My first five hours with Mass Effect: Andromeda
werenāt just disappointing, they were flat-out terrible. I rarely went ten minutes without encountering
a glitch such as floating enemies or huge frame rate drops. The characters were dull and their dialogue
cringe inducing. My mission log filled up with pointless fetch
quests, and the user interface seemed designed to fry my brain. Forty hours later, I can look back on half-decent
loyalty missions with my crew and satisfying combat. Unfortunately, the main story never improved,
the dialogue remained clunky, and performance issues continued to plague the experience. Andromeda occasionally threatened to reach
the giddy heights of mediocre, however, much like frame rate trying to stay at 30FPS, it
never succeeded for more than fleeting moments. Andromeda received a rough ride in the weeks
leading up to release. The game got panned for poor quality facial
animations, and the ten hour trial period was enough time for the game to get written
off as a disappointing follow up to the Mass Effect trilogy. Iām not going to judge the game poorly just
because of a few dodgy facial animations. Thatās not what this video is about. Neither am I going to write it off just because
it starts slowly. Andromedaās problems go far deeper than
poor facial animations and a slow start. Itās a buggy mess throughout, the story
is boring, any semblance of role-playing has been eradicated. You should avoid Andromeda at all costs. Itās not worth your time and it sure as
hell isnāt worth your money. I should get a couple of housekeeping things
out of the way early on. As youāve probably figured out from the
length of the video, this critique will be full of spoilers. As with my previous video on Horizon Zero
Dawn, Iām going to go through the entire main story, together with the meatier side
quests. If you want to play this game--god help you--and
you donāt want to be spoiled, then click away now. Iām moderately sensitive to spoilers myself,
so I donāt say this lightly, but I honestly donāt think the story is one I can spoil. The writers have done that job themselves. There isnāt much in the way of cool twists--or
cool anything--really, so this video wonāt make your experience with Andromeda any worse
than it already is. I know it might sound like Iām just saying
that so that you stay and watch the video, but if you look at my Horizon video youāll
note that I do strongly recommend you play the game before watching. I canāt say that here. The story is shit. Iām doing you a favor. After going through the story, Iām going
to propose a story of my own. Basically this is how I would have improved
the story of the game. I feel itās important to do this after criticizing
the game so heavily. Then Iāll get into more traditional review
territory by discussing graphics, combat, and general gameplay. There are hyperlinks in the description if
you want to navigate around and only listen to certain bits, however I canāt guarantee
that the review section wonāt also contain spoilers. In fact, i think it will. Iām sure a fair few of you have already
hit dislike and are typing out well-reasoned critiques to explain exactly why Iām a cuck,
or whatever other insults the young uns are throwing around these days. For what itās worth, Iāll try to pre-empt
a few of the rants Iām expecting to see, and give normal viewers a sense of where Iām
coming from. Iām new to reviewing games, so itās a
good idea to let people know what my likes and dislikes are for context if nothing else. First of all, I wouldnāt describe myself
as a huge Mass Effect fanboy. I played Mass Effect 2 and 3, but never played
the first one. I really enjoyed those games and would have
probably scored Mass Effect 2 at about 9 out of 10, and three at 8. Maybe. This was quite a few years ago, and my memory
is hazy. Iām not butthurt by the ending to three. I didnāt think it was particularly good,
but I didnāt have high expectations. Video games that nail their endings are few
and far between, and Mass Effect simply gave itself too much to do. Second, Iām not slating the game just because
of the bad animations that did the rounds before the gameās release. Iāve read a lot of people saying that Andromeda
only got bad reviews because everyone jumped on the bandwagon and rallied against the game. Thatās obviously nonsense. Andromeda got decent reviews--far better than
it deserved in my opinion--and reviewers have usually made up their minds long before gifs
start floating around on reddit. As Iāll demonstrate during this video, there
are so many bigger problems here than facial animations. Third, as I was editing the video, Bioware
confirmed that patches were coming to patch out some of the problems with the game. SOME of them. The only one that stands out as a big deal
in relation to this critique is the planetary travel time. I obviously applaud Bioware for responding
to criticism so quickly, but it just begs the question, how the hell did such basic
problems end up in the final product? Finally, Iām not covering the multiplayer
in this game. It just doesnāt interest me, and to give
an informed critique of multiplayer requires at least twenty hours of playtime if not more. Okay, enough of that. Letās talk about the game, because boy do
I have a lot to say on this one. Andromeda is the fourth game in the Mass Effect
series. While I havenāt played the first game, it
looks like an RPG with functional shooting mechanics. Mass Effect 2 continued with the role playing
aspects, but added far more enjoyable combat. You could choose whether your version of Shephard
was a paragon or renagade--basically nice or strict--and your relationship with your
teammates directly affected the ending of the game through what was known as loyalty
missions. The third game moved away from the role playing
aspects and abandoned the loyalty missions. The combat improved, although the difference
was nowhere near as big a leap as between one and two. And then there was the ending. That didnāt go down well, but this video
isnāt the place to discuss that. From the moment Andromeda was announced, EA
promised that this game was a standalone entry and did not follow on from events in the previous
trilogy. I donāt blame them for going that route,
although I think itās a bit of a cop out. The Mass Effect games are pretty damn good,
but with so much controversy over the ending, and the flexibility of choices that players
could make, any kind of continuation would have upset someone. Itās hard enough to reflect choices from
earlier in the same game, let alone three games ago. You can play as either Scott or Sara Ryder. I chose Sara, so Iāll refer to my Ryder
as a female throughout. Obviously, your experience may differ. As an aside, Iāve now chosen the wrong sex
for both Shepard and Ryder. The general consensus was that Fem Shep was
the stronger of the two in the original trilogy, and I can definitely say that picking female
Ryder was the wrong call for Andromeda. Youāll see why. And with all that said, itās time to get
stuck into the story. Iāll take the occasional detour to talk
about side quests, but Iāll try to power through the story as much as possible. The story of Andromeda starts in the year
2185, between the events of Mass Effect 2 and 3. Humanity has spread throughout the Milky Way,
but some intrepid explorers have set their sights even further to the Andromeda galaxy. Now, already I think thereās a bit of a
problem here, because weāre not given any reason for them making this journey. Are we expected to believe that this ridiculously
expensive and complicated trip was just done for shits and giggles? We get a reason later on--assuming we complete
a certain side quest--but right now thereās no decent motivation for the voyage. This is the nearest galaxy to the milky way,
but itās still 2.5 million light years away. Fortunately humanity, with the help of other
races, have developed faster than light technology which allows them to get to the Andromeda
galaxy in about 630 years. Cryo technology means that the travellers
can be frozen and awake again on completion of the journey. Four arcs make the journey, plus a combined
hub known as the nexus. The Hyperion arc carries mainly humans, and
the other arcs carry asari, turians, and salarians. Krogans also make the trip, however they donāt
get their own arc. Theyāre mostly on the nexus I believe. The human arc has 20,000 people on board,
and I believe the other arcs have similar numbers. I donāt think weāre told how many people
are on the Nexus. The
Hyperion arc was heading for Habitat 7, one of the planets identified as habitable through
the long range telemetry used back in the Milky Way. Sara Ryder wakes up from cryo sleep, and barely
had time to defrost when the hyperion hits interference. The ship loses gravity, and Scott, Saraās
twin brother, canāt be woken up after his cryo pod is damaged. Sara fixes a couple of malfunctions as we
learn how to use our built in scanner, and then she heads to the bridge. Sara joins the captain and a man known as
the Pathfinder as they discuss the damage to the ship and look at what awaits them in
Andromeda. Thereās a weird scattering of energy in
the galaxy, that we later find out is called the scourge, but thatās not the only problem. Habitat 7 is not the paradise the crew were
expecting to find. It looks uninhabitable, but they wonāt know
for sure until they get down there. The scene on the bridge tells you a lot about
what to expect from the quality of the writing here. That man on the bridge, the pathfinder, is
actually Saraās dad. Letās just review whatās happened. The crew were all put to sleep for over 600
years, and the arc then came to an abrupt halt which damaged some of the cryo pods. Scott canāt be woken up yet. In those circumstances, donāt you think
that maybe, just maybe, the father would check his daughter is okay? He barely even looks at her at first. Now, I know what they were going for here. Sara and her dad have a frosty relationship,
and having the characters barely acknowledge each other is an easy way to show that to
the player. I still donāt buy it, but fine. However, a few minutes later we have this
scene. This scene establishes the awkward father
daughter relationship while also not making the father come across as a complete tool. So why have him ignore her before? Anyway, the Pathfinder team head out to habitat
7. The energy signature sends their ship off
course and Sara goes flying out of the ship. This scene is dreadfully directed. We experience the fall with Sara and then
suddenly it fades to black. Thereās a short load screen and then we
resume the fall as Sara crashes into the ground, saved by her suit and jetpacks. I canāt for the life of me think why there
needed to be a fade to black in here. If itās because the cut scene needs to load
then why not just make the entire scene a cut scene? Thereās not much point in giving players
control for a few seconds and then taking it away. You land miraculously close to your crewmate
Liam and the two of you set out to find the ship. This will be one of the few times you see
me travelling with Liam because heās annoying as hell. That handy little scanner on Ryderās wrist
can be used to scan objects in the environment. If thereās any logic to what you can scan
and what you canāt, then I donāt know what it is. When you scan materials you get research points
which you can use to research new weapons and armor. More on that later. The scanning annoyed me immediately, but thereās
plenty to enjoy on this first planet. First, it looks damn good, with electricity
slamming down around you, and rocks floating all over the place, giving an impression of
a world that is not in a good state. Mobility also feels satisfying. The jetpack helps you get around a touch quicker
and the initial platforming feels good. The added verticality, means levels donāt
need to be combinations of thin corridors all the time like they were in the previous
games. While looking for their crew, Sara and Liam
meet the Kett. These are the guys weāre going to be pumping
bullets, lasers, and biotic energy into for the next fifty hours. You can tell theyāre bad because they look
like leftover concept art from the Protheons in the original series. To be fair to Sara, she does wait until the
kett shoot at her before we open fire. Iām trying to give credit where itās due,
so I want to acknowledge that this is a nice touch. Humans are the aliens here. We donāt belong in this galaxy, and for
all we know the kett are the native and weāve invaded their home. Of course, once they start shooting, itās
only fair that we shoot back. You find a monolith that Sara believes is
the source of the planet's problems, but itās locked up tight with no way inside. You make your way to your crew, defeating
plenty of kett in the process, and eventually rescue the stragglers. The Pathfinder, your father, pops up and tells
everyone to come to his location because heās found a solution to the weather problem. Your dad has set up a trap to thin the numbers
out a bit, but there are still plenty of kett to kill. You make your way to a control panel, which
somehow your dad is able to use while you fend off waves of kett. The game teaches you how to move your squadmates
to tactical positions, but thatās all youāll ever be able to do with them. In previous games you could direct them to
use certain tactics or abilities, but not any more. Go here, go there, is the extent of the available
commands. The pathfinder is able to open the door thanks
to his built-in AI, known as SAM, an abbreviation of Simulated Adaptive Matrix. SAM helps the pathfinder activate the device
inside the vault and almost instantly the weather on the planet changes. The vault explodes and Sara ends up shattering
her helmet on the rocks as she falls. Her father makes the ultimate sacrifice and
gives her his helmet so that she can breathe. He transfers SAM over to her with his last
breath. He dies off camera. This death scene fell a bit flat for me. First of all, the second I saw him give her
his helmet, I muttered āoh for fuckās sakeā under my breath. This sort of thing always bugs me. Share the damn helmet. Let Sara take some deep breaths and then give
it back to Alec. They only need to survive for a few minutes. Iām going to pretend that the air was toxic
or something and that basically meant only one of them could survive. The bigger problem with this scene is the
lack of emotional connection to the father. As I mentioned earlier, Sara and her father
donāt have a great relationship, and the developers showed that to us as the player
by having them barely communicate and act distant the entire time. Itās a bit of a mess really. She refers to him as sir early on, but then
keeps saying ādadā when out in the field. Thatās the opposite of what Iād expect
her to do. Anyway, this lack of affection might be consistent
with their relationship, but for players it means we donāt much care about Alec at all. Sara clearly does love her father, they just
donāt communicate well. Sheās going to be gutted by his death. As the player, we just lump him in with the
other random guys weāve already seen die. I have a lot of problems with this first hour
and Iām going to devote an entire section of this video to my own idea for the how the
story should have started. For now, Iāll just say that this doesnāt
work on many levels. The poor story decisions keep coming when
Sara wakes up to find that sheās now the pathfinder despite Cora being the next in
line. The pathfinder is a title, it refers to the
person who is connected with SAM. Sara canāt remove SAMās connection without
dying, so sheās now responsible for finding a home for humanity. To Biowareās credit, it is made clear that
thereās nothing inherently special about Sara. Sheās not a āchosen oneā or any of that
bullshit. She just happened to be the person Alec transferred
SAM to on his death. He should have transferred it to Cora, but
we later get a weak reason as to why he chose his daughter. Before moving on, we get a short scene where
the apparent leader of the kett, a being known as the archon, tries to emulate what Alec
did in opening the vault. He walks off looking fairly displeased at
