VenomousCoffee
Member
Okay, I thought Liam's loyalty mission was pretty funny.
I think this will happen after the Andromeda trilogy ends. It makes sense to go back to the Milky Way, but after the controversy dies down about ME3 and fans are ready for it.
Get another detonator like Shockwave or Lance and you're good to go in the meantime. Shockwave is nice thanks to the big radius.
They could have cut the size of Elaaden in half and it would still be too big. In a game that already has issues with huge, empty, boring maps and still manages to stick out with how needlessly big it is. Traveling across it is just a chore.
If every planet was as interesting as Havarl, the game would be significantly better.
They could have cut the size of Elaaden in half and it would still be too big. In a game that already has issues with huge, empty, boring maps and still manages to stick out with how needlessly big it is. Traveling across it is just a chore.
If every planet was as interesting as Havarl, the game would be significantly better.
48 hours and 90% complete as I finished the story. For what it's worth, I really enjoyed this game.
What's the best way to get the last few levels I need to hit level 60 now I've got no side missions left? I'm level 55, and only have the tasks left to do which don't give much XP - does NG+ carry over my level and let me get to 60 from there?
Skill points, levels, credits, resources, blueprints, research points and anything developed.
Avp gets reset
Going back and replaying the trilogy after finishing my Andromeda playthrough has brought constant contrasts in style, structure, content, quality, etc. with what came before.
Something particular that stands out is replaying the two DLCs that were headed up by Bioware Montreal before Andromeda: Arrival and Omega. Replaying these DLCs makes me feel stupid for having certain expectations about Andromeda. Both are amateurish in terms of writing, cinematic direction, and general storytelling. Both are quite nice to look at and Omega especially has very strong combat. Some of the better designed encounters of ME3 are contained within this DLC. I previously considered the shortcomings of these pieces of content to be a result of budget, but after playing Andromeda, maybe it's just the studio? Arrival is kinda weak all around, but Omega, Andromeda, and the ME3 multiplayer are all very strong on the combat front as well as with visual design. None of Montreal's content has shown that they have a knack for strong storytelling, however.
They ain't going back- and even if they did it'd be so far in the future the setting would be unrecognizable.
So I never played Mass Effect 1, I started with 2 and played on through Andromeda.
I've read some really enthusiastic posts from people who loved the Mako sections in 1, despite obvious criticisms. I'd love to hear someone's perspective on the exploratory elements in both games from someone who's played both 1 and Andromeda.
So I never played Mass Effect 1, I started with 2 and played on through Andromeda.
I've read some really enthusiastic posts from people who loved the Mako sections in 1, despite obvious criticisms. I'd love to hear someone's perspective on the exploratory elements in both games from someone who's played both 1 and Andromeda.
LOL, my buddy was all excited he found this t-shirt online and had to show me..
That's not how you spell Reyes Vidal.
No idea. He has an uncanny affection for Gil from this game and Cor from FFXV. His boyfriend actually shaved his beard to match Gil's lol.
After 100% on Eos and almost that on Voeld, don't like Harvald so will not do in that one.
Is it really worth trying to do the side missions on this planets, or would I be good with sticking with Main Missions and Loyalty missions? Because so far, no side mission (except) has my interest.the one on Eos you fight that large robot
I remember Bioware clearly stating that they had learned from the criticism of Inquisition's mmo style quests, but here we are again. Sure, they dont have the same explicit collectathons, but its honestly just a superficial difference. Instead of "collect 10 of X" they now have "clear out 3 bases" or "activate X amount of beacons" or things along that line. The narrative elements of those quests are mostly boring or straight up non existant, many of them delivered to you in text form. Its like they thought that simply refomulating some superficial elements of that style of quest design was a sufficient condition for it to not be a "MMO" style quest anymore.
I did a lot of sidequests in ME:A, and I remember almost none of them, even though most of them had at least some attempt at a story. Often, by the time I got back to the questgiver to wrap things up I could barely remember what I'd done for him/her/it and why.
To be fair, this is a problem with side quests in virtually every RPG. If they're not related to the larger story in some way, chances are you're not going to remember them long after you're finished with them.
