Mass Effect: Andromeda

my conclusion on the game, it is a fine and solid game, but nothing phenomenal. The great story telling was done in original mass effect series. They botched up the ending so bad that they just wanted to discard that entire universe and instead start fresh in a new one. The game itself was too long. Maybe that is my fault because I completed most everything except for the additional tasks bullshit. crafting really felt pointless. end results, I had 5k 7k & 7k intel. same thing with money. Lots of other shit. Maybe that stuff would be different if I was playing insanity.
 
The crafting is definitely not pointless. You can build better weapons than you can find. The differences can be huge.
 
One comment on the AI: difficulty matters. Cranked to Insanity, the AI gets to you more; if you don't want to play the game at that level in single-player, get a multiplayer character up to 20 and try the Gold Apex missions, where the enemies behave similarly to those in Insanity.
 
Kallo: I liked him, I thought he was interesting as were his dynamics with other members of the crew.

Only thing I didn't like about him is how the game handled his issue with Gil. There was no middle ground. Either don't modify the ship to respect dead people out of nostalgia, or make many hazardous modifications without first informing the pilot. Not a problem with the character, but how the game handled it. Otherwise I thought he was one of the best characters in the game.

But agreed with Cora. Most of what comes out of her mouth is cringe worthy. She comes off as one of those people who wish they were Japanese, believing they have the most superior culture / tastes / whatever. Hey loyalty mission had an excessive amount of laughable lines. "You're a huntress, breathe blah blah".
 
Only thing I didn't like about him is how the game handled his issue with Gil. There was no middle ground. Either don't modify the ship to respect dead people out of nostalgia, or make many hazardous modifications without first informing the pilot. Not a problem with the character, but how the game handled it. Otherwise I thought he was one of the best characters in the game.

But agreed with Cora. Most of what comes out of her mouth is cringe worthy. She comes off as one of those people who wish they were Japanese, believing they have the most superior culture / tastes / whatever. Hey loyalty mission had an excessive amount of laughable lines. "You're a huntress, breathe blah blah".

Her facial animations are quite possibly the worst of all the squad / ship mates in the game. She looked like the Johnny Cab robot from Total Recall in most of her scenes.
 
Jaal is like that because that is how his species is. If you're going to claim I am nitpicking for the overall story being underwhelming or mentioning how whiny the Patherfinder / crew are initially, then I'll nitpick your nitpicks. :p
I actually wanted to add that all Angara are like that. Sadly that doesn't make Jaal a more likeable character.

Though I mostly agree with what you said. I didn't find the characters to be that bad. ME2 had a host of horrid characters (Jack, ect.) and some that were okay but so pointless (Thane). Peebe is annoying but that is her personality. Doesn't make her a bad character though. Gil didn't come off as a flamboyant gay, but my Ryder was female and he made plenty of advances. There was that awkward gay guy on the Nexus asking about Gil; he seemed to be there just to plug a gay person into the story.
I don't mean bad, I mean I don't like them. There were those kinds of characters in previous games as well, but not to the point that everyone gets on my nerves. Jack actually becomes better for ME3. And the characters I didn't particularly like didn't outright annoy me, but here they do. Their attitude, and their comments do. Except for maybe Vetra and Drack, those two seem to be the most reasonable. I don't think Vetra is a bad character I just don't trust her. :D
I agree with point 14. Oddly, ME1's exploration was better. The Thresher Maws and some other unexpected things that I don't recall. ME:A had pretty vistas. But I found Voled to be bare and the second half of Eeos to be barren and pointless. Even on the other planets, you found nothing interesting. Just empty space and enemy camps. Even the terrian itself did not change much when it came to traversing. Also, respawning enemy camps. It was just like Far Cry 2. That one enemy camp on Kadara right next to the spawn point - it is always refilled with two fighting groups each time you get there. And the same damn drop ship keeps landing at the same time.
About the only unexpected find in Andromeda were the stoned drug dealers on Kadara, I wanted more of that type of unexpected stuff.