his lack of success. While I think the design of the kett is about
as uninspiring as itās possible to get, I do like the archonās connected horn, or
whatever it is. Itās a nice touch to distinguish himself
from the rest of them. Once the crew is able to get off the planet,
they make their way to the Nexus. This huge space station will serve as the
equivalent of the Citadel for the rest of the game. The Nexus is also the source of some huge
story plot holes and problems with world building. Hereās the deal. The Nexus arrived in Andromeda just over a
year ago. Iām not sure why it arrived a year earlier
than the arcs. The Nexus is a hub that contains many different
races, but not in huge numbers. The arcs are the main sources of people with
the hyperion carrying 20,000 humans and presumably the other arcs carrying a similar number. The Nexus has been floating around in space
for fourteen months and is running out of rations. They need to settle on a planet soon or theyāre
screwed. Thatās where the pathrider teams come in. Itās Ryderās job to go out and find planets
that are habitable given that the scourge has fucked up all the initial plans. That all makes sense, right? Well, no, not really. In the fourteen months that the Nexus has
been floating around in space, there has been a rebellion, along with the deaths of a few
important leaders, including Jien Garson, who was leader of the entire project. The Krogan were used to put down the rebellion,
however they didnāt get the leadership position they were promised and ended up leaving the
Nexus. The defeated rebels, led by Sloane Kelly,
were exiled. You might think that being āexiledā in
these circumstances was basically a death sentence, but as we see later, thatās not
the case. The exiles are living on a couple of different
planets and theyāre doing quite well for themselves. Weāre supposed to believe that exiles are
somehow jettisoned from the Nexus and able to fend for themselves in this harsh new galaxy. The game tries to simultaneously tell us that
the planets are completely uninhabitable without the pathfinderās help, while also showing
us that the planets are actually perfectly fine to live on. There arenāt many people on the Nexus, so
if the exiles can survive, then the Nexus should be able to as well. By the way, thereās a book detailing the
story of the rebellion on the nexus, but given the quality of writing in the game, there
is no way in hell Iām reading that. The Nexus is in the game because the developers
thought we needed a hub station like the Citadel. We donāt. I rarely visited the Nexus, and only did so
when I absolutely had to. The whole thing feels clunky and unnecessary. You meet a few people while youāre here,
but because theyāre shoved away on the Nexus, you wonāt deal with them all that much. Most of them are bland, or annoying, but I
have a weak spot for Kesh. Look at this krogan and imagine how she sounds. Did you imagine it to be like this? Sheās actually quite a cool character, and
itās a shame she couldnāt have been part of the team. Everyone else here is either dull or actively
annoying. Listen to this dialogue. A grammar correction which she excuses by
having a tired face. Who the hell wrote this? Or should that be Whom? After this, you meet Director Tann who is
in charge of the Nexus after the seven people ahead of him died. He gives you your mission. As Pathfinder, you have to go out and make
planets viable so that the Nexus can establish an outpost on them, starting with Eos. Eos marks the moment when Andromeda truly
starts. Andromeda is an open world game, with five
main planets to explore together with a couple of others you get to land on briefly. This is when we get to stretch our legs. The shackles are removed and weāre free
to roam. What is the first thing you need to do on
arrival on Eos? Power up some generators about 100 feet apart. This summons the Kett who pop up immediately
for a shoot out. Ryder and the team then head to the big ominous
looking monoliths that they saw on Habitat-7. We meet an asari called PB, and have to defeat
some robotic creatures known as the remnant who are guarding the monolith. Thereās a control panel which can only be
activated after scanning some nearby glyphs and solving what is essentially a sudoku puzzle
with weird symbols. Itās not easy to think up decent hacking
mechanics, but I know a bad one when I see it. This is not fun and it slows the game to a
crawl. The developers know this and nearer the end
of the game you are asked to solve them less and less. Eventually, you donāt even need to bother. If thereās one positive thing Iāll say
about the puzzles, itās that at least the frame rate holds up during these sections. You bump into a Krogan called Drack, but he
doesnāt stick around for long. He joins the team shortly after. Heās surviving just fine on this uninhabitable
planet by the way. After activating the monoliths, we are able
to enter a vault. This dark underground cavern is full of modern
alien tech and remnant to shoot at. Thereās some basic platforming and what
I will generously refer to as puzzles. You just essentially activate a few consoles. This first vault reminded me a bit of the
cauldrons in Horizon, except these are even more boring. After making your way down a few levels, you
can finally activate the vault just like your father did on Habitat 7. And just like that time, the vault bursts
forth with some weird fog that Ryder has to outrun before finally shutting the doors behind
her. They find a map that shows vaults on other
planets, so yeah, you guessed it, Ryder has to go to these planets and activate their
vaults. Activating the vault almost immediately makes
the planet more habitable, although if youāre expecting to notice any visual difference
then youāll be sorely disappointed. Now you have to make your first big choice
of the game. Perhaps ābigā is an exaggeration. The outpost can only support a limited number
of colonists, so Ryder has to choose what type of people get awoken from cryo-sleep
back on Hyperion. Do you want scientists or military? Youāre told that scientists might help develop
resources whereas obviously the military would help with defense. Both your teammates chip in with their opinions. When youāre back on the Nexus there is a
protest with angry crew who are pissed off that their relatives, members of the military,
havenāt been woken up from cryo. This decision was made out to be important. Itās not. Youāll never directly make this decision
again. You make further decisions about who to awake
from cryo pods, but all it does is give you a few additional resources, be it minerals
or ammo, or a discount on purchasing goods. Iāll show this a little more later. I canāt understand why Bioware chose to
make such a big deal out of this decision, unless it was supposed to play a bigger part
in the game. We could have expanded the outposts on each
planet and defended them from kett attacks when necessary. Maybe some planets could have been devoted
to science while ensuring there were enough military personnel around for protection. It could have been a meta game. When people talk about Andromeda having a
slow start, itās roughly the story up until now that theyāre talking about. Theyāre right, the game does start slowly. Unfortunately, it doesnāt get much better. I want to take a slight detour to talk about
the side quests now. Not many of them, just a couple to give you
an idea of what to expect. The early side quests should be some of the
best in the game. Most players start off doing the side quests
and then start picking and choosing which ones they want to do later in the game. Those first couple of side quests are almost
as important as main story missions when it comes to giving players a feel for the game
and trying to get them invested in the world. To be fair, the first couple of side quests
do just that. They give you a perfect idea of what you can
expect to do for most of the game. In one side quest, you have to scan a load
of access panels on the Nexus to find out who is sabotaging the equipment. You run from place to place, pull out your
scanner and then move on. You find the culprit, but she pleads her innocence. Eventually you discover the real guilty party
and confront him. Now, you might be thinking this sounds a little
dull, but itās harmless enough, right. No, itās even more lazily written than it
sounds. Look at this part where Ryder runs past this
open security panel. Thereās no one there. A few minutes later when youāve identified
the culprit, heās suddenly there at the panel waiting for you. Again, you might think this sounds harmless,
but think of what is not happening here. If the culprit was working on the security
panel then alert players might have thought he looked suspicious and confronted him of
their own accord. You could have solved the mystery early. It wouldnāt have required much rewriting
at all, and would have been a cool little touch to players paying attention to their
surroundings. Perhaps you talk to him and he fobs you off
with a lie and then does a runner. This would require more work, but wouldnāt
it be worth it to give the player a side quest that they can actually engage with? It would encourage players to play more of
the side quests, instead of dismissing them as the waste of time they end up being. At least Bioware is consistent I guess. Speaking of pointless, a journalist pops up
and wants to ask the illustrious pathfinder a few questions. Youāre essentially given a 50/50 choice
between supporting the establishment, or rebelling and giving a controversial reply that will
raise a few eyebrows. Iām not a huge fan of 50/50 choices, but
at least we get to influence proceedings in some way. Or do we? I never noticed any difference in attitudes
after answering her questions. Did I say questions plural? I meant question, singular. She only asks you one question at a time because,
as Iām sure you know, there is limited bandwidth to transmit messages. Yeah. Thatās what she says. The side quest then gets put on hold. Youāll see that a lot, and itās another
great example of what you can expect to see when you stray from the main path. Then thereās the murder investigation. You might have already heard of this one. When you first visit the Nexus thereās a
good chance youāll bump into a wife mourning the fact that her husband has been found guilty
of murder and will be exiled. Sheās upset and asks you to go and speak
to him. Heās only about 20 feet away, mind you. Iām not sure why she isnāt with him, but
anyway. You speak to the accused and he professes
his innocence. Rensus was part of the failed attempt to start
a colony on Eos. His crew was attacked by kett, but the security
chief, Reynolds, refused to call for an evacuation. There was an argument and suddenly Reynolds
is dead. No one sees what happened due to a convenient
sandstorm. While down on Eos, I investigated the crime
scene for clues. Well, I say āIā investigated the scene. SAM did most of the work. I just pulled out my scanner and pointed it
at things. After listening to some audio logs, I discovered
that Rensus didnāt kill Reynolds. Reynolds was shot in the back, so it must
have been some kett. However, Rensus did try to kill Reynolds,
it just so happened that his shot missed. Not a bad resolution. There are some shades of gray here that suggest
the side quests might not be entirely dull. You go and talk to Tamm and tell him what
youāve found. Tamm wants to go through with exiling Rensus
because heās basically guilty anyway because he tried to kill Reynolds. My Ryder didnāt like that approach because
heās not technically guilty. Tamm leaves the decision up to Ryder because
itās her fault for uncovering the truth. You get two choices: exile Rensus as planned
or let him go with only some basic community service as punishment for disobeying orders. Seems like an option is missing here, right? Rensus tried to kill someone. Heās not innocent. Anyone whoās watched an episode of Law and
Order knows what heās guilty of--attempted murder. How the hell is there not a third option to
keep him locked up for attempted murder? Again, itās not like this would require
a ton of additional writing. Now, Iām a lawyer, so I know there are some
potential double jeopardy issues here, although I donāt see that as a good reason. For one thing, itās not like weāre in
a developed legal system. Tamm has just casually passed the decision
over to you, so I donāt think double jeopardy is going to stop justice being served here. Plus, if you have the power to commute a sentence
entirely, you probably have the power to reduce the sentence to a lower charge. One more quickly. While on the nexus you find evidence that
there might be a stowaway on board. You follow a few clues and find a huge insect
or animal in an office with other people around. How the hell did they not see this thing? Iāve just discussed four early side quests
that are not only dull to experience, they also offer you little in the way of meaningful
choice for how to progress. This is exactly what you can expect for the
rest of the game, and not just in the side quests. Quick aside, as you can see, the quests are
split between priority ops, allies and acquaintances, Locations, and tasks. Ignore all the tasks. You can also ignore the location stuff once
youāve brought the viability up to 100% on a planet. The allies stuff leads to loyalty missions
eventually so you might as well do those ones. Back to the story. The group heads to the next vault, but their
ship ends up coming to a grinding halt directly in front of the main kett ship. Now, itās confession time. Iāve never actually been to space. Iām aware that means I canāt talk about
it with complete authority, but bear with me. Iāve read books and apparently space is
big. Like, really big. Imagine Novigrad in Witcher 3. Bigger than that even. The chances of bumping into another ship like
this are so miniscule as to be mathematically impossible. Anyway, the Archon pops up on your screen
and has a little chat with Ryder. If he wasnāt scared of her beforeā¦ well,
he definitely wonāt be now. She handles the conversation with an amount
of authority and confidence that would make Jeremy Corbyn look like a competent leader. They manage to escape despite being vastly
outnumbered and once the coast is clear they happen to be right above the planet where
the vault is located. Even though they previously went right past
itā¦ This planet isnāt empty. Itās home to a race known as the angara,
so Ryder needs to get permission from the locals before exploring any vaults. The Tempest is allowed to land, but Ryder
has to go out by herself. Youāre escorted to see the leader of the
angara, during which time you must walk incredibly slowly through the city while people talk
about you, sometimes good stuff, sometimes bad. The angara have met humans before, although
Iām not entirely sure how. Probably exiles from the Nexus. By the way, why do I have to open this door
with my scanner? Wouldnāt they open the door for me? This is like you being escorted to a friends
house and then picking the lock while they stand by and watch. You ask the leader about the vault on Aya,
but she tells you the location is unknown. The only person who knows where it is is the
Moshae. Of course, sheās been kidnapped by the kett,
so youāll have to get her back before finding the vault. Fortunately a friendly angaran called Jaal
agrees to join your cause. Another inconsistency really bugged me here. When landing on Aya, youāre told that this
world is full of unknown wildlife and materials. Hardly a big surprise, what with it being
an alien planet. The second I was allowed to take my scanner
out, I started scanning the plants and other materials. Nothing. None of it could be scanned. By the way, Iāve just been escorted to this
place. Why do I have to unlock the door with my scanner? This would be like a friend bringing you over
to their house, and then you pick the lock while they stand by and watch. How do other people get through these doors? When youāre back on the ship, Jaal tells
you that the kett invaded andromeda 80 years ago and have been kidnapping angara. An angaran resistance has built up, but itās
