Mass Effect: Andromeda - EA/Origin Access trial coming March 16th - 10 hour trial

The worst.

Ugh.
I REALLY hate poor UI and menus in RPG's. I spend a shit ton of time in menus, I always want a quick and snappy UI that lets me do things relatively quick instead of getting buried within sub menus and more sub menus.

Anyway, no doubt after spending hours with it I'll become accustomed but the videos don't look encouraging imo.

Menu and UI is kind of fine on a controller, it's a pain on PC with a mouse because the buttons are huge which also means only part of the options menu gets displayed and you have to scroll to see the rest. Lots and lots of tabs though. Basically navigating the menu with a controller is generally much quicker and reliable than mouse because it's a menu made for controllers.

The biggest UI issue for me is the galaxy map, it's just slow and shit because they actually do an animation for going from planet to planet or cluster to cluster and it takes an awful lot of time.

Thankfully I'll be playing on PS4 but it sucks for PC guys if the menus are even more cumbersome for you with m/k.

I saw the planet transition thing yesterday as well. It looks really cool but will be annoying by hour 15 watching all this unfold over and over again.
It's basically "browse NeoGaf time" when that happens.
 
I was defending the game last week (not that it looked good just that Bioware has never been good at conversation animation) but setting aside the gifs and actually judging the game as it plays I must admit that the presentation of the conversations, from the animation to the timing to the delivery, even to the script in some cases, is downright terrible in what seems like some really key scenes.

I very much doubt it gets better as you go along, I'm still going to buy it and play it just because I'm that invested at this point, I'd still rather play it for myself then have the consensus tell me how it turned out (MP still seems like it will be a blast as well) but this has tempered my expectations considerably.
 
Despite people's constantly making fun of this character the past couple days, I actually really like this design now.

And she looks so good in this post.An actual woman.

It is not how she looks per se (aside from her eyes which are just wrong in my opinion), it is how she animates. In motion the characters make all sorts of inapropriate expressions which just don't fit the scenes.
 
PC UI is fine, I dunno what y'all are on about. Shop UI in particular is pretty good. Select your inventory, sell your salvage, deal with whatever's left. Simple and easy.

Only actual complaint so far is that it forces you to confirm your skill selections when you try to switch between Tech/Combat/Biotics, which is annoying.
 
I can't request a refund for the pre-order of Andromeda. I played the 10 hour trial and it just didn't grab me. The game doesn't have the option no matter where I try. Not through Origin's Order History neither through EA's customer portal. Anyone else had this problem?

You've gotta ask on live chat.
 
OléGunner;232236182 said:
I saw the planet transition thing yesterday as well. It looks really cool but will be annoying by hour 15 watching all this unfold over and over again.
It's basically "browse NeoGaf time" when that happens.

I get what Bioware was going for and I applaud them for trying to create a sense of immersion by seeing the flying transition from planet to planet, but they could have improved it in two ways:

1. Have the model of the not-Normandy be visible in the transition - either externally or internally. This fosters a more believable experience that situates the player better in flying around space.
2. Offer the option to skip the transition and just focus on only loading the content.
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg
 
OléGunner;232235044 said:
How is dealing with menus and UI interface in general Gaf?
From the videos it looks kind of cumbersome and a few outlets haven't been too hot on managing everything in there.
It's not too bad. A bit gangly at first just trying to find where everything is, but now that I'm used to the layout, it's pretty easy to navigate.
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg

Hm yeah, that blonde hair just look awful in that pic. And the Turian... well, he either looks like he's missing an additional layer of textures on his head or that he's made out of clay.
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

https://abload.de/img/masseffectandromedatr5bu5e.jpg[img][/QUOTE]

Ironcreed also posted a shot of one of the merchants:

[IMG]http://i.imgur.com/6mBLbys.jpg
 
No. It's a little funny/janky here and there, but nothing out of the ordinary for Bioware.

Overall, I really like Sara. She (in terms of her default design) has a very distinctive look in terms of her mannerisms (specifically with respect to her facial animations) that really really reminds me of someone and I can't put my finger on it. It might be Supergirl. Not sure.

WE84TpD.png

EA made the mouth larger than the actual model they are base her on.

The noted large mouthed actress is Lake Bell from General Hospital. She is basically young Lake Bell.
 
Ugh wtf can't get onto the Tempest, I get infinite black loading screen and if I reload the save I end up on the landing pad and game is all screwed up.
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg

Dragon Age Inqusition looked no where near as bad as this and it used the same engine.
 
