On release, I played through Mass Effect Andromeda. I found it to have good combat, an okay story, and a terrible game structure, mostly based around the quest and world design. I suspected that if I molded Andromeda into a sort of Mass Effect 2 Lite, the game's experience would massively improve. So when I set out for my New Game + playthrough to get the Platinum, I played with this framework in mind.
This meant:
1. Avoid all task missions
2. Avoid every side quest that is obtained through a ! marker in the world. Don't get me wrong: there's some quality side quests in this category. But because there isn't really any way to tell which ones are good and which bad, I think it's safer to just ignore all of them if going for a "linear" playthrough.
3. Do the loyalty mission chains and quests involving the Turian ark. This covers all three Arks (Asari is Cora's loyalty, Salarian is main quest, Turian is its own side quest)
4. Don't do Ryder family secrets. It requires a lot of running around the zones, which is exactly what we're trying to avoid. Yes, there's lots of interesting story in this quest. But it's mostly interesting for its implications for future story developments, which we now know we won't get. Skip it.
In essence, this produced a 35 hour game (almost exactly what the previous Mass Effect games were for me) that felt like most of the meat had been preserved while cutting a lot of the fat. So with this in mind, here are my final non-story thoughts for Andromeda:
1. It's a 6/10 game when doing all the content, and 7.5 with a streamlined playthrough.
2. I experienced hardly any bugs, and the animations and character models have indeed been improved from release, to now be "acceptable."
3. Combat is mostly an improvement from the OT. The removal of squad power command sucks, but the flexibility of the skill trees, expansion of battlefields to accomodate much greater vertical and horizontal movement, and gun mod system more than make up for it.
4. Strike teams are a waste of time.
5. Scanning is a horrible mechanic and I can't wait until games cut this shit out since it massively degrades quest design (or, is implemented because the devs can't do good quest design) in almost every game that utilizes it, yes even Witcher 3.
The story deserves its own discussion because many see this to be the fatal failing of Andromeda. Many still go back and enjoy the OT to this day despite its technical quality not reflecting modern standards and despite the combat feeling a bit dated, including ME2 and especially ME1. But the story for the OT holds up. So why did Andromeda fall flat?
1. The narrative does almost nothing interesting with its ideas. Andromeda promises to be a new galaxy with all this discovery and exploration, and then the game delivers almost no discovery or exploration. Mostly, you're retreading ground that Nexus forces or Angara have already established (Why did they do this?!) or activating Remnant vaults which only feels novel the first time. The twist that Remnant technology was built for terra-forming and not as a weapon was nice and introduced a bit of nuance into the "old race technology" trope, but that only holds until the Archon decides to use said technology as a super-weapon anyway. Speaking of...
2. The kett are awful, and despite inexplicably having excellent facial animation during the final mission, the Archon aka Walmart Harbinger fails to intrigue as a villain. Before release, BioWare said that there wasn't really a main villain and that the kett were more nuanced and interesting than "evil antagonists." If that was their aim, they failed to achieve anything substantial on that front as the kett are not only boring but a retread of the Collectors and all the Archon does is twirl his imaginary mustache.
3. The angara are super boring. None of their beliefs feel fresh or fleshed-out, and their main personality hook (that they are very emotional and upfront with their feelings) falls flat thanks to poor facial animation and a general indifference to expressing this trait outside of Jaal.
4. The party members are never forced into actual crisis. Loyalty missions in ME2 served three purposes: to learn more about your party members, to test Shepard's choices and possibly lose their loyalty and/or affect the story as a result (Tali being exiled, for example), and to affect the Suicide Mission. Andromeda's loyalty missions only do the first. None of your squad can die or even leave. Contrast this with the ME trilogy or the Dragon Age series and Andromeda treats its squad remarkably safe. Admittedly, whiny fanboys crying over their blue babies after ME3 might have forced BioWare's hand to play things this safe, but I'm convinced that this lack of actual tension and conflict is why the cast doesn't feel as memorable as the OT. You don't really know who someone is until they've been truly tested. Without any stakes to your decisions, the cast is just kind of there.