not having a lot of success. As an aside, this isnāt a resistance. Itās an army. Jaal tells you to accompany him to two angaran
planets to earn the trust of the leader. I donāt understand this unnecessary split. You need to save the Moshae. Doing that should be more than enough to earn
the trust of the angara. It would make a lot more sense for the crew
to go to one planet to get the location of the Moshae and then go to the next planet
to rescue her. Again, youāre given this weird illusion
of choice. The game lets you choose the order in which
you visit the planet, but thatās it. Itās a meaningless choice, and might as
well not exist. I went to Havarl first to help out some scientists
who got trapped in stasis while trying to activate a console inside a remnant monolith. You go there and do your sudoku magic on the
console to free the angara from stasis. We have to defeat loads of remnant on the
way to the console, so I donāt know why the remnant trapped these angara in stasis,
but shoot at us. There is a potential reason that becomes clear
later, but the remnant are shooting at Jaal, so yeah, it doesnāt really make any sense. This planet is probably the most beautiful
to look at, but thereās not much to it. Havarl is the planet that felt the most alien
to me, partly thanks to the flying creatures illuminated by a nearby moon. Unfortunately itās also one of the most
frustrating to spend any time on. You see, the game has a huge problem with
itās navigation markers. The map for Havarl is small, but itās painful
to navigate. Early on, a map marker popped up telling me
to head roughly to the middle of the map. I did that and jumped down into a ravine. It was a big fall, but you can slow your landing
with the jetpack so it shouldnāt have been an issue. Except the game refused to let me do it. Just before landing it brought me back up
to the surface. Turns out, you have to head north first to
work your way down, and then head south to the marker. From there, you have to keep going south to
reach an access point that will get you to the other side of the map. Once I wanted to get from the East side of
the map back to the base and I just couldnāt figure out how to do it without fast travel. Games like Witcher 3 and Horizon will guide
you where you need to go to avoid this kind of pointless frustration. In my Horizon review I mentioned how much
it drove me crazy when Dragon Age Inquisition wanted you to go somewhere but kept putting
unclimbable mountains in your way without telling you how to get around them. I canāt believe this is still a problem
in Andromeda. Anyway, rescuing the scientists grants you
some good will, but Havarl is too important to the angara for humans to build an outpost
there. Addison pops up via a hologram and you chat
briefly about how inspirational the pathfinder is, yada yada. Thereās a reason Iām mentioning this. Youāll see later. When you leave Havarl, you can speak to Jaal
and get an important quest that requires you toā¦ yeah, go back down to Havarl. This sort of thing happens a lot! Jaal tells you about a second resistance group
call the Roekarr. Theyāre more like rebels because they also
hate humans and all the other new aliens that have arrived in Andromeda recently. Itās weird how everyone knows about humans,
the ansari, etc, considering theyāve only just arrived and the Nexus was supposedly
stranded in space. Word sure got around quickly. You go back down to Havarl and talk to one
of Jaalās contacts. The quest then gets put on hold. That happens a lot too. For reasons I will never entirely understand,
Bioware decided it didnāt want you getting invested in any of its stories and insisted
they be put on hold after any minor development. I came all the way down to this planet for
one short conversation. I went to Voeld next to rescue the Moshea. This is the ice planet. We work with the angaran resistance to attack
a kett stronghold where theyāre keeping all the captured angara. We get our first decent story reveal of the
game when itās revealed that the kett are turning the angara into more kett. This obviously leaves Jaal a little conflicted
about continuing to kill kett, but he doesnāt have much choice. A boss fight follows. The fight wouldnāt be that difficult if
it werenāt for one thing--get too close to the boss and he can do a one hit kill on
you. Itās kind of insane, and happened to me
again later in the game because this boss is recycled a few times. Anyway, you shoot the orb to bring down his
shield and then shoot him until heās down. You get another fake choice here. The Moshae, who Iād assumed would be a pacifist,
wants you to destroy this place even if that means killing the angara who are still here. Jaal wants you to rescue them even though
this means leaving the facility in one peace. This decision technically has an impact on
the game later on, but itās essentially meaningless. I suspect many players wonāt even notice. If you go back to Voeld, itās now an open
planet for you to explore and make habitable. Itās a pretty looking planet, and thereās
lot to do, but the whole place just feels wrong. This was the base where the kett were keeping
angara and exalting them into kett. Itās also a freezing ice planet. Why are there so many angara hanging around? I donāt think anyone would be living here
in these circumstances, but then you wouldnāt have any side quests to do. Once you reach 40% viability you can establish
an outpost. The thing is, you donāt have to activate
the vault to make the planet viable. Just doing some tasks and killing some kett
is enough. But the vaults are supposed to terraform the
planets and make them viable. Whatās the point of activating them otherwise? I didnāt bother activating the vault and
still got the outpost. There was another hologramatic conversation
with Addison and I headed back to Aya. Aya is now open for you to explore, but thereās
not much to see. Itās mainly a marketplace, although thereās
also a museum dedicated to remnant tech that keep PB occupied. This marketplace is where I received what
is possibly one of the worst side quests Iāve ever experienced. The citizens of Aya have messages for the
Nexus and Ryder needs to go to three different booths, about fifty feet apart, to download
these messages and then forward them onto the nexus. Yeah. Thatās it. What the hell is it with email in this galaxy. I just had a conversation with a hologramatic
version of Addision while on an icy planet and yet here, in the middle of a sophisticated
city, I cannot receive emails without going up to three different panels to download them. Anyway, when youāre ready, you head off
to the vault with the Moshae. When Ryder activates the vault, a map of sorts
pop up and the Moshae explains that the vault connects to another one in Meridian that appears
to be the central hub. Iāve no idea how theyāre getting this
information from a couple of lines mind you. A couple more leaps of logic follow. The archon already knows where Meridian is
and they have to stop him seizing that power. Why? What power does a terraforming vault offer
exactly? Ryder wants to get there to activate all the
vaults and make the Helious cluster habitable, although I really donāt understand how she
knows all that. After a quick conversation with the angara
leader on Aya, you find out that an angara has been working with the kett and might know
where the Archon is located. Note that weāre now looking for the Archon. Not for Meridian. The map in the vault clearly didnāt provide
information about where Meridian is located in the galaxy even though the last time a
map popped up it clearly marked the way to Aya. The angara traitor is among the exiles on
a planet called Kadara. This planet is dreadful. Itās a complete mess in every way and Iād
argue that its narrative impact breaks the game. Letās start with performance issues. Kadara has two parts: a small town of sorts,
and everything else, known as the slums. When you land on the planet, youāre automatically
dumped into the town, so if you want to explore the planet then youāll have to immediately
go through another loading screen. When in the town, some of the doors take a
while to open. No real reason. I assume itās hiding loading screens, but
itās frustrating as hell. Moving around the planet presents even more
problems. There are huge frame rate issues moving around
in the NOMAD, and occasionally the game actually freezes for about a second. This always happens in similar narrow areas,
so again, I think itās hiding loading zones. I also experienced a load of huge frame rate
issues when engaged in combat. This doesnāt happen exclusively on Kadara,
but it does happen the most consistently here. Itās not just the gameās performance in
this area that bugs me. Kadara is a huge mess narratively. Remember, this is a planet basically run by
exiles, those who tried to overthrow leadership on the nexus. I donāt believe we were even given the population
number of people on the nexus, but I expect itās a few thousand. Maybe about ten thousand. The exiles are a small percentage of that
number. Letās just say one thousand, although I
reckon thatās on the high end. On Kadara, you will regularly have to fight
these exiles at small camps dotted around. These exiles will respawn if you come back
to the area later. Itās actually possible that I killed more
humans than were ever actually exiled. And thatās not the worst bit. Kadara has some toxic liquid on the surface,
but otherwise it seems perfectly livable. The exiles are getting on just fine. Theyāve built a society and theyāve been
here less than a year. Youāll regularly find man-made structures
around the planet. Thereās even a large science lab that looks
a hell of a lot like the outposts. It feels like a place thatās had people
living on it for years. And donāt forget about all those people
up on the nexus. Theyāre worried about rations running out,
when Kadara is clearly a perfectly habitable planet. The exiles have it better than those they
left behind. This
planet demonstrates the lack of quality control with both performance and worldbuilding. It reeks of sloppiness all round. In one more perfect example of Kadara showing
off the overall shitness of this game, you are tasked with tracking down a kett transponder
and then need to go back to your ship to discuss it with your crew. At this point, I was getting used to the game
constantly putting missions on hold, so I went and dealt with the monoliths, and activated
the vault which purified the water. Kind of. The water still has the same toxic fumes coming
from it, and the crew refer to it as being dangerous, even though itās not anymore. Itās a shame Kadara is such a mess, because
one of the best side characters in the game, Reyes, is here and his quest line gives you
one of the more interesting set of side quests to work though. If you can persevere with the planet then
I recommend doing his story. You talk to Gil on the ship and he points you to
another planet. Just to be clear, for the main story, all
we had to do was fly down to this planet, talk to a couple of people, and grab a kett
signal that was lying around. Thereās no reason for this planet to exist
other than Bioware wanted there to be an exile base where all the criminals are hanging out. You find a kett ship, but itās not alone. The kett ship has captured the missing Salarian
arc. You board the arc and find out that the salarian
pathfinder is still alive as she hid under a fake name. She works on freeing other salarians while
you kill more kett and head towards the Archonās office. Yep, even big bad guys have an office. You also need to take out the guns because
otherwise the salarian ship is just going to get blown away the second it tries to leave. Iām glad the writers thought of that at
least. The Archon captures you and thereās some
more painful dialogue. The only way to break from from the archonās
trap is for SAM to kill Ryder and then resurrect her. This is supposed to feel dramatic I guess,
but clearly Ryderās not going to die. Why not do something interesting here? Perhaps SAMās actions strip Ryder of all
her biotic powers for the rest of the mission. That would at least get the player interested. Once free, we see evidence of the kett experimenting on
salarians and krogans. Theyāre certainly a curious bunch. We make it to the Archonās office and find
the relic that gives us the coordinates to Meridian. The archon pops up via a hologram and tells
us that he now knows Ryder isnāt special--itās her AI doing all the work. He seems to be on top of things, so itās
awfully convenient that he only showed up after we got the coordinates. He releases a krogon that has been partially
transformed into a kett and needs killing, much to Drackās dismay. On the way out, we have a big decision to
make. The salarian pathfinder needs our help to
make it out alive, but Drack wants us to go and free the krogan scouts that are on the
ship and about to be experimented on. This didnāt seem like a particularly difficult
decision to me. Save a pathfinder or save some scouts who
were presumed dead. I chose the pathfinder which meant Drack got
pissed with me. I suppose I donāt blame him, but surely
once I explain myself, heāll come round, right? Well, you never get the chance. Even though it was a 50/50 decision, and I
had a good reason for saving a pathfinder, namely that saving her life would save plenty
more, I never got to talk it through with Drack. I started worrying that perhaps I now wouldnāt
be able to do his loyalty mission. It doesnāt matter. After a quick rant, this decision never comes
up again. It makes a tiny difference to what happens
at the end of the game, but thatās it. To be clear, this is the only major decision
you will make in the game, and itās barely acknowledged. Shortly after this quest, thereās a cutscene
with the Archon and another kett called Primus. Here we get final confirmation of just how
badly thought out this whole story is. Primus scolds the Archon for being so obsessed
with Meridian. Their orders were to exalt the sector--turn
everyone into kett--not study the remnant tech. The archon thinks that Meridian will help
them do that quicker. At one point he says that all subjects will
either submit to exaltation or be annihilated. Sounds like typical bad guy stuff I suppose. Thereās a problem though. Why do they want to exalt everyone in the
helious cluster? They must have a reason, otherwise why risk
so many kett lives and resources to do it. Iāve been assuming that thereās a problem
with the kett race--maybe they canāt reproduce anymore--and the exaltation is the only way
to continue the species. Thatās never confirmed though. Letās assume they do have a reason for doing
all this. He says that if species refuse they will be
annihilated. Why would they do that? If you need these people, then youāre not
going to kill them. This makes me think the kett have zero motivation
other than just being bad people who want to cause chaos. I totally buy that some individuals want that
kind of power, but this mission is being done with the permission of an even higher power
than the archon. There has to be a reason for the exaltation,
and if there is, then you wouldnāt just annihilate the races that refuse to exaltation. The Archon reads Ryderās memories and gets
the coordinates to Meridian for himself. Maybe this was why he let Ryder get the coordinates--so
that he could steal them off her. So now thereās a big rush to get to Meridian. You need to beat the Archon to get there. Or not. Look, I get that open worlds need to let you
take your own path occasionally. If I want to break the narrative and go off
doing side quests, then I suppose thatās on me. I wouldnāt mind the lack of urgency if the
game didnāt insist on giving me two new priority operations that are anything but
a priority. Once you go down to the two planets in question,
the task is cleared from your log with no fanfare, and you can ignore it from now on. The game wants you to go to these planets,
but canāt be bothered to come up with a decent narrative reason for you to do so. The laziness here is undeniable. I went to Elaaden first. This is the planet that the Krogan went to
after they left the Nexus. Again, theyāre surviving here just fine. The planet is another dry desert that looks