Tempest wise I agree to a point. I though Ryders room was too big and there was not enough bunks (but you do take on extra crew not anticipated - but still, not designed for excess capacity?). Aside from that, I thought it was fine. Lack of fire power was odd, but it was an exploration ship first and foremost.
Yes I'm nitpicking, I was fine with the ship while playing, but if someone comes out of the woodwork and claims it's better than the Normandy I'll scrutinize it over every flaw or oddity in the design, to show how far is that from the truth. The Normandy was a very functional believable ship, the tempest feels like an indulgence of some designer with very little practical thought.

Also going to agree with the conversations. Very few "paragon / renegade" actions to. Maybe 3-4 in the entire game? To top it off, the conversations just seem a bit more odd or scripted. Ryder asks a lot, but you just dart from question to question, often with simple responses. The conversations just seem to lack a natural flow. The other games had it to a point, but there are always interactions which are Q/A based. But ME:A seems to fall back onto that style when it isn't necessary with more frequency.
In ME:A I almost always walked away with a feeling of emptiness or even disappointment after conversations. And I think the main reason for that is because I choose the wrong response in many cases. But that's because there is no way in hell to know which is the appropriate response. In previous games you had positive attitude, negative attitude, or renegade / paragon if available or neutral / more info investigation.
Here you have four choices with no way to guess which one will be appropriate for each situation. The quest on Aya where you need to convince people to move to the nexus highlights exactly the problem with this system. Each of them takes a different attitude to convince but there is no way to tell which one is it. So it is a lottery.
 
We are going to have to agree to disagree here. I was able to determine the tone of the choice I was making from the text on that choice. I also liked the more ambiguous morality of the game. It's not as polarizing an experience as the variations can be more subtle. Now, I do think this could be improved on by giving us more choices that were clearly in line with Renegade / Paragon dynamics in their extreme opposition, but ultimately I was pretty satisfied with what we got. I realize that I seem to be in the minority on this one. So many people were unable to discern the tone or nature of the responses based on their selections. I simply didn't have that problem.
I didn't feel the character was representing my morality trough his words. I make a choice and something comes out of his mouth, that is completely hit and miss. About two thirds of the time it was a miss for me. I could discern the tone of the response. The problem is that there is absolutely no telling which character will react better to what kind of sentiment. And they're even flip flopping. Sometimes you can get trough to a character with humour, then next time the same character expects you to be dead serious.
I agree with you here, though I'll say I liked the crafting system minus some issues with the menus. The character creator is a pain in the ass to work with. I realize you can make good looking characters out of it but its way harder to do than it should be. The presets are all awful as well.
I think the preset / baseline faces were terrible in all previous games as well. And the character creator wasn't easier to work with either. Many cases I made a character in ME1 or ME2, that I liked in the creator that ended up looking goofy in game due to the difference in lighting or perspective. The only real difference is that here you lock in some things with selecting the baseline that were changeable previously. If they fix that one thing in a patch this will basically be on par with the rest.
Vetra: She's not a ruthless merc. I'm not sure where you get that. Ultimately, I thought she was a DietFemGarrus at first but she turned out to be more than that. Now, she's not as interesting as some other characters but I think a good base is there. She's probably better developed than Garrus was in his first appearance.
I get that from the banter she has with Drack. Every time they seemed to be moving in the same circles, and keeping the same company. And Drack was a merc, but from a Krogan that's you expect, and he has the attitude to back it up. But Vetra just acts to selflessly and speaks too nicely to be in that same company. There is a duality there that I cannot reconcile.
Here is where I disagree with you, and the author of that opinion piece. There is a story here but we can't evaluate it as a whole because we don't have all the parts for it. Sadly, we may never have them all if BioWare/EA shelve the franchise. The story was better than ME3's and arguably ME2's. That said, presentation and characters made those earlier games what they were and this game is lacking in those areas comparatively.
But I cannot judge the story that is yet to be told. From what we seen so far I'm not that impressed. The story of ME1 felt much more involving, with multiple factions doing their things, here everything seems to stand still and ryder is the only one throwing stones in the puddle. In ME1 you are reacting to the actions of others and new discoveries. Here everyone else is reacting to you. Everyone is waiting for you to do something to react to that. But even the reactions are just words most of the time. As if you're in an universe where everything is in a gridlock until you show up.

