The post What the next Mass Effect can learn from Andromedas mistakes (and successes) appeared first on Game News.
]]>Well, perhaps in Mass Effect’s case, the future has always been fraught with danger. Mass Effect 3 brought the original trilogy to a close with an ending so controversial to some fans, Bioware released a DLC pack to expand on it. Then, after a 5-year wait and a new console generation, Mass Effect: Andromeda promised an entirely different galaxy to explore, with new characters and existential threats. It did deliver that… just with a whole raft of bugs at launch. And look, I actually like Andromeda, but there’s no doubt that the next Mass Effect needs to learn from it if it’s going to get fans looking forward again.

I can understand the reticence about getting excited for a new trip into Bioware’s galaxy, as it might feel a little like deja vu. Mass Effect: Andromeda’s promise was simple. You’ve saved the Milky Way galaxy, but what lies beyond that? It gave us a tantalising prospect of an entirely new Mass Effect experience, as the central character Ryder is set the task of finding a new home, and is shorn of the baggage Shepard had accumulated over the years. It also gave Bioware a chance to make us feel like we’re the alien in the process. That was, and remains, a thrilling prospect.
And then, after a tumultuous development that involved multiple delays, the final game launched in a pretty bad place. While facial animations were quickly highlighted (and let’s be honest, mocked roundly), there were several game-breaking bugs that fuelled disappointment. Yet for all the issues around Andromeda’s launch, one of the biggest problems slipped under the radar. For a game about charting the unknown, there wasn’t anything all that alien to it. The game introduced a smattering of new races, while the new galaxy felt broadly similar to the one we left behind, save for one or two planets. The promise of Andromeda felt broadly unfulfilled.

Bioware’s next Mass Effect game should rectify that. While the glimpses of concept art we’ve seen don’t give too much away, they at least give us a sense that exploration will play a key role again. And with that, I hope that means it’ll build on the more distinctive areas of Andromeda, like the planet Havarl. This area felt like nothing we’d seen in a Mass Effect game before, an over-growing planet whose vegetation was a distinctive purple and luminescent blue. I want my next trip to Bioware’s sci-fi series to surprise me with the locations I visit, as well as the aliens I meet.
Likewise, if the original Mass Effect introduced a galaxy’s worth of races, then Andromeda seemed to only introduce a planet’s worth. There was The Kett, a group of aggressive aliens who had a name that sounded like the drug and looked like sentient boulders with limbs. The Angarans made more of an impression, who sort of like a more feline version of Ahsoka Tano, but again, there just wasn’t enough to make us feel like we truly had left the Milky Way. Just because Andromeda didn’t deliver on these ideas doesn’t mean that Bioware should discard them though, as the glimpses we did get of an original universe offer plenty for the developer to build upon.

I know you might doubt my claim that I actually like Andromeda by this point, but there’s still plenty from it I would love to see in the next Mass Effect. While combat was never the series’ strong point beforehand, it absolutely was in Andromeda. The scope of what you could do was expanded and not tied to specific classes, so you were able to mix different powers to create a character that felt truly distinct. Add in the ability to build combos by using one power to prime and another to detonate, and Andromeda had combat that excited rather than feeling perfunctory like it does in the original trilogy.
Now, fans never came to Mass Effect for the combat, but if Bioware manages to marry the stellar foundations of Andromeda’s action to a more unfamiliar universe, then fans should be excited for what the developer can achieve. And while the news of Casey Hudson and Mark Darrah’s departure isn’t the best of signs, it also shouldn’t be seen as a death knell. Mass Effect has clearly needed a fresh perspective for a while, and Andromeda recognised that. It might not have delivered it the way we wanted, but hopefully, it provides a blueprint for Bioware to learn from.
The post What the next Mass Effect can learn from Andromedas mistakes (and successes) appeared first on Game News.
]]>The post Why do developers release glitchy games? appeared first on Game News.
]]>But this perspective, while understandable, doesn’t quite reflect the realities of game development. Creating interactive software is an incredibly complicated process that often involves teams of hundreds of genius-level artists, coders and animators all attempting to co-ordinate their efforts towards a singular vision. As such, it’s inevitable that things will go wrong from time to time.
And if there’s a perception that games are buggier now than they’ve ever been before, that might just be because it’s true. After all, games are now vastly more complicated than at any other point in the medium’s history. For proof you need only look at the average team size for a triple-a video game – according to Epic’s Mark Rein, only 20 to 30 people were involved in the development of the original Gears Of War at any one time. Gears Of War 4 (opens in new tab), meanwhile, involved roughly 330 people at the peak of its production phase.

