What sold Mass Effect 1 (and its world) to me, was that moment on the citadel, still very early in the game. Shepard starts out in the human embassy. All embassies are in the same “wing” of the citadel, so walking into all the other embassies was the first thing I did. Some civilizations were deemed so unimportant, that they were stuffed into the same room even. One of them has the Elcor and Volus in it (I think) and the Volus ambassador complains, because the humans get bigger influence, although they arrived last on the citadel. Whether they are actually getting the short end of the stick wasn’t entirely clear to me, but just knowing that there are several factions with their own agendas, actual politics, made this world work. It gave this universe life. It made it interesting.

ME:A has none of that stuff. The helios cluster is an empty, isolated place in comparison. There are no new places/civilizations/cultures […] to discover. Even the ones brought from the old series were essentially robbed of their culture, because now, they all just blend together as AI members. They are empty faces without meaning now.

This even swaps over to multiplayer. In ME3, most of the maps were very beautiful, incredibly detailed, with many animated objects which made everything feel… if not alive then at least functional. It was always obvious at first glance, if a map was supposed to be on the Asari homeworld or if it was a Cerberus base. Everything was this well established. I wouldn’t go so far as to call the mp maps in ME:A ugly or anything, BUT in comparison they clearly belong in generic, boring categories. There is maybe one map that stands out for me, the rest is just serviceable. This is the complete opposite of ME3, because there they had one map I didn’t like, all the others were good or great.

I don’t want to do the dead horse thing and yet I can’t help to notice, that the faces of some of the mp characters look better than most in the sp campaign. So it’s not like they can’t do them right. The voices on the other hand… The Asari vanguard in ME3 was voiced by Laura Bailey (I’m quite sure) and therefore she sounds great, meanwhile the voices of mp characters in ME:A sound like various people “from around the office” recorded them and they forgot to re-record these placeholders with real voice actors. Charging with the human female vanguard sounds like the Wilhelm scream. I… just don’t know man.

What also let me down a little, is that the enemies were so much more fun to fight in ME3’s mp. The enemies in ME:A’s mp feel as if they just split into easy and hard and that’s it. ME3 had a relatively wide cast of easy, medium, supporting, annoying and hard opponents. For all 4 factions. I still remember the first time I encountered a Cerberus engineer placing his turret. Or how serious fighting phantoms could be (at least if you didn’t have stasis). ME:A can’t compete. Its enemies mostly look/feel same.

Also don’t read:

MP bugs
My main ME:A post

Funny thing is, after playing Torment, I thought why not go back and play Planescape: Torment again? So I installed it, with all the mods and whatnot, approximately 1 day after I did that, this Enhanced Edition was announced. So I was obviously going to wait for it to come out. GOG even gave a discount to everyone who already had PST in their account…

As if that wasn’t a lucky break, it got even much better, because I only played PST once, like 10 years ago and I’ve forgotten A LOT about it. So there I was, playing this game about an amnesiac, who sometimes has flashbacks, as a sort of amnesiac who had flashbacks about his first playthrough. THIS is probably the ideal way to experience this game!

Story, characters, quests – all totally hold up. I can even say, at this point, this game was way ahead of its time, since there are games now which fail to pull off some elements as good as Torment did it 18 years ago.
I can only criticize the ending and the bit leading up to it. The game starts with enormous amounts of text (which is good because the writing is almost always quite remarkable – better than many current games, not kidding) for everything, so much in fact, that the ending just feels rushed in comparison – it might not have been as noticeable in a lesser game. I really wish it could have been elaborated upon a bit more.

Sure, it’s possible to piece the most important parts together, but again, in comparison with the detailed rest of the game, it’s “short”. It really made me wanna read the book, in hopes of reaching a deeper insight, but of course it’s not really available anymore. So scratch that. A nice moment like the one at the ending of Witcher 2 (a huge/long conversation about everything that happened in the game takes place :D), really would have been welcome here.