I disagree. The combat is generally better and more variable for the player. The cover system is more intuitive and less intrusive. I will agree with you in that the AI isn't better, but it does do certain things such as flanking better.
The only thing that makes it variable is more open spaces. But that immediately shows a big problem with the AI as they can't handle large spaces, they freeze, like they have a range if you're outside that range they don't know what to do.
The cover system is crap. It's a guesswork Will I be able to use this object as cover, or the cover system won't trigger with it? And if not, FUCK Run TO THE NEXT POSSIBLE COVER.
I'd argue that all the AI tries to do is flank you, and nothing else. At the first big firefight on habitat 7 when they attack you from dropships. My first gut reaction was to run behind them, and they didn't even react to me, I could pick them off from behind, maybe one or two turned at the end after I massacred most the others.
At first I thought it was intentional that they didn't perceive me as a threat. But I realized it was just crap AI not reacting when I did the unexpected.
 
I think the preset / baseline faces were terrible in all previous games as well. And the character creator wasn't easier to work with either. Many cases I made a character in ME1 or ME2, that I liked in the creator that ended up looking goofy in game due to the difference in lighting or perspective. The only real difference is that here you lock in some things with selecting the baseline that were changeable previously. If they fix that one thing in a patch this will basically be on par with the rest.

The problem with earlier Mass Effect games is that the customized faces aren't the same quality as the default faces.

I get that from the banter she has with Drack. Every time they seemed to be moving in the same circles, and keeping the same company. And Drack was a merc, but from a Krogan that's you expect, and he has the attitude to back it up. But Vetra just acts to selflessly and speaks too nicely to be in that same company. There is a duality there that I cannot reconcile.

I never got the impression she was ever trying to be a ruthless merc. She's certainly done the work, but I've always had the impression she did it to survive. Her conversations with Sid lead me to believe that she regrets those actions, but doesn't apologize for them due to the circumstances that forced her into them. I've had no trouble reconciling her behavior.

But I cannot judge the story that is yet to be told. From what we seen so far I'm not that impressed. The story of ME1 felt much more involving, with multiple factions doing their things, here everything seems to stand still and ryder is the only one throwing stones in the puddle. In ME1 you are reacting to the actions of others and new discoveries. Here everyone else is reacting to you. Everyone is waiting for you to do something to react to that. But even the reactions are just words most of the time. As if you're in an universe where everything is in a gridlock until you show up.

I'm not saying you should judge the story by more than what's presented here. However, you have to keep in mind that what we have is incomplete by design. I've got no qualms agreeing with you that ME1 was handled better in this regard but Andromeda has a decent story. It suffers from some pacing issues, which aren't entirely the fault of the story, but rather the open world format of the game.

The only thing that makes it variable is more open spaces. But that immediately shows a big problem with the AI as they can't handle large spaces, they freeze, like they have a range if you're outside that range they don't know what to do.

I couldn't disagree more. You do have to be the variable in how you approach the combat or a given set of enemies. I will agree the AI is underwhelming, but again you need to alter the difficulty or it's just bad.

The cover system is crap. It's a guesswork Will I be able to use this object as cover, or the cover system won't trigger with it? And if not, FUCK Run TO THE NEXT POSSIBLE COVER.

The cover works fine for me. I don't understand why people are complaining about it unless they are playing on consoles or with a controller.

I'd argue that all the AI tries to do is flank you, and nothing else. At the first big firefight on habitat 7 when they attack you from dropships. My first gut reaction was to run behind them, and they didn't even react to me, I could pick them off from behind, maybe one or two turned at the end after I massacred most the others.
At first I thought it was intentional that they didn't perceive me as a threat. But I realized it was just crap AI not reacting when I did the unexpected.

