Summary

Over the years,BioWarehas not only produced some of the most influential action RPGs but has also pushed the boundaries of technology, advancing areas like facial animations. In its early days, BioWare used custom game engines, adapting them for an optimal RPG experience. Interestingly, studios like Obsidian and CD Projekt Red have also used BioWare’s tech in games likeThe WitcherandStar Wars: Knights of the Old Republic 2 – The Sith Lords.

In recent years, BioWare hastransitioned to Unreal Enginefor theMass Effecttrilogy, then fully adopted EA’s Frostbite engine with 2014’sDragon Age: Inquisition. Throughout its history, BioWare has created visually stunning games for its time. Even if some recent releases didn’t meet every expectation, the visuals have rarely failed to impress. Let’s look at some of BioWare’s most beautiful games that set high standards for graphics in their eras.

Neverwinter Nightsis the first RPG to utilize the Aurora Engine, marking a significant shift from the Infinity Engine that poweredBaldur’s GateandBaldur’s Gate 2: Shadows of Amn. While those games also looked impressive,Neverwinter Nightswas among the first in the genre to fully embrace 3D graphics, allowing players to rotate and zoom the camera for different perspectives, though the textures and polygon counts were limited by later standards.

A standout feature is its dynamic lighting and the full day-night cycle: spells, torches, and light sources cast realistic shadows and glow, enhancing the game’s atmosphere. This advanced visual quality was innovative for an RPG at the time and helped lay thefoundation for future character-driven RPGs.

ForStar Wars: Knights of the Old Republic, BioWare had to significantly modify the Aurora Engine, eventually renaming the new technology the Odyssey Engine. Upon its release,KotORwas lauded for its technological and visual achievements, including impressive presentation, environmental design, and lighting effects. The advanced technology also includes improved character models and more complex animations.

The graphics engine enabled realistic facial expressions, lip-syncing, and dynamic camera angles, giving conversations a cinematic feel that immersed players in character interactions like never before in aStar Warsgame. A major highlight was the diverse,atmospheric environments of various alien worlds, each visually distinct. Lighting effects, such as shadows cast by lightsabers or atmospheric force powers, further enhanced the immersive experience, making it feel authentic to theStar Warsuniverse.

The originalMass Effectis BioWare’s first game developed using the brand-new Unreal Engine 3, and at launch, it waslightyears ahead of every other RPGin many ways. It marked a huge leap from BioWare’s previous title,Jade Empire. To understand just how impressiveMass Effectlooked, considerDragon Age: Origins— released two years later, it couldn’t quite match the visual quality in any aspect.

BioWare used advanced cinematic facial animation techniques, creating lifelike expressions and subtle body language that conveyed emotion, which was key to the game’s character-driven storytelling. The detailed interiors and breathtaking landscapes of alien worlds further enhanced its appeal. Players found themselves constantly snapping screenshots as they landed on each new planet.Mass Effectboldly set the stage for the studio’s new, action-oriented, and cinematic RPG direction — one that would influence the entire industry.

Mass Effect 2continued to push the high standards set by its predecessor, utilizing an extensively modified version of Unreal Engine 3.5. Although thesequel lost some of the original’s cinematic appeal— such as the iconic light flares and film grain effects — this shift reflected a new visual direction and a more streamlined approach to gameplay.

The game also abandoned the vast, empty optional planets of the firstMass Effect, instead making each mission and location more dense and memorable. Upgrades to lighting, particle effects, and textures enhanced the atmosphere, particularly in neon-lit cityscapes and moody interiors. The trade-off, however, was a feeling of smaller, corridor-like areas compared to the expansive planetary vistas of the original.

WithDragon Age: Inquisition, BioWare fully embraced the advanced Frostbite 3 engine, originally developed by DICE for theBattlefieldseries. Adapting to the new technology was a challenge, but the results were worth it: at launch,Inquisitionbecame one of the most visually stunning and immersive party RPGs, earning numerous Game of the Year awards across the industry.

While character interactions are central to the experience, it is thegame’s visually distinct environmentsthat leave the strongest impact. Unlike previousDragon AgeandMass Effecttitles, BioWare delivered vast, explorable locations with realistic weather effects and diverse biomes — snow, forests, deserts — each captured in exquisite detail and realistic foliage. The stunning visuals made traveling across Thedas a thrilling journey, with each new area offering a fresh sense of wonder.

Some may rememberMass Effect: Andromedafor its troubled launch, marred by visual glitches and bugs. However, once these issues were resolved,Andromedaemerged as another technically impressive title in BioWare’s lineup. Featuring the largest open-world environments in the series, along with deep and expansive underground Remnant ruins that had a mysterious atmosphere, the game offers a stunning sci-fi adventure filled with unexpected discoveries, standout design choices, andmemorable alien worlds that felt unearthly.

From the blue landscapes of Havarl to the hot deserts of Eos and Elaaden, frozen Voeld, and the mountainous world of Kadara, each new destination inAndromedais visually stunning, and players continuously discover new reasons to return to these worlds and unlock new areas. Despite undeniable and ambitious achievements in many areas, the game’s technical execution — particularly in facial animation — didn’t meet players' expectations for the successor to the belovedMass Effectseries.

The consensus onAnthemis that it stands as one of BioWare’s weakest titles, largely because it represents a departure from the type of games the studio is known for. Despite its technical issues at launch —common in online live-service games—Anthemfor years was one of the best showcases of the Frostbite Engine, delivering a richly detailed world with impressive scope and beauty.

Although there are frustrating limitations, such as the necessary loading screens between the open world and dungeons, few could deny how stunningAnthemlooks. The game featured lush, vibrant jungles, waterfalls, towering cliffs, and an impressive dynamic weather and storm system. The Javelin suits are not only beautifully designed but also fully customizable, allowing for seamless flying, diving, and swimming — all with smooth animation. NPCs are also visually convincing, with believable facial animations in dialogue, presented for the first time from a first-person perspective.

BioWare’s latest game,Dragon Age: The Veilguard, showcases the studio’s full mastery of the Frostbite engine, delivering both incredibly detailed visuals andflawless performance across all platforms. Regardless of personal opinions on the game itself,The Veilguardstands out as BioWare’s most impressive release in terms of technology and graphics, raising the bar for action RPGs and being one of the most beautiful games of the year.

The game moves away from the vast, open areas seen inInquisition,Andromeda, andAnthem, opting instead for hand-crafted, dense, and intricately detailed areas to create a cinematic and intense RPG experience. With some of the most stunning locations in the series,The Veilguardmakes full use of next-gen console capabilities to enhance realism and immersion. Notably, the game’s hair technology — widely praised as the most realistic in gaming — further enhances the visual appeal of the customizable protagonist and other characters.