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Post by alanc9 on May 9, 2017 18:09:48 GMT
This is a fairly silly analysis. Of course they're going to have at least one new Andromeda race be close enough to human to fit a romance slot. The question is how much budget they have for doing new races after that point, and does adding a bunch of new races actually make sense given the relatively small scale of the sequel setting. Banging's got nothing to do with those questions. Well considering how all the talk about Andromeda prior to release was about exploration, discovery, and path-finding I would have expected to at least see something 'alien' crop up in our travels. Instead we discover nothing, as the Khett and Angarans were known prior to our arrival, and the Remnant plus the various wildlife are just mindless monsters to kill for XP and loot. And the emphasis on banging does indeed have an impact on those things. Consider the amount of resources devoted to romance subplots, and various sex scenes, consider how the first thing considered when designing a new allied alien species is how fuckable they are, rather than trying to explore more science fiction concepts. Imagine what BioWare could do with the world building and various non-human alien species if they would just ditch half the freaking romance points; an aspect of the games that has only increased as the series has moved forwards, taking up more and more of the available resources. This makes a bit more sense, at least the first paragraph. I presume they avoided actual first contact stuff because it's likely to be kind of dull, what with language barriers and all, though in theory they could have just handwaved that away the way Star Trek does. (MW translator equipment wouldn't cut it in a first-contact situation, but someone in Andromeda could have something better.) But I'm not sure in which universe cutting romance content in favor of more alien types was on the table. You are aware that this content is popular, right? Your problem is with the Bioware fanbase more than it's with Bio's priorities. I'm also not convinced that we're talking about enough zots here to give you what you wanted anyway; making the major new race romance-compatible is a design constraint, but it isn't a particularly expensive constraint unless we're talking about a hypothetical alternative alien design which is quite cheap. Rachni-cheap, not elcor-cheap or hanar-cheap, because you can't get that cheap without cutting animations down to the point where you can't use the race for anything but merchants and quest-givers. I suppose cutting all the romance content would have freed up enough zots to give us one or two animation-poor cameo races, but I don't think that would have been a sensible tradeoff. And remember, human-congruent aliens are just how the MEU rolls. It's, what, a 1/3 shot at least of sexual compatibility?
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Post by Deleted on May 9, 2017 20:52:46 GMT
You still using a comparison between a game where ALL the races were brand new and a game that re-used 3 of those old races and has strongly hinted at a 4th old race being evident in the next installment. Thorian Creepers and Rachni drones were just "mindless enemies" in ME1. We met only two individuals of those species that were a little bit more - i.e. the Thorian itself and the Rachni Queen. They were each given 1 dialogue and you're declaring them an in-depth species on par with squad mate species. ME:A introduce 1 new squad mate species (the Angarans)... and squad mate species have always been quite human-like throughout the ME Trilogy... so there is nothing unusually "lazy" about the Angarans being somewhat human-like in ME:A. They did introduced two new alien "enemy" species - the Kett and the Remnant. You don't like them as much as the Rachni and the Geth... but it's still two for two at this point. Also, you have no idea whether any of those "mindless enemies" will be eventually discovered to be sentient and have complex cultures in future installments of the series. Not as in-depth as a companion species, but certainly more unique than just having another blue human with rubber prosthetics on their forehead, or just portraying them en-mass as mindless loot/xp bags. You say that I can't call out the lack of any depth given for things like the Remnant or various wildlife we encounter because we don't know what the future of the series may hold, but the whole crux of this thread was comparing ME 1 to ME A. And I'm not discounting the amount of new aliens to old species, just how lackluster the new are compared to what we had in our first experience with the franchise. Sure, aliens like the Rachni and Thorian were a minor, minor part of the overall narrative, but BioWare still managed to include them alongside the 5 other human-like aliens. In the first game I knew that there was more to species like the Rachni, Thorian, and even the Geth because the vanilla game actually took time and pointed out those aspects. The base game of Andromeda has not done any of those things, in fact, you could just replace the entirety of all the protagonist allied species with humans and nothing about the story changes. Regardless of how well one feels the characterization of the Rachni Queen or the Thorian might have been, it was obvious that the writers were trying to portray something decidedly non-human and actually took time to point those elements out. With Andromeda it's practically just