Mass Effect: Tropes U to Z
aka: Tropes U-Z
The rest of the list to be found here:
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- Undying Loyalty: The true geth. No matter how badly they were treated by the quarians, even to the point of genocide, they still value them as parents. Given the chance, the geth repay the quarians in a big way, even restoring their immune systems and caretaking their world. There's a certain amount of pain from Legion when he ponders what else the geth could do when their own beloved creators wanted to destroy them.
- Averted tragically when the geth find themselves getting owned by the quarians after Admiral Xen invents a weapon that works as a win button, and their only chance for survival is to ally with the Reapers. Legion is visibly ashamed at this reaction by his people.
- Unexplained Recovery: The former trope name (I Got Better) is invoked by the Commander in the second game.
Commander Shepard? But... you're dead! Shepard: I got better.
- Unholy Nuke: When possessing a puppet, the Reaper Harbinger has a special version of of the "Warp" ability that qualifies.
- An ability also possessed by Banshees in the third game.
- As of the last multiplayer DLC, the playable Collector has this same ability.
- Unobtanium: Element zero is stated in the Codex to be generated only when stars go boom. The primary sources of eezo are, thus, the debris fields surrounding neutron stars and black holes, requiring extensive set-up costs for the telerobotic systems and radiation shielding necessary to mine it. It is also the only means of manipulating mass known. It is thus the rarest and most valuable substance in the galaxy. However, every FTL craft, every Flying Car, every omni-tool and every firearm (not to mention every biotic) has a few grams somewhere inside of it. Not to mention, two words: eezo toothbrushes.
- Luckily, not all that delicious Unobtanium stays in such harsh places. Good-sized chunks are often caught in the orbits of younger stars, where it can be mined much more easily; Omega Station was the result of one such mine. And the galaxy seems to be filled with Ghost Planets which gathered the material for their own use, meaning Adventurer Archaeologists can make a cute credit or so doing a little Grave Robbing. This probably destroyed most remaining evidence of The Reapers in the process. One could assume that this is the case for all Mass Effect technology; why would a centuries-old galaxy-spanning civilization that uses the stuff extensively ever throw any of it away?
- Unreliable Expositor: The Codex is sometimes this, as only what is officially known and admitted is written there. In most cases the information given in the Codex is true, but in a few cases it is not, such as that the Citadel and the mass relays are built by the Protheans instead of the Reapers. Finally averted in the third game, as the Reapers make themselves known, and how.
- Unusually Uninteresting Sight: Not only doesn't a trio of heavily armored and armed to the teeth soldiers turn any heads, you can discharge an automatic weapon right in the middle of the seat of the galactic government and onlookers won't even interrupt their conversation.
- You can also take a geth with you to the Citadel, or a turian or salarian to Tuchanka, without even a pause from the locals.
- Averted however if you take Legion the Geth Infiltrator with you to the quarian Flotilla. They will have something to say about it. Also becomes somewhat ironic, given the circumstances behind you being there in the first place.
- Unwinnable by Mistake: In all three games there are dangerous spots where your character can cross some invisible boundary and become unable to go back, forever hanging in mid-air. In 2 there are such spots on the MSV Estevanico and Alchera, in 3 there is a particularly nasty spot on the Normandy's bridge.
- Vertical Mecha Fins: The Geth Destroyer family of mooks sport these.
- Vicious Cycle: The Reapers wipe out all sapient organic life in the galaxy at least every fifty thousand years or so. They state that this cycle has repeated itself more times than humans can possibly imagine. So, let's just give you a brief picture: there is hard evidence that the Reapers are more than a billion years old. Not simple enough for you? Then here's the lowdown: this means that the Reapers have invaded at least TWENTY THOUSAND TIMES. And it's not even the first time that someone tried to fight the Reapers, only to be defeated.
- And their purpose is to prevent yet another vicious cycle (i.e. technological singularity) from wiping out organic life full-stop.
