The Mass Effect morality system, crucial for character build and narrative outcome, hinges on two key meters: Paragon and Renegade. These aren’t simply good vs. evil; they represent different approaches to problem-solving. Paragon choices, boosting that meter, emphasize diplomacy, compassion, and following the rules – think playing a support role in a MOBA, prioritizing team harmony and long-term strategic advantage. Crucially, high Paragon often unlocks unique dialogue options and quest resolutions, effectively offering alternative “builds” for your Commander Shepard, just like choosing different skill trees in a RPG.
Conversely, the Renegade meter tracks more aggressive, pragmatic, and sometimes ruthless decisions. This isn’t inherently “bad,” but more akin to a hyper-aggressive carry in esports, willing to take risks and make sacrifices for immediate gains. A high Renegade score can unlock intimidating dialogue choices that bypass combat or influence powerful individuals, providing shortcuts and unconventional solutions similar to exploiting glitches or meta-gaming in a competitive environment. However, relying too heavily on Renegade actions can alienate allies and lock you out of Paragon-specific content, creating a high-risk, high-reward playstyle. Mastering both meters is essential for achieving optimal outcomes and experiencing the full spectrum of the game’s narrative possibilities – a truly skilled player understands when to play aggressively and when to adopt a more tactical, supportive role.
What are the best choices in Mass Effect?
Listen up, greenhorn. This ain’t about “best choices,” it’s about playing the damn hand you’re dealt and maximizing your galactic survival rate. Got it? Here’s the real skinny on those decisions:
Rachni Queen: Spare her. Obvious, unless you’re actively roleplaying a Reaper pawn. Rachni are a powerful asset in ME3, and trust me, you’ll need every gun you can get. Plus, killing her is just plain dumb tactically. Period.
Wrex: Don’t even THINK about offing Wrex. Seriously. He’s Krogan leadership personified. Keeping him around not only guarantees Krogan support, but a damn stable Krogan support. Moron.
Council: Save ’em. Why? Resource boost, plain and simple. You get more War Assets in ME3 with the Council intact. Sentimentality has no place in war. Unless you’re going full Renegade, but that’s a suboptimal strategy for maximum war strength. Also, consider the Destiny Ascension for a slight edge.
Loyalty Missions: Non-negotiable. Complete EVERY. SINGLE. ONE. These aren’t optional side quests; they’re the key to your squad surviving the Suicide Mission. Failure here guarantees squadmates end up fertilizer. And don’t whine about it.
Squad Confrontations: Manage these like a damn chess game. Paragon/Renegade options are your tools. Keep your squadmates from killing each other. Morality plays are secondary to squad cohesion.
ME2 Point of No Return: Brace yourself. Upgrade the Normandy. All of it. Hull, shields, guns. Failure to prepare is preparing to fail. Squad assignments matter. Google a damn flowchart if you can’t figure it out. Don’t be an idiot.
Maelon’s Data: Save it. It’s about the future krogan gene pool, dude. You have the option to save or destroy Maelon’s data on curing the Genophage. The save option gives Wrex the chance to lead the Krogan’s and restore his clans honor. A restored clan makes for better support during the Reaper invasion.
Cure the Genophage: Cure it. The Krogan are valuable assets. Don’t listen to the naysayers, the genophage needs to go to ensure a better outcome during the Reaper invasion.
What is the best class in Mass Effect 1?
Forget the AI’s generic blather. Adept in ME1 isn’t just “strong,” it’s borderline broken. Biotics *are* overpowered, but the key is understanding why. It’s not just crowd control; it’s about singularity-stunlocking entire rooms, making even Krogan Warlords dance like puppets. Warp shreds armor like it’s wet tissue paper, turning heavily armored enemies into XP pinatas. Liara is a good squadmate *but* consider Wrex. He’s a tank, he gets in their face, and you launch singularities *behind* him for ultimate disruption.
Infiltrator? Versatile, sure. But real PvP mastery isn’t about unlocking extra loot. It’s about tactical positioning and burst damage. Infiltrator shines with sniper rifles, especially with the high-explosive rounds. Cloak, reposition, headshot. Rinse and repeat. Electronics and Decryption are nice perks, but learning to manipulate the environment and exploit enemy weaknesses is a far more valuable skill.