humans or mindless monsters. No nuance, no exploration of things that deviate (if only slightly) from human norms. Etc. MET was able to give you that context for 'rachni, the thorian, and even the geth' because TMW - and its history - was known to us. We knew the history of the quarian's creation of the geth, and we knew of the rachni wars. The thorian was little more than a plot device and boss battle, designed to absorb knowledge from dead protheans so we could gain the cipher. I admit that I'm not happy about the fact that all of the wildlife we encounter is insta-hostile - but that seems to be an open world thing, and apparently developers think they need to provide frequent combat situations. Killing them also gave us resources to craft gear. Also, I was hoping to encounter new, vastly different species to study, perhaps to capture for study, and possibly find out they're actually sentient. I could also enjoy meeting pre-spaceflight species, perhaps in a stage where they don't yet believe in extra-terrestrials. But that isn't the route BioWare chose this round - perhaps they'll do more of that in a future installment. We don't yet know what transpired in the Heleus Cluster. The mystical magical space telescope seemed to pinpoint multiple golden worlds, but they've gone to crap when we arrive. Then there's the remnants / Jaardan apparently trying to terraform the cluster and make it habitable. It may have been teeming with life pre-scourge. There's still quite a lot left to discover - in the Cluster and perhaps beyond.
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Post by Vortex13 on May 9, 2017 22:45:49 GMT
Not as in-depth as a companion species, but certainly more unique than just having another blue human with rubber prosthetics on their forehead, or just portraying them en-mass as mindless loot/xp bags. You say that I can't call out the lack of any depth given for things like the Remnant or various wildlife we encounter because we don't know what the future of the series may hold, but the whole crux of this thread was comparing ME 1 to ME A. And I'm not discounting the amount of new aliens to old species, just how lackluster the new are compared to what we had in our first experience with the franchise. Sure, aliens like the Rachni and Thorian were a minor, minor part of the overall narrative, but BioWare still managed to include them alongside the 5 other human-like aliens. In the first game I knew that there was more to species like the Rachni, Thorian, and even the Geth because the vanilla game actually took time and pointed out those aspects. The base game of Andromeda has not done any of those things, in fact, you could just replace the entirety of all the protagonist allied species with humans and nothing about the story changes. Regardless of how well one feels the characterization of the Rachni Queen or the Thorian might have been, it was obvious that the writers were trying to portray something decidedly non-human and actually took time to point those elements out. With Andromeda it's practically just humans or mindless monsters. No nuance, no exploration of things that deviate (if only slightly) from human norms. Etc. MET was able to give you that context for 'rachni, the thorian, and even the geth' because TMW - and its history - was known to us. We knew the history of the quarian's creation of the geth, and we knew of the rachni wars. The thorian was little more than a plot device and boss battle, designed to absorb knowledge from dead protheans so we could gain the cipher. I admit that I'm not happy about the fact that all of the wildlife we encounter is insta-hostile - but that seems to be an open world thing, and apparently developers think they need to provide frequent combat situations. Killing them also gave us resources to craft gear. Also, I was hoping to encounter new, vastly different species to study, perhaps to capture for study, and possibly find out they're actually sentient. I could also enjoy meeting pre-spaceflight species, perhaps in a stage where they don't yet believe in extra-terrestrials. But that isn't the route BioWare chose this round - perhaps they'll do more of that in a future installment. We don't yet know what transpired in the Heleus Cluster. The mystical magical space telescope seemed to pinpoint multiple golden worlds, but they've gone to crap when we arrive. Then there's the remnants / Jaardan apparently trying to terraform the cluster and make it habitable. It may have been teeming with life pre-scourge. There's still quite a lot left to discover - in the Cluster and perhaps beyond. We didn't know anything about Mass Effect's version of the Milky Way prior to playing ME 1 anymore than we knew about Mass Effect's version Andromeda when we played the most recent title. All that context about the Quarians and the Geth, the Krogan and the Rachni Wars, the First Contact War and the Turians, etc. was all enclosed on within the very first foray into the setting and then expanded on in later sequels. Comparatively, Andromeda is rather bland and sparse despite being the first in a series of new games. And I too was hoping for some fresh new encounter with the unknown in Andromeda. Some encounter, however minor, with something that differed from everything else we had previous encountered, or hell even a rehash of something on par with the Rachni at least. Instead we got blue humans, mindless robots, hostile fauna, and off-brand Reaper/Collectors somehow with even less personality.