The EE itself is rather well done, I mean… full text search for the journal? Hello? It’s like a dream come true! It’s amazing (tab-highlighting is the best!). They introduced several features I was hoping for, all without really taking anything away (but to play it safe, they added options to shut down all the new stuff). It’s without a doubt the best way to experience PST now. It always pains me a little to say this, because I don’t want to undermine all the tremendous work all the modders have done over so many years – it’s beyond the shadow of a doubt their merit as well, that these games are still alive after all these years and yet there are just some things even all the mods couldn’t improve.

I had a single issue with this EE, the game would crash when opening the map screen in several locations (thankfully the game auto-saves with every map transition). This is definitely something I hope they can still fix. I could outright reproduce it in the drowned nations and it happened in inner curst and on the baator map too. In the hive, for example, it never happened, although I used the map there a thousand times. Other than that, this thing seemed to be rock-solid.

GOG Galaxy counted 49,5 hours, while Steam counted 63 hours for my Torment: Tides of Numenera playthrough. Of course these numbers aren’t exact, since I sometimes let them running without actively playing, but obviously they aren’t so far off that I could say Tides of Numenera was shorter (something I heard repeatedly which is why I’m considering this as debunked now).

PS: The thing with the screenshots is true about this game too, I was so immersed, that I forgot all about taking any, which is why I now have none of many interesting areas…

I’d definitely see TP as one of the games “we” owe to crowd-funding. Games of this nature just aren’t the norm, you know, with a little bit of character and all that. I’m just always wondering if this is clicking in any meaningful way with broader audiences. As a backer, I’m pleased with this game, this game did a lot for the people who get all the references actually, but you certainly can’t get rich off of ME. But then again, I already got what I wanted. But then again, if I want to play a sequel… I’m just hoping they get to do another one, doesn’t even have to be a direct sequel. These guys seem to be at their best if they just get to develop a true original, instead of being tied to whatever franchise.

Honestly, I don’t have all that much to say about the game itself. The only thing I absolutely want to point out, is that the puzzles weren’t as hard as they were in those old games. IMHO. There were quite a few, but they were always fair. The majority of obstacles were designed in a way, that had me knowing what I had to do on top of knowing WHY. From that position it’s never THAT hard to solve a puzzle. I never had to resort to combining countless items in sheer desperation, just hoping for something to happen at some point. That’s something I did all the time way back then. Well I did.

Another good sign for me is, that I took almost no screenshots, because playing the game had me so consumed, that I forgot all about that.

What? I’m supposed to throw in some criticism? No I’m not, I can do whatever the hell I want to here. :P But okay. The only thing that is at the top of my head, is how characters describe the world. There are 5 playable characters in TP and except for some unique situations, every character says the exact same thing when looking at whatever. This really disappointed me. The characters are very different people and there is no chance in hell they would describe anything 1:1. It’s possible to explain that away, even in the game’s own logic, but still. I would have loved it if Ray and Reyes, for example, would have had their own sentences.

It’s possible this has to do with budget, but The Cave also had these long stretches which were identical for all characters, no matter which you took inside – in other words this might just be a Ron Gilbert thing. I don’t know.

Continuing in this line of thought, it’s odd that these 5 characters kind of work together, although they never talked to each other outside the very ending, in which they suddenly start, I wish there would have been much more of that. Most of them never even meet until later in the game, so they shouldn’t even know each other, let alone collaborate. It would have been great if the story somehow would have offered an explanation for that. Sure, games back then certainly didn’t have anything like that either, back then people were happy they got to play more than one character, but this is certainly one of the characteristics of older games that didn’t need to be conserved for today. Especially in adventure games which are supposed to have a focus on story and such. Games like Oxenfree get a lot of mileage out of nicely written dialogs and character stuff, is all I’m saying.

But these are all minor nitpicks of course, so everyone who’s into this genre should have a good time. And it’s not as if everything is the way it was during these earlier days. There are more than enough moments, which underline how much can be done, even if the graphics appear to be this oldschool at first glance. I really loved how Ransom’s trailer “moves” depending on how Ransom shifts his weight. The game has several of these nice little “tricks” to offer.