Yep, especially in the opening mission. Hardly anyone got to finish their sentence.

Yep this is really a huge issue for me. Even in GR : Wildlands the audio from Kate Bowman picks back up if you're interrupted.
Bioware devs never played GTA V? I mean it's done there too and I'd argue dialog is even more important in Mass Effect so why haven't they thought about it here?

I get what Bioware was going for and I applaud them for trying to create a sense of immersion by seeing the flying transition from planet to planet, but they could have improved it in two ways:

1. Have the model of the not-Normandy be visible in the transition - either externally or internally. This fosters a more believable experience that situates the player better in flying around space.
2. Offer the option to skip the transition and just focus on only loading the content.

Makes you wonder why they decided to cut animations when entering the Nomad...
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg

Yeah I have no idea what's going on in the Nexus. It's like none of the textures have normal maps. The female Krogan was the biggest issue for me because despite some fantastic textures they all look incredibly flat and pale, devoid of depth and... texture? No contrast either. But your screenshot is a great example - the lighting is so weak and flat the normals can't do their job on hair and skin textures.
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg

I question the art director at this point... Bioware have you ever seen blond hair?
 
Wish I had EA Access so I could try this for myself. The game looks like a ton of fun and seems to satisfying my massive space exploration itch right now. Also, outside of the wonky animations, none of the dialog really stands out as particularly awful to me.
 
The game only really looks good when you stand still and look at a scenic view from a planet imo. Once you get moving, the insane amount of clipping and pop-in just makes any scene look bad to me. Any scene with humans automatically looks bad, and any conversation scenes look bad because of the terrible camera angles/presentation. Then there's the halo effect around all of the characters (dof bug?) which is distracting as hell.

I'm kind of shocked just how much this is a step down from the previous three games in every way apart from combat.
 
Wish I had EA Access so I could try this for myself. The game looks like a ton of fun and seems to satisfying my massive space exploration itch right now. Also, outside of the wonky animations, none of the dialog really stands out as particularly awful to me.

How massive is this space exploration itch? Tried Elite Dangerous? :p

I've just finished a three week trek to Colonia, 22,000 light years from earth. Now that's exploration.
 
Yeah I have no idea what's going on in the Nexus. It's like none of the textures have normal maps. The female Krogan was the biggest issue for me because despite some fantastic textures they all look incredibly flat and pale, devoid of depth and... texture? No contrast either. But your screenshot is a great example - the lighting is so weak and flat the normals can't do their job on hair and skin textures.

I saw none of this. It's so weird. I agree that looks awful but it never looked like that on my playthrough. I never even saw dropped textures, like at all.
 
Hm yeah, that blonde hair just look awful in that pic. And the Turian... well, he either looks like he's missing an additional layer of textures on his head or that he's made out of clay.

Ironcreed also posted a shot of one of the merchants:

6mBLbys.jpg

Dragon Age Inqusition looked no where near as bad as this and it used the same engine.

Yeah I have no idea what's going on in the Nexus. It's like none of the textures have normal maps. The female Krogan was the biggest issue for me because despite some fantastic textures they all look incredibly flat and pale, devoid of depth and... texture? No contrast either. But your screenshot is a great example - the lighting is so weak and flat the normals can't do their job on hair and skin textures.

I question the art director at this point... Bioware have you ever seen blond hair?

It's definitely an engine issue. Battlefield 1 and and Catalyst have the same issues under certain conditions, notably interiors using what seems to be an extremely cheap simulation of what DICE and co probably consider global illumination, only the engine simply isn't capable of accurately projecting natural lighting and shading gradients on the surfaces. And I suspect it's due to the low resolution cheapness of lighting/shading in the render (to maintain performance) effectively filtering out these nuanced lighting and shading before they can have any impact on the models.

You wind up with characters standing there borderline and maybe literally unlit from anything other than a weirdly dull, flat global light source. Texture normal/bump maps have nothing to react to, leaving shading detail limited to HBAO, which isn't enough.

As soon as these models move towards a direct light source the quality usually improves, as shading is properly implemented, lighting the character from both the global source and the new direct source. Shading gradients pop, and normal/bump maps appear.

Here they just look unlit and like shit. As said Battlefield 1 and Catalyst have the exact same issue, usually in weird interiors where the the outside direct light source (like the sun) is no longer present, and the models can only be lit by the engine's basic global. With no secondary point of lightning reference there's no data to approximate gradients and thus depth is totally lost.

