I wasn't talking about individual component trailers (although I've already pointed out weeks ago out that the thane trailer is garbage because it uses footage directly unrelated to his character, specifically from the Reaper IFF mission) but rather the launch and cinematic trailers. They were frontloaded with content from the Omega 4 relay mission and intro to the game and nothing substantial of content inbetween.
How is it garbage? A good trailer creates a good impression, not an actualized reality of what the experience is like. The trailer's job is to introduce you to Thane, show you what he's all about and what he's capable of, and perk your interest. The trailer does that with flying colors.
I mean, Mass Effect 1's launch trailer was outright super-spoilery for end-level stuff and even the Virmire choice. Even Dragon Age: Inquisition had end-game level clips. That's par for the course for EA and Bioware at this point.
The REASON the ME2 trailer is so front-loaded with intro and Relay 4 clips is because those were the only moments in the game that involved as many squadmates together as possible while the opening moments of the game are where the narrative is front-loaded to fill you in on the main threat and your current status. Everything else was a loyalty mission focusing on one specific squadmate, but rarely all of them working on some giant mission. Those were the most exciting "big scene" moments of the whole game, as the REST of the game was focused on the private, smaller moments, such as James and his father, Samara and her daughter, and Thane and his son... stuff that often didn't even have any combat to speak of during those loyalty missions.
And yet in the ME2 launch trailer we still see scenes of Mordin punching out his apprentice, Thane during his recruitment, Garrus making his stand against the merc triad, Legion and Tali facing off, Samara's first appearance, etc.. The launch trailer opens with the 25% mark of Ashley on Horizon being attacked. That wasn't the intro, and it shows off the Collectors, sets the stage for the main conflict, and elegantly gets the point of the whole game across to you and who is at risk and what is at stake.
Like I said, the trailers you just linked were both launch trailers. There's no reason not to suspect we might not get something more to your liking.
I only used the launch trailers as an example of getting to the point of what we're doing. There were plenty of other pre-launch trailers for all three games that accomplished this as well.
I'm trying to figure it out, but I'm really just not getting your stance though. Like I asked TC McQueen, what is it that you think you're missing? I don't get how "Saren is a bad guy, go kill him" is an OK motivation for the trailers, but "you're on a trip to a new galaxy, and shit isn't as it seemed/stuff goes bad" somehow isn't. It seems very arbitrary to me.
No, it's the total opposite. One has a razor sharp focus. You're hunting Saren. You're tracking him down. You're attempting to stop him because you know his goal is to unleash a race of all-powerful creatures upon the universe. That has a sense of urgency and description to it that clearly conveys what your end-goal is and why you should go after him.
"You're in a new galaxy and something is weird" is... vague. There's no driving narrative hook. Can you tell me what our ultimate goal is? What's the finish line? What's at stake? Why should we care? Can you answer me those questions, because I'm still waiting, and I've never been one to "explore for the sake of exploration". A good story - which is why I'm playing - needs a strong overarching narrative for me to follow, where act 1 clearly spells out what'll be at stake in act 3. The prior games all did this extremely well.
And besides, why wouldn't it be valid to have "exploration" as your main goal for the game? That's what the main goal for the people on board the ship would be, so why wouldn't it be so for the player? I mean, it's quite evident that this is what they're going for, from everything they've said thus far. I'm sure there will be some main thread that guides us through, but probably not to the extent of "go kill Saren".
Because "explore" on its own is aimless and directionless, and that was never what Mass Effect did well. That's No Man's Sky approach to space exploration, and I wasn't a fan.
As I mentioned before, I actually love exploration with PURPOSE. To travel to a new and exciting world with a goal - to find something important or to recover something ancient or to fight for something at risk. WHY I explore is so much more compelling than just exploration for the sake of it, especially in a combat-heavy, character-driven, story-led, player-choice designed game series like Mass Effect.