The consequence of that inflation of headcounts is that the codebase for your typical blockbuster is simply enormous. So large, in fact, that it would be impossible for any single person to know what’s going on with every aspect of the game.
But the presence of more bugs is only half of the problem, as Monomi Park co-founder Nick Popovich explains to us. “Games have become so complex and players are also so much more educated on the technical side of things. That means that we both ship more bugs and players are better at spotting them.” Fifteen years ago, a player might have encountered a glitch and thought nothing of it. Today, they’ll not only know that they’re looking at a bug, they’ll also have the tools and the know-how to share it to YouTube immediately. Within days of a flagship game’s release, you can bet there’ll be dozens of compilations bringing together every glitch and quirk it has to offer, further heightening the perception that the game is riddled with bugs.
Another consequence of team sizes spiralling into the hundreds is that publishers and developers have to be extremely efficient about where their staff are deployed. After all, if your studio comprises 150 staff, it would be financially ruinous to have all of your concept artists and level designers twiddling their thumbs once the game enters its polishing phase. As such, full-time studio staff are generally moved onto new projects as soon as their contribution to a project is concluded.

So, by the time it becomes clear that a game needs more development time to squash all of the bugs thrown up by testing, many of the relevant studio staff will have already moved on to other projects. In these cases, delaying the game won’t just cost an enormous amount of money and compromise the publisher’s marketing plan – it could even cause delays to entirely separate games, as studio staff are pulled away from other titles.
And all that’s to say nothing of the fact that a bug-free launch is basically a fairytale. Once a game passes from the hands of its developers into the lap of the quality assurance team, they’re likely to discover hundreds of bugs of varying levels of severity – from game-breaking glitches, to small technical issues that only arise under very specific circumstances. The QA team will then report back to the developers with an exhaustive catalogue of every issue found during testing.
But what happens next might surprise you, because the development team doesn’t simply set about fixing every bug that’s been discovered. Instead, it will usually categorise the issues in order of severity and repeatability – with catastrophic glitches that arise under repeatable circumstances being the most urgent candidates for a fix. If a bug is not severe or will only arise in very unusual circumstances, many studios will choose to just leave it in the game.

Want more glitches?

Mass Effect: Andromeda glitch compilation (opens in new tab)
Why would developers do this? There are a number of reasons, the first of which is that time and money are both finite resources, and developers have to spend both wisely. The second is that bugs are frequently tied to fundamental parts of a game (such as the engine or physics system), meaning that it’s often impossible to address the root cause without running the risk of introducing hundreds more bugs. For this reason, the simplest fix is often the best. Ragdoll physics stop working around a certain item? Better to bin the item rather than diving into the codebase. Game keeps crashing in a certain room? Maybe the room could just be cut altogether.
For independent developers, the team sizes may be smaller but the process is strikingly similar. When we ask Popovich to run us through the process of fixing a bug, he explains that the process always involves multiple parts. “The first is actually identifying the cause, which is what players often mistake for the whole process. When you see a character fall through the floor in a game, it’s actually the symptom of the bug, not really the bug itself. From there you need to dig and discover what’s causing it and that can take a really long time. Then it’s sometimes a hairy situation when you realise the system causing the bug has its tentacles in so many other systems that changing it has a ripple effect and… you see where this is going,” he explains. “So my point is: when you are pointing out bugs to a dev that have existed in the game for a long time, chances are they’re very aware of it and just haven’t been able to determine the cause.”
But even if a developer finds a bug and manages to successfully determine the cause, the pain doesn’t stop there. Fixing a bug can (and often does) introduce more issues, and this is why bug counts don’t always just decline in the run-up to release – they fluctuate. The developer just has to hope that, for every major bug it squashes, only minor bugs are introduced.

Take the original Crackdown (opens in new tab), for instance, which launched back in 2007. It’s usually remembered for Agility Orbs and exuberant explosions rather than game-breaking glitches, but speaking several months after the game’s launch, Realtime Worlds’ producer told the Montreal Games Summit that Microsoft’s QA team found a total of 37,000 bugs lurking in the game’s pre-release code. If the studio had committed itself to fixing every one of those bugs before launch, there’s every chance we’d still be waiting for Crackdown today. Instead, the studio did the sensible thing – it decided to ignore more than 3,000 bugs that were deemed ‘low severity’. “I see them when I play the game,” Wilson said, “but people were very forgiving.”
People haven’t been in such a forgiving mood lately, though. Take Mass Effect: Andromeda (opens in new tab), for instance – a game that was subjected to scorn and mockery online thanks to a number of technical issues. It would be fair to say that the picture that’s emerged of Andromeda’s development in the months since its release hasn’t been entirely rosy, with several anonymous sources describing periods of intense crunch and rudderless toil. But while these accounts may not make for happy reading, they do provide a certain amount of insight into why Andromeda launched with such obvious technical and animation issues.
The transition from the Unreal Engine (which BioWare used for the original Mass Effect trilogy) to EA’s Frostbite engine was clearly a huge factor, posing a significant challenge to the developer. Frostbite was built for the Battlefield franchise, after all, so while it’s clearly capable of producing gorgeous results, it’s been put together with a fast-paced first-person shooter in mind. As such, BioWare had to build a host of entirely new functionality into the engine from scratch, a process that was both challenging and time-consuming.