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Post by sevalaricgirl on May 9, 2017 23:04:10 GMT
Played it 19 times. Loved it, still do.
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Post by Deleted on May 9, 2017 23:23:43 GMT
MET was able to give you that context for 'rachni, the thorian, and even the geth' because TMW - and its history - was known to us. We knew the history of the quarian's creation of the geth, and we knew of the rachni wars. The thorian was little more than a plot device and boss battle, designed to absorb knowledge from dead protheans so we could gain the cipher. I admit that I'm not happy about the fact that all of the wildlife we encounter is insta-hostile - but that seems to be an open world thing, and apparently developers think they need to provide frequent combat situations. Killing them also gave us resources to craft gear. Also, I was hoping to encounter new, vastly different species to study, perhaps to capture for study, and possibly find out they're actually sentient. I could also enjoy meeting pre-spaceflight species, perhaps in a stage where they don't yet believe in extra-terrestrials. But that isn't the route BioWare chose this round - perhaps they'll do more of that in a future installment. We don't yet know what transpired in the Heleus Cluster. The mystical magical space telescope seemed to pinpoint multiple golden worlds, but they've gone to crap when we arrive. Then there's the remnants / Jaardan apparently trying to terraform the cluster and make it habitable. It may have been teeming with life pre-scourge. There's still quite a lot left to discover - in the Cluster and perhaps beyond. We didn't know anything about Mass Effect's version of the Milky Way prior to playing ME 1 anymore than we knew about Mass Effect's version Andromeda when we played the most recent title. All that context about the Quarians and the Geth, the Krogan and the Rachni Wars, the First Contact War and the Turians, etc. was all enclosed on within the very first foray into the setting and then expanded on in later sequels. Comparatively, Andromeda is rather bland and sparse despite being the first in a series of new games. No, we the players didn't, but our characters did. All of that historical information about TMW - the other species, the quarians/geth, the rachni wars, the galaxy map, etc. - became available to humanity once they became involved with the Citadel. That's actually one of the reasons why Shepard's conversations with the various walking codex entries (Avina, Tali, volus & elcor ambassadors, hanar merchant) are a bit out of place. Those encounters are designed to inform the player - Shepard should already know all of that. We arrive in Andromeda knowing absolutely nothing - even the long-range scans were wrong. There is no source or information depository available to us in Heleus. We learn about the angarans and kett through direct contact with them, and whatever else we (or SAM or Suvi and the Nexus scientists) can glean from physical evidence we come across, but that's it. There is no Citadel in Andromeda, at least not that we've found yet. The Nexus accommodates TMW immigrants. Note, too, that MET encompassed the entire galaxy. We've only seen a single cluster in Andromeda.
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Post by vonuber on May 9, 2017 23:35:30 GMT
One huge improvement MEA has made compared to ME1 (and in fact all 3 games) is in how femryder moves in an environment compared to Femshep. Loving me that rough ground animation.
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Post by erikson on May 10, 2017 3:13:45 GMT
One huge improvement MEA has made compared to ME1 (and in fact all 3 games) is in how femryder moves in an environment compared to Femshep. Loving me that rough ground animation. I hate the way FemShep moves while on the Normandy in ME2&3. It is clear her movements were animated with her armour in mind, so in her civies she looks ridiculous. In 2 she looks like a charging gorilla, and in 3 she moves like Popeye the Sailorman.
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Post by Terminator Force on May 10, 2017 4:12:01 GMT
ME1 is so awesome. I can't stop praising it.
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Post by ArabianIGoggles on May 10, 2017 4:23:39 GMT
My favorite aspect of Mass Effect is the atmosphere. IMO that should be praised.
