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It's easy to fall in love with the worlds, the races, the choices, the atmosphere, the lore.
As for progression from game to game, yeah it's different but it's brilliant because that's the way life is. It doesn't always go your way, it's not all sunshine & rainbows and war is no different.
The HUD and interface improve however so that's a positive. The story continues to develop and be just as in-depth as the first. The combat also improves with every game and you really feel the development and fluidity of it by the third instalment.
As for how the series ends, this depends on you and is something you really don't need to worry about now or in the early game. Play the story, know that actions have consequences and that there is an entire universe out there counting on you.
If you allow yourself to fully take this world in, I think you'll enjoy it. You'll come to care for the people you meet along the way, you'll laugh, you'll cry, you'll find a family.
YOU are Commander Shepard and this is YOUR story.
Is there really that much replayability in a single player story driven RPG though? I mean, I get how open world or survival RPGs can have a lot of replayability because there is no real "ending" for the most part.
But for a series with a clear start and end point, how much is there that could actually be new / different on multiple playthroughs of the game?
Either way, I think I will pick it up since the general feeling sounds like it's just that good of a story regardless.
Each game has a metric buttload of stuff to do and people to talk to and get to know, with all 3 games here, you're looking at an easy 100+ hours of content.
Also, the trilogy here comes with the Directors cut DLC included, which smooths out the ending quite a bit. It's still a debated thing whether its a 'good' finale or not, but I know I felt more or less alright with it.
A huuuuge space RPG romp with tons of great characters and memorable choices, made back in the day when Bioware still knew how to make and write an RPG without crapping their pants.
The ME series has always been more of a shooter than a CRPG. And with each subsequent part there is less and less RPG and more shooting. Nevertheless, the characters, dialogues, atmosphere and lore of the world do their job.
When it comes to replaybits, you have six different character classes, from a soldier, a typical warrior who runs ahead with a gun in his hand, to an adept, who is the equivalent of a mage. And this affects the gameplay and your playstyle quite a bit. The game has dialogues and related choices that influence how other characters treat you, and sometimes have an impact on the further course of the story. The main plot consists of a series of missions that we have to complete to complete the game, but before that we have a large part of the galaxy to explore and plenty side quests to complete.
I would agree that open-world RPGs are inherently more replayable than more linear ones. But the linearity is only--as you say--about the start and end points. The actual experience of the game varies widely depending on many factors, of which the principal ones--from a role-playing standpoint--are: the companions and how you interact with them; your other interactions with the world around you and the non-party NPCs (this will make more sense if you actually play the game, but since you've asked for a non-spoiler discussion, "further deponent sayeth not"); obviously which class you play as and what aspects of that class you lean into (non-spoilerish example: in a medieval-fantasy RPG, your experience of the game varies as to whether you are a fighter or a mage, and what powers you choose to invest in within those classes).
But the beauty of the game is in the world-building. It really is very well done, despite the nitpicking many have about some of its aspects. Imagine, if you will, a Tolkienesque RPG in which you are cast in the role of Frodo. While the analogy is not on all fours, it still conveys some of the vast and dramatic scope of the game and its bones.
I once read a review of a game that used Middle-Earth as a basis of comparison. The reviewer wrote that in Tolkien's world, it was like looking down on mountain peaks above a cloudline--you could feel the rest of the world even if you couldn't actually see it. By contrast, he analogized the game he was reviewing to a Hollywood backlot--everything looked real until you peeked behind the facade.
I would not call the worldbuilding in Mass Effect Tolkienesque--that would be very unfair to Tolkien--but it's a lot more like that than the Hollywood backlot.
Also it was fun seeing them add more of what players wanted at the time
"Okay, we're making the second one now. People seemed to really like squadmates.."
"Let's add more then."
"How many?"
"ALL OF THEM."
and then in the third one they were like
"Oh.. alright, in the second one maybe that was too many.. lets cut it down and just make them more interesting."