And then there’s the issue of Andromeda’s facial animation (opens in new tab). At launch, the game’s gurning character models were widely shared and ridiculed online, leading many gamers to criticise BioWare for releasing the game before these issues could be resolved. But the truth is that it would be almost impossible to hand-animate every single conversation in a game as vast, customisable and story-heavy as Mass Effect: Andromeda. As such, studios that specialise in narrative-driven role-playing games often make use of advanced ‘conversation systems’ that can automatically generate simple dialogue scenes from a vast library of poses and gestures. The most important exchanges will then be lovingly spruced up by designers – other scenes may barely be touched by human hands.
All of which is to say that it’s a miracle that any video game ever gets launched at all. After all, these are fearsomely complicated pieces of software that are often created by hundreds of people over the course of many years. And unfortunately, it will often only become clear whether that work has paid off in the very last few months before release. As Nick Popovich explains, even the most well-resourced teams can run into trouble – it’s simply the nature of development. “Just because you can see the bug in action it doesn’t mean that the next step is fixing it. A bug can be incredibly hard to identify what’s actually causing it, even by the most experienced devs with the most resources allotted to them.” The issue isn’t that the publisher is making a cynical grab for wallets, or that developers are being lazy. The issue is that making games is almost ludicrously hard. “So just know that a bad bug bothers the devs just as much as players.”
This article originally appeared in Xbox: The Official Magazine. For more great Xbox coverage, you can subscribe here (opens in new tab).
The post Why do developers release glitchy games? appeared first on Game News.
]]>The post Mass Effect: Andromeda review: “Not a disaster, but definitely not the fresh start this series needed” appeared first on Game News.
]]>Which is why it’s very jarring to hear Ryder cracking so many jokes early on, the gravity of the impressive set-up somewhat diluted by a bunch of lame one-liners and dismissive dialogue. Hey, good RPGs always mix the furrowed-brow seriousness with some light-hearted banter, but with his/her constant wise-cracking from the start, Ryder comes across as a bit of a jackass. For me, this immediately rang alarm bells. Commander Shepard, in the original trilogy, had that neat balance between being his/her own character and leaving enough of him/herself blank for players to imprint their own personality. Ryder already feels fully formed, taking much of that all-important narrative blank-canvas away from the player. In other words, you play as Scott or Sara Ryder – not yourself. Given that Mass Effect Andromeda is such a massive game, this definitely isn’t a good thing.
There’s a general lack of subtlety and finesse to this game’s storytelling, and much of it feels like it missed the point about what made the original trilogy such a success. It’s like the kid who copies his friend’s homework, changes it to make it feel ‘new’, but isn’t necessarily smart enough to understand what he’s saying. Most of the elements here are recognisably Mass Effect, but Andromeda fails to create the same sense of place and time. The world is built by either vague, broad strokes or via very niche, very intricate technical language – it’s the result of a creative tension between wanting and needing to explain the massive amount of stuff in Andromeda, and trying to make the game accessible to newcomers or more casual fans.
The tedious mission design really doesn’t help matters. Most quests here follow the same pattern: speak to person, go where person tells you to go, shoot some aliens, scan some objects, return to person. Frustratingly, many early missions just send you from point A to B to C to D and so on without asking you to do anything more than show up and interact with an object. There’s so much busywork here, padding out an already substantial world into something that feels hugely bloated. Combine that with the constant stream of techno-jargon, fresh (bizarrely named) characters introduced at a rapid pace, and a ponderous exploration system, and it can feel like you’re simply bumbling through load-screens and travel animations with little clue about why you’re there or what you’re meant to be doing. The first ten or so hours of the game are bewildering and often very dull, which is a shame, because the story and characterisation really picks up in the latter half. Unfortunately, many will have cried off by then.