Disclaimer: I might be talking out of my arse because with all of this I'm just guessing.
 
I'm not all that far in and yeah the facial animations are not good ( though the faces are fine) but......this feels like Mass Effect to me.

I'm pretty sure I'm going to get a lot of enjoyment from it.
 
@EatChildren: That begs the question: Why not use multiple direct light sources in interiror settings? Is it really just a performance issue, i.e. they would sacrifice visual presentation to the benefit of performance? And is that intrinsic to the engine or a question of how you use it?
 
The animations seriously got taken out of proportion, comparing ashley from ME3 to a random NPC is really not the best way to go about it, there's people that simple hate the game just to hate it, if you seriously cancelled your preorder due to some stupid gifs than your missing out, the game it's great and better in every way compared to previous entries of the franchise, your loss i guess, one thing that bugs me is that male ryder sounds just like nathan drake! I had to start a new game with fem ryder cause it was to much for me lol, even though they're not the same VA it's so extrange how similar they sound, other than that I'm having a blast, this game is awesome
 
Oh, just logged back in to dick around on my single player save before my 10 hours are up. One little thing that drives me BONKERS and seems completely fucking stupid:

Inverting your vehicle controls (which is what any normal person will do) INVERTS THE FUCKING GALAXY MAP. I literally have to move my mouse down to move the galaxy map cursor up. It's nearly unplayable because that's so unintuitive, nobody would ever do that intentionally. On the planetary maps when you're scanning, having vertical reversed is beyond disorienting since you're not even moving the cursor itself, so reorienting your brain is very difficult (at least with the galaxy map, the cursor is moving so youcan kind of correct easily).

Baffling decision on the part of whoever did this, like, has there ever been a single person on earth that wanted their mouse cursor to go up when they press down for literal point and click selection? Someone programmed this into the game.
 
It's definitely an engine issue. Battlefield 1 and and Catalyst have the same issues under certain conditions, notably interiors using what seems to be an extremely cheap simulation of what DICE and co probably consider global illumination, only the engine simply isn't capable of accurately projecting natural lighting and shading gradients on the surfaces. And I suspect it's due to the low resolution cheapness of lighting/shading in the render (to maintain performance) effectively filtering out these nuanced lighting and shading before they can have any impact on the models.

You wind up with characters standing there borderline and maybe literally unlit from anything other than a weirdly dull, flat global light source. Texture normal/bump maps have nothing to react to, leaving shading detail limited to HBAO, which isn't enough.

As soon as these models move towards a direct light source the quality usually improves, as shading is properly implemented, lighting the character from both the global source and the new direct source. Shading gradients pop, and normal/bump maps appear.

Here they just look unlit and like shit. As said Battlefield 1 and Catalyst have the exact same issue, usually in weird interiors where the the outside direct light source (like the sun) is no longer present, and the models can only be lit by the engine's basic global. With no secondary point of lightning reference there's no data to approximate gradients and thus depth is totally lost.

Disclaimer: I might be talking out of my arse because with all of this I'm just guessing.

I think that's the likely reason though. It really does seem like there are no normals here, and that's highly likely to be caused by flat lighting rather than a genuine absence of normals. I'm guessing it wasn't an obvious issue in DA:I since that game didn't feature brightly lit areas like the Nexus, but relied more on moody candlelight and campfires with some great shadow casting opportunities from the directional light sources they provide.
 
Wish I had EA Access so I could try this for myself. The game looks like a ton of fun and seems to satisfying my massive space exploration itch right now. Also, outside of the wonky animations, none of the dialog really stands out as particularly awful to me.

Games has several issues and sorry to say, some dialog is acutally awful but there's nothing like it so I'd say if you're interested in a sci-fi roleplaying romp, it's worth it. Still doesn't mean it's laughable that it is launching in such a state. I'm definitely not giving them a pass.
 
Wish I had EA Access so I could try this for myself. The game looks like a ton of fun and seems to satisfying my massive space exploration itch right now. Also, outside of the wonky animations, none of the dialog really stands out as particularly awful to me.

Drop 5 bucks and see. Worst case you have a month to play anything else on ea/origin access. It's a good deal.

It seems Bioware has, on the face of it at least, lost sight of what's sci-fi. It's not just stars and laser beams and floating rocks. It's also weaving in an explanation for how these things are possible, a scientific interest in the nature of things.

