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Post by Link"Guess"ski on Feb 8, 2018 19:29:51 GMT
So, it's just about 1 year later soon since Andromeda shipped to massive fanfare, ridicule, disappointment and acceptance, whichever way you took it really, and I felt like reflecting a little bit on it in general. I think it's fair to say, while some ended up actually being fully content with it -- for one there's definitely bang for your buck! -- I still feel the consensus is that this was a halfway-decent to mediocre Mass Effect game and it can't really be a Mass Effect game and also mediocre at the same time without there being something missing in the equation in the way to make it a good or amazing game instead. What is it?
It's a pretty open topic, and I only have a few ideas on where to start. There's multiple issues in my book, mostly the premise and main plot. It's not the ideas that suck but the execution feels very skewed, Then there's presentation, the obvious one. The facial animation and ability to read the emotions of scenes and the characters. The cinematography is sometimes unintentionally slapstick and goofy. There's tons of things to grab onto and hold up to scrutiny, but was there anything specific in the formula of both a great game and a Mass Effect game that you felt was missing? Would adding it or fixing this aspect make a potential sequel better, assuming we just continue in this direction?
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Post by kotoreffect3 on Feb 8, 2018 19:43:56 GMT
It's funny yesterday I played both a bit of ME 2 and MEA and while you can point out to a bunch of little things that MEA doesn't do as well as the trilogy I think it mainly comes down to atmosphere for me. It's hard to explain or convey in words but the MET just had an atmosphere that draws me in and MEA seems to be missing that.
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Post by cypherj on Feb 8, 2018 19:47:42 GMT
Technical issues aside I never bought into the premise of the game.
What the game was telling you was completely different from what it showed you.
- The Kett were supposed to be this massive galactic Empire, but they were poorly done throughout the game. I never at any point feared them, and I thought exiles running them completely off Kadera was ridiculous. They were completely ruined for after that mission.
- The vaults. They're telling you that you need to activate these vaults to raise viability in order to bring people out of cryo. But on every single planet I'm looking around going people are living here fine, why do I need to any of this in order start a colony. You're living in space, but you can't live in cold or hot weather. Once again I just thought is was ridiculous. But maybe my biggest disappointment was not really getting to be a Pathfinder. I was really psyched for this game. Watched all the Initiative videos. All the stuff about being first on the ground, picking location for colonies, etc. But in the end. all of this stuff was done when you arrived on the planet, and your role was pretty much activating vaults, which as I've said in other threads were completely unnecessary and made things repetitive.
There were other things that bothered me, but I think they bothered me more than they normally would have because the above things weren't working for me.
So if I have to sum all of this up into a general category I would say that feeling of newness, discovery that were in ME was missing. The first scene when they're talking about Shepard, you walk through the Normandy to the theme, and go through the relay for the first time. I was hooked from the gate. The scene where you see the Citadel and DA for the first time. Talking to your crew about their history, their races.
The ME world had depth in the OT, it did not in ME:A. If felt like this game was written in a bubble just to get it out, and it'll be fleshed out at a later date.
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Post by kotoreffect3 on Feb 8, 2018 20:04:01 GMT
Technical issues aside I never bought into the premise of the game. What the game was telling you was completely different from what it showed you. - The Kett were supposed to be this massive galactic Empire, but they were poorly done throughout the game. I never at any point feared them, and I thought exiles running them completely off Kadera was ridiculous. They were completely ruined for after that mission.