5. Without replacing Paragon/Renegade with a worthwhile dialogue system, players feel little ownership over Ryder. The P/R system had massive problems and I was glad to hear they were getting rid of it, but what we now have is worse as it doesn't actually encourage role-playing. There's no difference in the story to having four flavors of the same sentence. In instances where NPCs react differently to your dialogue, they'll at most get pissy for a few lines and then continue to exposit anyway. You are, basically, on rails as Ryder.
6. The planet main quests are boring. Off the top of your head, can you even name what Kadara's main quest was about? Because the only memorable part of it, the Sloane/Charlatan conflict, doesn't even get resolved until optional side quests open after you've "finished" the planet.
But the story does get some things right. The intro and final mission are very well done, and in particular the final mission feels like a "sorry" for how half-assed ME3's Priority Earth was. The companions in general are interesting and fleshed out, and hold up as "what ME2 characters would have felt like" if, again, those ME2 characters didn't have to go through any real conflict, tension, or consequence. To say that point in another way, I don't think the actual character writing in Andromeda is bad, I just think the general companion paradigm is bad insofar as the characters aren't allowed to do interesting things. Finding and gathering the missing Arks was a good plot hook, and when all the Pathfinders group together at the end to figure shit out, you feel like the game's narrative has actually come together and has a point. It's a shame, then, that these NPCs are so minor in the overall scheme of Andromeda's narrative.
I am also perhaps harder on Andromeda than I would be if it wasn't a BioWare game. As derided as Inquisition's open zones were, I feel that - especially with Trespasser - the story and writing at least held up. Andromeda is the first time that the formulaic nature of the BW companion structure hasn't been overriden with good execution.
To summarize, Andromeda is pretty good, but didn't stick with me. It's difficult to say that as BioWare was/is my favorite developer (yes I know Montreal isn't "real" BioWare), but here we are. Let's hope that with only Anthem and DA4 on their plate, they can re-consolidate their talent and produce another truly top-tier game.
This meant:
1. Avoid all task missions
2. Avoid every side quest that is obtained through a ! marker in the world. Don't get me wrong: there's some quality side quests in this category. But because there isn't really any way to tell which ones are good and which bad, I think it's safer to just ignore all of them if going for a "linear" playthrough.
3. Do the loyalty mission chains and quests involving the Turian ark. This covers all three Arks (Asari is Cora's loyalty, Salarian is main quest, Turian is its own side quest)
4. Don't do Ryder family secrets. It requires a lot of running around the zones, which is exactly what we're trying to avoid. Yes, there's lots of interesting story in this quest. But it's mostly interesting for its implications for future story developments, which we now know we won't get. Skip it.
In essence, this produced a 35 hour game (almost exactly what the previous Mass Effect games were for me) that felt like most of the meat had been preserved while cutting a lot of the fat. So with this in mind, here are my final non-story thoughts for Andromeda:
1. It's a 6/10 game when doing all the content, and 7.5 with a streamlined playthrough.
2. I experienced hardly any bugs, and the animations and character models have indeed been improved from release, to now be "acceptable."
3. Combat is mostly an improvement from the OT. The removal of squad power command sucks, but the flexibility of the skill trees, expansion of battlefields to accomodate much greater vertical and horizontal movement, and gun mod system more than make up for it.
4. Strike teams are a waste of time.
5. Scanning is a horrible mechanic and I can't wait until games cut this shit out since it massively degrades quest design (or, is implemented because the devs can't do good quest design) in almost every game that utilizes it, yes even Witcher 3.
The story deserves its own discussion because many see this to be the fatal failing of Andromeda. Many still go back and enjoy the OT to this day despite its technical quality not reflecting modern standards and despite the combat feeling a bit dated, including ME2 and especially ME1. But the story for the OT holds up. So why did Andromeda fall flat?
