Mass Effect Andromeda first impressions?

Recommended Videos

meiam

Elite Member
Dec 9, 2010
4,210
2,221
118
Watching a let's play, the base gameplay seems fluid and interesting, but the new skill system seems horribly hampered. Having only 3 active ability pretty much guarantee that you'll max out everything you want very quickly and the gameplay will just get repetitive from there on. Plus hybrid are weaker since specializing boost the strength of your ability, even if you spend the point in stuff you don't use. They even removed elemental bullet for some odd reason, this is like DA:I all over again where they severely limit the ability system.

The story feel like a dumb blockbuster summer movie, everyone is constantly surprised that there information is outdated (considering it's like 1200 years old, no surprised). You find alien and within minutes your just shooting them. Despite the fact that there's an entirely new galaxy to explore, they still felt like they had to introduced some old mystery and our character still had to be "the chosen one". Lots of retcon happening, nothing major but it's kinda annoying (if you wanna change so much, just make a new IP). Plus, how the hell are you on the same technology level than the people you meet? The Reaper have been reseting the galaxy for half a billions years, we should be way behind anything we meet.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
oRevanchisto said:
You've just described the ENTIRE first Act of Mass Effect 1, not character introductions. Garrus' introduction was him arguing with Executor Pallin about Saren getting away. Wrex was getting into an argument with Fists guards. Tali we aren't introduced to until the very end of the act. You get the point. Anything past that isn't the intro but further along the first Act. And, none of those intros were enough to gauge the characters of ME1 or immediately fall in love with them. We've seen nothing in the trial of Andromeda about our companions besides their bare bones intro. So you can't really complain or compare them to Mass Effect 1.
If what you're saying is correct, and in the first 3-10 hours of gameplay we only get 3 lines of dialogue from each of our companions - yeah, that's a fucking issue all by itself. You stated in the first hour. ALL of what I described can occur within an hour game time, less if you're actually good at the game.

And, again, cut down the talk from Garrus to just Executor Palin, and Wrex just to his interaction with C-Sec, you can still very easily gauge the characters as it establishes all of their themes and personallities there and then. They are simply reinforced and given some more depth afterwards.

So, whichever way you slice it, Anromeda is falling short by your criteria. Either its pacing is fucking ridiculous and you only get 3 lines of dialogue with a companion over 3-10 hours, or you get more and your defence is that a similar amount of time with the ME1 characters wasn't engaging either - which isn't true.
Again, haven't looked up anything to know how the character intros actually go, so I ain't judging them as of yet, but from how you've been defending them it doesn't look good.

major_chaos said:
I'm far more worried about the gaggles of smug assholes who "predicted" (by which I mean "guessed") that the game wasn't going to be great acting like bellends and shitting on anyone who dares enjoy it.
To be fair, in this case I think it is fair to say 'predicted'. Bioware has NOT been a good or great studio at any point in the last 8 years or so. They've had a long chain of fuck ups, from DA2, ME3, SWTOR, DA:I and for some even ME2. Their games are average at best, and awful at worst these days, so expecting them to make something brilliant seems... Backwards.

That said, anyone that does genuinely enjoy it - great, more power to you. Shouldn't be shitting on those who enjoy a game for enjoying it. I think a lot of people's issues still arise from the hostility of ME3 where the entire fanbase turned against itself, and a disdain for those who would love a shiny turd if Bioware put their name on it [I know someone like this, has a fucking Bioware tatoo and everything... Its kinda sad].

I ain't drawing any conclusions on it yet. Intial reaction is that it would be terrible, now I'm thinking it'd probably just be forgettable, C to B- level entertainment from what I've heard. Hopefully its better after the initial intro and turns out to be amazing, but I guess we'll see. I ain't holding my breath with Bioware though. More power to those who will love it, but I've got too many better games to play if it isn't actually that good.

Meiam said:
Watching a let's play, the base gameplay seems fluid and interesting, but the new skill system seems horribly hampered. Having only 3 active ability pretty much guarantee that you'll max out everything you want very quickly and the gameplay will just get repetitive from there on.
Weird as it sounds, this is actually an improvement on 2 and 3. In 2, you had a single 'active' ability since they were all on a shared cooldown. This meant that you'd have one great ability that you'd always use, and a bunch of nonsense abilities that would be fun to play with - but you never got to because you were too busy using your good ability.
3 was the same, but your good ability was also given a combo ability, giving you 2 abilities that were actually worth levelling up.
If we've moved up to 3 abilities, we're almost approaching ME1s 5-6 ability lineup, and might actually have competent casters again, whereas they were nerfed to near uselessness in 2, and received only a marginal buff in 3, thanks to damned armour types, and the fact that guns were by far the most effective way to take an enemy down.
 