a lot like Eos, further adding to the feeling that this planet is just a complete waste
of time. I guess the developers wanted the Krogan to
have their own base, but couldnāt be bothered to integrate it into the story. There are loads more raiders here as well,
adding to the number of humans youāll kill over the course of the game. Thereās plenty to do on this planet--more
monoliths, a vault, lots of side quests, etc. None of it is essential for the story, so
Iāll move on to discuss the next pointless location that we donāt really need to visit
but the game tells us to anyway. This is an asteroid called H-047c. You canāt get out on foot, because the atmosphere
is too dangerous. Thatās okay because driving around in your
NOMAD is actually a lot of fun in this low gravity environment. While here, we can go track down outlaws by
going to small groups of outlaws and collecting parts of a password until we can access the
leader of the outlaws. Iām just going to slide right on past the
ridiculousness of these parts of passwords being in databases. Thereās a bigger problem. These outlaws are here on this asteroid for
minerals. These outlaws were also part of the group
exiled from the nexus. Thatās becoming quite a big group, isnāt
it? I know Iāve harped on about this already,
but fuck it, Iām going to do it again. The Nexus arrived in Andromeda 14 months ago. In that time there was a rebellion and the
losers were exiled. Since then, these outlaws were somehow able
to set up bases on planets and then make it to an asteroid with the appropriate technology
to ensure they could maintain a breathable atmosphere. Or they just landed here straight from the
nexus and just happened to have the right tech on them. Either way, it doesnāt make a blind bit
of sense. Thereās a vault here as well. If you activate it, then the asteroid will
start producing an increased amount of helium 3. I guess that will be useful one day. Weāre getting close to the end of the main
story so this was where I started doing the more interesting looking side quests and loyalty
missions, so letās take a look at them. The first one I want to discuss isnāt technically
a loyalty mission but it feels close enough. Just before he died, Ryderās father transferred
SAM to her instead of Cora, who was next in line. This was supposedly because he wanted Ryder
to get access to certain memories from his past, however he also locked these memories
becauseā¦ well, who knows. Ryder needs to find memory triggers to open
up more memories and get encryption codes to files. I think the logic behind hiding the memories
is to stop Ryder getting them too soon, but Iām not sure. Thereās plenty of potential here. We might have to solve clues to find the memory
triggers, or maybe look in some of alecās favorite books. Or maybe the triggers could be related to
experience. As we become more accomplished, the memories
open up. Or maybe Alecās friends, like Addison, reveal
little titbits of information through conversations. Yeah, none of that happens. The memory triggers are scattered randomly
throughout the planets you visit--planets that Alec himself never visited--and you simply
go to a point on the map to find them. For every three you find, you unlock a new
memory. This is such a grand display of wasted potential
that it actually pisses me off. I donāt like that I feel this way, because
some of these unlocked memories are quite touching. The first memory shows you the moment that
Alec first learns his wife, Ellen, has a terminal disease. We also see that he wants to develop AI even
though itās prohibited in the Milky Way. The encrypted logs are an awesome touch for
anyone who has played the previous games as there are a couple of cameos from people we
know in there. The memories are the main reveal though. The next one shows Alec refusing to accept
that his wife his dying, and we also see an early version of SAM. There are some touching scenes with the Ryder
twins as they say goodbye to their mom and then the really good stuff gets revealed. Alec had been in touch with a person known
as the Benefactor. The Benefactor encouraged Alec to work on
the Andromeda initiative to give humanity a chance to survive. He mentions the reapers and all the shit that
we know went down at the end of the original trilogy. Combine this with a couple more encrypted
logs and Ryder finds out that every living species in the Milky Way probably got wiped
out after they all left. Huge news. What do you think she did with that information? If you still think that Mass Effect is in
any way any RPG then you might think this information will open up a whole load of new
conversation options with your crew. Thereās not much you can do about it, but
they deserve to know what happened to their species. Of course, Mass Effect is not an RPG anymore. You canāt do jackshit with this information. You just keep it to yourself. As far as you know, billions of people have
been wiped out and Andromeda is the only chance to maintain the human race, not to mention
the ansari, krogan, salarian, etc, but you donāt do or say a single thing. Thatās the sort of game weāre dealing
with here. While on this topic, letās talk about the
benefactor briefly. Who is he or she? The most obvious answer is the illusive man
from the trilogy or perhaps a close relative, like his son. That would certainly be in keeping with the
topic at hand. We know he had the money, and obviously he
knew about the reaper threat. However, if thatās the case, then why not
just show the illusive man to the player? Thereās no point waiting until a sequel. That wouldnāt be a dramatic reveal for series
veterans, and it wouldnāt mean anything for those starting at Andromeda. Weāre 600 years into the future. Thereās not much point of it being the illusive
man. I suppose he could have cloned himself. He brought Shepard back to life, so I wouldnāt
past it him. Anyway, narratively, I donāt think it makes
much sense. Whoever the benefactor is, I think theyāre
still alive and are likely in Andromeda. We still donāt know who killed Jien Garson,
and that was done to cover up a benefactor related conspiracy. I donāt see any obvious culprits right now. That could make for a great reveal in a sequel,
but youāll have to forgive me if Iām not all that optimistic about Biowareās ability
to nail a big story moment. Ryder gets one more piece of information from
these memories. Her mom is still alive. Alec had her placed into cryo sleep with the
plan being to wake her once there was a cure for her disease. Scott is awake now, so Sara goes to deliver
the good news. The Ryder twins are pleased, I suppose, although
you can barely tell from their dialogue and animations. I suspect most people saw this coming a mile
off, or at least something similar. I thought it might be more along the lines
of her spirit being maintained in the AI, but this works too. I donāt mind her being in cryo sleep. It makes sense. I just donāt understand why the hell Alec
kept these memories from Ryder for an indiscriminate amount of time. What if Ellen got woken up by Ryder? She would have died because the disease wouldnāt
have been cured. Okay, loyalty mission time. First of all, Iām going to point out that
every single one of these quest lines has the huge problem of being put āon holdā
at random times, and requires you to go down to planets for a 30 second conversation before
going back up to the ship and then moving to another planet to repeat the process. Itās absolutely tiresome and drags the quests
out through a number of unnecessary loading screens. I encourage you to look past this is if you
can because the loyalty missions are the best part of Andromeda. If you canāt enjoy these, you wonāt enjoy
anything. Iām going to gloss over a lot of the pointless
travel for the sake of finishing the video in 2017. Letās start with PB. I expect sheās a polarizing character among
players. Youāre either going to think sheās fun
or incredibly annoying. I expected to find her annoying, but she does
at least have a clear personality. That canāt be said for all your crewmates. I liked taking her along on missions because
she would pepper the other teammate with inappropriate questions. Sure, it gets repetitive after a while, but
itās better than nothing. PB is obsessed with remnant tech, so you help
her gather enough until she can build a friendly assistant called Poc. Poc is stolen by an ex-lover of PBās called
Kalinda. You go and rescue Poc, but thereās another
piece of remnant tech that PB wants to get her hands on. PB doesnāt give you much choice in the matter. She jettisons her escape pod with you in it,
and you crash land in the middle of a volcano. Kalinda is here as well, so you race to be
the first to get the tech. At the end, Kalinda needs saving and much
to my surprise, PB chooses saving her friend over saving the remnant tech from falling
into the lava. You can shoot Kalinda if you want and that
frees up PB to save the tech but PB isnāt too pleased with you afterwards. You escape on Kalindaās ship, but itās
not quite over. Slightly later, PB talks to the group and
thanks everyone for being nice to her basically. Sheās going to move out of the escape pod
she lives in and requests some help to tidy up. This scene is a little cheesy, but I actually
liked it. PBās story isnāt exactly subtle. Sheās worried about commitment and makes
that blatantly clear by telling that she might not hang around, and then by living in an
escape pod. Itās not exactly subtle. I definitely get why people donāt like PB,
and I think in other games she would annoy me, but like I said, there are so many boring
characters in here that PB is a welcome breath of fresh air. Jaal wants you to help out his brother and
sister who have joined the roekarr against his advice. Again, thereās a shit load of twoing and
froing, but eventually we end up on Havarl and find his siblings. Out of nowhere, his sister shoots his brother,
although itās clear his life isnāt in danger. You come up against the roekarr leader and
if you keep your cool, youāll end up with them on your side as the effectively disband. Jaal isnāt the most exciting of teammates
in the series, but he played an important role in getting the angara on our side and
I always felt like I owed him for that. Helping him in this mission felt natural enough. What pissed me the hell off was that the second
I went back to the tempest, Jaal invited me to join his family for a meal back on Havarl,
the planet I had just left a few seconds ago. Again, this is ridiculous. Iāve no idea why this had to wait until
I was back on the ship, and Iāve no idea why I have to be on the ship to read my damn
email. Anyway, you meet his mom and have a meal with
his family, which was a decent ending to his loyalty mission. Vetraās is next, and itās pretty bland. She needs to save her impetuous younger sister
whoās gotten herself in trouble on that asteroid. Iāve got to say, I found Vetra kind of boring,
and this loyalty mission didnāt do much for me. Both Vetra, Jaal, and Cora are fairly serious
and dull characters. Jaal just about gets away with it because
he has this āolder than his yearsā feel to him that I liked. Coraās loyalty mission is significant, so
her boring personality doesnāt matter much. Perhaps itās also because I did the Vetra
mission just after Jaalās. Iād just rescued his brother and sister
and now I had to rescue another sibling. Itās hardly all that imaginative. Anyway, I saved her sister and we eventually
got to meet. Coraās loyalty mission has more significance
than any other because she has a lead on the missing asari arc. Coraās ability to use biotic powers is so
strong that back in the Milky Way she used to train with asari and sheāll never let
you forget it. This mission is a real mixed bag. You land on the asari arc and meet the current
pathfinder. Itās not who Cora was expecting, but the
original pathfinder died and the second in command, Sarissa, stepped up. We later find out that Sarissa left the original
pathfinder to die because she had a choice between saving some data and saving the pathfinder. Sarissa seemed to genuinely believe that the
data they had on the kett was more important than saving the pathfinder. Itās hard to say whether she made the right
call, but Cora certainly doesnāt agree. I donāt mind a few shades of gray. Itās also interesting to note that Sarissa
hasnāt told the other asari what happened because she doesnāt want to be blamed for
the pathfinders death. Thereās some decent combat with kett here. Youāre effectively fighting in open space
and Iām not sure how realistic this is, but the sound effects are incredible so itās
worth suspending a bit of disbelief. What I didnāt like is the way the kett just
come out of nowhere in these battles. You see them spawn out of thin air sometimes
and itās incredibly sloppy. I also suffered another of those one hit kills
from the guys with the shields. Thereās a weird scene at the end where Cora
and Sarissa put up a massive force field that deflects the kett missiles. Iāve taken Cora on a few missions, and let
me tell you, she never did anything that awesome in the field. Coraās still pissed at Sarissa and thinks
sheās putting her status as a hero over the truth. I guess I can see where sheās coming from,
but I chose to keep Sarissaās actions a secret. This mission is clearly worth doing for the
asari arc. It didnāt change my opinion on Cora though. Sheās yet another member of the crew that
fits firmly into the boring category. Thereās a small epilogue to her story where
you go back down to Eos to start a garden with Cora. Iām probably just a heartless bastard, but
nothing about this had any emotional impact on me. I never developed much of a connection to
Cora, so this just washed right over me. It didnāt help that I had to do this twice
as the game hard crashed right after I finished it the first time. I did Drackās mission next because I knew
that would provide a bit of light relief. I know I said Iām skipping most of the preamble
before the stories started, but itās worth checking out this incredible fight scene. This loyalty mission once again another go
to a planet and save a person mission, however this one had a bit more punch to it. The krogan you need to save, Vorn, is important
not just to Drack, but to the krogan as a whole. Heās the key to their future. Thereās a big conspiracy story surrounding
this whole story involving a guy called Spender back on the Nexus. You do some digging and eventually find out
where Vorn is being kept prisoner. Thereās some decent quad related dialogue
from Drack, just as Iād expect, and the mission is much better paced than some of
the others. Thereās also a much better closer where
you and Drack fight some thugs in a bar. Ryder does her best to ruin it with fucking
awful dialogue and delivery, but Drack keeps the scene going. Iāve got a soft spot for krogans in Mass
Effect games and Drack keeps that run going. Finally, thereās Liam. Oh christ, Liam. Iām not going to lie, I hated this character
from the moment he opened his mouth the first time, and I didnāt change my mind when he
kept sending me emails telling me which films I should watch and books I should read. Liam further dug himself into the shit, by
giving confidential data to an angara who has now disappeared. Heās worried that pirates could get hold
of the information and use it against them. Thing isā¦ this mission has got some of the
best level design in the game. Now, I admit, thatās not saying a lot, but
still. There are a couple of great visual gags to
start, and the gravity starts shifting and you have to work your way through the level
dealing with walking on walls and ceilings. I didnāt really care about the story here. I mean, the situation seems to have sorted
itself out, so thatās all good. Before finishing off the main quest, letās
just sum up these loyalty missions quickly. Drack and PB are vaguely entertaining characters
and Iām fine spending more time with them. Jaal, Vetra, Cora, and Liam are all various
degrees of boring, but Jaal gets a pass from me possibly because heās a new race and
that gives him a bit of a boost. The summaries of the stories I gave were quite