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Post by ioannisdenton on May 10, 2017 10:01:05 GMT
not all 3 arguments fit into me1 description necesserily but having to navigate vertically through tons of ammo powerups variations just to sell the obsolete ones while comparing the numbers in the sheets OR having to insert polonium rounds IV searching for them.. this is enough. i dont hate it as i am prone to inventory managing but it really was hell sometimes True, I'm not defending ME1's inventory management, but stating that MEA's is "questionable" as well- much like everything else regarding UI. wouldn't know as i ve yet to play andromeda. I am about to however as i am finishing horizon. For the record: i ve played the hell out of all past bioware games. I even loved Da2.
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Post by arreyanne on May 10, 2017 11:40:11 GMT
ME 1 is the "Only" game in the series I cannot play. It's a friggin mess IMHO and I agree with most everything the OP says.
I didnt even own the game until I had finished ME2. Wish Steam would give me a refund for ME 1 ICK ICK ICK. What a piece of "BEEEP".
Give me KOTOR. If I was the person whom came up with inventive means of torture I had someone play ME 1.
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Post by Vortex13 on May 10, 2017 13:22:02 GMT
We didn't know anything about Mass Effect's version of the Milky Way prior to playing ME 1 anymore than we knew about Mass Effect's version Andromeda when we played the most recent title. All that context about the Quarians and the Geth, the Krogan and the Rachni Wars, the First Contact War and the Turians, etc. was all enclosed on within the very first foray into the setting and then expanded on in later sequels. Comparatively, Andromeda is rather bland and sparse despite being the first in a series of new games. No, we the players didn't, but our characters did. All of that historical information about TMW - the other species, the quarians/geth, the rachni wars, the galaxy map, etc. - became available to humanity once they became involved with the Citadel. That's actually one of the reasons why Shepard's conversations with the various walking codex entries (Avina, Tali, volus & elcor ambassadors, hanar merchant) are a bit out of place. Those encounters are designed to inform the player - Shepard should already know all of that. We arrive in Andromeda knowing absolutely nothing - even the long-range scans were wrong. There is no source or information depository available to us in Heleus. We learn about the angarans and kett through direct contact with them, and whatever else we (or SAM or Suvi and the Nexus scientists) can glean from physical evidence we come across, but that's it. There is no Citadel in Andromeda, at least not that we've found yet. The Nexus accommodates TMW immigrants. Note, too, that MET encompassed the entire galaxy. We've only seen a single cluster in Andromeda. That still doesn't paint Andromeda in a better light. So Shepard asked questions that he/she should logically know in-universe, at least the first game deigned to expound on the nature of the setting and clue us into the ins and outs of the various species present. Andromeda plops us into Heleus and then just has us run into other blue skinned humans who are all instantly relatable to us. What's more, the little bit of explanation we do get is so watered down, as to not offend our human sensibilities apparently, that nothing more abstract or 'alien' is touched on. There's no in-depth explanation of what the Remnant or their creators are, or what their purpose is, we just have SAM figure out how to turn the monoliths on and then joke about how it's all like magic. No one's discussing theories about the nature of the structures, or how our reliance on a technology we know nothing about is inherently risky. There's no intellectual thought given to this arguably alien element to the setting. Nah, just flip that switch on the magical space robots and then get back to finding those ingredients for the movie night; the real goal of the narrative. Even ME 1 gave us some working theories, in-game, about what the Reapers could be once we discovered them. Andromeda seems to be actively avoiding any such exploration in favor of cuddling up with your romance choice. The Heleus Cluster may only be a small part of the Andromeda galaxy as a whole; something I actually appreciate about keeping the scale of things more in line vs. the size of the galaxy at large; but that doesn't mean that we should just accept only one human-like alien and a myriad of mindless animals. Look at the original trilogy: The Asari and Elcor were from the same cluster. The Hanar and the Drell similarly developed in close proximity to each other. Wildly different forms of life evolving simultaneously practically next door to each other. It's assuming a lot saying that only one form of sentient life could possibly develop in a single cluster and that such a limitation is somehow more realistic. Space is big, even in a small smattering of a local star cluster. Look at other franchises like the Traveller setting for instance. That universe has almost ten separate alien species all developing their own empires and seats of power prior to making contact with each other; all within the same 0.1 percent of the Milky Way. travellermap.com
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Post by Iakus on May 10, 2017 13:30:32 GMT
We don't yet know what transpired in the Heleus Cluster. The mystical magical space telescope seemed to pinpoint multiple golden worlds, but they've gone to crap when we arrive. Then there's the remnants / Jaardan apparently trying to terraform the cluster and make it habitable. It may have been teeming with life pre-scourge. There's still quite a lot left to discover - in the Cluster and perhaps beyond. And interestingly, the magical space telescope failed to tell us there was a space faring race living on any of these worlds.