Again, the AI is bad at times. No argument there.
 
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It suffers from some pacing issues, which aren't entirely the fault of the story, but rather the open world format of the game.
I think pacing only affects the side quests. The pacing of the main story is no worse or better than ME1. The problem i see is that in ME1 things happen all around you that you react to. In Andromeda you're the prime mover of the entire story, nothing happens without you. At least nothing important.

I will agree the AI is underwhelming, but again you need to alter the difficulty or it's just bad.
Even on insanity the combat is nowhere near as rewarding as in ME2/ME3. It beats ME1, but that's no large feat, we all know that had clunky combat.
 
I think pacing only affects the side quests. The pacing of the main story is no worse or better than ME1. The problem i see is that in ME1 things happen all around you that you react to. In Andromeda you're the prime mover of the entire story, nothing happens without you. At least nothing important.


Even on insanity the combat is nowhere near as rewarding as in ME2/ME3. It beats ME1, but that's no large feat, we all know that had clunky combat.

Fuck, really? I get my ass beat on hardcore, lmao.
 
Fuck, really? I get my ass beat on hardcore, lmao.
Well the enemies are bullet sponges, but all you need is consistency to take them down. I think ME2/ME3 was much more challenging on insanity, and it still wasn't boring. Here it takes 15 minutes to kill a fiend, unless you use the biotic pull/throw explosive object combo, which one hit drops them.
 
I alluded to the difference between original trilogy difficulty and Andromeda difficulty before, but it's essentially this: in the original trilogy, difficulty typically meant adding protection (armor, shields, barrier) to everything, while in Andromeda, whatever a unit has is buffed.

This actually had a bit of an adverse effect in the original trilogy- because any protection inhibits biotics, biotics became far less useful such to the point that tech and soldier abilities were greatly emphasized as they were needed to strip protection, and this changed both the viability of various classes that Shepard could be, but also which companions could/should be taken, significantly limiting narrative freedom.

At least in Andromeda, they don't take this route, so basic enemies in Insanity are just as vulnerable to biotics as they are on normal!
 
Gonna pick this up on sale once I've completed my current single player game (Deux Ex Mankind Divided). Hoping a lot of the awful day 1 bugs have been fixed by now? I'm a huge Mass Effect series fan, some of my favourite games ever, but I passed on ME:A launch due to being busy and hearing of all the bugs.
 
Gonna pick this up on sale once I've completed my current single player game (Deux Ex Mankind Divided). Hoping a lot of the awful day 1 bugs have been fixed by now? I'm a huge Mass Effect series fan, some of my favourite games ever, but I passed on ME:A launch due to being busy and hearing of all the bugs.
Every patch they fix 1 bug and introduce 2 more.
 
lol, still waiting to pull the trigger on this game. i coudln't force myself to finish DA:I, feel like i'd be the same on this even though i loved all the previous ME and DA games
 
So I kinda cheated and looked up the best biotic build. Lance + Charge + Annihilation. So OP but so much fun.
 
I keep meaning to try charge + annihilation, is the lance just for an extra attack?
 
So I kinda cheated and looked up the best biotic build. Lance + Charge + Annihilation. So OP but so much fun.
I thought Charge and Annihilation didn't synergize. Or is that just in multiplayer? The issue is Annihilation's effect deactivates when a Charge initiates and doesn't reactivate until after Charge's impact, so you get no detonation. Unless you just use Charge to close distance.
 
I thought Charge and Annihilation didn't synergize. Or is that just in multiplayer? The issue is Annihilation's effect deactivates when a Charge initiates and doesn't reactivate until after Charge's impact, so you get no detonation. Unless you just use Charge to close distance.

Charge is to get in range for annihilation + lance combo. Plus I think it recharges shields so you can spam Lance.
 
Charge is to get in range for annihilation + lance combo. Plus I think it recharges shields so you can spam Lance.
True. Charge gives back 50% shielding by default. One of the evolutions (6b, I think?) increases that to 100%.
 