short, so itās worth emphasizing that there is a lot of build up to them. Unfortunately that build up tends to just
be moving between planets for thirty seconds on each one. Still, the loyalty missions have clearly had
more thought put into them than any of the other side missions and Iād argue most of
the main missions as well. People have put thought into these stories,
however thereās not enough variety. Three of the stories are about rescuing people,
which can get repetitive. So yeah, theyāre good, but theyāre not
mindblowing. What would be nice is if these missions somehow
played into the ending like they did in Mass Effect 2. No such luck. The loyalty missions used to serve a purpose. They were called loyalty missions for a reason. You needed the loyalty of your teammates for
the final battle. Not so here. One final point before we get back to the
main story. I want to emphasise how much of a disjointed
mess this game is. While playing the game, you are encouraged
to get five planets to 100% viability. You only need 40% viability to build an outpost,
so itās just a little extra thing to do. It doesnāt make any difference, and strangely,
you donāt need to complete every task on a planet to achieve it. I didnāt intend to go for 100% viability
on all the planets, but itās actually quite easy and I did it on three planets without
even trying. I went and completed the other two at roughly
this point in the story, well before completing the game and doing the loyalty missions. Watch this short scene closely. How nice. A planet gets named after Ryder. Notice anything else weird? Yeah. The game references opening a channel to talk
to the people on Meridian. That place we havenāt found or been to yet. Iāve no idea how this slipped through. If I had to guess, Iād imagine that it was
originally much harder to get 100% on all the planets, and maybe it was even impossible
to do before completing the story. Whatever the reason, this kind of thing is
unacceptable. Itās particularly annoying, because so many
other missions get put on hold for no reason. This mission is the one that actually should
have been put on hold. Crazy. Letās get this main story over and done
with. Tamm and the rest of the Nexus team refuse
to support Ryder and donāt understand the importance of Meridian. Ryder rebels and decides to go there anyway. This might be a big deal if we in any way
feared the nexus. I went ten plus hours without even going there
and Iād forgotten all about it. The Journey to Meridian quest is one long
puzzle vault for the most part. When you finally get to the main control panel
you find out that Meridian is not about terraforming planets--itās about creating life. Specifically the angara who were created by
another race called the Jardaan. The Jardaan created the remnant to keep the
planets habitable, although that does make you wonder why they shoot at everything on
sight. I guess theyāre protecting the vaults. Still seems a bit aggressive though. The system can create life, but it can also
destroy it forā¦ reasons. The next reveal is that this place isnāt
actually Meridian. Itās just part of it. They need to get to the central core, which
is an artificial planet that looks a bit like, well, you know what it looks like. You have a mini boss fight on the way out
and then make it back to your tempest. In order to find Meridian you need to go to
a few random places and do some scanning. You didnāt think you were going to get through
the entire game without doing some planet scanning did you? You have to go back to a previous vault, which
feels a little odd, but then you reveal the location of Meridian. The Archon hacks into SAM which leaves Ryder
in a bad way. We already know that SAM is intimately connected
to her, so when he shuts down she dies as well. The archon has control of SAM and with that
he can wipe out all life in the cluster. He seems to have given up on the idea of exaltation. He also now has the location of another SAM--the
one connected to Scott on the Hyperion. I liked this next bit. The kett attack hyperion and you get to control
Scott, or Sara if you were playing as Scott in the first place. Thereās a sense of urgency because Sara
is going to die if Scott canāt reboot the system to reactivate SAM in Sara. Scott succeeds, but heās captured by
the kett shortly after. Now everyone heads to Meridian. The tempest canāt land so youāre thrown
into a linear driving section which to be fair looks absolutely gorgeous. You donāt get long to enjoy the scenery
before youāre in another vault. I should have known that the game would end
in one of these bland and boring places, but I hoped for more. Naive, I know. At one point, the captain of the tempest gives
an emotional goodbye as she crashes the tempest. This big goodbye doesnāt work on many levels. First, weāve barely spoken to the captain
and donāt give a shit about her. Two, she doesnāt die anyway. Or at least she doesnāt in my play through. I saved the asari, so Sarissa throws up a
shield to stop the tempest blowing up on impact. Thereās so many problems with this. First, the biotic shield coming up is an absolute
blink and youāll miss it moment. It doesnāt even seem to be there when the
ship hits the ground. Next, you never see Sarissa. She says over the comm that sheās close
enough to throw up a shield, but you should at least be able to see her. We saw her block missiles with Coraās help
earlier, and this is on level with that. Surely she should have been in view. This scenes feels like it was added late so
that Bioware could pretend thereās more player choice than there actually is. Sara keeps moving into the vault. The archon has beaten her to the source of
all the power. He needs Scott there because, well, he doesnāt
really. The game needs Scott to be there because it
gives everything a little more urgency. You defeat more of the same enemies that youāve
been fighting for the entire game, plus the archon in a weird snake like form. This is a tough fight, but mainly due to the
sheer quantity of enemies. You donāt have to do anything new and thereās
no real trick to killing the main boss. Heās actually quite easy. Itās the
sheer quantity of enemies that are the problem. I donāt know about you, but I was expecting
to fight the archon in some way. Instead he projects himself through this weird
tentacle which you have to shoot at a bit while you go and activate more consoles. Itās a pathetic way to end the game. I guess we should just be thankful that we
donāt have to do a sudoku puzzle while under fire. Again, itās impossible to overstate just
how little imagination and enemy variety there is on offer in this game, and never is that
more obvious than in the boss fights. After defeating the archon, itās all over. Meridian starts terraforming planets to make
them livable. Except, uh, havenāt we already done that? Thereās an attempt at a cool ending, but
itās completely ruined when Ryder opens her mouth. Andromeda hasnāt finished being shit. After the credits there is one of the worst
sequel or DLC teasers I have ever seen. Seriously. What the fuck is that? Iām guessing that kett is Primus. Are we supposed to care about him? Why? He seemed to be under or equal to the archon. At least give us a bigger bad to worry about. I swear, the people writing this game know
nothing about storytelling. But wait, thereās more. Ryder has to choose who should be an ambassador
for the nexus to help when dealing with the outposts and angara. I guess this choice will play out in a potential
sequel. Finally, you have to go and talk to all your
crew. The game makes you do this, because it knows
full well that if you had a choice you wouldnāt bother. Iād talk to suvi and maybe PB, Jaal, and
Drack. Thatās it. The game is actually over now. Fortunately you can go back to planets and
keep shooting kett as if none of the previous forty hours ever happened. Arenāt you lucky. I could sit here and rant into my microphone
about how much I hate this story, but anyone can do that. Unlike graphics and combat, thereās no real
way I can support my arguments with evidence. The best thing I can do is give you my own
ideas for the story. The first thing Iāll say is that in an ideal
world, Bioware would pick a canon ending to to the trilogy and have this take place after
that. It doesnāt have to have the same crew. In fact, it shouldnāt. Have it take place 200 years later. 500. Whatever. The approach taken here is a cop out. Bioware wants the benefit of the Mass Effect
name, but it doesnāt want to do the hard work and build on the previous games. It throws in a few references to get hardcore
fans feeling all tingly, but thatās not enough. However, thereās not much point in me coming
up with a completely different story. I want to throw out some ideas for how I would
improve this story. Obviously storytelling is one of the most
subjective parts of a game, so I donāt expect everyone to agree. Iām doing this because I think itās only
right to put suggestions forward when Iāve bitched so much. Letās keep living in that dreamworld slightly. Four arcs travelled to Andromeda, but three
of them barely played any part in proceedings. The result of this is that we only really
see three main races in the game: humans, kett, and angara. The Andromeda galaxy somehow manages to feel
less diverse than the milky way. Good work Bioware. So hereās my idea. Youāve got four different arcs making the
trip. Why not let the player choose which race they
want to play? Depending on which one you choose, you get
a different story at the beginning. You always end up becoming the pathfinder,
but it happens differently each time. Youād also be treated differently depending
on which race you were and it would give a decent reason for having varied combat skills. If we want to use biotics we play as an asari. Best of all, if we pretend the Krogan get
an arc, we could play as a tank like Drack. This might sound like a lot of additional
work. Maybe itās far-fetched to think a developer
would go to this sort of effort to give the player an interesting origin story and a choice
in how they play the game. It would take extra work, I admit, but itās
been done before. Whatās that game called? Ummm. Dragon Age: Origins, thatās the one. Now fair enough, that was done by a talented
team of developers. We canāt expect everyone to reach that level
soā¦ oh hang on. Yeahā¦ Alright, letās imagine that budgetary restraints
mean my idea is a no go. You can still improve the core story in Andromeda. Letās fix the start of the game. Itās a mess. You could speed up the intro a bit. How about instead of the slow scene where
you wake up on the ship and meet your father, you skip straight to the bit where youāre
falling onto habitat 7? The details can be filled in later. Thatās not what I want to do though. People think Andromeda starts slow, but games
can start slow and use that time to build relationships and make the player care about
other people in the game. Horizon Zero Dawn did this. That game started slow as hell and had you
picking up rocks, however it let you get to know Rost and understand the world. How about this? The game starts with Alec Ryder talking to
the benefactor. The speech is full of mysterious stuff like
āWe have to move forward with Project Andromeda. The Milky Way is doomed.ā You could even take some of the stuff we saw
in the memories. The key thing is to set up the initiative
as being important as opposed to just a random trip to another galaxy. After that we cut to Sara and Scott getting
ready for what looks like an obstacle course. Basically, this is the tutorial. You learn basic platforming, shooting, and
biotics. But thereās a point to it. Sara and Scott are competitive and talk as
if one of them is going to win. As the player, you will beat your sibling
but it will be close. You think youāve won, but the actual winner
is Cora. Alec Ryder congratulates Cora and is strict
with the rest of the team. At no point do you think Alec is Sara and
Scottās father. The siblings keep messing around and then
Alec gets a message. He looks at them glumly and walks off. They follow him to their home where their
mother, Ellen, is about to pass away. Thereās a nice scene where they say goodbye
and the mother dies. What we donāt see at this stage is that
Ellen has already agreed to go into cryo sleep. She wants to say goodbye to her kids in case
something goes wrong and she never gets woken up. The next scene is Scott and Sara getting ready
for Andromeda. A large group of rebels attack the base after
finding out that humanity is doomed and want on the voyage. You have no choice but to kill the rebels
as you defend the ship. This serves as another combat tutorial. The attackers keep coming, so the arc is launched
early. The human arc was the first to leave and therefore
it was the first to arrive. Forget all that nexus crap for the time being. The humans have to fend for themselves. Ideally, the player would only be a member
of the crew initially, not the pathfinder. This doesnāt need to be dull. You can still be the one in charge of missions,
but ultimately you report to your father. This isnāt all that different to reporting
to Tann in the Nexus. In the first act, you come across a hostile
alien species and get into a few firefights with them while doing your pathfinder thing. At the end of this act, letās say about
a quarter or a third of the way through the game, everything goes to shit. A bigger, badder enemy appears and you end
up having to fight alongside that race you were previously fighting. At one point, Ryder is given a decision to
make and the player will either be gung ho and reckless or calm and collected. If you act reckless, then your father will
have to save you and he will die in the process. You then have to deal with that guilt, and
people hating you for the rest of the game until you prove yourself. If you act calm, then itās your sibling
who fucks up. You will be worshipped, but your sibling will
be despondent and hated. This is a decision that means something and
yet wonāt change the game so much that it makes it impossible. I donāt think much needs to change about
how you become the pathfinder. As your dad dies, he should pass it to you
but it should be made clear that heās only doing this because Cora is not close enough. SAM needs to be passed to someone immediately
or he loses power. Something like that. Okay, so now your Ryder is pathfinder and
thereās a new threat in the galaxy. There are more things I would change. First of all, letās not have everyone worship
Ryder because of her title. Thereās nothing all that special about a
pathfinder team. They go down to planets and explore. Thatās it really. As it turns out, SAM is the key element, but
that doesnāt become clear until later. Now then, letās talk about that new group
of aliens. Iāll refer to them as the kett because thatās
the role theyād play. The kett have a story and a reason for being. They need this cluster because their own world,
or worlds, are no longer liveable. Theyāve destroyed their own planets and
their looking for someone else to live. Letās throw in another issue as well. They canāt reproduce. Thatās why they convert the angara into
kett. Humans will make a truce with the angara and
agree to help fight the kett. One of your teammates is an angara, but heās
actually working against you. His brother, sister, whatever, died fighting
humans before the truce and he wants to get revenge. If you form a bond with him then he wonāt
go through with it. Otherwise, heāll blow up something important
and youāll have a harder fight at the end. Other elements of the story can stay the same. Iām fine with the Jardaan creating the angara
in the first place. Iād suggest one further element of friction. The Jardaan created a safe zone around the
helious cluster that the kett couldnāt penetrate. When the humans clumsily burst onto the scene,
they broke this protection and therefore they are the reason the kett are here in the first
place. In other words, the arrival of the kett are
not an accident. In my opinion, thatās a decent enough premise
to move the story forward. The bad guys have an actual purpose and in
their heads they might even think theyāre doing the right thing. Thereās plenty of conflict between the angara