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Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Neverwinter Nights, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Arcian on May 10, 2017 14:14:35 GMT
WH40K is not sci-fi, and nor is it even remotely good. It's an infantile wet dream for neofascist edgelords and that's it. You know I love sci-fi and D&D. When I was introduced to Warhammer, it didn't take to me. I found it wanting (and to be honest, I couldn't tell you why) and never gave it a second look. The problem with Warhammer is that it started out as satire that got more serious over time, and nowadays more often than not it comes across as a genuine glorification of the things it used to satirize.
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Post by KaiserShep on May 10, 2017 14:32:44 GMT
You know I love sci-fi and D&D. When I was introduced to Warhammer, it didn't take to me. I found it wanting (and to be honest, I couldn't tell you why) and never gave it a second look. The problem with Warhammer is that it started out as satire that got more serious over time, and nowadays more often than not it comes across as a genuine glorification of the things it used to satirize.
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Post by Iakus on May 10, 2017 14:43:06 GMT
I'm not going to pretend that any definitive answer I give will satisfy anyone. But it cannot be denied that mechanics traditionally viewed as "rpg mechanics" have been getting more and more stripped out of their games in favor of faster-paced, more "streamlined" experiences. I know, I gues thats one of the reason, if not THE reason, why RPgamers are so upset with BW. If we divide all customers into two groups, it is like 90% shooter and 10% rpg, if, as company, you know you can sell only to 1% of a "any faction", you better target the shooter fans. Sooner or later BW games will just become like gears of war or cod or whatever else, a shooting experience with a little bit of story attached, nothing spectacular. However, thats not what I want to know, I am interested how others define RPG. For me personally, the most important aspects of an RPG (at least a western one) is personalizing a character, and having it recognized by the game. This takes many forms, from as minor as begin able to play a male or female character to as game-changing as "choices with consequences" So that covers a lot of things: the character creator, outfitting, weapons loadouts, character classes, skills and powers, dialogue options, personality options, relationships with NPCs, missions, both the order in which they are done and how they get handled. So the more of this that gets stripped out of a game, or implemented poorly, the less like an RPG it feels like.
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Post by alanc9 on May 10, 2017 15:32:25 GMT
No, we the players didn't, but our characters did. All of that historical information about TMW - the other species, the quarians/geth, the rachni wars, the galaxy map, etc. - became available to humanity once they became involved with the Citadel. That's actually one of the reasons why Shepard's conversations with the various walking codex entries (Avina, Tali, volus & elcor ambassadors, hanar merchant) are a bit out of place. Those encounters are designed to inform the player - Shepard should already know all of that. We arrive in Andromeda knowing absolutely nothing - even the long-range scans were wrong. There is no source or information depository available to us in Heleus. We learn about the angarans and kett through direct contact with them, and whatever else we (or SAM or Suvi and the Nexus scientists) can glean from physical evidence we come across, but that's it. There is no Citadel in Andromeda, at least not that we've found yet. The Nexus accommodates TMW immigrants. Note, too, that MET encompassed the entire galaxy. We've only seen a single cluster in Andromeda. There's no in-depth explanation of what the Remnant or their creators are, or what their purpose is, we just have SAM figure out how to turn the monoliths on and then joke about how it's all like magic. No one's discussing theories about the nature of the structures, or how our reliance on a technology we know nothing about is inherently risky. There's no intellectual thought given to this arguably alien element to the setting. Nah, just flip that switch on the magical space robots and then get back to finding those ingredients for the movie night; the real goal of the narrative. Even ME 1 gave us some working theories, in-game, about what the Reapers could be once we discovered them. Andromeda seems to be actively avoiding any such exploration in favor of cuddling up with your romance choice. (snip) It's assuming a lot saying that only one form of sentient life could possibly develop in a single cluster and that such a limitation is somehow more realistic. Space is big, even in a small smattering of a local star cluster. Look at other franchises like the Traveller setting for instance. That universe has almost ten separate alien species all developing their own empires and seats of power prior to making contact with each other; all within the same 0.1 percent of the Milky Way. travellermap.comThe italed is wholly traditional for Mass Effect, of course. Not having those answers was the source of major problems with the trilogy. Your Traveller example relies on basic mathematical errors.