Will this game have an effect like Monkey Island did? Probably not, but I never expected it to in the first place (this might sound harsher than it is supposed to; one of my awesome skills). The devs have also given the game great after launch support. I personally didn’t encounter any bugs during my complete playthrough, but they quickly fixed everything that could be a problem for someone anyway. :)


I guess it’s time for a little addendum to my major MEA entry. This time I’ll focus on MP. Since I’ve finished the campaign, I played a little bit more of it.

It’s impossible to miss that there are quite a few crashes to desktop. This is worth noting, because I never had those during the single player portion of the game. And I played that for many hours. A lot longer than MP, for sure.

Trying to send strike teams on apex missions usually only results in this connection loss message and throws you back to the main menu, resulting in annoying waiting periods to get back into the game.

Suddenly I was in the dev console. I have nothing against those and often even like them – so it’s fine by me, still – usually those are disabled by default. It really matches the impression, that they shipped a preview build here.

Look at those weapons. Sniper rifles listed as pistols, pistols listed as shotguns…

The bar that highlights the abilities changes its length, so it sometimes doesn’t cover the whole line.

After Origin installed the patch, I couldn’t enter MP anymore and this screen was shown instead.

Once I selected this character, but when the mission started, I had a completely different character, one whose powers were missing (check bottom right). And apparently all the consumables were set to 0 too, although I had tons in my inventory.

It happened several times, that “debriefing” a strike team would lead to a results windows, which could not be closed. Not by clicking on the button, nor by pressing the shortcut. I could only end this deadlock by killing MEA’s exe in the task manager.

Oh and while I think the auto-cover system is a weird choice, I must say I have never seen it done so well. Another callback to Mass Effect 1 I presume (which did it a lot worse). The auto-cover system is one of the few things in Andromeda that actually feel kinda slick. It’s fast and easy to go into cover and it never feels like being glued to anything. I have very ambivalent feelings about this regardless, because I also like being in control, this auto-cover system conditions the player to avoid walking next/close to cover unless they want to use it. It’s something to get used to.

So, what else is new/different? The “promote” option I disliked a lot is gone, characters can’t be named anymore and character cards actually bump up… characters. No longer are those spammed endlessly and all their XP goes into nothingness. Even XP earned by level 20 characters isn’t outright deleted, by pushing up general stats like fast shield recharge, which apply to several characters. Those are really good changes.

tl;dr I wonder if they intended to sort of redo Mass Effect 1, or if it was some accident. Mass Effect 1, in all of its wonky and sluggish glory, sure had its faults, but it also had a soul and suggested vast potential. It made people dream. That’s why many people, including myself, liked it. Mass Effect: Andromeda might merely be reminiscent of Mass Effect 1’s soul than offer one of its own, but I’ll take it (it’s the JJ Abrams age [flashier than the original in some regards, but adds overall nothing new which happens to somehow cheapen the experience, at least for some] after all). Was probably an accident. :P A lucky one.

And now, my dear 0 to 1 readers, please enjoy my unedited (I promise), just typed down, full text:

I’ve read several good/true articles about Mass Effect: Andromeda, but they still seemed to not fully realize the one, most glaring and obvious thing about this game: EA remade Mass Effect 1. Mass Effect: Andromeda is to Mass Effect 1, what Star Wars: Episode VII is to Star Wars: Episode IV. It’s a soft reboot. The Normandy is now called Tempest, the Citadel is now the Nexus (honestly, running around in the huge Nexus and Ark segments could not possible feel more like the Citadel from ME1, they even have these tram sequences which fill in for the elevator rides :D) and the Mako is now the Nomad. These things barely look different. It’s a different take to the degree, that it seems perfectly plausible, that only different drafts were used, from art which was created back then for Mass Effect 1.