Witcher 3 - whom many believe has the *best* side quests - suffers from this greatly. Sure, you'll remember the fetch/kill quests you do with Vernon Roche, but you don't recall the fetch/kill quests you did for the aldermen/lonely farmers/sour peasants in the rando villages across Skellige/Velen/Novigrad.
To be fair, this is a problem with side quests in virtually every RPG. If they're not related to the larger story in some way, chances are you're not going to remember them long after you're finished with them.
Witcher 3 - whom many believe has the *best* side quests - suffers from this greatly. Sure, you'll remember the fetch/kill quests you do with Vernon Roche, but you don't recall the fetch/kill quests you did for the aldermen/lonely farmers/sour peasants in the rando villages across Skellige/Velen/Novigrad.
I think one of the differences in The Witcher 3 is that most of the simpler quests that utilize the "go to a place and do a thing" type structure in that game are done in a way that compels you to fulfill the quest right away, or at least, does not actively repel you from doing so (unless the quest is far above your level or something). Most of the time the "place" you have to visit in your map to complete the quest is not too far away from the quest giver (often it's just outside their village), so you don't feel like you have to go too far out of your original way to complete this extra bit of work, and typically the quests involve killing a monster of some sort and collecting payment, which is harmonious with the concept of Geralt as a witcher and his general purpose in the context of the game. In other words, you feel like you're doing what you're "supposed" to do in the game, as a witcher.
Compare that to the quests in Andromeda which usually involve travelling to what feels like the other side of the map from the quest giver (and sometimes to other planets, even), as well as making multiple, long journeying stops in order to complete what feels like menial work, especially for the role of Pathfinder (e.g., collect this many plants) and it's not difficult to see why so many quests in Andromeda feel like just busywork and not worth the bother. It just doesn't feel like you're doing anything compelling or interesting or even relevant to your role in proportion to the amount of drudgy work you have to put in, and a lot of the time it just takes way too long to do it, to boot.
By contrast the planets are the meat of Andromeda and most things in them are tied to missions. You ride off and you find some wreckage or even a full empty base that will give or tell you nothing until you activate some side mission somewhere, frequently making it fruitless to just pick a direction and explore.
LOL, my buddy was all excited he found this t-shirt online and had to show me..
But you just drove the Mako along a long corridor to do those missions (Noveria, Virmire). It's not like you could explore along the way, you were just driving instead of walking or running.The Mako sections in ME1 are basically indefensible from a gameplay standpoint. Its controls are comically awful, and in the exploratory sections on random planets the route to your destination is often less than apparent, meaning that you often end up crawling slowly up the side of some jagged formation, slipping, cursing, and repeating. Whatever you think of ME:A, the controls on the Nomad, and the structure of the scenery you navigate, are much improved over ME:1.
The Mako sections in ME:1 included combat, which was also pretty dreadful. For one thing, the game is rigged ludicrously in your favor, as your enemies' missiles are slow -- like, so slow that you can drive away from them, or jump over them -- while yours impact instantaneously. On the other hand, your cannon will often miss its target because of some weird angle in the terrain, meaning that the combat is simultaneously easy and frustrating.
But there's a reason many people remember the Mako sections fondly, and I think it's because it gave ME1 a sense of scope and loneliness that ME2 and 3 totally lack, and that ME:A mostly lacks. When I played ME1 near release, I would occasionally stop to marvel at the feeling of being essentially alone at the edges of civilization, driving on a nearly or entirely uninhabited rock under a beautiful and alien sky. ME:A tried to capture this sense of exploration, but undercut it by making its explorable planets feel settled before you even arrive. That is, it kept the irritation of having to navigate in the Mako (although again, the Nomad handles much, much better), but lost the sense of isolation and strangeness that permeated ME:1's much emptier locations.