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I love that you can reset skill points anytime and just try something different. I could go tech build mid game if I get bored of biotics.
 
I choose biotics and started with charge but no lance. It was rough at first (playing on hardcore) but now that I've got some more unlocks I'm wrecking things. That said, due to teammates being complete idiots and multi-stack-insta spawns of enemies in certain parts, I can die from time to time doing those charges. Rotating between Charge + Shotgun + Melee, annihilation hurts my recharge too much atm but another level or two and I'll be good.

---

One thing that bothers me with this games, like many sci fi games, COMPLETELY NEW ALIEN GALAXY ... and everything is a humanoid biped ... that knows not only english but also complex analogies and euphemisms ... shares common concepts of trust/greed/etc ... and all the planets barely have any variety/creativity in flora/fauna. Hell there are several species that exist on different planets that are in different solar systems all together! AND I can't even get a good scan on whats out there... but I can scan bedsheets to find out about cumstains....
 
One thing that bothers me with this games, like many sci fi games, COMPLETELY NEW ALIEN GALAXY ... and everything is a humanoid biped ... that knows not only english but also complex analogies and euphemisms ... shares common concepts of trust/greed/etc ... and all the planets barely have any variety/creativity in flora/fauna. Hell there are several species that exist on different planets that are in different solar systems all together! AND I can't even get a good scan on whats out there... but I can scan bedsheets to find out about cumstains....

Though it's most likely tied into lazyish writing, note that there are only two humanoid races here: the Angara, who were created, and the Kett, who invaded, and that this isn't really a new 'galaxy' as much as it's a new cluster. As in, we saw more diversity in sentient beings in the original trilogy, but we also saw examples from an entire galaxy due to the availability of mass effect relays. Those aren't available in Andromeda.

Could the Kett or Angara been non-humanoid? Sure! But would that have made much sense? How would the story have worked if the Angara and/or Kett weren't humanoid, and the Kett still did their genetic reprogramming thing? To me, trying to make that all work sounds like more of a distraction.
 
If I remember right, there was dialogue about a translator at some point so I would assume that the Angaran aren't really speaking English but the there's an automatic translator for everyone's benefit.
 
If I remember right, there was dialogue about a translator at some point so I would assume that the Angaran aren't really speaking English but the there's an automatic translator for everyone's benefit.
There is a whole subplot where you need to collect more Kett voice and text samples for the translator to create full translations of their language. First you can only understand a few words then as you collect more recordings from kett consoles you get more complete translations.
 
If I remember right, there was dialogue about a translator at some point so I would assume that the Angaran aren't really speaking English but the there's an automatic translator for everyone's benefit.
I just imagine it's like Farscape, only SAM is providing the translation through your implant in this situation as it continues to learn through exposure.
 
New patch.

http://blog.bioware.com/2017/06/06/mass-effect-andromeda-patch-1-08-notes/

Copy paste here:

Improved Character Creator
We’ve expanded the options available in the character creator, giving you greater control over your Ryder’s appearance. Two new heads were added, one male and one female, as well as a new complexion option and a greater range of available skin tones. We also unlocked all hairstyles for both sexes, and added a new bald option.

For players wanting to adjust their look mid-game, we added the ability to change your character’s appearance onboard the Tempest.

And for fans of Alec Ryder’s iconic appearance, you can now choose to keep the default Alec, rather than having his appearance be based on your custom Ryder.

Expanded Male Romance Options for Scott Ryder
Scott Ryder can now pursue Jaal as a romance option. There are several important reasons for this change:

Scott Ryder did not have a same-sex squadmate available as a romance option, nor could the achievement for completing three romances be achieved with only male same-sex partners. And as the angara have expressed their fluidity in how they perceive gender, it seemed only natural that Scott could have a relationship with Jaal.