and humans, and I love the idea of one of your teammates betraying you. Imagine getting into a romantic relationship
with that person and then finding out that they were going to blow up the ship. Thatās one of the main ways Andromeda fails. Thereās no conflict. Even where there is conflict, itās quickly
brushed away. Cora is kind of annoyed that Ryder gets promoted
above her, but she quickly gets over it. The angara have already met humans so you
donāt get to experience being ānewā to the galaxy. There are hints that not all angara like humans,
but itās just background noise. Itās not enough. You can keep the terraforming stuff in there
if you want, but letās make it more dynamic. If you donāt go back to a planet, then thereās
a chance your outpost will get attacked by kett. There could be some time pressure as well. The other arcs start showing up and you need
somewhere for them to live. And letās make 100% viability mean something. If a planet is 100% viable then itās safe
and cleared of bad guys. It means you added military troops to defend
it, and scientists to build powerful anti-air weapons to stop kett getting close. The bad guy, letās just call him the archon,
needs more depth. We know that heās not in charge of all the
kett. Why donāt we see him get torn out by the
boss? Make him feel under pressure to gain control
of the helious cluster. At least that way we might end up sympathizing
with him a bit. None of this will work if the dialogue is
flat. I canāt do much about that in this video. I know it sounds profoundly arrogant, but
I genuinely believe that the ideas Iāve just discussed are better than what is in
this game. However, Andromeda has more problems than
just itās story. Separate from the story and the animations,
the dialogue and its delivery is another huge problem with Andromeda. The dialogue is always functional. It moves the story forward and imparts information
to the player. It just never does it in an interesting way. Ryder is the most obvious culprit because
sheās the one youāll spend the most time with. Sheās supposed to be a leader. To be fair, sheās supposed to be a new leader,
but she talks like how sixteen year olds think adults talk. There are weird pop culture references, and
I even heard Ryder threaten to āturn this car aroundā if my teammates wouldnāt stop
arguing in the back seat. Humor is more subjective than any other type
of writing, however that doesnāt excuse an entire game of this crap. I think the writers were trying to capture
a firefly feel, with witty banter between all the crew. They donāt succeed. Worst of all, the conversations between Ryder
and the archon are benign and devoid of any suspense or tension. The game is already struggling for narrative,
so when the two main characters canāt get any decent dialogue going you really have
a problem. I should also touch on the delivery of the
dialogue. Iām not experienced enough with voice acting
to know for sure where the problem lies, but there is definitely a problem. Iām tempted to lay the blame at the door
of the director. Ryder sounds almost identical, regardless
of the gravity or levity of the situation. I wouldnāt be at all surprised if the voice
actor just went in the booth and read off the script without any direction. When you do notice a change in her voice,
itās often in the wrong place. You can tell that sometimes sentences have
been pieced together where the dialogue has been rearranged. Itās quite jarring. Your teammates are just as guilty with bland
dialogue. Nearly without exception, you get a characterās
complete backstory the first time you meet them. Isnāt that what the loyalty missions are
supposed to be for? Itās like someone has read a book on how
to write a story, but has never practiced actually doing it before. The obvious advice is show not tell. That should be easy to do in a video game
where you are encouraged to go on side missions with your crew. Thatās when we should learn about the characters,
not through painful exposition. The less said about the flirting the better. I decided to have Ryder flirt with Suvi and
that gave me some of the worst dialogue in the game. It does lead to one funny moment though. Thereās this dialogue and then Kallo voices what we were all thinking. I even wonder if this line is an editors note
that accidentally slipped into the game. Other dialogue is annoying because of how
much you hear it. On a couple of planets there are extreme temperatures
that you canāt survive in forever. SAM warns you when youāre changing between
safe conditions and dangerous conditions. That might sound harmless enough, but in practiceā¦ My God this gets annoying. Dialogue also loops in fights as well. Overall, the dialogue is so disconnected from
the narrative that I wonder if it was outsourced. Itās like Bioware said āthis is the character,
write lines for them.ā Writing is much harder than you think. Iāve written a few TV scripts in my time
because I thought I could do better, but itās not that easy. With practice, you learn how to avoid exposition,
and how to make characters have distinctive voices. The writers of Andromeda do not have writing
experience. Iām convinced of that. This is the sort of writing you knock out
when you think itās easy to do and donāt realize how bad it looks in the end product. Itās the equivalent of a novel written during
National Novel Writing Month. The quantity is there, but the quality isnāt. Bioware used to have good writers. They also used to make role playing games
where you made choices that impacted the story. Mass Effect 2 had an incredible ending that
changed significantly depending on which loyalty missions you had completed and other choices
you made. Andromeda does not do that. Over my fifty hours with the game, I made
two choices of note that impacted the ending, and Iād argue that impact was minimal. The choices in Mass Effect 2 dictated who
lived and who died. In Andromeda the main choice decides who helps
you out at the end. This is the decision you make between saving
the salarian pathfinder or the krogan scouts. Itās a negligible difference that you might
not notice if youāre caught up in the combat. Drack will have a few words with you afterwards
if you donāt save the scouts but heāll quickly forget all about it. The other choice is whether or not you save
the asari arc. This might result in a death, but itās a
character weāve barely interacted with. I talked about that scene while going through
the story. If you do want to see some good writing then
I recommend you check out the emails. You might think that random emails from crew
would be a dumping ground for the worst of the gameās writing, however itās actually
some of the best. A highlight for me was Drack getting caught
out by a Nigerian Prince email scam. Of course, Bioware isnāt stupid. Itās a developer full of intelligent, hard
working people. They know thereās a lack of decision making
here. I expect they just didnāt want to deal with
implementing these choices in the other two games of what Iām sure is a planned trilogy. You donāt even get to choose what type of
person Ryder is. The game pretends you have a choice over what
Ryder says next, but much like Fallout 4, all youāre really doing is choosing how
you say yes. The paragon/renegade system from the previous
games has gone. Thatās no loss in my opinion. When presented with the choice of being a
good person or a bad person I always end up playing the good person. Itās too black and white. In Andromeda, you answer in a particular manner,
choosing between passionate, logical, casual, and professional. That sounded like a good idea at first. Depending on the circumstances, I would answer
in all four ways throughout the game and I liked knowing that I wouldnāt put any of
my character relationships beyond repair, just because I disagreed with them once. The other side to that coin is that none of
your decisions make a blind bit of difference. People used to replay Mass Effect games, and
not just to screw different aliens. There was a real tangible difference between
paragon shep and renegade shep. As I said, I think itās a good idea to get
rid of the binary choice, but I didnāt intend for it to be replaced with no choice at all. I made two shocking decisions during the game
that took me completely by surprise. Not in a good way though. The first one was when I accidently shot PBās
former lover in cold blood. An R2 prompt pops up on screen sometimes and
you donāt get any time to think. I accidentally hit the button and took this
shot. This was definitely not something my Ryder
would have done. It shouldnāt even have been an option. Iāll say it again, thereās no renegade
system here. You canāt play a bad guy or girl, so why
did this choice come up? Something similar happened at the end of the
game. I had these two dialogue options. Iāll admit that I knew there was a sniper
nearby covering me, but I still didnāt expect this to happen when the woman I was talking
to did absolutely nothing to suggest she was a danger. That choice shouldnāt be there in a game
where you rarely get the choice to be a dick. Okay, I canāt avoid talking about the graphics
and performance issues forever. Iām going to try to limit the amount of
time I spend on this section, because most of you will already know that Andromeda has
its performance problems and graphical hiccups. That said, I canāt ignore them when they
affect gameplay this much, and they do affect gameplay. I played on PS4, and from what Iāve heard,
the problems arenāt as bad on PC. Take that into account if youāre still considering
buying this game. Patches. Letās start with frame rate dips, because
that is about as objective as anything in this video. I experienced regular frame rate drops while
in large scale combat and travelling around planets in the NOMAD. Thatās not unheard of, but it is unacceptable
in a $60 game with this kind of a budget. Obviously frame rate drops in combat are a
problem, but even when youāre not in combat itās distracting. When moving around planets, youāll often
see Kett drop down from spaceships. They move at about five frames per second. It reminds me of playing Halo back in the
original xbox days. Iāve already mentioned some of the more
glaring errors, but just for reinforcement, hereās some footage of the NOMAD randomly
stopping while moving around the planet. This happened a lot. Thereās also some major issues with collision
detection and general interaction with the environment. Iāve seen animals get stuck in rocks and
so many floating enemies that I would start checking the skies during combat just in case. The pop in is also so bad that it is actively
distracting. In my Horizon video, I mentioned that there
was a horizontal line running across the screen and that if you looked closely you could see
additional texture detail being added as Aloy moved. This was so subtle that you canāt actually
see it on the YouTube video. Andromedaās pop in isnāt quite so subtle. The effect is so bad, that I have to wonder
whether the game would have been better off just removing the vast majority of these environmental
effects altogether. Then there are the conversations. Not only do the characters look like shit
but they are so badly positioned for any in-game conversation itās infuriating. Youāll also need to turn subtitles on because
you wonāt always be able to hear your teammates talking. If you start the conversation while theyāre
quite far away then theyāll join in but their voices will be so quiet theyāre almost
inaudible. You can also get attacked and even killed
during conversations. This happened more than once. Honestly, I could make an entire video with
the performance issues in this game, but plenty of people have already done that and it this
point it feels like flogging a dead horse. A dead horse I paid $60 for. Iām not going to dwell on the animations
here. Youāll be able to see for yourself just
how bad the animations are, so make your own mind up on how big a problem that is for you. My final point on the gameās performance. In addition to dealing with all the crap Iāve
talked about, I also had to endure three hard crashes that lost me nearly an hour of game
time thanks to Andromedaās awful save system. Thatās all Iāll specifically go through. Other people had far worse experiences than
me, but I had my fair share. The bugs mentioned above happened many times. The best way I can explain it is to tell you
how I write notes while playing games. When I see something that really stands out,
Iāll make a note and put an exclamation point at the end. That means this is footage probably worth
including in the video. After a while I had so many lines with exclamation
points that I had to step it up a notch. I put three exclamation points--no idea why
I skipped two--at the end of a really really bad glitch. But that wasnāt enough. Things kept getting worse, so I resorted to
underlining the really really really bad glitches. Finally, and I swear Iām not kidding, I
had to added an asterisk to the beginning of the sentence for one final measure. This game is a mess. Iāve been ragging on the game for ages now,
so letās talk about one of the few things the game does right, or at least, not badly. The combat. Superficially, at least, the combat is a lot
of fun, especially for the first half of the game. The gunplay provides a challenge, although
itās far from insurmountable, and thereās a real thrill to hovering in the air and raining
hell down from above. Your melee attack is a pain in the arse to
use while on the ground, but in the air it turns into a ground pound thatās as effective
as it looks. There are some camera issues, especially when
trying to use that melee combat, which is annoyingly
mapped to the triangle button, however itās largely decent. While the combat is the best part of the game,
I donāt really have a lot to say about it. Donāt take that to mean it isnāt good,
it is, itās just not all that special. Iām going to be really lazy here and just
compare it to other games. The combat on offer here is a lot like The
Division, with its bullet sponge human enemies and general lack of punch to the weapons,
with a bit of Destiny thrown into account for the sci-fi powers on offer. The hitboxes are incredibly generous so any
initial desire to be accurate, quickly gets thrown out the window when you realize you
can just aim in their general direction and fire. After levelling up a few times, youāll be
able to equip tech or biotic based skills. You can also improve your survivability and
skill with weapons, but the skills are much more fun. I went with incinerate, concussive shot, and
shockwave, however thereās plenty to choose from. You can pull in enemies and push them away
if you want to feel like a jedi, or just go for a flamethrower and freeze combination. Youāll do the most damage by using a skill
that primes enemies and then another that detonates them. The game does a woeful job of explaining this,
so much so that you might be forgiven for thinking itās an advance technique that
you only need on the higher levels. Thatās definitely not the case. I canāt for the life of me understand why
the game doesnāt give you a decent tutorial on this system. Iād love to know what new players to the
series thought about this and when they noticed you could use the skills in this way. There is some text in the skill description,
but I still donāt think itās well explained. I said earlier that combat is only good for
roughly the first half of the game. Thatās because it quickly wears thin and
the problem areas rear their badly animated heads. The automatic cover system worked well for
me at first, and when it didnāt, I rarely suffered all that much. I might have just been unlucky, but later
on in the game the lack of cover started becoming a huge issue and I died a few times because
of it. The thing is, it genuinely does work well
nearly all of the time. I think this is more my issue, but I like
hitting a button to go into cover. It feels more satisfying and itās nice to
know that Iām definitely in cover. The biggest issue is what youāre taking