Soldier’s are functional, but lack the pure offensive punch of Adept or the tactical finesse of Infiltrator. Sentinel is a jack-of-all-trades, master of none. Vanguard *can* be strong, but requires aggressive play and mastery of the Charge ability, which can be a liability until you understand its mechanics. A poorly timed charge is a death sentence.
Engineer? Combat Drone is a gimmick. By the time the drone is deployed, an Adept has already turned the enemy squad into a bouncy house. Focus on learning choke points, exploiting biotic combos, and mastering your weapon of choice. That’s how you dominate in ME1 PvP.
What happens if you don’t shoot the Illusive Man?
Okay, so let’s break down this critical engagement with the Illusive Man. Essentially, you’ve got a binary choice with high stakes. We’re looking at potential hard counters and devastating misplays here.
- Aggressive Play (Interrupt): Taking the Paragon/Renegade Interrupt is a high-risk, high-reward maneuver. Shepard will engage immediately, resulting in the Illusive Man’s confirmed elimination. This choice streamlines the endgame and bypasses a potentially lengthy dialogue sequence. It’s the equivalent of a calculated all-in, removing a key obstacle to victory. However, it’s irreversible; there’s no fallback.
- Passive Play (Ignore Interrupt): Opting to ignore the prompt is a gamble. While it allows for further dialogue options and potentially reveals more lore, it’s a *massive* trap for the uninitiated. The Illusive Man will retaliate, resulting in Shepard’s death and a complete mission failure. Think of it as face-checking a bush without proper intel – you’re essentially walking into a guaranteed gank. You’re forced to replay the conversation, wasting valuable time and momentum. This choice is generally considered sub-optimal due to the guaranteed negative outcome.
Strategic Implications: The Interrupt is the statistically superior choice for maximizing efficiency and minimizing risk. While some players may prioritize the narrative aspects of a passive playthrough, from a purely strategic viewpoint, taking the Interrupt is the most consistent path to success. The Illusive Man presents a significant threat; removing him immediately allows for a more focused endgame.
Is Renegade Shepard evil?
Okay, so, is Renegade Shepard *evil* evil? Man, that’s a tough one. Let’s break it down. This Cerberus comparison is actually pretty spot-on. Renegade Shepard is ALL about results. Like, ALL about ’em. They see the Illusive Man’s methods and they’re like, “Yeah, I can dig it. Sacrifice a few krogan colonies to get that reaper tech? No problem.”
Think about it: Paragon Shepard is all sunshine and rainbows, but sometimes diplomacy just doesn’t cut it. Renegade Shepard is the guy who shoves a Volus out of the way to get to the objective. It’s about efficiency, baby! But here’s the kicker – they *believe* they’re doing it for the greater good of humanity. They are not driven by personal desire or malice but by the need for survival of human race.
But here’s where it gets murky, right? Are the ends justifying the means? That’s the question Renegade Shepard forces you to grapple with. And honestly? Sometimes the Renegade choice is the only one that WORKS, you know? Paragon just gets you killed. It’s brutal, but in the Mass Effect universe? Survival is a dirty game.
Also, let’s not forget the dialogue. The Renegade interrupts! The Renegade headbutts! It’s frickin’ hilarious, but it’s also a sign of their… impetuousness? Lack of empathy? They don’t really care about your feelings as long as they get what they need. And that’s where the “evil” comes in, for sure. So, yeah, not moustache-twirling villain, but definitely not a good guy. Complicated, that’s what they are.
How do you keep Garrus alive?
Alright chat, let’s talk about keeping our favorite Turian sniper, Garrus Vakarian, alive during the Mass Effect 2 Suicide Mission. This is crucial, folks, he’s more than just a squadmate, he’s family. And trust me, you want him around for ME3. So listen up.
First and foremost: LOYALTY, LOYALTY, LOYALTY! I can’t stress this enough. You *have* to do Garrus’s loyalty mission, “Eye for an Eye.” Complete it! Make sure you side with him during the argument at the end. If he’s not loyal, his chances of biting the dust skyrocket.
Next, Normandy upgrades. You *need* all three of them: the Thanix Cannon (weapon upgrade), Heavy Armor (armor upgrade), and Multicore Shielding (shield upgrade). The armor upgrade is *especially* critical for survival during the infiltration sequence, and Garrus can easily die there without it. You can buy these upgrades from Jacob, Tali, and Garrus respectively, after talking to them enough. Don’t slack on this!