- The vaults. They're telling you that you need to activate these vaults to raise viability in order to bring people out of cryo. But on every single planet I'm looking around going people are living here fine, why do I need to any of this in order start a colony. You're living in space, but you can't live in cold or hot weather. Once again I just thought is was ridiculous. But maybe my biggest disappointment was not really getting to be a Pathfinder. I was really psyched for this game. Watched all the Initiative videos. All the stuff about being first on the ground, picking location for colonies, etc. But in the end. all of this stuff was done when you arrived on the planet, and your role was pretty much activating vaults, which as I've said in other threads were completely unnecessary and made things repetitive.There were other things that bothered me, but I think they bothered me more than they normally would have because the above things weren't working for me. 1. The Kett felt more like a knockoff of the geth and the collectors with a bit of covenant from Halo thrown in. That was kind of a pattern I noticed throughout the game and not just the Kett. The Nexus was a wannabe citadel, Sloane Kelly and Reyes were wannabe Arias with Kadara Port being a wannabe Omega. Aya felt like a wannabe Illium. The Nexus leadership was just like the council down to their incompetance. The story arc they gave the Krogan was scaled down version of their history in the Milky Way. The Jarrdan/Remnant were basically the Protheans of Helius. 2. I felt less like a Pathfinder and more like a glorified planetary Janitor. Of the four planets we placed outposts on 3 of them had already been settled by inititiative species with two of them already having been fairly successful at that (Kadara by the exiles and Eladen by the Krogan and some exiles). Oh and Voeld was an Angara world/warzone that they let us have a little chunk of.
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Post by cypherj on Feb 8, 2018 20:21:47 GMT
Technical issues aside I never bought into the premise of the game. What the game was telling you was completely different from what it showed you. - The Kett were supposed to be this massive galactic Empire, but they were poorly done throughout the game. I never at any point feared them, and I thought exiles running them completely off Kadera was ridiculous. They were completely ruined for after that mission.
- The vaults. They're telling you that you need to activate these vaults to raise viability in order to bring people out of cryo. But on every single planet I'm looking around going people are living here fine, why do I need to any of this in order start a colony. You're living in space, but you can't live in cold or hot weather. Once again I just thought is was ridiculous. But maybe my biggest disappointment was not really getting to be a Pathfinder. I was really psyched for this game. Watched all the Initiative videos. All the stuff about being first on the ground, picking location for colonies, etc. But in the end. all of this stuff was done when you arrived on the planet, and your role was pretty much activating vaults, which as I've said in other threads were completely unnecessary and made things repetitive.There were other things that bothered me, but I think they bothered me more than they normally would have because the above things weren't working for me. 1. The Kett felt more like a knockoff of the geth and the collectors with a bit of covenant from Halo thrown in. That was kind of a pattern I noticed throughout the game and not just the Kett. The Nexus was a wannabe citadel, Sloane Kelly and Reyes were wannabe Arias with Kadara Port being a wannabe Omega. Aya felt like a wannabe Illium. The Nexus leadership was just like the council down to their incompetance. The story arc they gave the Krogan was scaled down version of their history in the Milky Way. The Jarrdan/Remnant were basically the Protheans of Helius. 2. I felt less like a Pathfinder and more like a glorified planetary Janitor. Of the four planets we placed outposts on 3 of them had already been settled by inititiative species with two of them already having been fairly successful at that (Kadara by the exiles and Eladen by the Krogan and some exiles). Oh and Voeld was an Angara world/warzone that they let us have a little chunk of. The saddest thing was that the game didn't even need a villain. I'm not one of the people who say go back to the MW or Andromeda can't work. I could have definitely worked. Instead of vaults just have each viable planet have a unique issues as to why you couldn't colonize them. An indigenous life form, less technically advanced or not not even humanoid. Try to negotiate with them, compromise, make some sacrifices, or go straight conqueror. We tried to work with you, but not we're just gonna take a part of this planet. Make an enemy or an ally out of Sloane/Kadera. Have first contact with Kett and Angarans, find out they're warring factions. Pick a side or try and stay neutral. There were any number of situations they could have put you in. The game didn't even need a big villain. It should have been about conquering the frontier, exploring and finding a place in the new world, Pathfinding.
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Post by samhain444 on Feb 8, 2018 20:29:59 GMT
I think main reason was a lack of focused vision at BioWare Montreal. As was reported, they spent a ton of time on an experimental procedural system and got lost down the rabbit hole too long. The intent was good - they wanted to capture the feeling of exploration that was initially touched on in ME1 when you land the Mako planets and search the requisite Asari Matriarch writing/crashed probe/metal resource - but, apparently, the payoff was just not there. Reportedly it was early 2015 and they didn't have the game near completion so Mac was called in from his involvement with the development of "Anthem" to save the day.