wizzy555

New member
Oct 14, 2010
637
0
0
I don't watch much anime so a question: When Peebee knocks over the pathfinder isn't that the harem anime trope?
 

meiam

Elite Member
Dec 9, 2010
4,210
2,221
118
Joccaren said:
Weird as it sounds, this is actually an improvement on 2 and 3. In 2, you had a single 'active' ability since they were all on a shared cooldown. This meant that you'd have one great ability that you'd always use, and a bunch of nonsense abilities that would be fun to play with - but you never got to because you were too busy using your good ability.
3 was the same, but your good ability was also given a combo ability, giving you 2 abilities that were actually worth levelling up.
If we've moved up to 3 abilities, we're almost approaching ME1s 5-6 ability lineup, and might actually have competent casters again, whereas they were nerfed to near uselessness in 2, and received only a marginal buff in 3, thanks to damned armour types, and the fact that guns were by far the most effective way to take an enemy down.
Not really, you wouldn't always use the same ability in 2/3 at least not at higher difficulty. You generally had one or two bullet ability, so you either just activated that one at first or you would switch based on on the enemy armor type. Then you'd have ability that were only useful for for either shield (overload) or armor (incinerate), so constantly using the same one would be an awful idea. On top of that you had ability that could only be used on enemy stripped of armor/shield (cryo, lift, hacking). You'd have support ability (additional armor, summon bots, charge) and using those on CD made no sense. For example, playing as sentinel in ME2 involved using all your power, overload/warp for armor/shield, cryo/lift once there down to base health (usage differ depending on squadmate, ie if you had access to a warp for biotic combo) and tech armor once the old one was stripped off, plus warp ammo for additional ability to buff weapon. Right away comparing to the new system, you'd have to choose between overload/warp and cryo or lift. Sure once you made the choice you could use them all together, but ME3 weight system made it so you could bring your CD to around 1 second anyway, so if you wanted to play pure ability caster ME3 system was far more viable.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
Meiam said:
Not really, you wouldn't always use the same ability in 2/3 at least not at higher difficulty. You generally had one or two bullet ability, so you either just activated that one at first or you would switch based on on the enemy armor type. Then you'd have ability that were only useful for for either shield (overload) or armor (incinerate), so constantly using the same one would be an awful idea. On top of that you had ability that could only be used on enemy stripped of armor/shield (cryo, lift, hacking). You'd have support ability (additional armor, summon bots, charge) and using those on CD made no sense. For example, playing as sentinel in ME2 involved using all your power, overload/warp for armor/shield, cryo/lift once there down to base health (usage differ depending on squadmate, ie if you had access to a warp for biotic combo) and tech armor once the old one was stripped off, plus warp ammo for additional ability to buff weapon. Right away comparing to the new system, you'd have to choose between overload/warp and cryo or lift. Sure once you made the choice you could use them all together, but ME3 weight system made it so you could bring your CD to around 1 second anyway, so if you wanted to play pure ability caster ME3 system was far more viable.
I'll grant that's a way you COULD play, but hardly ever turned out like that. For a start, using abilities on enemies without armour or shields never happened. Once they were at that stage, they were already dead. A handful of shots from an SMG and they'd be down. Additionally, Incinerate was still damned useful against unarmoured foes, lighting them on fire and stunning them temporarily, making Cryo/Lift of questionable utility compared to an incinerate combo.

Otherwise...
Soldier; Always use bullet time. Seriously, the ability to double your bullet output, with guns being by far the most effective method of killing someone? Yeah, no time for anything else.
Adept; On higher difficulties? Warp, exclusively. Hell, warp was even useful against unarmoured enemies too, as it gave them a nice 1 second stagger that allowed you to land 2-3 headshots and instant kill them. All other abilities did not work while armour, shields, or barrier was up. Made them more than a little useless. Lower difficulties you could have more fun with singularity and the likes, but higher... Not a chance.
Vanguard; Charge all day long. Nothing else needed.
Engineer; Honestly, while you'll call your droid support, it was by far the best ability. It would float over to the enemy, knock them out of cover for 2-3 seconds, and allow you to land enough shots to down anything but a boss - and even then you weren't behind by much. You COULD incinerate or overload, but they dealt less DPS than your guns by far, especially with enemies ducking into cover. Could be occasionally useful as crowd control, but otherwise... Meh.
Infiltrator; Why use anything but cloak? Really, it was amazingly useful.
Sentinel; Armour was brilliant. Gave you the extra time out of cover to land several killing shots, and once it was gone most of your enemies ended up staggered - allowing you to either kill them all quickly, or run to cover if there were too many.