aim at. The enemy types get incredibly repetitive. The kett and humans might as well be interchangeable. Remnant largely stay the same throughout. The native animals could have provided some
variety, but there are only a couple of different models and they get recycled on every planet. Apart from a few battles, the animals tend
to move around by themselves. They donāt feel like part of the world. How are they surviving in these environments. I played most of the game on medium difficulty,
however I also played on hard and easy at times. The change in difficulty obviously affects
the damage dealt and received, but it doesnāt affect the AI. The kett and human outlaws are dumb as hell,
so much so that I suspect it might be a glitch. Nowās a good time to talk about the skill
tree and class system, because this mainly impacts combat and I think it could be improved. You pick from one of six classes, however
you can change between them whenever you want. The classes give you tiny boosts to different
skill sets, so some classes are better with guns, others biotics, others tech, or a mixture
of the three. First up, Iād rather have a class system
based on my earlier idea about being able to play as different alien races, but I guess
I have to accept that ship has sailed. The current class system seems pointless. The difference is so minimal that you might
as well just not bother. As it stands, you can use your skill points
and split them between the three different types of skills. By doing this, youāre already developing
your character into a type of class, itās just not labelled as such. The issues with the skill tree go a bit deeper. You need to level up each of your skills. Obviously you donāt want to be using level
1 incinerate near the end of the game. That somewhat discourages you from acquiring
new skills because you know youāll have to level them up first before being able to
use them effectively. Now, I should point out that you can reallocate
your skills at any point. This feels weird in a game when weāre supposed
to be building a character to role play as. Itās also implemented poorly. You have to pay credits to do it, but itās
not really enough to bother you. You also have to reallocate all the points
in one go, so if you just want to shift your skill points from incinerate to shockwave,
you have to redo your entire character. I think the better approach would be to have
the character just allocate their points to either combat, biotics, or tech. Certain skills can be restricted so maybe
you can only use the freeze ability when you are level ten in tech. However, the strength of your skills is always
determined by your overall level in the three main areas. I think Bioware has drastically over complicated
the skill tree and that has a detrimental effect on the game by discouraging players
from regularly switching up their skills. Itās a shame, because the skills are a lot
of fun and I wanted to mess around with all of them. Another reason combat became boring in the
latter half of the game isnāt directly related to combat per se, but itās close enough. Thereās a distinct lack of enemy variety
in Andromeda. The kett are humanoid enough that you canāt
tell the difference at distance, and when youāre not fighting kett, youāre fighting
actual humans. There are some beasts thrown in there, however
they are also woefully lacking in variety. Despite the incredible difference in weather
and terrain between the planets, the enemies rarely change in any substantive way. There are fiends, which i just referred to
as space gorillas, a few insects, and a couple of dog like creatures. The worst culprit is this dinosaur raptor
looking thing. How do you think this attacks? Did you answer āit fires a fucking laser
out of its mouth?ā because thatās what it does. This reminds me of the shitty steam games
that Jim Sterling covers on his channel. The ones where loads of random assets are
dumped into the unity engine with no attempt to build a coherent world. Now, I know that these creatures were created
by the Jardaan and therefore didnāt technically evolve as such, but we all know thatās a
bullshit excuse. Iāve already mentioned that there should
be more enemy races in the game, but at the very least there should be more native creatures
thrown at the player. The ones we have are poorly designed. Look at the projectiles coming from this one. They look ridiculous. Why donāt we have enemies attacking in packs
for example? The creatures feel like a complete afterthought,
which in addition to leaving the worlds feeling underbaked, also places more emphasis on the
repetitive combat with humans and kett. Eventually firing at bullet sponge enemies
becomes boring. This is just an estimate, but Iād say that
a third of the way through the game you will have faced nearly every enemy type there is
to see. A few new remnant machines pop up and youāll
face armored kett, but none of them feel any different. I rarely changed my tactics depending on the
enemy. The only exception of note is those annoying
kett with the shields. You need to keep your distance against them,
and a sniper rifle is useful. Combat has enough potential depth that I want
to recommend you play the game on the hardest difficulty you can foreseeably handle. I want to tell you to do that, but I canāt. The game has a dreadful save system, so if
you die youāre potentially going to lose a lot of time. You canāt save at all during priority missions. For those of us with lives, this is a ridiculous
thing to do. Shit happens, sometimes you need to stop playing. When youāre exploring planets, you can start
side quests and make progress only to lose thirty minutes
of game time because the game hasnāt saved. That might not be so bad if there werenāt
so many bugs. I had to reload a save when the NOMAD got
stuck on the asteroid with no way to get back to the surface. If you deliberately killed yourself, it just
brought you back to the same place. I also somehow respawned in the NOMAD while
precariously balanced on a platform in a vault. Bizarre. Save your game and save often. I want to be clear. The combat isnāt bad. In fact, Iād say thereās an incredibly
strong foundation here. The issues Iāve listed above arenāt really
the fault of the combat. Theyāre the fault of the weird skill system
and the lack of enemy variety that is indicative of the lack of care spent on the final product. Iād wager that the combat is the best part
of the game for most people and I wouldnāt argue with that. I just wish the same care had been placed
in other parts of the game, because those issues bleed into the combat and detract from
the overall experience in my opinion. Okay, enough of all that excessive positivity
and praise. Letās get back to the bullshit. Navigation might sound like an odd subject
to go into detail about, however itās possible that this is the part of the game that annoyed
me most. The times I came close to throwing the controller
out of the window, followed by the PS4, and then myself, were when I was trying to navigate
my way around the fucking dreadful maps. Iāve already mentioned the maps on Harvarl,
but this navigation issue is a problem on every single map. Dragon Age Inquisition had similar issues
and it blows my mind that this wasnāt fixed. Navigation can fail on even the most basic
level when thereās so little information on the map to plan your route with. Itās okay knowing that you need to go East,
but how do you do that when thereās a huge, impassable mountain in your way? Bioware loves to make you take one specific
route to get to places, so youāre going to come across a lot of dead ends. At first, I was prepared to give Bioware the
benefit of the doubt. After all, maybe they just see this as the
most realistic way to build the terrain on the planet. If so, why not give us a bloody waypoint to
follow so that we know we have to go north, then east, then south, for example. Anyway, I donāt think Biowareās going
for realism. I think youāre forced to take these set
routes around planets because Bioware is hiding loading zones. Thatās definitely the case on Kadara judging
by the constant freezes as I move around. Look, I get it. These are big planets and there arenāt big
official load screens to deal with. I donāt mind the odd loading zone. However, I do mind driving around for hours
trying to figure out how the bloody hell Iām supposed to get around a mountain. Even more annoying is when a navigation point
is on a mountain. Or is it under the mountain? Iāve had quests where the marker has been
on the peak of a mountain, only to find out that I actually need to find a cave entrance
somewhere else entirely and drive through the cave to get to the quest. Why not just point me to the cave entrance
in the first place? This sort of crap is unforgivable in 2017. To make it even worse, I did actually get
a couple of quests where you do in fact need to get to a point on the top of the mountain
that any reasonable person would assume was impossible to reach. This point just so happens to be above a cave,
so if you remembered that there was a cave under there then you would naturally assume
thatās where you need to go. By the way, when you are driving around, you
might be tempted to run over kett, outlaws, or even just bugs. Donāt bother. The NOMAD is surprisingly useless at doing
any damage to enemies it hits, even if you run over them. If this part of the review were proportional
to the pain and suffering caused, it would take up 50% of the video, but I think Iāve
made my point. Itās another example of Andromeda suffering
compared to the last game I played. Horizon nails navigation around itās world,
so Andromeda is left feeling distinctly last generation. While of the topic of navigation, I want to
hammer home a few other points Iāve only hinted at so far. Andromeda has a lovely map of the Helios cluster,
but moving around it is a bitch. If you want to move from one planet to another,
youāll need to first move to that star system which has a long load screen tagged onto it. You then select the planet and get another
load screen. Thereās even this weird feature where the
game zooms in on the planet and them zooms out again. I guess someone spent a lot of time on this
and no-one had the balls to say no. These load screens are more than enough to
put me off moving to all the planets for planet scanning although Iāll be honest and admit
that doesnāt take much. I canāt even begin to understand how planet
scanning is still in the game. Itās utterly pointless at the best of times,
and all it does is frustrate the player with additional load times. Not even the most devoted player would want
to put up with this crap. Andromeda has even managed to take a step
back from Mass Effect 3 in this respect, because there are no reapers chasing you around to
add a bit of pressure. Interplanetary travel is at its worst when
you want to go back to the nexus. It works the same way as other planets, when
the game desperately needs a quick option. Why bother with this screen for example? Canāt the game just automatically take you
to the nexus without you needing to click on landing bay? Travelling between planets wouldnāt be so
bad if you didnāt have to do it so often. Iāve mentioned this already, but it really
does bear repeating. So many of the quests require you to go down
to a planet for a very brief time, then go back to your ship and take off, then go to
another planet, then back to your ship, and repeat ad nauseum. This isnāt just the insignificant side quests
either. You have to do this in priority missions and
loyalty missions. In fact, loyalty missions are the worst offenders. PBās was dreadful. Again, this is one of those things that is
so flagrantly bad that it deserves an entire fifteen minute rant, but I donāt know what
else to say. Itās awful quest design. Thatās all there is to it. Letās talk about the UI. Hear me out. Like navigation, I wouldnāt usually dedicate
an entire section of the video to such a dry topic, but holy shit, the UI here is on another
level. I want this on video for posterity, because
just reading about it isnāt enough. Iām also going to touch on all the different
currencies at play in Andromeda, because thatās part of the problem with the UI. Iāve already covered the UI around the quest
log and the skill tree, so this will mainly focus on weapons and armor. Before I go into detail, Iām going to list
out the different types of currency and XP you can earn in this game. Obviously there is the basic XP for levelling
up your character. Your teammates also level up with you, even
if you donāt take them out into the field. There are also credits of course. Thatās enough in my opinion, but not for
Bioware. You can use your credits to buy weapons and
armor, however the best gear needs to be developed. Actually, first it needs to be researched. As you progress through the game, youāll
find blueprints for gear and will then be able to allocate research points to them. You get research points by scanning stuff. There isnāt just one category of research
points though. Oh no, that would be far too fucking easy. You have to collect three types of research
points. If you want to develop milky way weapons,
youāll need milky way research points. Likewise helious points for helious gear and
remnant points for remnant gear. Once youāve researched the gear, youāll
need to develop it with minerals, and there are a lot of different types of minerals. Stepping away from gear for a minute, as you
complete tasks on planets, youāll earn Andromeda points, which are another form of XP really. As you level up with these points, youāll
gain the ability to open additional cryo pods. Remember how big a deal that was at the beginning
of the game? Now you just do it via a computer and no one
ever mentions it again. The rewards--which you have to go back to
the ship to collect--are so pathetic that youād never notice if they werenāt there. Iām convinced this whole cryo pod thing
was a bigger part of the game earlier in development. Thereās simply no point to it in itās
current form. So we have credits and three types of research
points, two different XP systems, and a crap tonne of minerals to collect. What else? Glad you asked. There are also strike teams that have their
own XP bars and can be sent out on missions. These teams gradually level up and successful
missions grant a small amount of additional credits. Youāll also earn mission points, however
you can only use mission points to hire more strike teams, which in turn allows you to
earn more mission points. Again, itās utterly pointless. Itās filler of the lowest possible value. Whatās worse? You need to be online to send out your strike
teams and connection to EAās servers is finicky at best. Bioware doesnāt even give you any story
to go with these strike missions like it did in Dragon Age Inquisition. Itās another step back, although not one
I can muster the energy to be angry about. Iām saving that anger for the UI. Look at this fucking mess. Iāll start with the research page. Everything is split into the three different
types of gear, so good luck comparing weapons and armor before deciding which one to research. The developers also thought players would
care more about the lore behind a gun than itās statistics. Letās say youāve found an outfit you like
and want the full helmet, chest, legs, and arms for it. Youāll need to go into each section to see
how many research points youāll need for each level and add up the numbers to figure
out how high you can go with your research. I ended up with a level 10 chest, but only
level 7 for the others because I ran out of points. That might sound like my fault, but here me
out. The gear only went up to level five--or six
maybe--and I had enough for everything I wanted. However, after hitting level five, the game
suddenly opened up levels six to ten. Why not show me that before? In addition to keeping an eye on your research
points, youāll need to look at the amount of minerals that youāll need for each piece
of gear. This is fine if you build one thing at a time,
but if you want a set then youāre in trouble. Once youāve researched the gear then you
can develop it by going into a different menu. Here thereās a list of gear you have the
required minerals for in order of level. If youāre short of minerals then youāll
