But the way it controls is pretty great, and aesthetically it's a much better fit for this universe than "8 wheeler with shields".
As far as aesthetics go, the Mako reminded me of the
Ark II. I'm not sure how old you are, so I don't know if that's relevant to you or not, but it was another one of those things that helped sell the whole "period sf" thing for me. (That, and the slightly floaty, almost slow-motion way it handled strongly reminded me of the vehicle sfx in Space: 1999.) That might not mean as much to someone else, but it was one of those things I appreciated.
You're describe some kind of Endless Ocean-type zen gaming experience. That's not automatically bad but that's never what these games were.
I'm not saying that Mass Effect 1 was
only about ambling around on planets in the Mako, doing some leisurely sightseeing. But it
was a part of the experience for me, and I felt ME 2 and 3 suffered a bit by ditching that.
I'm not saying there has to be a treasure chest underneath every rock, nor that you can't have large mostly empty spaces. But there should be meaningful stuff to do. The UNC worlds were at the opposite end of the spectrum to something like a Deus Ex hub, where instead of a rewarding thing to find in every back alley to promote exploration, there's a couple of quest markers that point you exactly to where the interesting thing on the planet is, and the rest of it is fucking barren wasteland.
The bolded is what I have a problem with.
To offer a little perspective, one of the things I was kind of ambivalent about in the shift from ME 1 to 2/3 was interior level design. ME 1's environments felt like they'd been designed as
places first, and as
videogame stages optimized for shooting second. That meant that the gunplay wasn't always as exciting in 1 as it was in the sequels. On the other hand, those environments also felt more like actual places in a lot of cases. In 2 and 3, I couldn't help noticing the preponderance of chest-high walls and conveniently-placed crates everywhere a firefight was going to break out, or how places were laid out like long winding corridors to channel me through a string of encounters. It feels contrived. I can understand the reasoning behind the design choice, and I can appreciate what it brings to the table in terms of playability, but it also hits me over the head with the fact that I'm playing a game. That's a bit of a negative for an RPG, at least for me. So, yeah, ambivalent.
Deliberately packing in things to find at every turn to "promote exploration" is one of those things that could very easily come off feeling contrived and "gamey" - "Oh, hey, let me check behind that waterfall because it's obviously meant to be hiding
something and I haven't found the unwritten quota of Exploration Stuff on
this planet yet."
Even when you do find the points of interest they're usually a crashed probe with some resources or a matriarch writing. You're already describing yourself ways to pack the worlds with more content, but I feel like that's already an implicit admission that the ME1 approach should not be replicated, at least not without substantial modifications and improvements.
I felt ME 1 had the right overall idea when it came to exploration, and that I'd like to see them expand on that in ways that build on its strengths. Procedurally-generated non-plot planets would keep exploration interesting. Each new playthrough would provide a chance to discover something different. They'd be a source of random sidequest content - explore, fight hostile lifeforms/brigands/whatever, level up your characters, find some minor upgrade items and neat trinkets. Like scanning and firing off probes, but not shitty and boring.
I agree with those objectives, but I don't think we need to land on a large series of empty rocks to do it. I fundamentally disagree with the idea that having a huge number of sparse, or even procedurally generated planets makes the world better. It makes it geographically larger, but in my opinion having more detailed worlds, with larger areas to explore on those smaller number of worlds is a better approach. It's entirely conceivable that you could have a Mass Effect game on a single planet yet have more exploration (and more meaningful stuff to do and find). Earth in real life has massive diversity in architectural styles, wildlife, fauna, terrain and weather. Earth is the setting of a million different games and stories, all unique! This is just an extreme example and I probably do want more like 4-5 different locations. But I really think they would benefit by not being afraid to limit the geographical scope a bit so they can spend more time filling what they have with interesting things to do.
Honestly, I'd rather have a bunch of procedurally-generated sidequest-y worlds where I'm not going to know
what I'll find than a handful of "amusement park" planets designed to be explored once, where everyone will have the same experience and there'll be no surprises after your first visit. Handcrafted content on all the key "plot" worlds? Definitely. But outside of those planets? Let it be a mystery. We're picking up a strange signal? Maybe it's coming from a Prothean ruin, or a crashed probe, or a hidden pirate base. Only one way to find out, and that's to saddle up and go investigate. That's what I'm looking for.