- Victory By Endurance: According to the Codex, this is humanity's main method of fighting. Humanity attacks the enemy's supplies, headquarters and resources foremost, leaving enemy forces leaderless with less logistical support until the human fleets can curb stomp them. Humanity's approach to warfare is based on rapid reaction forces which seek to decapitate command and control and avoid attrition while remaining highly manoeuvrable. Mass Effect's codices basically have humanity fighting Third and Fourth generation warfare ...in SPACE! The rest of the galaxy has barely managed to catch up to human innovations in strategic thought from about the time of the biplanes. Turians still fight massive wars of attrition. Humanity is always shown as being simply more tactically proficient than everyone else to the point of actually subtly paralleling Earth history. As the turians and everyone else build dreadnoughts, humans realize carriers are the future and make many of them. Humans have the first ship able to use "stealth." It bears a striking resemblance to a submarine. Sound familiar? The turians may as well call their military groups Legions for how "groman" they are. Salarians don't have the endurance that human forces have and the asari are still fielding armies of light infantry from city-states. Krogan are shown to be poor strategists for a race of proud warrior race guys.
- Video Game Caring Potential: The Paragon choices give you a choice to make a lot of lives in the galaxy better.
- Video Game Cruelty Potential: Disturbingly but hilariously summed up well here.
- Video Game Cruelty Punishment: In the third game, you will have to answer for the important Renegade choices you may have previously made, and cumulatively, will have an adverse effect on the eventual outcome of some of the endings you choose. Even within the game, neglecting to do some side missions will have certain consequences as well, one of the worst being having to face your former squadmate as an enemy.
- Viewer-Friendly Interface:
- All computer screens featured in the series, as well as the loading screens from the second game, generally play this trope very straight. Most of the things listed at the trope's page - DNA helix animations on medical computers, random numbers, large fonts, and a Hacking Minigame featuring illegible bits of code - are there.
- Also the Virtual Intelligences, humanoid computer programs. Bioware most likely added them so the player could interact with electronics without a bunch of reading involved.
- Villain Override: First seen in the original game when Sovereign turned Saren's corpse into a super-Husk. Extremely prominent in the second game, to the point of giving the trope's page quote, with Harbinger and the Collectors, and one of the most infamous Interrupting Memes in recent memory.
- Inverted when after failing its appointed task, the Reaper Harbinger releases control of the Collector General, leaving it to its fate.
- Virtual Ghost: The quarians used to do this, although it was to preserve the knowledge of their ancestors and not to become immortal. They stopped once the geth conquered their homeworld and destroyed the databanks containing them.
- The Protheans are particularly fond of this trope.
- According to Cerberus News, a ship containing a one-billion-strong race of virtual aliens has made contact with Council space after travelling the galaxy for 8000 years after uploading their minds to a virtual world to save their civilisation from destruction.
- The Virus: Again, two to four varieties, depending on your personal criteria.
- Vow of Celibacy: Asari with the Ardat-Yakshi genetic ailment are compelled to live in celibate isolation in monasteries. For Asari, sex involves a connection between nervous systems, but the Ardat-Yakshi have a genetic condition which causes this connection to be dangerous and possibly fatal for the other partner - to protect people from this, Ardat-Yakshi are subjected to monastic celibacy whether they like it or not. Morinth in Mass Effect 2 is decidedly in the "not" category, and is essentially a sex vampire.
X Y Z
- Xanatos Speed Chess: The Reapers have backup plans and contingencies for just about everything the protagonists throw at them. Makes sense, as they've been at this for a long time and have likely seen similar strategies in past cycles. See the Speed Chess page for a full list of their plans and adjustments they make.
- You No Take Candle: How Vorcha speak. They talk no definite article! Growl lots, too! RaaaAAAAAAAAAAAgh! And of course, chock-full of ham!!!
- Averted/Subverted/something in 3, where some vorcha are shown using correct grammar.
- Your Princess Is in Another Castle: You didn't think Saren and the Human Reaper Larva would go down without a fight, right?