The elements Mass Effect 1 is remembered by the most, are a ton of wonky bits and pieces such as the inventory (you had to clear it out a lot and it needed way too much micromanaging) and especially the Mako drive sections on whatever planet. Those are, let’s say: unforgettable. :D Lots of people still (myself included) loved the game for its potential, even if it was never fully realized.

Mass Effect: Andromeda is seriously the 2017 version of that, in a more sluggish engine (this game suffers from not sticking to Unreal, shame on EA). :D
And yes, I think this is such a nice thing to say about a game which tried so hard to be nothing more than a skin for Dragon Age: Inquisition. I was so seriously let down and disappointed by DAI, it’s painful. I never really regretted buying a game before. But then why isn’t MEA as bad and as frustratingly disappointing? The reason for that is gameplay. In DAI the whole gameplay consisted out of holding one button down when there was a fight (because of the ranged attacks of my mage I was at least spared to awkwardly run around, this one button down-holding is even worse with a melee fighter) and waiting for it to finally end (Atari 2600 era games were more exciting to play) and picking Elfroot between fights. This too is the nicest way in which I can still describe Dragon Age: Inquisition. :P All the awesome lore was wasted on this one.

Mass Effect: Andromeda on the other hand at least has solid gunplay, which next to everyone should like, who is into third person shooters generally (I like this concept). It is also heavily supported by interesting abilities which are actually fun to use. While the biotic charge (easily my favorite ability from Mass Effect) sadly feels different here than it did in Mass Effect 3, it’s still awesome to flash through an encounter like this. I can’t even think of a game in this genre, which offers the same. This fact, of gameplay that is actually fun, also includes the driving around. Again, in Dragon Age: Inquisition the mounts were total crap, because they were only slightly faster than being on foot and it also canceled out all the party banter – the only thing that made walking around for hours (to pick Elfroot) barely tolerable. The Mako, uh – NOMAD on the other hand is a lot faster than walking and has some options like jump jets. Again, FUN. The Nomad also doesn’t forbid party banter. Come to think of it, the Mako back in 2007 didn’t either! How did they manage to forget this lesson for DAI?

The freedom of movement has never been better in a Mass Effect game. The character now supports quick, actually helpful, dashes and the jump jet is a lot of fun. It’s also so appropriate for this setting.
So even if there are a lot of insulting faces and facial animations, bugs (too bad EA couldn’t afford another 3 months of beta testing), badly optimized engine, too much MMO-esque collecting shit […] at least the game in between is actual fun to play. Something they had completely forgotten to implement in DAI.

It also tremendously helps to imagine, that these zones are closer to what they originally wanted to build, when they could only do these barren landscapes in Mass Effect 1, planets which only differed by having different colors (well mostly). On most of these (side-) planets in ME1, you couldn’t do much more than pick up the same 2 things (Tali had to open all of these damn probes :P), it helps remembering how it was back then, when one is about to complain here.

Still, I guess now it’s time to talk about the main bad guy here, the root of all evil, the mother of mediocrity. And that is, to the surprise of no one, “open-world”. Unless you happen to be CD Projekt RED (or maybe Rocksteady before Arkham Knight), open-world is almost generally the cause for an unmissable decline in overall quality of content. It might be a good idea for some games like GTA, but in general you have either quantity or quality. The fact that “every” dev now tries to shove an “open-world” into their game, whether it makes sense or not, prevents many of these games to be anywhere near as good as they might have been otherwise (I’m skipping the debate here, if these several different zones even qualify as open-world or what brand of open-world those are then).

If I would have been the game director on MEA, I probably would have cut 50% of its content (although MEA entirely lacks actual places/cities like Novigrad in Witcher 3! Why not build something astonishing like that?!?). I’m not even kidding – I don’t like obvious padding. I meant hate. Mass Effect 2 was criticized too (by some), for abandoning some of the ideas of Mass Effect 1, but they were only being realistic, about what they were able to do and what not. As a result, we might have gotten a game that might have felt smaller in scope, but at least their focus made the content we did get pretty good. To me, Mass Effect 2 was their Empire Strikes Back. Best characters in the whole series and there were actual stakes, since everyone (including Shepard) could die. We are not seeing anything like that anymore.