They used to know how to do it. http://masseffect.wikia.com/wiki/Klendagon

Oh, you mean the things that are being caused by the alien race that we have learned precisely 0 about thusfar in the demo aren't explained? Crazy. Whoda thunk it.
 
Oh, you mean the things that are being caused by the alien race that we have learned precisely 0 about thusfar in the demo aren't explained? Crazy. Whoda thunk it.

You're so defensive that I suspect you have a similar worry about the game, even if you haven't put it in words before.

But no biggie, for me it just means not jumping right in.
 
The animations seriously got taken out of proportion, comparing ashley from ME3 to a random NPC is really not the best way to go about it, there's people that simple hate the game just to hate it, if you seriously cancelled your preorder due to some stupid gifs than your missing out, the game it's great and better in every way compared to previous entries of the franchise, your loss i guess

Judging from the GB stream, it's way more than the "random NPCs" that suffer from these issues.

The human characters in general, whether they're merchants, party members or even Ryder him/herself, are all flat potato people with dead eyes, unmoving brows and lips that awkwardly pucker and flap constantly.

In a game with such gorgeous environments and detailed interiors, the fact that the characters look like Oblivion NPCs with better textures is mindblowing.
 
It seems Bioware has, on the face of it at least, lost sight of what's sci-fi. It's not just stars and laser beams and floating rocks. It's also weaving in an explanation for how these things are possible, a scientific interest in the nature of things.

They used to know how to do it. http://masseffect.wikia.com/wiki/Klendagon

Why do you expect explanation of what is supposed to be a mysterie ? They are not going to explain everything in the first 3 hours of the game
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg

I mean you can say this about any game/engine really when the dialogues aren't done in a proper directed cutscene since they will only be lit by a random global lightsource or anything that's near them (which generally looks better as you get proper self shadows) during non conversation gameplay. Fallout 4 sort of tried to counteract this in some ways by adding a rim lighting to characters to make them stand out from the background during conversations and it looked awful.

IIRC the GI in FB3 is basically just prebaked lightmaps but maybe they use probes cause in case of BF games the buildings can get destroyed. None of them really light the characters though but it is possible to light the characters appropriately even if the GI is baked as seen in AC: Unity.
 
Why do you expect explanation of what is supposed to be a mysterie ? They are not going to explain everything in the first 3 hours of the game
How did they get 2 million light years away in just 600 years? That's seems very obviously something that should be cleared up in the first 3 hours.

How did they see Andromeda's golden world's with magic telescopes? Again something you can clear up early on.
 
You're so defensive that I suspect you have a similar worry about the game, even if you haven't put it in words before.

But no biggie, for me it just means not jumping right in.

I don't have a worry at all? Stop projecting. You're complaining that there are floating rocks, on a planet with insane storms caused by (or controlled by, who knows) an ancient progenitor race. And that it wasn't explained immediately.

Ok? I mean, Mass Effect 1 literally opens with human corpses getting impaled on magical 'ROBOTRON" spears that turn them into cyborg zombies, and Shepard becoming Jesus from a magical beacon space laser that is never explained either, certainly not in the first 4 or 5 hours of the game no less.

How did they get 2 million light years away in just 600 years? That's seems very obviously something that should be cleared up in the first 3 hours.

How did they see Andromeda's golden world's with magic telescopes? Again something you can clear up early on.

They did explaihn it, talk to people in the game before you assume none of it has an explanation?

The Geth took over a Mass Relay in the Milky Way and fucked around with it to essentially make it a mass relay scanner, like a telescope, and that made it 'close enough' to mitigate all of the millions of years of difference between the light that would reach our galaxy from Andromeda. Like, This is LITERALLY said in the game. Basically a Mass Relay telescope/scanner that the Geth made.

The level of faux concern over the game is so hyperbolic it's ridiculous, virtually every plot related complaint someone has is some manufactured issue (Like the stuff at the end of Heleus 7 that apparently bothered someone earlier), or is answered in the game. If you're that bothered about some perceived lack of explanation on a topic that is completely ancillary to the plot, it seems like the obvious answer is to actually exhaust the dialogue and codex entries related to that thing before decrying that there is no explanation available.
 
How did they get 2 million light years away in just 600 years? That's seems very obviously something that should be cleared up in the first 3 hours.

How did they see Andromeda's golden world's with magic telescopes? Again something you can clear up early on.

Im wondering how did they build
the nexus. I mean, that shit is almost the size of the citadel so you would need a lot of years to build it and the guys on it jhave only been there... 18 months? Did they sent another ship with people to build the nexus? Did that ship also took 600 years to arrive? How many years were they building that?