I thought the premise of going to Andromeda a good one but it really needed a solid core idea, a theme, something that everything else could cling to and grown from as the game's narrative moved forward. However, because the game lacked focus from the beginning, the lack of focus emanated into everything else.
There really needed to be a better collection of stories among the characters as to why they were leaving everything behind to go to Andromeda with no guarantee. You understand Alec Ryder's motivation but some people traveling still had families and connections in the Milky Way and weren't aware of the Reaper threat to have it be an individual motivation. This was a mission for loners, adventurers and "second chance" cases either leaving nothing behind, trying to escape the past/present, or seeking redemption...it needed more "flesh on the bone".
Some characters (like Drack) had fully realized character arcs while others (like Peebee or Cora) had some intriguing elements but felt unfinished, Peebee, for example, suffered from dialogue that felt wrong for her character and Kelinda's villainy was painted by such a wide brush it felt like she was on episode of "Housewives of Illium".
The mission design felt the lack of focus as well. The main and companion missions felt tight and fun while the side missions - even the ones with branching NPC dialogue and choices - felt disconnected from the main objective.
Everything was effected by the lack of focus on a core idea or thesis or mission statement.
Mind you, this is all being written by someone who enjoyed the game (gave it an 8-8.5/10) and is still actively playing it.
This lack of focus bled into the marketing of the game as well. We saw the less than impressive animations in the preview gameplay trailers in Dec 2016 when FemRyder first met Sloane on Kadara but were assured this would be resolved. Then, the Mutiplayer Beta signups were initiated and then cancelled with no real explanation. Then, worst of all in my opinion, EA exposed the game with it's animation issues to early EA Access leaving it vulnerable to criticism that ultimately impacted its perception at release.
The game felt like an obligation to BioWare and an afterthought to EA.
The passion to create a unified vision and it's execution was what was missing from Andromeda and is what prevented a good game from being great.
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Post by kotoreffect3 on Feb 8, 2018 20:30:27 GMT
1. The Kett felt more like a knockoff of the geth and the collectors with a bit of covenant from Halo thrown in. That was kind of a pattern I noticed throughout the game and not just the Kett. The Nexus was a wannabe citadel, Sloane Kelly and Reyes were wannabe Arias with Kadara Port being a wannabe Omega. Aya felt like a wannabe Illium. The Nexus leadership was just like the council down to their incompetance. The story arc they gave the Krogan was scaled down version of their history in the Milky Way. The Jarrdan/Remnant were basically the Protheans of Helius. 2. I felt less like a Pathfinder and more like a glorified planetary Janitor. Of the four planets we placed outposts on 3 of them had already been settled by inititiative species with two of them already having been fairly successful at that (Kadara by the exiles and Eladen by the Krogan and some exiles). Oh and Voeld was an Angara world/warzone that they let us have a little chunk of. The saddest thing was that the game didn't even need a villain. I'm not one of the people who say go back to the MW or Andromeda can't work. I could have definitely worked. Instead of vaults just have each viable planet have a unique issues as to why you couldn't colonize them. An indigenous life form, less technically advanced or not not even humanoid. Try to negotiate with them, compromise, make some sacrifices, or go straight conqueror. We tried to work with you, but not we're just gonna take a part of this planet. Make an enemy or an ally out of Sloane/Kadera. Have first contact with Kett and Angarans, find out they're warring factions. Pick a side or try and stay neutral. There were any number of situations they could have put you in. The game didn't even need a big villain. It should have been about conquering the frontier, exploring and finding a place in the new world, Pathfinding. I largely agree I was always under the impression we would have several planets to explore and then we choose which planets would be the best for settlement and a lot of that would be left up to the player and how we played our Ryders. They could have gone that direction too with smaller maps giving us more locations with more variety. Each planet could have had it's own unique set of challenges without having to play find the terraforming button. I would have been ok with the presence of the Remnant and even vaults but with a function that had nothing to do with terraforming.