Purpose. I need purpose to the aimlessness of it all. Hamlet has his vengeance to guide him, Frodo has his Mount Doom to ascend, Luke has his father to fight and redeem, etc. We don't yet know what drives ANYONE in the game, Ryder or any squadmate. Thus, it's all fluff to me.
And "exploration" doesn't mean that it'd be like NMS. Or do you really think they'll drop the core tenets of Bioware games in general, like character interaction and combat? When I mean exploration, I mean in terms of the narrative, and it can definitely fill the roll of "plot".
I'm saying that NMS scratches the "space exploration" itch already, and Mass Effect, as a series, has never excelled at this aspect. Now, I MISSED exploration after ME1, and I'm happy to see it return, but ME1's exploration was in service to a greater story and an impending galactic threat.
But concerning Bioware dropping "tenets" of prior games, well... they already did that, post-ME1. The RPG mechanics, the exploration, the gear and squad customization, the narrative branching, the hacking mini-games, the vehicular combat, side-quests... it all got streamlined or, in many cases, outright removed. The priority shifted. The mechanics were altered. "Mechanics" barely tethered the Mass Effect trilogy together.
What DID tether it was the narrative and characters, but hardly the mechanics. Mass Effect 3's mechanics and gameplay are so far removed from ME1's approach as to quantify it as a totally different franchise altogether if the setting and story had been altered. That's not a complaint, as I quite ENJOY Mass Effect 3's gameplay, but it's readily apparent to me just how radical a shift the trilogy employed from the first game to the third. So "mechanics" aren't what I'm looking forward to in Andromeda for that "Mass Effect feeling", since those keep changing game-to-game.
But narrative? Characters? Story? That stuff is uniquely and consistently "Mass Effect" to me, and I've barely seen any of it.
What I'm guessing the game will be like is that at some point, you'll take over the mantel of "pathfinder", after some prologue.
That's not an assumption. Bioware has outright stated this is going to happen.
After you do, you'll maybe get a main quest to find out what happened to your father, but I'm putting my money on that being intertwined with the overarching plot.
Then, fine, a missing loved one is a great set-up for a game's main narrative. Many, MANY games have employed it.
But EA/Bioware haven't shown anything that states that's the overarching goal. In fact, Dad-Ryder's status and their interaction or relationship to main Ryder has not been shown whatsoever. Just more vague insinuations and coy statements in magazines. It hasn't factored into a single trailer or story moment thus far, and, as I've mentioned before, it's been well over three years now that I've been waiting...
But point being, I'm guessing your Act 1 missions will be "Hey pathfinder, here are the planets we tagged, go and figure out if they're habitable". From there you'll get some kind of narrative throughline for each planet, along with side quests. But what I'm guessing will happen is that those "remnant vaults" that have been spoken about will form the overarching narrative for Act 2 and beyond, and that those aliens we saw in the reveal trailer will have something to do with that.
Now, it might end up being different, but it would make "exploration" more than just a "theme", and I really don't see how THAT'S less legitimate of an impetus than "Saren is bad. Go kill Saren".
Well, for starters, because we know what the hell we were going to fight for and against in the very first mission of ME1. We literally see a giant, death-spewing Reaper about five minutes in the game, in fact.
That's not beating around the bush. That's getting STRAIGHT to the point, and it's the same threat we're facing, not just at the end of this game, but in the very finale of the third game.
That's a far cry from "roam aimlessly and perhaps, maybe, hypothetically, possibly, there's a more substantial narrative than mysterious vaults" (I still get flashbacks to Borderlands 1's infamous vault of empty promises...).
Even if its evidence related to your father, that doesn't clear up why any of your squadmates are tagging along. That was made expertly clear in the original Mass Effect games, because their goals were clearly defined as tied to your own. But I doubt Drack knows your dad, or that PeeBee would care (perhaps they do, thought I doubt it).
The overarching plot is only one part of the equation. How the characters in the game work within this narrative is the second part.
Currently, we know neither.
That's where I'm coming from. I'm not saying that won't change (even by tomorrow), but it's been the "meat" I've been waiting three years for that has still eluded me.