Mass Effect 2. Mass Effect 2. A subjective list of the best moral systems

Hubert Sledziewski

Mass Effect 2

Which is it? Paragon, or Renegade? Here's the latter! - Moral systems in games that I remember the most – document – 2022-06-25
Which is it? Paragon, or Renegade? Here's the latter!
  1. Genre: RPG
  2. Release year: 2010

The morality system in the Mass Effect series is based on story decisions made by the player. There are no shades of gray most of the time – there are only good and bad (blue and red) decisions, reflected in the paragon and renegade indicators.

On the one hand, this mainly black-and-white system can be a bit boring. On the other, the vast majority of players made (and makes) good choices anyway. How much faith in humanity that returns is largely a personal matter. Nevertheless, we cannot imagine Mass Effect without this simple system. Here's what our editor Agnes had to say about it:

The moral system in Mass Effect is painfully binary. We can be either good or bad. Besides, regardless of our character's attitude, many situations end in the same way (with different dialogues).

However, I cannot imagine this series without this system. Optimal solutions to the most important decisions are possible only when we have high enough renegade/protagonist indicator (there are thresholds for different types of decisions). So while it is simple, it also gives you the feeling that taking a particular attitude will bring real benefits in the future and make your character that much more genuine. At times, it is also an interesting benchmark of our own morality. Did you punch Khalisah al-Jilani in Mass Effect 1,2 & 3?

Agnes

  1. Read more about Mass Effect 2 in our encyclopedia

DRAGON AGE DID IT BETTER?

BioWare's approach to the morality system in the Dragon Age series was slightly different. As an example, let's take DA: Origins, which is commonly considered to be the best installment of the series. There was no obvious indicator of good and bad. Instead, the main character got the approval of various NPCs, which, of course, influenced the storyline. Combined with interesting characters, it created a perfect mix.

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Author: Hubert Sledziewski

Has been writing professionally since 2016. He joined Gamepressure.com five years later - although he has known the service since he had access to the internet - to combine his love for words and games. Deals mainly with news and journalism. A sociologist by education, a gamer by passion. He started his gaming adventure at the age of four - with a Pegasus. Currently, prefers PC and demanding RPGs, but does not shy away from consoles or other genres. When he's not playing or writing, he enjoys reading, watching series (less often movies) and Premier League matches, listening to heavy music, and also walking the dog. Almost uncritically loves the work of Stephen King. Does not abandon plans to follow in his footsteps. However, he keeps his first "literary achievements" locked away deep in a drawer.