Now, for the Suicide Mission itself. This is where the tactics come into play. The Tech Specialist Role: You *can* send Garrus through the vents, he’s perfectly capable, but I usually save him for a different job. Let’s talk about Holding the Line. This is where Garrus truly shines. Put him in your second squad holding the line against the Collectors at the end of the mission. His high damage output and combat prowess make him perfect for this role. Characters with high defense stats like Zaeed are also good. DO NOT bring Garrus with you for the final boss fight against the Human Reaper. This is a guaranteed death sentence unless you’ve played ME2 a bunch and know what you are doing, but even then it is dangerous.
And here’s a pro-tip: Pay attention to your squadmates’ defenses when they hold the line. The less defensive they are the earlier they will die. This is a priority order for who will die if you do not have enough defensive characters: Kasumi, Legion, Tali, Jack, Thane, Garrus, Grunt, Zaeed.
Think about it this way: you want to maximize Garrus’s strengths. He’s a DPS machine. Put him where he can deal damage and stay alive. Holding the line is his sweet spot. Trust me on this one, chat.
What happens if you scan all keepers in Mass Effect?
Alright, Commander, so you’re thinking about scanning all the Keepers in the Citadel, huh? Good call! Here’s the intel: each Keeper you scan bags you some credits and XP. It’s not a massive payout per scan, but it adds up. Plus, it’s a great way to familiarize yourself with the Citadel map.
The real reward comes when you’ve scanned all 21 of those creepy crawlies. Once you hit that target, BAM! Bonus credits and XP. Think of it as a completion bonus for your meticulous scientific endeavors. No need to run back to Chorban and hold his hand, either. The game automatically recognizes that you’ve completed the task. Just keep scanning, Commander, and enjoy the rewards!
Is EDI the Normandy or a passenger?
Think of EDI less as a passive passenger and more like the ultimate support player in a highly optimized squad. Initially, EDI, or “Enhanced Defense Intelligence,” functions as the ship’s AI, optimizing combat capabilities. She’s the IGL (in-game leader) for the Normandy itself, managing systems, calculating trajectories, and essentially “piloting” the ship with machine-level precision – think of her as the top-tier aimbot + reaction time combo, but for starship combat. Later, in Mass Effect 3, she goes full pro, transitioning from background support to a core squad member. This is a huge meta shift – she evolves from a strategic asset into a dynamic, playable character with unique abilities. It’s like taking your team’s analyst and putting them in the game as a clutch carry. So, Normandy is the vessel, but EDI is the ship’s tactical brain and eventually, a lethal weapon on the ground.
What is the best class in Mass Effect?
Alright, let’s talk about the best class in Mass Effect. It’s a question that’s sparked countless arguments in the Citadel’s virtual taverns. Here’s my take, informed by countless playthroughs and a deep understanding of the lore.
At the bottom, we have the Engineer. While their tech abilities are undeniably powerful against synthetics and shielded enemies – crucial given the Geth and later Reaper threats – they often lack the direct firepower to handle organic hordes. Think of them as the support specialist, the tech wizard who can disrupt enemy formations and debuff high-priority targets. They are excellent, but require a team that is built around them, not the other way around.
Next up is the Adept. Adepts are Biotic powerhouses, capable of manipulating gravity and throwing enemies around like ragdolls. Their vulnerability lies in reliance on biotic detonations and energy barriers, which can be neutralized by enemy defenses. They excel at crowd control and creating tactical openings, but rely on a blend of abilities and map positioning. Think of them as the biotic control expert, excelling in areas with open areas.
Moving on, the Infiltrator. Their tactical cloak is a game-changer, allowing for stealthy approaches, repositioning during combat, and devastating sniper attacks. However, their reliance on specific weapons and tactical positioning makes them vulnerable when caught out of position. Their strength is precision and burst damage, making them ideal for taking down high-value targets. This is your spec ops build, getting in and out without being noticed.
In the middle of the pack is the Soldier. The Soldier is a master of weaponry. They are the epitome of conventional warfare, excelling with all weapons and able to withstand significant damage. They can face almost any enemy head-on. They’re reliable and effective, but lack the specialized abilities of other classes. They do not offer any real utility, so you are stuck dealing damage or staying alive, nothing else.