The game seems to delight in punishing players by repeatedly making them do the least enjoyable things. Here the main offender is the Remnant glyph system, used to unlock vaults on each planet to make that world habitable. The Pathfinder’s reason for existing is to provide colonies with new worlds to live on, and these ancient Remnant structures are the key to doing that, so they’re really important. Problem is, activating them is teeth-grindingly frustrating. To access a vault you need to active three monoliths on a planet. Ok, first you travel to them, then scan the area to find hidden glyphs (dull, but doesn’t take too long), and then… you play Sudoku. Yes. Each monolith is activated via a Sudoku puzzle that uses glyphs instead of numbers. Fail the puzzle, and your progress is completely reset AND you’re attacked by a wave of enemies. To reiterate: three monoliths per planet, plus a vault. That’s four Sudoku puzzles on each world. It’s little fun, and you need to do it again and again and again.
Andromeda’s supporting cast – the lifeblood of any Mass Effect game – are a mixed bunch, but generally entertaining. Peebee and Liam are perhaps the stand-outs. The former is a rogue Asari scientist who thinks and acts at 100mph, making her tough to read and fascinating to chat to. The latter is a sensitive soldier type who relishes the chance to make peace and understand the races he meets in Andromeda. You’ll remember some of the choice encounters you have with them, likely more for their novelty value rather than on any kind of deep emotional level, but the point is that they do add much needed substance to the game. In other words, they’re fun to be around, but you’re unlikely to get too attached. Each of your crew mates have stand-out moments, for sure – I really enjoyed the outcome of romancing human commando Cora, because it was a sweet, touching moment that comes after she loses a significant amount of her faith. They’re not always a pleasure to be around, though, and sometimes you’ll struggle to really care about their stories, and won’t feel compelled to finish loyalty missions until you absolutely want to unlock their final-tier skills.

The new race (no spoilers here) is imaginatively introduced, but not as culturally rich and memorable as many of the Milky Way species, and the Kett – Andromeda’s baddies – are suitably villainous if a little lacking in depth. Their leader starts off comedically evil and stern, but later in the game reveals more interesting flaws and character traits, showing smart parallels between the Kett and the newly arrived colonists. It seems everyone’s struggling to make sense of the Andromeda galaxy.
And ok, let’s talk about, er, talking. In Andromeda, the voice acting and animations are… not great. At best, conversations are slightly awkward, either because they don’t quite flow properly or because Ryder’s response is too creepy, or cheesy, or plain weird. At worst, dialogue is immersion-breaking, as the camera totally focuses on the wrong person, or a character’s eyes shift manically from side-to-side as if they’re expecting to be attacked while they’re drinking space-coffee and chatting to you about their family. Main character speech is generally fine, but some minor character dialogue sounds like it has been read directly off a script by a random passer-by in the street. One early conversation with Colonial Director Addison is so poorly delivered and filled with techno-babble, I genuinely struggled to understand what she was talking about. There are unfortunate continuity errors too – having spoken to Turian rogue Vetra for about five minutes about her extensive back-story, I then walked out of the room and found she’d mysteriously teleported into the area I’d just entered. A cut-scene triggered where she scolded me because “we haven’t spoken in ages”. Hmmm…

Want Mass Effect: Andromeda tips?

14 things I wish I knew before starting Mass Effect: Andromeda (opens in new tab)
It’s easy to criticise, though, and imperfect as they are Mass Effect does have an extensive array of conversations and characters. If you’re into the universe (and there is knowledge to discover in this game) and the set-up, there’s a whole lot of game to eat here. It’s a whopper, and each planet you visit quickly fills up with stuff to do and people to meet. Travelling around each world in the Nomad vehicle is fairly dull, though, as you’ll often spend ages driving through vast expanses of wasteland to complete a single objective, or discover a new point on the map. There is, mercifully, a decent fast-travel system, though. Some planets are more lively and interesting to visit – there’s one set on a giant meteor that lets you bounce around in low-gravity, and other worlds more densely packed and imaginative than ‘token desert planet’ and ‘routine ice world’.
The galaxy map too, looks pretty scant at the start, but by the end of Andromeda it’s packed with things to see and do. If you’re a fan of quantity over quality Mass Effect does not disappoint.
There is, however, another real problem with the game: combat. You do a lot of shooting and space-magic in Andromeda, and much of it fails to satisfy. Weapon variety is surprisingly good – all sub-classes of armaments have pleasingly different guns – and Biotic / Tech powers do add some spice to each encounter, even if most of these abilities feel very samey. However, actually shooting and blasting stuff with powers feels very loose. Aiming is twitchy, and moving around the battlefield with your jetpack over-complicates the already chaotic combat. What’s more, keeping track of your squadmates and actually using their powers effectively in a fight is like trying to direct a pair of petulant toddlers through a sweet-shop.