1. The narrative does almost nothing interesting with its ideas. Andromeda promises to be a new galaxy with all this discovery and exploration, and then the game delivers almost no discovery or exploration. Mostly, you're retreading ground that Nexus forces or Angara have already established (Why did they do this?!) or activating Remnant vaults which only feels novel the first time. The twist that Remnant technology was built for terra-forming and not as a weapon was nice and introduced a bit of nuance into the "old race technology" trope, but that only holds until the Archon decides to use said technology as a super-weapon anyway. Speaking of...
2. The kett are awful, and despite inexplicably having excellent facial animation during the final mission, the Archon aka Walmart Harbinger fails to intrigue as a villain. Before release, BioWare said that there wasn't really a main villain and that the kett were more nuanced and interesting than "evil antagonists." If that was their aim, they failed to achieve anything substantial on that front as the kett are not only boring but a retread of the Collectors and all the Archon does is twirl his imaginary mustache.
3. The angara are super boring. None of their beliefs feel fresh or fleshed-out, and their main personality hook (that they are very emotional and upfront with their feelings) falls flat thanks to poor facial animation and a general indifference to expressing this trait outside of Jaal.
4. The party members are never forced into actual crisis. Loyalty missions in ME2 served three purposes: to learn more about your party members, to test Shepard's choices and possibly lose their loyalty and/or affect the story as a result (Tali being exiled, for example), and to affect the Suicide Mission. Andromeda's loyalty missions only do the first. None of your squad can die or even leave. Contrast this with the ME trilogy or the Dragon Age series and Andromeda treats its squad remarkably safe. Admittedly, whiny fanboys crying over their blue babies after ME3 might have forced BioWare's hand to play things this safe, but I'm convinced that this lack of actual tension and conflict is why the cast doesn't feel as memorable as the OT. You don't really know who someone is until they've been truly tested. Without any stakes to your decisions, the cast is just kind of there.
5. Without replacing Paragon/Renegade with a worthwhile dialogue system, players feel little ownership over Ryder. The P/R system had massive problems and I was glad to hear they were getting rid of it, but what we now have is worse as it doesn't actually encourage role-playing. There's no difference in the story to having four flavors of the same sentence. In instances where NPCs react differently to your dialogue, they'll at most get pissy for a few lines and then continue to exposit anyway. You are, basically, on rails as Ryder.
6. The planet main quests are boring. Off the top of your head, can you even name what Kadara's main quest was about? Because the only memorable part of it, the Sloane/Charlatan conflict, doesn't even get resolved until optional side quests open after you've "finished" the planet.
But the story does get some things right. The intro and final mission are very well done, and in particular the final mission feels like a "sorry" for how half-assed ME3's Priority Earth was. The companions in general are interesting and fleshed out, and hold up as "what ME2 characters would have felt like" if, again, those ME2 characters didn't have to go through any real conflict, tension, or consequence. To say that point in another way, I don't think the actual character writing in Andromeda is bad, I just think the general companion paradigm is bad insofar as the characters aren't allowed to do interesting things. Finding and gathering the missing Arks was a good plot hook, and when all the Pathfinders group together at the end to figure shit out, you feel like the game's narrative has actually come together and has a point. It's a shame, then, that these NPCs are so minor in the overall scheme of Andromeda's narrative.
I am also perhaps harder on Andromeda than I would be if it wasn't a BioWare game. As derided as Inquisition's open zones were, I feel that - especially with Trespasser - the story and writing at least held up. Andromeda is the first time that the formulaic nature of the BW companion structure hasn't been overriden with good execution.
To summarize, Andromeda is pretty good, but didn't stick with me. It's difficult to say that as BioWare was/is my favorite developer (yes I know Montreal isn't "real" BioWare), but here we are. Let's hope that with only Anthem and DA4 on their plate, they can re-consolidate their talent and produce another truly top-tier game.