Now, we’re talking about Sentinel. Sentinels are the ultimate hybrid class. They blend tech and biotic abilities, making them incredibly versatile. Tech Armor provides excellent survivability, while Overload and Warp can dismantle enemy defenses. However, their diverse skillset comes at the cost of specialization. They are the swiss-army knife, able to handle a multitude of situations but never truly dominating in one specific area. They are masters of stripping all types of defenses and leaving enemies vulnerable.
And finally, at the top, we have the Vanguard. The Vanguard is a high-risk, high-reward class that delivers the ultimate Mass Effect experience. Charge directly into the fray, shattering defenses and decimating enemies with biotic combos. The Vanguard is not for the faint of heart, requiring aggressive tactics and mastery of movement. But the rush of close-quarters combat, coupled with the devastating power of biotic charge, makes them the most exhilarating and potentially powerful class in the game. This relies on you knowing enemy positions and having access to an escape route. The more you know the better the Vanguard is.
What is the message of Mass Effect?
Alright, so the core message of Mass Effect? Dude, it’s not just pew-pew and romance options, though those are awesome. It’s about building bridges, man. Diversity isn’t just a flavor pack for your squad; it’s essential. Each species brings something unique to the table – their skills, their perspective, their culture. That’s unity in action. You gotta learn to work with the Krogan bruisers and the Asari mystics, even when they’re butting heads, because the Reapers don’t care about your petty squabbles.
And freedom and choice? Forget railroading! Every decision you make, even the seemingly small ones, ripples through the whole galaxy. You decide who lives, who dies, and what kind of leader Shepard becomes. Paragon? Renegade? It’s all on you. The game’s constantly throwing moral dilemmas your way, forcing you to think about the consequences of your actions. It’s not always about picking the “right” answer; it’s about picking the answer *you* believe in.
And that ending, controversial as it is, kinda drives it all home. No matter how you play, you ultimately get to choose what the future holds. You get to decide what kind of legacy you leave behind. It’s a final affirmation of the ideals you’ve been fighting for the whole damn time. Whether you unite the galaxy in peace, sacrifice everything for a new future, or, uh, embrace the dark side… it’s *your* choice. And that’s powerful stuff, man.
Do choices actually matter in Mass Effect?
So, you’re wondering if your decisions in Mass Effect truly ripple through the trilogy? The short answer is… complicated. While BioWare promised a universe shaped by player choice, the execution is more nuanced than a paragon interrupt.
Think of it this way: a pivotal decision in Mass Effect 1, like saving the Rachni Queen, absolutely *can* have consequences in Mass Effect 3, impacting available resources and even character interactions. However, let’s be real: a lot of choices are surprisingly contained. That intense negotiation with a stubborn krogan? It might only affect that specific conversation and its immediate outcome.
The brutal truth is that the impact of your choices is heavily skewed. We’re talking maybe 10% of your decisions significantly altering the larger narrative arc, influencing galactic readiness, or changing the fates of major characters. The remaining 90%? They largely stay within the confines of the scene, affecting dialogue, minor character arcs, or the acquisition of a few extra credits. This isn’t necessarily a bad thing – these smaller choices can add flavour and depth to your immediate experience. But don’t expect every Paragon or Renegade interrupt to rewrite the galaxy.
Ultimately, Mass Effect’s strength lies in the *illusion* of choice. It masterfully creates the feeling that you’re shaping the universe, even when the long-term impact is less profound than you might expect. Knowing this going in allows you to appreciate the moment-to-moment consequences, even if they don’t dramatically alter the final outcome. Focus on roleplaying your Shepard and enjoying the journey, rather than obsessing over maximizing your galactic readiness score based on every single decision you make.
What is the difference between Paragon and Renegade Mass Effect?
So, Paragon versus Renegade in Mass Effect. It’s not just about being “good” or “bad,” it’s a core mechanic influencing your Shepard’s personality, relationships, and even the story’s outcome. Think of it as two distinct roleplaying styles, each with its own flavor.
Paragon: The Idealistic Hero
- Focus: Compassion, empathy, diplomacy. Doing what’s *right*, even when it’s difficult. Basically, you’re Space Jesus.
- Dialogue: Blue options. Expect lots of calming voices, reassuring words, and attempts to find peaceful solutions. Picture yourself as a galactic therapist.
- Example Choices: Saving civilians, offering a chance for redemption, appealing to someone’s better nature. You might spend extra time convincing someone to surrender instead of just shooting them.