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Post by Link"Guess"ski on Feb 8, 2018 21:12:28 GMT
It's funny yesterday I played both a bit of ME 2 and MEA and while you can point out to a bunch of little things that MEA doesn't do as well as the trilogy I think it mainly comes down to atmosphere for me. It's hard to explain or convey in words but the MET just had an atmosphere that draws me in and MEA seems to be missing that. I would probably attribute this flaw to 3 things: - Art direction and concept art - it's too lost in details and not inspired enough.
- The score is very, very modest.
- The scenario/narrative direction. It's no space opera. It's a vapid attempt at one but the context isn't strong enough.
For one, the way they introduce the villain isn't properly done. You can't just show an ominous dude with some ominous music looking at a thing and use that as the reason we should think he's bad and we have to stop him. On voeld they did a much better job but as far as the premise goes it's really floundering. Same issue with setting up the Pathfinder role. They didn't do it well. They did it, but it didn't feel substantial. All the typical minutia of a Mass Effect story is missing until you get to the individual planets or the nexus, but then, those feel isolated and not cohesive enough to the larger picture. It feels like it's trying to build lore but without consistency. It does get mildly intriguing around the Scourge, Jien's death and the secret Benefactors near the end though until it abruptly gets cut off as sequel-material that will never materialize ^^
I think Andromeda is good at feeling alien and it does have a sense of the loneliness of space... but it does not balance this out with wonder and a sense of home like ME1 did. Think the scene of discovering the Citadel as a player for the first time. That reveal is so well done and the music compliments that feeling. Andromeda never has anything in this direction except for the very ending, so that's generally not a part of the game itself.
Also, I love blaming Mac for things. He ruined the trilogy But for real though, the way I've started to look at his involvement in the franchise is that I think he represented a very important component to the original trilogy but that component doesn't represent the series as a whole. He needed other perspectives of the other writers and other leads to balance out his own vision for what Mass Effect is because I've noticed across ME3, his comics and writing in Initiation that Mac's version of Mass Effect is grittier and more grounded than the general tone of ME1 or 2, and when there's sci-fi or space-lore it's more akin to something you'd see in a roland emmerich movie than ME1. It has a sense of warmth in the banter between two hardboiled characters, like Shepard and Garrus in ME2, but that warmth isn't really found in the general depiction of the world. Mac was a good aspect of the trilogy such as Afterlife or Cerberus, bounty hunters and mercs, smugglers and warlords, but when it comes to paving the way for the series's general tone as a director he still tries to push that aspect too much, and in Andromeda it shows; it's too gritty somehow. Too grounded, it's lacking that wondrous, magical and hopeful feel that is typically in the other games minus ME3 and its doomsday tone (but then in the parts written by Patrick or Dombrow of resolution and beating reapers with alien friends). I feel like that's the issue with atmosphere and tone in this game. It feels too dark without brevity despite its attempts at having this lighthearted Marvel-esque tone, and that's because it's all made under Mac's direction. He means well but he only represented 1 aspect out of perhaps 5 of those writers that created the original Mass Effect.
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Post by sil on Feb 8, 2018 23:23:55 GMT
- All races that were part of the Initiative should've been part of the main game. That would've helped to alleviate the issue of no non-humanoid sentient races in the game. - There should have been more diverse wildlife. - There should have been a more diverse crew, we didn't need to have much the same racial mix as ME1. They could've given us something new by having a batarian or volus. - I feel they should've had the Initiative leave during the Reaper invasion, which would've meant they hastily finished the arks (thus making them more likely to have issues), plus they could've worked in storylines of people getting on board who weren't meant to. - Too many planets had an arid/desert theme, which became dull and the only one that did it really well was Elaaden. - Too few planets to explore, there were loads of planets in the galaxy map that sounded like they'd be really interesting to see, but we can't.
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Post by Iakus on Feb 8, 2018 23:52:23 GMT
What was it missing?
-Lore-friendly beginning -The ability to have more than three powers active at once -the ability to equip and/or control companions -Actual Pathfinding -Range of personality to express in dialogue -Armed ships and vehicles.
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Post by armass81 on Feb 9, 2018 0:00:45 GMT
The A team.