It’s not just that squad mates in MEA can’t even leave you and it doesn’t matter what you say to them, they also recruit themselves. That is so weird. They just show up and declare themselves crew, without giving the player any options. Mass Effect 1 could be played from start to finish without even recruiting some of the people! The mere existence of that option is awesome. This must also be the sole thing DAI did actually better than MEA, because at least there you can send several of your potential companions to hell. Wouldn’t it be interesting for the pathfinder to end up alone, if the player messes things up or simply wants it that way? Yes, so we obviously can’t have that!

MEA isn’t exactly as buggy as some describe it, I had maybe 2 (minor) quests which were outright broken and couldn’t be properly completed. It’s more about the general unpolished feeling of… almost everything. It’s a very clear case of a game which would have needed a beta of at least another 3 months, easily. The craziest thing that happened to me during gameplay, was when I was driving up a mountain with the Nomad, while also using the booster. Suddenly I was just standing there on foot with my companions and the Nomad was gone. It was so bizarre. Thankfully there is fast travel in this game. I would have died out there in this desert on foot otherwise.

What actually drags the whole game noticeably down, is how sluggish gameplay feels overall (Andromeda shouldn’t have shipped like this). Other than what some videos might want people to believe, MEA isn’t that much of a major bug infestation as many other games. This game is far from Arkham Knight for example. And yet, there is constantly something happening, usually minor, that reminds you that they could have done much more QA on this game. Or should have. Even if they would have done 3 more months of beta instead of releasing, they would have had their hands full. That much is painfully obvious. What’s aggravating, is that Mass Effect would have sold 3 months from now too, just with much nicer reviews/reception. There is such a long list of glaring glitches in this game, I don’t even want to type it down anymore. It’s 10+ things everyone will encounter who plays this for just a few hours. I wanted to type it down, but I can’t now. I didn’t even try to make screenshots of the problems in this game, and yet I accidentally captured a lot of them, simply because this doesn’t need any kind of special bug hunting.

The real tragedy here is what I call by now “the BioWare problem”, because they are known for hardly fixing anything, which means if a game releases in a bad shape, this is basically how it’s going to stay. Some other companies do a “Director’s Cut” of their games a year later and MEA is a prime example of a game which could desperately need that. But none of that is going to happen ever, instead the game ends with announcing the next DLC – they are going to sell for more money.
Quarians, which are usually a fan favorite, are very prominently absent from this game, but just before the campaign ends, you receive a transmission from their ark, which is really nothing but a very thinly veiled announcement of the Quarian ark DLC. Which will probably cost at least another 15 bucks. If not 20.

A few more things about the potentially strongest part of the game, the combat: Adding the jump jet was a great idea, no doubt. It’s an ideal fit for such an action game, although it makes it harder to overlook, that outside of combat, e.g. during running around on the Nexus, walking can be a little bit like walking in water – I wish controls would be faster, more responsive; even ME3 was more slick in this regard.

The various powers/abilities alongside the now trusty guns make it a lot of fun to fight all the various enemies. The guns are still the same ones which were introduced as early as in Mass Effect 2 in 2010. That’s not a negative for me, since I like them (the weapons are also the sole noteworthy “loot” in the game, there is nothing else unique/of interest to find). It’s kinda cool to come back to them and have something familiar wait for you. The various weapons, which were really fleshed out in Mass Effect 3 were always a strong point for the game. It’s about guns and conversations after all. Especially in ME3 all guns had these distinct features of sound and behavior, not just their looks to make them memorable. Of course they also added a lot of new weapons, although those haven’t gripped me as much. A few weapons out of the ME3 arsenal seem to be missing now, sadly. I immediately noticed that the M-12 Locust seems to be gone, which disappointed me, it was a favorite weapon of mine in ME2. For some crazy reason they nerfed it in ME3 into an almost useless state (which also contradicted the ME2 lore, that it was this super-powerful weapon and therefore rare collector’s item) – at least as far as the MP was concerned.

