TheMass Effectfranchise is carved into the Mount Rushmore of video game RPGs, remaining relevant after nearly a decade of no releases, and weathering the disastrous launch ofMass Effect: Andromeda. This is because the originalMass Effecttrilogy is so replayablethanks to solid fundamentals and a deep, interconnected matrix of player choices that can lead to radically distinct experiences between playthroughs.
Having said that, even the most dedicatedMass Effectfans will probably find the trilogy a bit stale after so many standard runs. Luckily, the gameplay and narrative structure ofMass Effectallow for a number of unique challenge playthroughs, as creative and vigilant players can implement their own restrictions for a fresh journey through the trilogy. Like with anything, some of these custom challenges are better than others.
All the following challenges are designed to be playable in the vanilla version ofMass Effect. In other words, this tier list won’t include any challenge runs that require the use of mods.
S-Tier Mass Effect Challenge Runs
Simple Yet Effective Ways to Modify Mass Effect
The two most obviousMass Effectchallenge runs are also the best options for players looking to tweak their repeated playthroughs. A basic run onMass Effect’s Insanity difficultyis the first type of challenge that veteran players need to get out of the way, as it dramatically changes how they interface with combat. While it’s typically optional to do things like directing squadmates and manually activating their abilities on lower difficulties, it’s virtually required on Insanity. Indeed, the strategic depth ofMass Effect’s combat shines through on its highest difficulty, making for a tough playthrough that’s arguably the best way to enjoy the game.
Insanity difficulty can also be used to modify any of the following challenge runs, making them even more difficult and complex.
An easy next step for players looking to move beyond a simple Insanity run is the no-guns playthrough. The best class for this challenge isAdept because of their affinity for biotic powers, but any class will work. This, of course, dramatically changes how the game feels at just about every moment, and the fact that it can be considerably different depending on the class the player chooses gives it a lot of variety within itself. Committing to not using guns in favor of abilities can keepMass Effectplayers busy for quite some time indeed.
A-Tier Mass Effect Challenge Runs
Making Mass Effect a Bit Stranger
A No-Death Insanity Run is self-explanatory, and one of themost brutally difficult ways to engage withMass Effect. Getting through the entirety of the original trilogy on Insanity without dying a single time is certainly a satisfying achievement, but it will be a borderline impossible task for anyone who isn’t already intimately familiar with the franchise. Starting a playthrough over after a single death, especially if someone wants to fully commit and treat the whole trilogy as one playthrough, means that this challenge run has the potential to be particularly frustrating.
The other two challenge runs in this tier are much easier, and probably a bit more enjoyable as well. For a Coward Shepard Run, players will have to make full use ofMass Effect’s squad abilitiesand commanding mechanics, not firing a single shot or using any abilities as Shepard. This run requires players to take a more tactical approach while focusing purely on evasion, keeping Shepard out of harm’s way while their squadmates do the heavy lifting.
The Boring Shepard Run is far less focused on changes to combat. Rather, this challenge run simply requires that players not use any Paragon/Charm or Renegade/Intimidate dialog options, which can lock them out of certain benefits and force them into conflicts that could have been otherwise avoided by talking things out. Thislack of commitment toMass Effect’s choice systemcan make the game both more challenging and considerably unique, as most players will opt to make at least some tough calls throughout their regular playthroughs.
B-Tier Mass Effect Challenge Runs
Decent, Weird Takes on Mass Effect
There are a number ofunique alien races in the world ofMass Effect, which is part of what makes it so dense and alluring. However, this interplanetary mixing doesn’t always go over so well, as there are a number of characters in the franchise, such as Ashley Williams inMass Effect 1, who are prejudiced and xenophobic toward sentient beings not of their same species. The “Racist” Shepard Run requires players to assume this role, never taking alien companions along on missions, never commiserating with them or completing their loyalty missions, and always agreeing with anti-alien sentiment. This makes the game harder, and it’s an interesting role-playing experience, but it also locks players out from some of the best gameplay and narrative content in the series.
In a similar vein is the Mass Death Run, AKA the Filling Up the Memorial Run. In this playthrough, players must intentionallycause or allow the deaths ofMass EffectNPCs, getting as many names on the Normandy death memorial as possible. This requires getting the worst ending toMass Effect 2, and playingMass Effect 3with a number of important characters missing. Getting all possible deaths is actually surprisingly challenging, but it’s also a bit of a depressing way to play the games, making it not suitable for those looking to have a more lighthearted experience.
Finally, there is the Gun-Only Run, which is self-explanatory: no biotics, no grenades, no special abilities allowed—only firearms. Players can take this challenge run to the next level byonly takingMass Effect’s soldier companionsalong with them on missions, totally locking themselves out from biotics and tech abilities. This is definitely a unique way to play, but it also means reducingMass Effectto a more by-the-numbers cover shooter, so it’s not for everyone.
Mass Effect Trilogy
WHERE TO PLAY
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