I migth have missed that on the codex.
 
I really can't wait to play the full game and see how the quality holds up through the rest of the game. Good or bad, it's almost like a car crash I can't pull myself away from. I felt a similar way about ME3, where I didn't really like a lot of aspects of it and it ended on such a sour note, but I wouldn't say I didn't enjoy my time with it or regret playing it at all.

If it gets better or leans in on the stronger parts of the trial as it goes along, then great! But in the case that it doesn't, I'm just curious to see how they've decided to follow up on the original trilogy. The worst thing it could be is boring, and at this moment I don't feel bored by what I'm playing, though I'm oscillating between confoundment and genuine enjoyment at whiplash pace.

And either way, I still find the game fun to play and the jetpack dodging stuff is giving me some Vanquish vibes (though clearly Vanquish excels at third person combat compared to most games). I guess I'll see how well this aspect of it holds up if the surrounding pieces all just fall apart.
 
It's such a shame that Frostbite 3's insistence on real time lighting sources results in some tragically terribly lit dynamic models under certain conditions. At least with cheaper lighting solutions you can kind always guarantee some degree of self shadow casting and shading will be implemented on characters, the illusion of depth created by shading gradients that are still convincing even if not technically accurate to actual local light sources.

All the Frostbite 3 Battlefield games, Mirror's Edge: Catalyst, and DA: Inquisition all have this issue that in the absence of a prominent nearby light source models have a tendency to lose all nuanced gradients and look so flat and awful.

masseffectandromedatr5bu5e.jpg

Still can't get over that hair, lack of detail, facial expressions in this game. Especially coming right off this :

tumblr_omtiljYSYo1sklvgqo1_1280.png


tumblr_omc4p9PWr81tlf6lvo1_1280.png
 
The animations seriously got taken out of proportion, comparing ashley from ME3 to a random NPC is really not the best way to go about it, there's people that simple hate the game just to hate it, if you seriously cancelled your preorder due to some stupid gifs than your missing out, the game it's great and better in every way compared to previous entries of the franchise, your loss i guess, one thing that bugs me is that male ryder sounds just like nathan drake! I had to start a new game with fem ryder cause it was to much for me lol, even though they're not the same VA it's so extrange how similar they sound, other than that I'm having a blast, this game is awesome

The NPC Ashley was compared to wasn't a "random NPC". She's one of the key people involved in running the Nexus and is one of your superiors. She is a major character.
 
Im wondering how did they build
the nexus. I mean, that shit is almost the size of the citadel so you would need a lot of years to build it and the guys on it jhave only been there... 18 months? Did they sent another ship with people to build the nexus? Did that ship also took 600 years to arrive? How many years were they building that?

I migth have missed that on the codex.
That too. That's a very obvious thing they should clear up right out of the gate. Like the lore and story is a bit of a mess in the first 3 hours.
 
Im wondering how did they build
the nexus. I mean, that shit is almost the size of the citadel so you would need a lot of years to build it and the guys on it jhave only been there... 18 months? Did they sent another ship with people to build the nexus? Did that ship also took 600 years to arrive? How many years were they building that?

I migth have missed that on the codex.
There were ships that left before the Arks. I mean it's explained in the first few moments of you arriving in Nexus.

How did they get 2 million light years away in just 600 years? That's seems very obviously something that should be cleared up in the first 3 hours.

How did they see Andromeda's golden world's with magic telescopes? Again something you can clear up early on.

But this is already explained in the game in a conversation non the less where Ryder specifically asks how they did it considering any telescopic data would be 2.3 million years out of date, you can find it for yourself now if you play the trial.
 
The NPC Ashley was compared to wasn't a "random NPC". She's one of the key people involved in running the Nexus and is one of your superiors. She is a major character.

A Major character with like 10 lines of dialogue. She's not any more Major of a character than any random NPC on the Citadel.

That too. That's a very obvious thing they should clear up right out of the gate. Like the lore and story is a bit of a mess in the first 3 hours.

Oh look it's you again. The Nexus flew there. Like, there isnt' anything confusing about that, they probably assume most people reading things are actually paying attention and can take some contextual clues. The Nexus itself flew there, and was to be built up into a station once it got there. Listen when NPCs talk, click on the information boards and pay attention, all of this shit is answered and it makes it look really sad when you try to bring shit like this up as some like "HAH GOTCHA BIOWARE" moment.
 
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