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Post by isaidlunch on Feb 9, 2018 0:59:30 GMT
The story and characters were missing an edge to them, everything was too safe. In particular, Andromeda was a great chance to tackle the issue of colonialism and they blew it.
Also Ryder was far too much of a pushover, which is something that worries me because DAI was guilty of the same thing. Best example is the angry woman on the Hyperion. She spergs out at you because of Alec, your father who just died, for no good reason and your dialogue options are either to cry about your dad or promise to do better. Where is the option to tell her to fuck off?
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Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Feb 9, 2018 1:15:48 GMT
To me I think it was missing developer experience. The entire game felt like a fan fiction of Mass Effect instead of being a BioWare Mass Effect game. They seemed to have taken systems and elements the internet says it like about Mass Effect and then tried to make a game around that which is something the bad to mediocre fan fiction feels like to me. If they took the approach of "story first" and the incorporated the systems around that I think the game would have been more enjoyable to play even if it still had the other faults people have.
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Post by colfoley on Feb 9, 2018 1:35:15 GMT
A save system that wasn't completly broken and did its job would have been really helpful. Mind you a lot of other game companies are trying to get artsy fartsy with their save systems these days, tis a depressing trend.
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Post by The Hype Himself on Feb 9, 2018 1:47:52 GMT
A narrative that wasn't centered around a one-dimensional villain.
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Post by Link"Guess"ski on Feb 9, 2018 2:02:11 GMT
A narrative that wasn't centered around a one-dimensional villain. Aside from ME2 the Reapers are not the actual villain, more like the macguffin or the "zombie plague" of the plot. Point taken with TIM in ME3 though Saren was anything but one-dimensional.
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Post by clips7 on Feb 9, 2018 2:03:19 GMT
Technical issues aside I never bought into the premise of the game. What the game was telling you was completely different from what it showed you. - The Kett were supposed to be this massive galactic Empire, but they were poorly done throughout the game. I never at any point feared them, and I thought exiles running them completely off Kadera was ridiculous. They were completely ruined for after that mission.
- The vaults. They're telling you that you need to activate these vaults to raise viability in order to bring people out of cryo. But on every single planet I'm looking around going people are living here fine, why do I need to any of this in order start a colony. You're living in space, but you can't live in cold or hot weather. Once again I just thought is was ridiculous. But maybe my biggest disappointment was not really getting to be a Pathfinder. I was really psyched for this game. Watched all the Initiative videos. All the stuff about being first on the ground, picking location for colonies, etc. But in the end. all of this stuff was done when you arrived on the planet, and your role was pretty much activating vaults, which as I've said in other threads were completely unnecessary and made things repetitive.There were other things that bothered me, but I think they bothered me more than they normally would have because the above things weren't working for me. 1. The Kett felt more like a knockoff of the geth and the collectors with a bit of covenant from Halo thrown in. That was kind of a pattern I noticed throughout the game and not just the Kett. The Nexus was a wannabe citadel, Sloane Kelly and Reyes were wannabe Arias with Kadara Port being a wannabe Omega. Aya felt like a wannabe Illium. The Nexus leadership was just like the council down to their incompetance. The story arc they gave the Krogan was scaled down version of their history in the Milky Way. The Jarrdan/Remnant were basically the Protheans of Helius. 2. I felt less like a Pathfinder and more like a glorified planetary Janitor. Of the four planets we placed outposts on 3 of them had already been settled by inititiative species with two of them already having been fairly successful at that (Kadara by the exiles and Eladen by the Krogan and some exiles). Oh and Voeld was an Angara world/warzone that they let us have a little chunk of. Completely agree with this....It felt like the game was just marking off checklists of fan favorites that was within the trilogy. Exaltation felt like the "purging" process that the Reapers was doing and everything just felt like a re-hash with a story that was not compelling and characters that felt un-inspired. I too always had issues with how Sloane ran off the Kett who are supposed to be the main villain and power players in the game who have been terrorizing the Angarian for decades. Sloane ran them off the PLANET...not regulate them to a small area outside of Kadara, but completely off planet. That said, even with questionable story plot devices, all would have been forgiven if the story had or felt like it had a sense of urgency to it or if it was just interesting to begin with....The trilogy itself has plot hole errors all over the place, but the journey is one that i can do multiple times and enjoy the story and the characters...Andromeda, i played through twice to make sure i wasn't missing anything and i still came away with a mediorce experience. So for me Andromeda was a re-hash of past events wrapped in a nice shiny mediorce package while adding nothing new except the combat and the ability to add powers to anybody and the side missions felt very lackluster as well offering no real rewards after finishing them...with stiff characters saying only "thank you" afterwards and getting some EP. And overall atmosphere seems to be lacking in Andromeda....There was a sense of urgency in the trilogy due to the Reapers so i don't want to unfairly judge against Andromeda since the threat isn't that massive but there was still a sense of urgency in Andromeda in terms of finding planets to settle on, but that sense of urgency just was not felt....just a complete difference in the way everything was delivered in both games...then with Alex having the ability to make planets habitable "through SAM" which is another one that is hard to swallow...(A.I. being able to understand alien tech and decode for plot purposes... ).....still just a difference in overall delivery and tone...