However, we understand that a character’s orientation is an important part of what makes them feel real. The relationships with your crew are some of the most loved and cherished parts of our games, so we wanted to make sure we got it right. We consulted with members of the LGBTQ community, both externally and within our own studios. After carefully considering all feedback, we decided this was an important change to make, and one that made sense for Jaal, Scott, and the angara.

Our writing, editing, and animation teams worked together to ensure this change made sense for Jaal’s character, and the result is a relationship we hope feels as fulfilling and memorable for Scott as it does for Sara.

You can find a full list of changes and improvements in the patch notes below. For notes in other languages, click here.

Single player
  • Ryder’s appearance can now be changed onboard the Tempest
  • Expanded the range of options available in the character creator
  • Jaal can now be romanced by Scott Ryder
  • Dialogue for Hainly Abrams was adjusted to change the flow of personal information she discusses with Ryder.
  • Fixed issue with Nomad upgrades Shield Crafting quest
  • Nexus level and cryo pod points are retroactively granted
  • Vendors now carry weapon mods for Level 60-71 players
  • Vendors now sell weapon augmentations for automatic fire, burst fire, and single-shot fire
  • Improved clarity of descriptions for augmentations
  • Plasma Charge system now works properly for shotguns
  • Beam Emitter augmentation now causes guns to fire a constant beam with scaling damage based on the weapon’s damage per second
  • [PC] Added experimental support for Dolby Vision technology
Multiplayer
  • Stealth Grid challenge now increments properly
  • Fiend no longer sprints when within 10 meters of target, and will decelerate to base speed
  • Enabled movement correction during Fiend attacks to reduce incidence of players seeing Fiends attacking in the wrong direction
  • Improved movement prediction for some enemies in tight spaces to reduce appearance of teleportation
  • Fixed issue that prevented melee attacks if the revive icon was near center screen
  • Fixed issue where ammo pick-up audio incorrectly played
  • Fixed issue where Backlash could malfunction while moving
  • Using Stealth and Recon Visor together no longer increases duration of invisibility for Turian Agent
  • Fixed issue where weight reduction modifications wouldn’t reduce weight
  • The Revive Pack Transmitter now displays the revive radius in the loadout screen
  • Equipping the Cobra RPG now interrupts reloading
  • Player turns to Adhi when getting synced to avoid teleportation issue
  • Fixed issue where enemies would occasionally enter T-pose when hit
  • Improved visual and audio cues for player ready status in Multiplayer lobbies
  • Added “Lights” option to customization options
 
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New patch.

http://blog.bioware.com/2017/06/06/mass-effect-andromeda-patch-1-08-notes/

Copy paste here:

Improved Character Creator
We’ve expanded the options available in the character creator, giving you greater control over your Ryder’s appearance. Two new heads were added, one male and one female, as well as a new complexion option and a greater range of available skin tones. We also unlocked all hairstyles for both sexes, and added a new bald option.

For players wanting to adjust their look mid-game, we added the ability to change your character’s appearance onboard the Tempest.

And for fans of Alec Ryder’s iconic appearance, you can now choose to keep the default Alec, rather than having his appearance be based on your custom Ryder.

Expanded Male Romance Options for Scott Ryder
Scott Ryder can now pursue Jaal as a romance option. There are several important reasons for this change:

Scott Ryder did not have a same-sex squadmate available as a romance option, nor could the achievement for completing three romances be achieved with only male same-sex partners. And as the angara have expressed their fluidity in how they perceive gender, it seemed only natural that Scott could have a relationship with Jaal.

However, we understand that a character’s orientation is an important part of what makes them feel real. The relationships with your crew are some of the most loved and cherished parts of our games, so we wanted to make sure we got it right. We consulted with members of the LGBTQ community, both externally and within our own studios. After carefully considering all feedback, we decided this was an important change to make, and one that made sense for Jaal, Scott, and the angara.

Our writing, editing, and animation teams worked together to ensure this change made sense for Jaal’s character, and the result is a relationship we hope feels as fulfilling and memorable for Scott as it does for Sara.

You can find a full list of changes and improvements in the patch notes below. For notes in other languages, click here.