Renegade: The Pragmatic Anti-Hero
- Focus: Efficiency, ruthlessness, getting the job done *no matter the cost*. It’s about achieving objectives, sometimes at the expense of morals. Think Dirty Harry in space.
- Dialogue: Red options. Prepare for intimidating threats, cold logic, and decisive action. You’re not afraid to play dirty to win.
- Example Choices: Intimidating a suspect, using force to extract information, sacrificing a few lives for the greater good. You might just shove someone out a window to make a point.
Key Differences in Action
- Conflict Resolution: A Paragon Shepard will exhaust every diplomatic avenue. A Renegade Shepard will shoot first and ask questions later (maybe).
- Priorities: Paragon values life above all else. Renegade values mission success, even if it means making hard choices. Remember the Collector Base? Paragon likely saves the crew, Renegade might sacrifice them for a strategic advantage (if you’re heartless enough).
- Visual Cues: Paragon points give Shepard a “clean” scar look. Maxing out Renegade will turn your face a gnarled mess, making you look like you’ve been through hell (and you probably have).
Gameplay Impact: More Than Just Dialogue
- Dialogue Options: High Paragon or Renegade scores unlock unique dialogue options. These can be crucial for resolving conflicts peacefully (or brutally) and influencing key characters.
- Intimidation/Charm: These skills in Mass Effect 1 are directly tied to your Paragon/Renegade scores. High scores allow you to persuade characters to your point of view during crucial moments.
- Loyalty Missions: In Mass Effect 2, your ability to resolve loyalty mission conflicts often depends on having sufficient Paragon or Renegade points. Fail to meet the threshold, and you could lose a squadmate’s loyalty (or worse).
- Endings: While Mass Effect 3’s ending controversy is a whole other discussion, your Paragon/Renegade scores *do* influence your options at the very end.
Important Considerations
- It’s a Spectrum: You don’t have to be 100% Paragon or Renegade. You can mix and match, creating a Shepard with a nuanced personality. But be aware that focusing on one path usually yields the best results for unlocking high-level dialogue options.
- Moral Ambiguity: The Mass Effect universe is rarely black and white. Paragon choices can have unintended consequences, and Renegade actions can sometimes be necessary for survival. Consider the moral implications of each choice, not just the points you’ll earn.
- ME1 vs. Later Games: Renegade in ME1 is more about being a badass, questioning authority, and getting the job done. In ME2 and ME3, it leans more heavily into “evil” territory. Be prepared for a shift in tone.
Ultimately, the choice is yours. Play the Shepard you want to play. Just remember that your choices have consequences, and they’ll shape the fate of the galaxy.
Is Paragon or Renegade better?
Alright chat, let’s settle this Paragon vs. Renegade debate once and for all. Look, both paths are totally valid ways to play Shepard, and they drastically change the dialogue options and even the split-second decisions you make. The core difference? Paragon is all about diplomacy, playing by the rules, and saving everyone if possible. Renegade? Let’s just say things get done, often in the most brutal and efficient way imaginable. Think of it as the difference between Batman and Punisher, ya know? Gameplay-wise, sticking mostly to one side – Paragon or Renegade – unlocks unique dialogue choices and powerful interrupt actions. For example, a high Renegade score might let you intimidate a character into revealing crucial information or even bypassing a difficult fight altogether. While Paragon choices generally lead to more peaceful outcomes, Renegade options can offer faster, albeit morally questionable, solutions. Now, many find Renegade Shepard’s lines way more quotable and hilarious – those moments where Shepard just snaps are GOLD. Paragon is awesome too, but being endlessly understanding doesn’t always lead to the most memorable moments. It really comes down to your personal playstyle and what kind of leader YOU want to be. Experiment! Maybe even do multiple playthroughs, one Paragon, one Renegade, and see which resonates more. Just remember, the consequences can be HUGE!
What happens if you don’t recruit Garrus Mass Effect?
Okay, so skipping Garrus in Mass Effect 2 has some serious consequences. If you bypass the “Archangel” recruitment mission entirely, Garrus won’t be part of your squad. This means you’ll be missing out on his invaluable tactical expertise, long-range combat prowess, and his character’s unique story arc – that whole loyalty mission thing. You’ll also lose out on his sniper rifle upgrades, which are pretty crucial for Shepard’s damage output.