Another very weird choice/bad call was made, when they removed the SMG category in MEA. Yeah – SMGs are now “pistols”. That’s… why? I don’t get it. Of all the things they could have cut, this is what they chose? Maybe that’s part of why some weapons like the Locust vanished, since they are so clearly not pistols. As fun as the combat mostly is, I couldn’t help but notice, that guns usually don’t “feel” powerful, because they do not have any effect on enemies, except have the game subtract the damage values if you hit them correctly. Sounds exciting, doesn’t it? In ME3 there were ragdoll effects going on left and right and heads were ripped off almost constantly. Did they save money on animations? Is this a ratings thing? Na, saving money sounds more likely. :D

But speaking of animations, one of the things I loved about ME3MP, was that all the various characters had their very own dodge animations. Didn’t matter if you played as an Asari, a Vorcha or a Human. All of them had their own lore-friendly animations. That was great! In the multiplayer of MEA however, all characters seem to have (obviously I haven’t unlocked all of them yet) the identical jump jet-dodge. Sad! It cut out a lot of flavor. Speaking of MP. Something feels a little bit off in comparison to ME3MP. It really shouldn’t, since it is an almost direct copy of it. There were hardly any changes made. The jump jet is welcome here as well, although it is surprisingly not as necessary as it is in the single player, since there are not really any obstacles to overcome. In MP it’s purely there for fun. The best new addition to MP however is, that you can now mute these bastards, who hear loud music while playing and don’t close their mikes. Or who do even worse things like singing or screaming suddenly. Once I had a guy fight with his girlfriend while he was playing ME3MP. Also, a lot of people were on the phone during their sessions. It’s inconceivable how crazy some people are. Finally I don’t have to rip my headset off any longer and play in total silence just to protect my sanity. :P

So what’s left to say? I liked how quests often used all gameplay elements the game has to offer. Driving, shooting, scanning and the galaxy map. I even kind of liked the Space-Sudoku, at least there’s something besides shooting and walking/driving (I’m the one person on the planet who didn’t hate the minigames in ME2 for the same reason). Some quests contain following a trail on the galaxy map and are ended by landing somewhere and fight it out there. That’s great, to tie it all together like that. As far as I’m concerned, I would have loved it if they would have gone much farther with that. I would have liked one or two missions in which you would have to sneak in somewhere, for example. Or maybe even just as an alternative, with different rewards then.
What they didn’t do with the galaxy map, is the starting of new quests. Back in ME1 it was possible to find new quests like this, by scanning something. All the MEA galaxy map ever does, is to offer resources or XP. All quests are given/started on the Nexus or one of the 5 zones. Meaning, you’ll never find anything interesting while scanning whatever star system which doesn’t have already an open quest or a planet to land on. All that’s going to happen, is sitting through the beautiful and super-long planet to planet flight animations. Each time.

The main story is just kinda there, it’s not really endearing besides offering more interesting levels to play through (and have your squad mates say contextual things – the best story mission in the game is probably Liam Kosta’s loyalty mission because it’s FUN). The story is basically, a bad guy shows up and then you kill him, that’s it (he isn’t even scanned, although I’m sure I scanned everything else in the game :P). If you think you could subsume every story like that, you are not as right as you like to believe, because in this scenario, that’s actually it. There are countless Star Trek episodes with a deeper and more thought-provoking plot. I don’t know why they couldn’t just steal something (they usually don’t have any problems with that). There are so many solid sci-fi stories out there. The story isn’t emotional either, which would be one method to make even a mediocre story memorable, or at least more enjoyable at the time. It doesn’t help that, even here, they couldn’t stop themselves from making the PC a special messiah/savior again. It’s always unnecessary, but especially so in a setting like this. The pathfinder is just a glorified scout essentially, that’s seriously it and yet everyone acts like they just met god. It’s crazy and off-putting. Why is BioWare even doing this? Do they believe that all their players are narcissists or people with very low self-esteem who are desperately looking for something like this? It does not compute.