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Post by The Hype Himself on Feb 9, 2018 2:06:00 GMT
A narrative that wasn't centered around a one-dimensional villain. Aside from ME2 the Reapers are not the actual villain, more like the macguffin or the "zombie plague" of the plot. Point taken with TIM in ME3 though Saren was anything but one-dimensional. I am triggered. Get blocked mate.
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linkenski
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
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asblinkenski
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Post by Link"Guess"ski on Feb 9, 2018 2:10:34 GMT
Regarding the lack of urgency, again, this was a deliberate choice made by the team and which Mac Walters said was a conscious choice. They wanted to enforce a sense of being able to go off and do side-content without a feeling that time would run out or the universe would burn if the player did this, just for immersion. It's misguided and personally it makes me shake my head, but that was how they saw it.
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Jul 13, 2017 17:36:20 GMT
July 2017
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Post by natetrace on Feb 9, 2018 2:23:46 GMT
I enjoyed Andromeda quite a bit, flaws and all. It does feel quite disconnected from the original 3. That can be good to establish its own identity, but bad to not have that to help prop it up. What can be said that has not been said? It does lack variety, with planets and species. We are missing more "mysterious" worlds like Feros, whose surface was littered in prothean ruins, with its past involving the thorian, and we don't get a fancy hub like Nos Astra. We were missing the species that fleshed out the universe like the volus, quarians, hanar, etc. We only meet the Angara and the former (now Kett) Angarans plus the Archon.
Yes there is wonky animation, but I think it's biggest mistake was a lack of connection to the established universe. Having said all that, I still really enjoyed it. I liked my companions and I don't mind strong gameplay. I don't need a huge deep story just to enjoy a game, although I certainly don't mind one. Andromeda never felt like a space opera to me. When I see the Hyperion reaching Andromeda I think more of Alien or sci fi that's a bit more... subdued. I don't mind this lack of grandiose space faring at all.
I still think Andromeda 2 is the right way to go. The setting was never the issue. Andromeda at times feels like a prequel to the beginning of a new series rather than the start. I think they have a base to work with for the future.
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Nov 25, 2024 15:37:03 GMT
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Son of Dorn
Fortifying everything.
6,312
Jan 11, 2017 14:17:27 GMT
January 2017
doomlolz
Dragon Age Inquisition
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Post by Son of Dorn on Feb 9, 2018 3:59:57 GMT
Regarding the lack of urgency, again, this was a deliberate choice made by the team and which Mac Walters said was a conscious choice. They wanted to enforce a sense of being able to go off and do side-content without a feeling that time would run out or the universe would burn if the player did this, just for immersion. It's misguided and personally it makes me shake my head, but that was how they saw it. Well, Supermac does love getting high on cat urine (along with the rest of Bioware it seems). So, yeah... #savethecatsfromBioware
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alanc9
Old Scientist Contrarian
8,050
February 2017
alanc9
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Post by alanc9 on Feb 9, 2018 5:09:26 GMT
For one, the way they introduce the villain isn't properly done. You can't just show an ominous dude with some ominous music looking at a thing and use that as the reason we should think he's bad and we have to stop him. In fairness, the scene wasn't even trying to do that. It's about why the Archon's interested in Ryder(either one.), not about why he's the bad guy. The bad guy part gets established when you rescue the Moshae. But his leaves us with a guy who doesn't have any obvious reason to be in the story Haven't thought too much about how to rewrite this. I'd get around the whole issue myself by never doing anything that isn't from the PC's POV or immediately communicated to him, but I don't think that fits Bio's house style.