Single player
  • Ryder’s appearance can now be changed onboard the Tempest
  • Expanded the range of options available in the character creator
  • Jaal can now be romanced by Scott Ryder
  • Dialogue for Hainly Abrams was adjusted to change the flow of personal information she discusses with Ryder.
  • Fixed issue with Nomad upgrades Shield Crafting quest
  • Nexus level and cryo pod points are retroactively granted
  • Vendors now carry weapon mods for Level 60-71 players
  • Vendors now sell weapon augmentations for automatic fire, burst fire, and single-shot fire
  • Improved clarity of descriptions for augmentations
  • Plasma Charge system now works properly for shotguns
  • Beam Emitter augmentation now causes guns to fire a constant beam with scaling damage based on the weapon’s damage per second
  • [PC] Added experimental support for Dolby Vision technology
Multiplayer
  • Stealth Grid challenge now increments properly
  • Fiend no longer sprints when within 10 meters of target, and will decelerate to base speed
  • Enabled movement correction during Fiend attacks to reduce incidence of players seeing Fiends attacking in the wrong direction
  • Improved movement prediction for some enemies in tight spaces to reduce appearance of teleportation
  • Fixed issue that prevented melee attacks if the revive icon was near center screen
  • Fixed issue where ammo pick-up audio incorrectly played
  • Fixed issue where Backlash could malfunction while moving
  • Using Stealth and Recon Visor together no longer increases duration of invisibility for Turian Agent
  • Fixed issue where weight reduction modifications wouldn’t reduce weight
  • The Revive Pack Transmitter now displays the revive radius in the loadout screen
  • Equipping the Cobra RPG now interrupts reloading
  • Player turns to Adhi when getting synced to avoid teleportation issue
  • Fixed issue where enemies would occasionally enter T-pose when hit
  • Improved visual and audio cues for player ready status in Multiplayer lobbies
  • Added “Lights” option to customization options
I was in the middle of posting this you :ninja:.

They bloviate about adding Jaal as a romance option for male Ryder for half the post :banghead:.

Replaced your blown up "TM" from the copy operation with a reasonably sized one in the quote ;).
 
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I've been holding off on playing this until Nvidia and MS finally fix HDR implementation for Win 10. Glad they're still adding additional functionality.
 
I'm wondering if the HDR fix will include the ability to tone down the washout effect when entering or leaving a structure. It's over the top a bit, and sometimes a real PITA during multi.
 
I'm not having issues with HDR. I stopped updating the NVIDIA drivers once they broke HDR with Mass Effect.
 
Kotaku: The Story Behind Mass Effect: Andromeda's Troubled Five-Year Development

In 2012, as work on Mass Effect 3 came to a close, a small group of top BioWare employees huddled to talk about the next entry in their epic sci-fi franchise. Their goal, they decided, was to make a game about exploration—one that would dig into the untapped potential of the first three games. Instead of visiting just a few planets, they said, what if you could explore hundreds?

Five years later, it’s hard to find anyone who’s happy with the results. Mass Effect: Andromeda, released in March 2017, disappointed even the biggest fans of BioWare’s longrunning series. The game was widely pilloried, with critics slamming its uneven writing, frequent bugs, and meme-worthy animations. The PS4 version of Andromeda has a 70% on Metacritic, lower than any BioWare game to date, including the ill-advised Sonic Chronicles

Almost immediately, fans asked how this happened. Why was Andromeda so much worse than its predecessors? How could the revered RPG studio release such an underwhelming game? And, even if the problems were a little exaggerated by the internet’s strange passion for hating BioWare, how could Andromeda ship with so many animation issues?...

http://kotaku.com/the-story-behind-mass-effect-andromedas-troubled-five-1795886428
 
Ew, kotaku I don't dare read it, is it cringy?

even if the problems were a little exaggerated by the internet’s strange passion for hating BioWare, .
Not a little but a lot, and FULL STOP end of story as far as I'm concerned.
 
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