Enemies aren’t too smart, nor are they particularly varied – this game simply ramps up the difficulty by throwing more bad-guys at you. And there’s a special place in hell reserved for the Kett boss types, who can only be damaged once you’ve destroyed the tiny orb that rotates around them. Which regenerates. And they can one-hit kill you. It all adds up to a combat system that – while not disastrous – offers little entertainment or joy. It’s just functional, once you get the hang of it.
In fact, the same can be said for much of Mass Effect Andromeda. Once you become accustomed to the annoyances and idiosyncrasies of its world, the game starts to be a little more fun but only within its own weird boundaries. Take the crafting system for example. It’s split into Research (that’s where you create blueprints), and Development (where you use the blueprints to make actual things). There are three different types of Research you can perform, and each one has a different ‘currency’ for creating blueprints. Within these types, you can choose to develop guns, armour, or mods… please, try to keep up. Now, once you’ve Researched an item, you can then develop it, but this requires different crafting materials that you mine from planets. And you can modify crafted weapons. It’s so, so over-complicated. There’s a definite pleasure that comes from researching and building, for example, some N7 armour to make Ryder look like Shepard, but it’s not until you’re about 25 hours into the game that you’ll understand the system well enough AND have the materials to actually achieve it. So much of Andromeda’s true beauty is buried behind layers of complex nonsense and unnecessary jargon. This game needs an editor.

With a little more focus, Andromeda could have been a great game. The premise of exploring a new frontier in space is exciting and original, and the cast of characters inhabiting this new world – be they the fresh races, or the people you’ve dragged with you from the Milky Way – are more interesting than not. Some of the worlds have a real beauty, and the main narrative itself is compelling enough to carry you happily to the end. But there’s too much quest padding. Too much technical jargon. Too much fighting for a game with a poor fighting system. Too many clever little animations and quest-steps in between the stuff that’s actually fun to do. Place the resulting experience next to infinitely more finessed open-world games like The Witcher 3 (opens in new tab), Horizon: Zero Dawn (opens in new tab) – or even the original trilogy – and Andromeda compares very poorly indeed. Not a disaster, but definitely not the fresh start this series needed, or the one fans have been waiting patiently for.
Want more on BioWare’s sci-fi epic? Don’t miss our Mass Effect: Andromeda romance guide (opens in new tab) and learn how to find the hidden armour (opens in new tab) that series’ fans will appreciate.
The Verdict
3.5
3.5 out of 5
Mass Effect: Andromeda
Andromeda provides an interesting premise and story, but is let down by poor combat, excessive padding, and over-complication
The post Mass Effect: Andromeda review: “Not a disaster, but definitely not the fresh start this series needed” appeared first on Game News.
]]>The post Mass Effect: Andromeda review: “Not a disaster, but definitely not the fresh start this series needed” appeared first on Game News.
]]>Which is why it’s very jarring to hear Ryder cracking so many jokes early on, the gravity of the impressive set-up somewhat diluted by a bunch of lame one-liners and dismissive dialogue. Hey, good RPGs always mix the furrowed-brow seriousness with some light-hearted banter, but with his/her constant wise-cracking from the start, Ryder comes across as a bit of a jackass. For me, this immediately rang alarm bells. Commander Shepard, in the original trilogy, had that neat balance between being his/her own character and leaving enough of him/herself blank for players to imprint their own personality. Ryder already feels fully formed, taking much of that all-important narrative blank-canvas away from the player. In other words, you play as Scott or Sara Ryder – not yourself. Given that Mass Effect Andromeda is such a massive game, this definitely isn’t a good thing.
There’s a general lack of subtlety and finesse to this game’s storytelling, and much of it feels like it missed the point about what made the original trilogy such a success. It’s like the kid who copies his friend’s homework, changes it to make it feel ‘new’, but isn’t necessarily smart enough to understand what he’s saying. Most of the elements here are recognisably Mass Effect, but Andromeda fails to create the same sense of place and time. The world is built by either vague, broad strokes or via very niche, very intricate technical language – it’s the result of a creative tension between wanting and needing to explain the massive amount of stuff in Andromeda, and trying to make the game accessible to newcomers or more casual fans.
The tedious mission design really doesn’t help matters. Most quests here follow the same pattern: speak to person, go where person tells you to go, shoot some aliens, scan some objects, return to person. Frustratingly, many early missions just send you from point A to B to C to D and so on without asking you to do anything more than show up and interact with an object. There’s so much busywork here, padding out an already substantial world into something that feels hugely bloated. Combine that with the constant stream of techno-jargon, fresh (bizarrely named) characters introduced at a rapid pace, and a ponderous exploration system, and it can feel like you’re simply bumbling through load-screens and travel animations with little clue about why you’re there or what you’re meant to be doing. The first ten or so hours of the game are bewildering and often very dull, which is a shame, because the story and characterisation really picks up in the latter half. Unfortunately, many will have cried off by then.