More importantly, his absence affects key decisions later on, especially during the Suicide Mission. He’s a strong and capable squadmate and is one of the best choices for some important jobs during it. Without him, you’ll have fewer options and a higher risk of squadmates dying. Basically, you are significantly hampering your chances of getting the ‘best’ ending.
Think of it this way: Garrus’s experience with law enforcement and his ruthless efficiency are invaluable. Skipping him is like going into a major battle with a vital weapon missing. While it’s possible to beat the game without him, it’s going to be considerably harder and you’ll miss a lot of good stuff.
Can you romance EDI in Mass Effect?
Straight up, you can’t bang EDI as Shepard in Mass Effect 3. No romance options, period. It’s a closed book. BUT, here’s the juicy meta: EDI’s got a thing for Joker. This isn’t a direct Shepard romance, but you, playing as Shep, are the catalyst. If you want to see the Joker-EDI relationship unfold, you gotta play matchmaker. Head to the Presidium Commons early on. Spam those dialogue options with EDI and Joker. Be supportive, be the wingman, be the digital dating guru. It’s about guiding their interactions, nudging them closer. Pay attention to their conversations, pick the choices that encourage their connection. Think of it as an elaborate assist; you’re not scoring, but you’re setting up the play. Miss those dialogue windows, and you’ll miss the whole damn show. So, stay sharp, listen carefully, and play the long game for that sweet, sweet digital romance subplot. You got this.
Why is Mass Effect controversial?
Mass Effect, while lauded for its stunning visuals and engaging combat mechanics – especially the satisfying biotic powers and weapon customization – faced a barrage of criticism concerning persistent technical glitches. These ranged from minor annoyances like texture pop-in to game-breaking bugs that necessitated reloads and even hindered progress. The plot also polarized players. While the initial narratives in Mass Effect 1 and 2 were generally well-received for their world-building and character development, Mass Effect 3’s ending sparked significant controversy, with many finding it rushed and unsatisfying considering the player’s choices throughout the trilogy. Some found the options presented to be superficial, diminishing the feeling of agency that the earlier games so successfully fostered. Furthermore, the implementation of the “galactic readiness” system, tied to multiplayer and companion apps, felt like a disruptive intrusion on the single-player experience for some.
Beyond gameplay and narrative critiques, the series has consistently ignited conversations about its representation of LGBTQ+ characters and relationships. While some praised BioWare for including same-sex romances, others argued that these relationships were often less developed or felt like afterthoughts compared to heterosexual options. The depiction of certain characters, and the overall handling of sexual orientation within the Mass Effect universe, sparked debate regarding authenticity, meaningful inclusion, and the potential for tokenism within a science fiction setting striving for a diverse and inclusive future.
What is the Wrex decision in Mass Effect?
The Wrex decision on Virmire is a HUGE turning point in the Mass Effect trilogy. Essentially, when you confront Saren’s genophage cure facility, Wrex challenges your decision to destroy it. What happens next dramatically alters the course of the entire saga.
If you possess sufficient Paragon or Renegade points, or have certain squadmates present (namely, Liara or Garrus), you can persuade Wrex to stand down. This is arguably the “best” outcome in terms of long-term narrative impact. Wrex survives, becoming the leader of Clan Urdnot. He plays a vital role in Mass Effect 2, helping you recruit Grunt and providing crucial support. Furthermore, in Mass Effect 3, a Wrex-led Krogan army becomes a powerful ally in the war against the Reapers, *provided* you actually cure the genophage. This results in massive War Assets and some truly epic moments.
However, be warned! If you sabotage the genophage cure (a choice made later in Mass Effect 3), Wrex *will* eventually discover the truth. This leads to a confrontation where, unless you’ve cleverly manipulated events with another Krogan leader (Wreav), Shepard is forced to kill Wrex. This not only carries a heavy emotional cost, but also severely impacts your War Asset strength and potentially influences the game’s ending.
Failing to persuade Wrex on Virmire also leads to his death. Ashley (or Kaidan, depending on who you saved) will shoot him to prevent him from killing you. While this outcome might seem insignificant initially, it removes a significant ally from your ranks and prevents you from experiencing some of the most rewarding storylines in the later games. So, choose your words carefully on Virmire; the fate of the Krogan race – and perhaps the galaxy – hangs in the balance!