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Old Scientist Contrarian
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February 2017
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Post by alanc9 on Feb 9, 2018 5:19:37 GMT
Regarding the lack of urgency, again, this was a deliberate choice made by the team and which Mac Walters said was a conscious choice. They wanted to enforce a sense of being able to go off and do side-content without a feeling that time would run out or the universe would burn if the player did this, just for immersion. It's misguided and personally it makes me shake my head, but that was how they saw it. Meaning that you'd prefer them to add fake urgency the way ME1 did?
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Nov 25, 2024 12:57:30 GMT
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hulluliini
542
August 2017
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Post by hulluliini on Feb 9, 2018 7:16:03 GMT
Agree with most of the points here. I guess if you have to identify one single thing missing, it would be development time / vision by an experienced developer. Ok, that's two but anyway.
It's frustrating because I have had numerous moments in the game where my interest was piqued and I felt an initial sense of awe and wonder, but then something ruined it and it fell flat or it wasn't explored further. There is promise of amazing things, which is why it's so disappointing.
I wasn't interested in learning about the angara or their past except regarding the Scourge. I was interested in all the MW races from the beginning, but the angara were just blah and never became any more interesting. I'm not sure why but this is pretty serious for a ME game.
I really wanted the remnant to be more mysterious and versatile than just terraforming buttons. I guess they imagined they would be fleshed out more in sequels.
The kett were boring as enemies you have to fight at every turn but I did want to find out their motives and where they came from etc. They just weren't that interesting to fight and I didn't really _feel_ the terror of angarans being turned into them. Rationally I understand it's pretty damn awful but I just felt nothing when that was revealed.
One of my biggest disappointments is the musical score. Not dramatic enough and the volume is set way too low to hear what little there is.
And there were so many missed dramatic moments where a well done cutscene could have worked wonders.
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Ahriman
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August 2016
ahriman
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Post by Ahriman on Feb 9, 2018 7:44:09 GMT
A save system that wasn't completly broken and did its job would have been really helpful. Mind you a lot of other game companies are trying to get artsy fartsy with their save systems these days, tis a depressing trend. It's less about "trying to get artsy" and more about lack of experience. I'm 90% sure, these problems are the result of mission spawns in open world areas, it seemed like they simply couldn't track your progress and work with remaining foes in coherent way. So they just said "screw this" and made all-or-nothing system, which is the easiest to implement. 1. The Kett felt more like a knockoff of the geth and the collectors with a bit of covenant from Halo thrown in. That was kind of a pattern I noticed throughout the game and not just the Kett. The Nexus was a wannabe citadel, Sloane Kelly and Reyes were wannabe Arias with Kadara Port being a wannabe Omega. Aya felt like a wannabe Illium. The Nexus leadership was just like the council down to their incompetance. The story arc they gave the Krogan was scaled down version of their history in the Milky Way. The Jarrdan/Remnant were basically the Protheans of Helius. 2. I felt less like a Pathfinder and more like a glorified planetary Janitor. Of the four planets we placed outposts on 3 of them had already been settled by inititiative species with two of them already having been fairly successful at that (Kadara by the exiles and Eladen by the Krogan and some exiles). Oh and Voeld was an Angara world/warzone that they let us have a little chunk of. The saddest thing was that the game didn't even need a villain. In theory, yes, but nowdays videogames are sensitive business, so for example, all possible "colonialism" allegories had to be avoided at all costs. Yes, I know how "colonisation game without colonialism" sounds.
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