The game seems to delight in punishing players by repeatedly making them do the least enjoyable things. Here the main offender is the Remnant glyph system, used to unlock vaults on each planet to make that world habitable. The Pathfinder’s reason for existing is to provide colonies with new worlds to live on, and these ancient Remnant structures are the key to doing that, so they’re really important. Problem is, activating them is teeth-grindingly frustrating. To access a vault you need to active three monoliths on a planet. Ok, first you travel to them, then scan the area to find hidden glyphs (dull, but doesn’t take too long), and then… you play Sudoku. Yes. Each monolith is activated via a Sudoku puzzle that uses glyphs instead of numbers. Fail the puzzle, and your progress is completely reset AND you’re attacked by a wave of enemies. To reiterate: three monoliths per planet, plus a vault. That’s four Sudoku puzzles on each world. It’s little fun, and you need to do it again and again and again.
Andromeda’s supporting cast – the lifeblood of any Mass Effect game – are a mixed bunch, but generally entertaining. Peebee and Liam are perhaps the stand-outs. The former is a rogue Asari scientist who thinks and acts at 100mph, making her tough to read and fascinating to chat to. The latter is a sensitive soldier type who relishes the chance to make peace and understand the races he meets in Andromeda. You’ll remember some of the choice encounters you have with them, likely more for their novelty value rather than on any kind of deep emotional level, but the point is that they do add much needed substance to the game. In other words, they’re fun to be around, but you’re unlikely to get too attached. Each of your crew mates have stand-out moments, for sure – I really enjoyed the outcome of romancing human commando Cora, because it was a sweet, touching moment that comes after she loses a significant amount of her faith. They’re not always a pleasure to be around, though, and sometimes you’ll struggle to really care about their stories, and won’t feel compelled to finish loyalty missions until you absolutely want to unlock their final-tier skills.

The new race (no spoilers here) is imaginatively introduced, but not as culturally rich and memorable as many of the Milky Way species, and the Kett – Andromeda’s baddies – are suitably villainous if a little lacking in depth. Their leader starts off comedically evil and stern, but later in the game reveals more interesting flaws and character traits, showing smart parallels between the Kett and the newly arrived colonists. It seems everyone’s struggling to make sense of the Andromeda galaxy.
And ok, let’s talk about, er, talking. In Andromeda, the voice acting and animations are… not great. At best, conversations are slightly awkward, either because they don’t quite flow properly or because Ryder’s response is too creepy, or cheesy, or plain weird. At worst, dialogue is immersion-breaking, as the camera totally focuses on the wrong person, or a character’s eyes shift manically from side-to-side as if they’re expecting to be attacked while they’re drinking space-coffee and chatting to you about their family. Main character speech is generally fine, but some minor character dialogue sounds like it has been read directly off a script by a random passer-by in the street. One early conversation with Colonial Director Addison is so poorly delivered and filled with techno-babble, I genuinely struggled to understand what she was talking about. There are unfortunate continuity errors too – having spoken to Turian rogue Vetra for about five minutes about her extensive back-story, I then walked out of the room and found she’d mysteriously teleported into the area I’d just entered. A cut-scene triggered where she scolded me because “we haven’t spoken in ages”. Hmmm…

Want Mass Effect: Andromeda tips?

14 things I wish I knew before starting Mass Effect: Andromeda (opens in new tab)
It’s easy to criticise, though, and imperfect as they are Mass Effect does have an extensive array of conversations and characters. If you’re into the universe (and there is knowledge to discover in this game) and the set-up, there’s a whole lot of game to eat here. It’s a whopper, and each planet you visit quickly fills up with stuff to do and people to meet. Travelling around each world in the Nomad vehicle is fairly dull, though, as you’ll often spend ages driving through vast expanses of wasteland to complete a single objective, or discover a new point on the map. There is, mercifully, a decent fast-travel system, though. Some planets are more lively and interesting to visit – there’s one set on a giant meteor that lets you bounce around in low-gravity, and other worlds more densely packed and imaginative than ‘token desert planet’ and ‘routine ice world’.
The galaxy map too, looks pretty scant at the start, but by the end of Andromeda it’s packed with things to see and do. If you’re a fan of quantity over quality Mass Effect does not disappoint.
There is, however, another real problem with the game: combat. You do a lot of shooting and space-magic in Andromeda, and much of it fails to satisfy. Weapon variety is surprisingly good – all sub-classes of armaments have pleasingly different guns – and Biotic / Tech powers do add some spice to each encounter, even if most of these abilities feel very samey. However, actually shooting and blasting stuff with powers feels very loose. Aiming is twitchy, and moving around the battlefield with your jetpack over-complicates the already chaotic combat. What’s more, keeping track of your squadmates and actually using their powers effectively in a fight is like trying to direct a pair of petulant toddlers through a sweet-shop.