The most intriguing story piece for me was, that the Andromeda Initiative was secretly funded by a mysterious benefactor and that Jien Garson was actually murdered and not killed in an accident – which means it was probably somehow tied to the former. Of course all of this is completely dropped and never resolved. So maybe this is just another hook for a future paid-DLC like the Quarians (I hope they burn in hell if it is), or it’s just a red herring. Either way, it’s a serious letdown. Making the whole game/story about finding out what the true purpose of the Andromeda Initiative was, would have been so much more thrilling already, than anything in the story we’ve gotten instead. You could even have revealed that the bad guy was the benefactor and he only founded the Andromeda Initiative to have his victims come to him willingly, that this was his technique to get a hold of new test subjects. Nobody would have missed people then, because officially they wouldn’t have gone missing like people who were kidnapped outright, it could have been presented as a slightly smart plan. That would have been such a cool twist and it also would have helped to make the bad guy more relevant instead of being little more than a placeholder for the circumstance that there “has to be” some villain (they even have a Darth Maul in this game, the main-villain has a sidekick named “the sword” who has zero lines in the game and only shows up to be killed – silently). 5 years for this non-plot…

Before I forget it, I have scanned every single star system/planet in Helios and yet it only says 96% at the very end (all the individual systems show 100%). I wonder why that is. Does this mean the final 4% can only be completed by buying additional DLC?

btw: If anyone found it a little odd, that every single Batman villain was always in the same part of town Batman was in in the Arkham games, will really love that “every relative of every character” from the Mass Effect series mysteriously joined the Andromeda Initiative so they could be encountered by the pathfinder in Andromeda. :P Conrad Verner’s sister, Zaeed Massani’s son…

PS: Fighting the architects was much more fun than fighting the dragons in DAI, although it’s obviously the exact same thing. It’s not forbidden to be brave, to be original, to do fresh and maybe even exciting new things you know. No idea why I just said that. :)

PPS: The squad mates are nothing to write home about. You could mention them on a blog somewhere, if you must. I guess. Although Cora (probably the most normal-looking face in the game), Peebee/Not-Sera and Drack/Not-Wrex were a lot more likeable than people were lead to believe initially. It’s a little bit jarring though, that they have people like Natalie Dormer in the game and gave them hardly anything profound to say. The Ryders sound a little bit generic to me, no memorable voices who stand out the way Mark Meer and Jennifer Hale did.

Speaking of the Ryders, both male and female Ryder always exist in the game, they probably stole… took inspiration for this from Fallout 4, although it is done better here, since you can play the other one (you didn’t pick at the start) at some point. That was a nifty idea (the game could have needed so much more of), so congrats to who… WHOMever came up with it. :)

You know, if this wasn’t so much work, I’d do it right (OMG this is probably what BW said about the faces too :D). :P So a short one will have to do.

So as we all know, Mass Effect came out in 2007. So there are pretty much 10 years between this game and Andromeda.

Without further ado, faces from Andromeda 2017:

Now a random screenshot from Mass Effect 2007:

Do I need to comment on this? Do I seriously even need to comment on this? FUCK ME.

Now below an Asari from 2017, please compare her with the Asari from 2007 in the pic above:

WHAT HAPPENED??? Has anyone checked/compared the system requirements for Mass Effect 1 and those for Mass Effect: Andromeda?!? AHHHHHHHHH! Also: TEN YEARS.

Now a krogan from 2017:

And here good ol’ Wrex from 2007:

Seriously, is this some sort of prank?

Now let’s look at another game from 2007, The Witcher 1:


And here’s how that looked 8 years after part 1 in 2015 in The Witcher 3:

Also, please note, that The Witcher 3 has lower hardware requirements than Mass Effect: Andromeda needs to pull this off.

What the hell happened here? The fuck? How is EA’s BioWare division getting away with this?!?

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