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Post by alanc9 on May 10, 2017 15:43:43 GMT
I know, I gues thats one of the reason, if not THE reason, why RPgamers are so upset with BW. If we divide all customers into two groups, it is like 90% shooter and 10% rpg, if, as company, you know you can sell only to 1% of a "any faction", you better target the shooter fans. Sooner or later BW games will just become like gears of war or cod or whatever else, a shooting experience with a little bit of story attached, nothing spectacular. However, thats not what I want to know, I am interested how others define RPG. For me personally, the most important aspects of an RPG (at least a western one) is personalizing a character, and having it recognized by the game. This takes many forms, from as minor as begin able to play a male or female character to as game-changing as "choices with consequences" So that covers a lot of things: the character creator, outfitting, weapons loadouts, character classes, skills and powers, dialogue options, personality options, relationships with NPCs, missions, both the order in which they are done and how they get handled. So the more of this that gets stripped out of a game, or implemented poorly, the less like an RPG it feels like. That's a pretty good definition, but it makes ME1's design look fairly bad. At low and high levels characters of a given class tend to play the same, with similar abilities and similar gear. (DA:O warriors and rogues had this problem too, until DA:A made divergent high-level builds workable.
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Post by Iakus on May 10, 2017 15:52:04 GMT
For me personally, the most important aspects of an RPG (at least a western one) is personalizing a character, and having it recognized by the game. This takes many forms, from as minor as begin able to play a male or female character to as game-changing as "choices with consequences" So that covers a lot of things: the character creator, outfitting, weapons loadouts, character classes, skills and powers, dialogue options, personality options, relationships with NPCs, missions, both the order in which they are done and how they get handled. So the more of this that gets stripped out of a game, or implemented poorly, the less like an RPG it feels like. That's a pretty good definition, but it makes ME1's design look fairly bad. At low and high levels characters tend to play the same, with similar abilities and similar gear. (DA:O warriors and rogues had this problem too, until DA:A made divergent high-level builds workable. Well, I've never been one to take advantage of NewGame+ so high level problems don't usually bother me. Though it seems MEA does have this problem. As I've said, for all the grief I give ME3 about other things, they handled weapons and (Shepard's, if not the companions') armor well.