need to go digging through more sub menus to figure out what you need. You can find minerals all over the planets
and even buy them in shops, however vendors are so rare that itās not worth bothering
with. I ended up choosing my gear based on whether
or not I already had the required minerals. Overall, the economy in Andromeda is a mess. If you want to research and develop your own
weapons then youāll need minerals, but theyāre never all that hard to find. The asteroid level has loads of the rare stuff
if you need it. Furthermore, if you go this route then you
wonāt need credits to buy weapons, so you can just buy the minerals from vendors. It wouldnāt take much effort to get all
the research points and materials you need to build high level gear at the midpoint of
the game. The developers know this so theyāve put
level requirements on the higher level weapons and armor. I know these kind of restrictions are common
in games, but itās always a sign that the game's economy is slightly borked. Even The Witcher 3--one of my favorite games--has
this restriction, so I am in no way singling out Andromeda. It is silly though. Why should I have to be level 40 to wear a
level 8 chest piece when an identical looking chest piece is fine at level 7? Obviously the answer is that you could break
the challenge in the game, but a stronger in game economy would fix this problem. I assume all these options were designed to
provide depth, but thatās not what we end up with. This isnāt depth. Itās just noise. Itās options for the sake of there being
options. The time and money spent developing these
systems, especially the online one, would have been far better dumped into things that
actually matter. Story. Gameplay. World building. Speaking of which. Thereās one other tiny thing that bugged
me. Youāll see data logs lying around in random
places. Nothing new there. Most games have them. They arenāt particularly interesting, but
thatās not the problem. My issue is that they never disappear and
thereās no way to tell which oneās youāve read and which ones you havenāt. Youāll go back to the same places and not
know which data logs youāve already read. Itās a minor point, but symbolises the impression
that this game lacks attention to detail. Most of the reviews Iāve read for Andromeda
say that the most disappointing thing about the game is the story, and they usually take
a dig at the performance issues are as well. I agree with that sentiment. Obviously I find the story incredibly disappointing,
and the dialogue is dreadful. Iāve also highlighted performance issues
that plagued my entire experience from beginning to end. However, if I had to pick one problem with
Andromeda it would be the worldbuilding around the Andromeda galaxy itself. I donāt think Bioware should have taken
the game to a new galaxy, but if thatās what itās going to do then at least make
the most of the opportunity to be inventive. Do something new. All rules are out of the window. The possibilities are endless. What do we get? The kett--who are almost indistinguishable
from the protheons--and the angara, another bipedal species who donāt add much to the
experience. Is that it? The angara are paper thin, and I donāt feel
like I know anything about them. At times, they appear to be a basic culture
who are incapable of doing anything to defend themselves against the onslaught of the kett. However theyāve developed space travel and
clearly have the means to defend themselves. But whatās unique about them? Every race we met in the original trilogy
had unique characteristics and history beyond just looking different. The asari are excellent with biotic weapons. The Krogan have a fleshed out history where
they became so powerful their destroyed their own planet and needed the help of the salarians
to develop again. The krogans became a threat and so the turians
injected the females which led to the genophage. Thatās a ridiculously abridged version and
Iām leaving a lot out, but it makes my point. What do we know about the angara? They were created by the jardaan and are now
being kidnapped by the kett. There are a couple of splinter groups and
thatās about it. Obviously the other races had an entire trilogy
for their histories to be fleshed out, but Iām fairly certain we already know the vast
majority of what there is to know about the angara. The missed potential is infuriating. Iām not even asking Bioware to come up with
anything particularly original. Thereās nothing wrong with being heavily
inspired by other media, but itās best you donāt copy your own previous material if
you want to keep people interested. Instead of replicating the citadel by having
the nexus, why not have a cool planet like Coruscant from Star Wars. It might take some work to squeeze it in narratively,
but look at the mess that is the Nexus story. Iād use the Coruscant planet as the Angaran
political center. They can give the humans a small section of
it as part of a treaty agreement. They are all working together after all. Taking another cue from Star Wars, Andromeda
definitely needs more variety in its intelligent lifeforms. Why not have aliens that donāt walk upright
on two feet. Have species that communicate via signals
which humans canāt understand. Have a species that is vastly more intelligent
than humans and who we actually see. Letās have some real, multi-layered conflict
between all the different species like the genophage situation. Andromeda is barren of excitement and conflict. In addition to the lack of intelligent species,
thereās also a huge dearth of cool animals. That probably seems like a minor complaint,
but I donāt think it is. Any semblance of immersion is destroyed when
you see re-skinned versions of the same creatures on ice planets, desert planets, and tropical
planets. Each planet has a creature that feels like
it could be native to that planet, but then all of those creatures are replicated on each
other planet. I know that the Jardaan populated this galaxy,
so there is technically a lore reason for animals to be repeated, but are we really
supposed to believe that the Jardaan created about 5 different creatures and then just
fucking copied and pasted them all over the place? The animals even attack in the same way. Bioware must have been worried that players
would try to stay at range when fighting these creatures, because they all have a bloody
acid spit attack. This is an entirely new galaxy. Bioware could have done anything they wanted. The first three main planets are cool enough. Eos is a dry, desert, Havarl is tropical,
and Voeld is snow and ice. But then Elaaden is another desert, and Kadara
isnāt too far off--itās just got some more grass textures that pop in when youāre
on top of them. Why not have a smaller area like a destroyed
city? Perhaps the angara used to live somewhere
else before Aya, but the kett destroyed it. Ryder could head there to recover information. Anything to make the game feel different. I also canāt get passed the lack of care
paid to the story surrounding the nexus. That crap about the rebellion doesnāt explain
why humans are littered around all the planets and getting on just fine. Iām sure I killed more humans than were
ever on the Nexus to begin with. Also, how the fuck did outlaws get access
to all these mechs! Everything to do with the Nexus annoyed me. The people on board. The pain in the arse it is to get there. The way they pretend that settling on planets
is crucially important because rationing is running out. Everything. Letās also discuss the scourge briefly. You probably noticed that I didnāt talk
about it much. Thereās not much to say. Itās used as a plot device right at the
beginning to give a reason for the Hyperion arc crashing and for why the planets are no
longer habitable. It rarely plays a part after that. We know that itās synthetic so someone put
it there. This feels a bit ridiculous, given its size,
but whatever. Itās nothing to do with the kett. The scourge appeared 400 years ago, but the
kett only invaded 80 years ago. It wouldnāt have been the jardaan, since
it goes against everything theyāre trying to accomplish. This means there is a third party out there
who we know nothing about yet. That could be interesting, I suppose. But why dump the scourge here? I really hope thereās a reason beyond āthe
scourge kills planets and we like killing planetsā bad guy nonsense. The Mass Effect games have never had the best
combat. They survived on their characters, the story,
the world, and the way you as the player interact with all of that. Andromeda has decent combat, but it needs
the rest as well. The characters have all the depth and witty
dialogue of a Twitter troll, and the story is genuinely inferior to a lot of fanfiction. Even with those problems--and itās performance
issues--Andromeda could still have maintained a shred of credibility if the world had been
fun to be a part of. This is how MMOs work. If there had been four of
five functioning planets with different cultures and inhabitants then perhaps the game could
have been entertaining on some level. You could lose yourself in the worlds and
enjoying messing around. It still wouldnāt be a classic game, but
it would be something. Instead we get five planets--three of them
varying degrees of desert--and very little of note to do on them. Sure, there are plenty of tasks to complete,
but they have all the soul of procedurally generated content. They are only one tiny step up from the radiant
quests in Fallout 4. I love exploring new worlds, but only when
there is the potential to find something interesting. If I wanted to wander around barren landscapes
Iād play No Manās Sky. Ultimately, the Andromeda galaxy offers up
a whole load of nothing. If you completely disagree with me but have
survived this long into the video then thank you for hearing me out. I know itās genuinely tempting to stop listening
when someone seems to hate something you like. I
enjoyed the original trilogy, so I take no pleasure from hating this game. Itās so depressing--and yet predictable--to see the
EA effect taking place again. I like to think Iām a realistic guy when
it comes to business and making money. Iāve been trying to understand how EA makes
a profit from buying companies, making them release a shit game, and then dumping them. Presumably Bioware will join other talented
developers like Maxis and Bullfrog the second one of their games doesnāt meet sales expectations. I wonder at one point someone at EA will turn
to his colleagues and say, ādo you think maybe weāre the problem?ā I donāt want Bioware to fail, but I donāt
see where the Montreal branch can go after this failure, and yes, I do think itās a
failure. Iām sure pre-orders were high enough that
the game made itās money back, however EA doesnāt spend $40m or whatever it was to
make its money back. DLC is usually profitable, however I canāt
imagine many people will be excited to continue this story. Iām going to take a risk and go on record
as stating that weāll only see one piece of story DLC for Andromeda. There just isnāt the excitement to warrant
any more. Obviously I could be wrong, but I think resources
are stretched between fixing this mess of a game, and producing post release content. So what about a sequel? I canāt imagine a world in which we get
an Andromeda 2. Disappointing games can be followed up by
decent sequels. Watch Dogs 2 is a recent example. However sales for that game were disappointing,
presumably at least in part due to the mess of the first one. And thatās with games that are not connected
narratively. For an Andromeda sequel to succeed, the first
game has to have a passionate fan base. Mass Effect 2 managed to win over people like
myself who hadnāt played the first game, because fans were so enthusiastic about the
journey, the world, and the characters. The first Mass Effect game was flawed, but
it wasnāt ridiculed. Andromeda 2 wonāt be able to escape the
controversy and general shitness of this game and thatās why it will never happen. I havenāt decided what the title of this
video will be, but Iām fairly sure the word ābadā will be in it, or something similar. Iām also fairly sure that people will think
Iām being dramatic or exaggerating. After all, Andromeda might be disappointing,
but surely it isnāt really bad. It is. In my opinion, anyway. I genuinely believe this is a bad game and
not just a disappointing one that deserves a six or seven out of ten. Iād give it 2 stars out of five, which is
my preferred rating scale. This is probably controversial. Triple A games just donāt get bad scores. A bad triple A game gets average scores. Even the bad ones tend to be packed with content
and Andromeda lasted me 50 hours. If you like the game enough to do side quests
or replay it, you might hit triple figures. Games like this have big budgets and thereās
an expectation that they will always be good at worst. Compare this to the movie industry. Movies always last somewhere between 90 minutes
and three hours and they all cost the same. Itās much easier to compare the quality
of a big budget movie to an indie one. It comes down to a simple analysis of which
one you found the most enjoyable. Games are more complicated. How do you compare a two hour experience like
Gone Home to a 50 hour game like this one? Itās tough. Regardless of how you feel about Batman v
Superman, I donāt think many people would complain if a critic gave it 2 out of 5. That had a huge budget and made lots of money,
but itās not good. I love Superman and I even enjoyed Man of
Steel. Batman v Superman is terrible and deserves
bad reviews. You donāt see movie reviews saying it was
disappointing and giving it three or four stars to respect the effort that went into
the game. Anyway, thatās just another little rant
to try to preempt some of the comments I might get if anyone watches this video. I genuinely donāt like this game. As always, I donāt mind if you do like it,
and Iām more than happy to discuss my critique in the comments. Iād appreciate it if you could hit the like
or dislike button as appropriate, comment if you have anything to say, and share the
video if you want more people to view it. Iām undecided on my next video. The current plan is to do a shorter video
on the new Planescape Torment enhanced edition just to mix things up a bit. After that, I think Iāll do Prey. If you have any other ideas than let me know. Hit subscribe if you want to see what I do
next.
Well as a quick aside I had no idea there was any sort of combo system with the spells and I finished the fucking game so that says something about the tutorials.
I think the biggest thing I'll take from this video is the point about how there is just absolutely no world building whatsoever in this game.
I think the fairest comparison is if you take this game on it's own and compare it to solely Mass Effect 1. ME1 wasn't perfect, it's story wasn't Oscar worthy, but what won the hearts of millions of fans was its relentless effort to build an interesting world with unique personalities in it.
This flows into your point about the Angaram. What is there Unique Selling Point (USP)? They're "Emotional" apparently. That's it. We know nothing of their culture, how they are different, how long they life for, what their attitudes are towards mating, their politics, their attitude on war, their approach to other life forms.
All the original races from ME1 : Human, Asari, Salarian and Turian . I can give you answers for all those points. Because they fucking went to the effort of writing the details.
Anyway rant over, good video. Subscribed to see there is more in the future.
Full disclosure: Iām posting a link to my own video. I didnāt see anything in the rules prohibiting this, but mods can feel free to delete if inappropriate. Iām pretty new at this, so Iād love to get feedback on the content.
This video is an in-depth look at Mass Effect: Andromeda. I go through the entire story, while talking about what I like and (mainly) dislike about it. Obvious there will be major spoilers. I also take a stab at coming up with my own idea for how to improve the existing story. Thereās also more typical review discussion in there like combat, navigation, UI, etc.
Thanks for your time.