Enemies aren’t too smart, nor are they particularly varied – this game simply ramps up the difficulty by throwing more bad-guys at you. And there’s a special place in hell reserved for the Kett boss types, who can only be damaged once you’ve destroyed the tiny orb that rotates around them. Which regenerates. And they can one-hit kill you. It all adds up to a combat system that – while not disastrous – offers little entertainment or joy. It’s just functional, once you get the hang of it.
In fact, the same can be said for much of Mass Effect Andromeda. Once you become accustomed to the annoyances and idiosyncrasies of its world, the game starts to be a little more fun but only within its own weird boundaries. Take the crafting system for example. It’s split into Research (that’s where you create blueprints), and Development (where you use the blueprints to make actual things). There are three different types of Research you can perform, and each one has a different ‘currency’ for creating blueprints. Within these types, you can choose to develop guns, armour, or mods… please, try to keep up. Now, once you’ve Researched an item, you can then develop it, but this requires different crafting materials that you mine from planets. And you can modify crafted weapons. It’s so, so over-complicated. There’s a definite pleasure that comes from researching and building, for example, some N7 armour to make Ryder look like Shepard, but it’s not until you’re about 25 hours into the game that you’ll understand the system well enough AND have the materials to actually achieve it. So much of Andromeda’s true beauty is buried behind layers of complex nonsense and unnecessary jargon. This game needs an editor.

With a little more focus, Andromeda could have been a great game. The premise of exploring a new frontier in space is exciting and original, and the cast of characters inhabiting this new world – be they the fresh races, or the people you’ve dragged with you from the Milky Way – are more interesting than not. Some of the worlds have a real beauty, and the main narrative itself is compelling enough to carry you happily to the end. But there’s too much quest padding. Too much technical jargon. Too much fighting for a game with a poor fighting system. Too many clever little animations and quest-steps in between the stuff that’s actually fun to do. Place the resulting experience next to infinitely more finessed open-world games like The Witcher 3 (opens in new tab), Horizon: Zero Dawn (opens in new tab) – or even the original trilogy – and Andromeda compares very poorly indeed. Not a disaster, but definitely not the fresh start this series needed, or the one fans have been waiting patiently for.
Want more on BioWare’s sci-fi epic? Don’t miss our Mass Effect: Andromeda romance guide (opens in new tab) and learn how to find the hidden armour (opens in new tab) that series’ fans will appreciate.
The Verdict
3.5
3.5 out of 5
Mass Effect: Andromeda
Andromeda provides an interesting premise and story, but is let down by poor combat, excessive padding, and over-complication
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]]>***UPDATED: March 16th, 13.30 GMT***
Now that the game is available to everyone who’s signed up to EA’s Early Access scheme, it’s interesting – if a little cruel, given the game’s wider ambitions – to look some videos that players are sharing where the Mass Effect Andromeda animation is being compared to Pingu, robots and gorillas (opens in new tab).
“It’s nice to have Mass Effect back again, but it is a bit strange to have an entirely new galaxy as a setting where almost nothing but the “universe” crosses over. So far, there are almost no references to the past games at all because of the distance and differing timelines. Expected, but it still feels odd in practice.”
“The new dialogue system is MUCH better. Now there are a many different types of responses, none of which are the obvious right/wrong/paragon/renegade choices. I’ve found myself picking liberally, depending on what felt right.”
“Combat is more intense and kinetic, largely because of the added mobility. I can run, I can dash, I can get in the enemy’s face. On normal, the game seems harder, too – I’ve died in the tutorial mission / first real mission, which I’ve never experienced in a Mass Effect game before.”
“Its cast of characters are an immediate hit. Ryder is a relatable main character and still green around the gills, giving your new Pathfinder a sense of vulnerability which Shepard never possessed. Squad member Liam is genuinely likable, affable, best buddy material. Cora is cooler, both in temperament and style – and there’s a natural edge there, as she was originally trained for the Pathfinder job you got. Even at this early stage, Andromeda offers the tightest-knit crew to date. And there are, deliciously, already tensions. Peebee, your sometimes-a-little-too-wacky asari, is entirely focused on the technology of the Remnant – a race of machines left behind by an unknown creator, and whose origin may be one of Andromeda’s biggest secrets. She’s driven, and not by the same goals as others on the team. Vetra, your female turian, is charming but a little manipulative.”
“The real treat is in how rich the game’s RPG mechanics are. It’s both more complex, and more fluid, than any Mass Effect game has ever managed. You choose a basic class at the beginning of the game – I went with Technician, for a very nifty ranged attack that drains shields and stuns enemies – but depending on how you spec your character, you can unlock new specialties. So, if you focus on, say, the sniper rifle, you’ll be able to become an Infiltrator. The trick is that you can spread your skills around, and unlock multiple roles, which you can switch between at will. I was a bit dubious about this when it was first mentioned by Bioware, but the in-game rationale is actually quite elegant. And it’s nice to be able to pick the right specialty for different challenges.”
“Generic Grumpy Space Captain Lady is there, right up front. With a deft hand she begins by correcting your grammar from “who” to “whom”, and then in the same conversation says “less” when she means “fewer”. Whatever, but don’t play Grammar Corrector if you don’t know any.”
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]]>The post Mass Effect: Andromeda fans are lusting over new companion Jaal, and BioWare has responded… pretty positively appeared first on Game News.
]]>But really, this shouldn’t be a surprise. Gamers have been fantasizing about fictional characters since Samus was little more than a collection of squares on our buzzing CRT televisions. What is surprising is how well BioWare seems to be embracing the idea.
“I am gunna bang that monocle rat lobster.” I’m sorry, Dad. This is what I do for a living.February 10, 2017
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ANDROMEDA VOCAB:Angara (Singular)Angara (Plural)Angaran (Adjective)Jaal (Sexy Beast?)#spaceFebruary 10, 2017
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@bengelinas Have we released his voice yet? I don’t think we have. My God, just wait…February 10, 2017
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Highlight of my day was explaining to our marketing team all the ways banging can be achieved, and what a bangable bits are brandishedFebruary 9, 2017
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So there you have it. If you’re hot for Jaal, BioWare’s got your back. And while we’ve got you here…
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]]>The post Mass Effect: Andromeda director explains how it breaks away from traditions dating back to KOTOR appeared first on Game News.
]]>“I think for me, one of the things I really enjoyed about working on Mass Effect 1 was the sense that anything was possible. The further we went into the trilogy, the more we had to stay aligned with the choices and decisions that we’d made earlier on,” Walters said.
It’s kind of funny how Walters describes the feeling of the first Mass Effect being akin to anything is possible when even the original was beholden to earlier BioWare designs. “The core team that worked on the original Mass Effect was basically the Star Wars: Knights Of The Old Republic team, where Light Side and Dark Side decisions were a thing, right? And people really enjoyed that in KOTOR and that’s why we picked it up in Mass Effect [as the Paragon / Renegade system].”
For Andromeda, Walters said he wanted the game to feel new again. “We really wanted to create an opportunity for the developers of this game to get back to that sort of blue-sky place where obviously we’re going to build on things that our fans love, and we’re going to make sure those carry forward, but also being able to re-envision them in a way.”
Personally, I like this mention of the “blue-sky place.” It rings true to me – in the original Mass Effect, you were constantly finding new places and learning how this future society operated. By Mass Effect 3, the sense of discovery and exploration was largely replaced by explosive action. If Andromeda can recapture that sense of wonder and marvel at the unknown, I’m onboard.
Read more about Mass Effect: Andromeda and the future of BioWare in the latest issue of Official Xbox Magazine, on sale now. Buy future issues here (opens in new tab).