The thing I really missed about the Mako, though, was the way it expanded the scope ME1's main-story missions. Typically, you start at one location (e.g., an administrative station on Noveria, a frozen and loosely-regulated world at the fringes of civilization), then get in the Mako and drive seamlessly to somewhere else to advance the story (e.g., through a blizzard to a research center located a few kilometers away from the station, at which certain people have been up to no good). ME2 and 3 just threw this away in favor of interconnected corridors and cinematic transitions, and I thought it was a significant loss. ME:A doesn't really replicate it, either: your travels in the Nomad are mostly in the service of sidequests in MMO-ish playgrounds, not tightly-constructed missions.
The Mako sections in the first game especially during the story missions sucked. They gave the game a sense of scale, but other than that they sucked.
We bitched about lack of Mako and complained about ME2 turning into a lienar third person shooter but guess what? It made the game better, more focused and allowed the combat to shine. The quests weren't spread across different planets and everything was self contained.
We didnt know this back then but after 4 years of 'Everything was open world' I have come to the realization that we were wrong and devs were right to make everything linear. I know we like to shit on devs every time they get something but maybe it's time for us to admit that we were wrong about asking for Mako to make a comeback and have ME go back to being more open. We did this. This is on us.
My god, you've put into words exactly what I hate about BioWare's 'open worlds'.I think this is an insightful observation. In Skyrim (for example), you can pick a direction, wander off, and chances are something unexpected and cool will happen to you. A bit of story will be told.
In Dragon Age Inquisition, and again in Andromeda, the map may be big and filled with neat places, but unless you already have the proper quest active and already know your destination, it's just an empty environment to look at. Nothing is going to happen.
That makes the open world feel pointless.
The Mako sections in the first game especially during the story missions sucked. They gave the game a sense of scale, but other than that they sucked.
We bitched about lack of Mako and complained about ME2 turning into a lienar third person shooter but guess what? It made the game better, more focused and allowed the combat to shine. The quests weren't spread across different planets and everything was self contained.
We didnt know this back then but after 4 years of 'Everything was open world' I have come to the realization that we were wrong and devs were right to make everything linear. I know we like to shit on devs every time they get something but maybe it's time for us to admit that we were wrong about asking for Mako to make a comeback and have ME go back to being more open. We did this. This is on us.
The Mako sections in ME1 are basically indefensible from a gameplay standpoint. Its controls are comically awful, and in the exploratory sections on random planets the route to your destination is often less than apparent, meaning that you often end up crawling slowly up the side of some jagged formation, slipping, cursing, and repeating. Whatever you think of ME:A, the controls on the Nomad, and the structure of the scenery you navigate, are much improved over ME:1.
The Mako sections in ME:1 included combat, which was also pretty dreadful. For one thing, the game is rigged ludicrously in your favor, as your enemies' missiles are slow -- like, so slow that you can drive away from them, or jump over them -- while yours impact instantaneously. On the other hand, your cannon will often miss its target because of some weird angle in the terrain, meaning that the combat is simultaneously easy and frustrating.
But there's a reason many people remember the Mako sections fondly, and I think it's because it gave ME1 a sense of scope and loneliness that ME2 and 3 totally lack, and that ME:A mostly lacks. When I played ME1 near release, I would occasionally stop to marvel at the feeling of being essentially alone at the edges of civilization, driving on a nearly or entirely uninhabited rock under a beautiful and alien sky. ME:A tried to capture this sense of exploration, but undercut it by making its explorable planets feel settled before you even arrive. That is, it kept the irritation of having to navigate in the Mako (although again, the Nomad handles much, much better), but lost the sense of isolation and strangeness that permeated ME:1's much emptier locations.
The thing I really missed about the Mako, though, was the way it expanded the scope ME1's main-story missions. Typically, you start at one location (e.g., an administrative station on Noveria, a frozen and loosely-regulated world at the fringes of civilization), then get in the Mako and drive seamlessly to somewhere else to advance the story (e.g., through a blizzard to a research center located a few kilometers away from the station, at which certain people have been up to no good). ME2 and 3 just threw this away in favor of interconnected corridors and cinematic transitions, and I thought it was a significant loss. ME:A doesn't really replicate it, either: your travels in the Nomad are mostly in the service of sidequests in MMO-ish playgrounds, not tightly-constructed missions.