovereign and a massive geth force. Shepard fights through Saren's bodyguard of geth and confronts him. Saren reveals that he has become increasingly subserviant to Sovereign, even accepting cybernetic augmentation. Shepard can fight Saren or convince him to rebel. If convinced, Saren commits suicide, thanking Shepard for his freedom.
The Citadel Fleet has custody of the Council but is losing the battle; meanwhile, Joker informs Shepard of a human Systems Alliance fleet massing to counterattack. Shepard can order the Alliance fleet to save the Council, go directly after Sovereign while risking the death of the Council, or even abandon the Council explicitly. Regardless, Saren's corpse is reanimated by Sovereign, who attacks Shepard via Saren while simultaneously fighting off the Alliance in ship form. Eventually, humanity prevails, and Saren's corpse is destroyed while Sovereign is dispatched by the Normandy.
The precise ending of the game depends on several factors, including the fate of the Council and whether Shepard has a higher Paragon or Renegade meter. If Shepard chose to save the Council, the Council will thank humanity and add a human member to their ranks; the other two choices will result in the death of the Council, allowing humanity's ascendance to galactic leadership. Regardless of outcome, Shepard is then asked to nominate either Anderson or Udina to this new leadership position. Shepard does so, but then turns away from the proceedings, expressing the opinion that the Reapers are still a threat and must be stopped.
BRING DOWN THE SKY a new uncharted world that introduces the notorious and feared batarians, a humanoid species with four eyes. A batarian extremist group has hijacked a mobile asteroid station in the Asgard system, setting it on a collision course with the nearby colony world of Terra Nova. Only Commander Shepard can save the millions of innocent civilians before the asteroid completes its deadly descent. This mission is concurrent with the main storyline. BioWare has stated that the adventure should take ninety minutes to complete. The expansion also features an additional achievement awarded upon completion of the mission titled as "Colonial Savior" with a value of 50 points. Additionally, in the PC version of the game, a message may be found in a small music outpost on the asteroid when the computer inside is read twice. The message appears to be a humorous jab by the developers at those who stirred up the controversies surrounding the game's romance scenes upon its initial release.
PINNACLE STATION The events on Pinnacle Station take the form of mission styles such as Timed, Hunt, Capture, and Survival. Once the player has beaten the eight initial missions, they are rewarded with four extra missions. When all twelve have been beaten, the player is able to attempt a five-minute Survival mission in which the odds are against them.
install game by running "Setup.exe" from the "mass effect 1" folder
extract "patch 1.02+crack" using winrar or 7-zip
install 1.02 patch and crack it "C:GamesMass EffectBinaries"
extract "DLC Pack"
Mount "DLC Pack.bin"
install Bring Down the Sky first
install Pinnacle Station second
when asked for a serial use one of the following:
copy dlc crack to game dir "C:GamesMass EffectBinaries"
NOTE: the dlc crack will be located on the DLC Pack Disc so you must explore it to find the crack
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