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]]>The post Mass Effect: Andromedas DLC plans dont include a season pass appeared first on Game News.
]]>@coldboy33 @masseffect NopeJanuary 7, 2017
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Squidward, er, coldboy33 pressed for further details about whether the game will have any kind of story expansions DLC but Flynn didn’t budge.
@coldboy33 @masseffect We’ll talk more about that later
January 7, 2017
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Season passes or no, the Mass Effect series has had a complicated relationship with DLC. Some players, myself included, took umbrage with the fact that significant characters like Javik – the last surviving member of the ancient Prothean race – and big story beats like Liara’s ascendance as the Shadow Broker were portioned off from their respective campaigns and sold at extra cost.
I don’t mind mostly self-contained adventures like Mass Effect 2’s Overlord pack appearing as DLC. But it feels weird that the story of my Shepard omits major events just because I didn’t feel like dropping some extra cash. To be fair, the ending-altering update for Mass Effect 3 proved that Mass Effect’s free DLC could be just as controversial.
This is all quite a bit for BioWare to bear in mind but it’s proven to be pretty reactive to fan feedback. With the new Mass Effect: Andromeda release date (opens in new tab) set for March 21, we’ll hopefully get a better outline of its DLC plans soon.
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]]>The post Mass Effect: Andromeda gets March 21 release date, BioWare hearing great feedback on playable build appeared first on Game News.
]]>“Over this holiday break, developers at BioWare took home a version of the game in what we call the ‘holiday build,'” the studio wrote on its blog (opens in new tab). “This is a longstanding studio tradition that goes back to the early days of the original Mass Effect. Many load up a PC or console and go home to play as much as possible at their leisure.”
“Coming back from holiday, the feedback has been great. Getting the endorsement from members of our studio, many of whom played key roles on the original trilogy, was definitely a key factor in helping us lock in on the date.”
It seems like just yesterday we got our first real look at Mass Effect: Andromeda, and now it’s coming out just two and a half months. Time flies when you’re shooting through space.
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