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Post by Vortex13 on May 10, 2017 16:58:06 GMT
There's no in-depth explanation of what the Remnant or their creators are, or what their purpose is, we just have SAM figure out how to turn the monoliths on and then joke about how it's all like magic. No one's discussing theories about the nature of the structures, or how our reliance on a technology we know nothing about is inherently risky. There's no intellectual thought given to this arguably alien element to the setting. Nah, just flip that switch on the magical space robots and then get back to finding those ingredients for the movie night; the real goal of the narrative. Even ME 1 gave us some working theories, in-game, about what the Reapers could be once we discovered them. Andromeda seems to be actively avoiding any such exploration in favor of cuddling up with your romance choice. (snip) It's assuming a lot saying that only one form of sentient life could possibly develop in a single cluster and that such a limitation is somehow more realistic. Space is big, even in a small smattering of a local star cluster. Look at other franchises like the Traveller setting for instance. That universe has almost ten separate alien species all developing their own empires and seats of power prior to making contact with each other; all within the same 0.1 percent of the Milky Way. travellermap.com The italed is wholly traditional for Mass Effect, of course. Not having those answers was the source of major problems with the trilogy. Your Traveller example relies on basic mathematical errors. Yes, but at least ME 1, tried and offer an explanation for some of those things. With Andromeda and the Remnant Vaults it's just brushed to the side and given the whole: "It must be magic lolz" as a logical answer. There's no investigation option for Ryder to pick when exploring the ruins, even Shepard got an opportunity to ask about the Reapers and state his/her stance with them despite Sovereign's non-answers. And how is the Traveller example incorrect in it's math? The entirety of charted space in that setting is about 480 parsecs wide (1 parsec = 3.26 light years so 480 parsecs times 3.26 equates to:) 1,564.8 light years or so; barley more than 1% of the Milky Way's width. Even if we were to half that and say that the Heleus Cluster in Andromeda was only 782.4 light years across (which would only take 65.2 days to cross with their FTL methods of 12 light years per day) you still would be comparatively covering about five to six alien empires in the Traveller-verse with that same amount of distance.
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Post by Psychevore on May 10, 2017 17:01:31 GMT
The italed is wholly traditional for Mass Effect, of course. Not having those answers was the source of major problems with the trilogy. Your Traveller example relies on basic mathematical errors. Yes, but at least ME 1, tried and offer an explanation for some of those things. With Andromeda and the Remnant Vaults it's just brushed to the side and given the whole: "It must be magic lolz" as a logical answer. There's no investigation option for Ryder to pick when exploring the ruins, even Shepard got an opportunity to ask about the Reapers and state his/her stance with them despite Sovereign's non-answers. You had no idea what the Reapers were until deep in ME3. The only thing you knew after ME1 was that they systematically and periodically commited genocide on the entire galaxy. That's it.
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Post by Vortex13 on May 10, 2017 17:18:11 GMT
Yes, but at least ME 1, tried and offer an explanation for some of those things. With Andromeda and the Remnant Vaults it's just brushed to the side and given the whole: "It must be magic lolz" as a logical answer. There's no investigation option for Ryder to pick when exploring the ruins, even Shepard got an opportunity to ask about the Reapers and state his/her stance with them despite Sovereign's non-answers. You had no idea what the Reapers were until deep in ME3. The only thing you knew after ME1 was that they systematically and periodically commited genocide on the entire galaxy. That's it. You had characters in-game postulating several theories about them though, even if they mostly turned out wrong. That's the difference, there was this addressing of the unknown that is not present in Andromeda, the characters in the current game don't ask questions about things like that. At most you get Ryder asking Jaal how big his family is, or stating how the Remnant vaults are pretty big.
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Post by kotoreffect3 on May 10, 2017 18:12:12 GMT
ME 1 is loved because it is where it all started. I fell in love with the IP because of ME 1. That said I believe the other two games in the Shepard trilogy are still better games but over time I have rediscovered my appreciation of ME 1 especially when I went back to it after playing MEA. ME 1 is not perfect and most of it's even most ardent lovers will acknowledge it but the stuff it needs to get right it does. When I look back and think of wow moments in the entire series the mission on Virmire always is near the top of that list.
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Post by alanc9 on May 10, 2017 18:17:58 GMT
You had no idea what the Reapers were until deep in ME3. The only thing you knew after ME1 was that they systematically and periodically commited genocide on the entire galaxy. That's it. You had characters in-game postulating several theories about them though, even if they mostly turned out wrong. That's the difference, there was this addressing of the unknown that is not present in Andromeda, the characters in the current game don't ask questions about things like that. At most you get Ryder asking Jaal how big his family is, or stating how the Remnant vaults are pretty big. This is getting into issues of personal taste, though. I don't personally miss people soeculating without enough data to resolve the issue, but YMMV.
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Post by Deleted on May 10, 2017 19:17:16 GMT
It is the holy grail though. I can only think of one thing that's really bad, and that's the terrible AI. It's the worst thing about the combat.
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