ME2s focus on guns kinda broke the utility of the caster classes, especially when 3/4s of your abilities didn't work until the enemy was essentially one shot from dead, even on the highest difficulties. Even then, there were only really two classes that could benefit from multiple ability usage for counter shields or counter armour/barrier - engineer and sentinel. When levelling up I never levelled two skills up evenly. It was always my primary skill to max, and then dump into secondary skills that I didn't really need.

ME3 was admittedly kind of broken thanks to its cooldown reduction. Continuous casting thanks to no cooldown did allow you to use any ability you wanted as the situation demanded, though the fact that a no cooldown option was required to make the system work is... Disheartening.

It could be that Andromeda has a greater need for use of powers than the previous games, but I guess we'll have to wait and see there. Most reviews put it as a decent but deeply flawed game ATM, so if I end up getting it its likely to be on sale. Maybe 3 powers is all you need at any point - which, honestly, fills your coverage of ME2 defence types; warp, overload, lift - maybe there's different mechanics entirely at play there. I don't know.
The loss of ammo powers is both a blessing and a curse though. If they're gone entirely, then yeah, that's pretty poor. If they're back to being weapon mods like in ME1, I'm not too fussed - I prefered the greater variety of ammo types, were they better balanced, and not needing to waste levels on what is really just an equipment system that doesn't make a lot of sense to be a character ability anyway.
 

CritialGaming

New member
Mar 25, 2015
2,170
0
0
So I played the intro section last night. The human facial animations are much better than the .gifs floating around make it seem. They aren't great, and I did encounter some weird ones, but they are gone so fast that I only saw them because I was looking for them. Also I haven't noticed outright shitty Voice acting. I'm not far into the game yet, so that might be meaningless thus far. But so far it might be much more passable than it seems.

We shall see. Gotta sink some time into it to get a good real impression.
 

bastardofmelbourne

New member
Dec 11, 2012
1,038
0
0
wizzy555 said:
I don't watch much anime so a question: When Peebee knocks over the pathfinder isn't that the harem anime trope?
Experts in the field call this a "Crash-Into Hello [http://tvtropes.org/pmwiki/pmwiki.php/Main/CrashIntoHello]", a distinct variant of the "Meet Cute [http://tvtropes.org/pmwiki/pmwiki.php/Main/MeetCute]" supertrope.
 

Gethsemani_v1legacy

New member
Oct 1, 2009
2,551
0
0
Joccaren said:
The loss of ammo powers is both a blessing and a curse though. If they're gone entirely, then yeah, that's pretty poor. If they're back to being weapon mods like in ME1, I'm not too fussed - I prefered the greater variety of ammo types, were they better balanced, and not needing to waste levels on what is really just an equipment system that doesn't make a lot of sense to be a character ability anyway.
They are not gone, they are consumables. You can pick up to 4 types of consumables to bring into the field (well, 2 initially and then another 2 once you buy/craft upgrades), consisting of shield/health boosters and ammo as far as I can tell. They last for a set number of reloads and then you have to spend another consumable to keep it going. As far as I can tell, the system is potentially neat but the initial set of only 2 consumables means you'll be limited to 1 ammo type and the shield booster, which is integral if you get caught in a bad spot.
 

Redryhno

New member
Jul 25, 2011
3,077
0
0
Gethsemani said:
Joccaren said:
The loss of ammo powers is both a blessing and a curse though. If they're gone entirely, then yeah, that's pretty poor. If they're back to being weapon mods like in ME1, I'm not too fussed - I prefered the greater variety of ammo types, were they better balanced, and not needing to waste levels on what is really just an equipment system that doesn't make a lot of sense to be a character ability anyway.
They are not gone, they are consumables. You can pick up to 4 types of consumables to bring into the field (well, 2 initially and then another 2 once you buy/craft upgrades), consisting of shield/health boosters and ammo as far as I can tell. They last for a set number of reloads and then you have to spend another consumable to keep it going. As far as I can tell, the system is potentially neat but the initial set of only 2 consumables means you'll be limited to 1 ammo type and the shield booster, which is integral if you get caught in a bad spot.
Problem is that the moment you make something like that a consumable is the moment it is never used again. Boosts in general are sorta a bad gameplay mechanic these days simply because you never know what's coming or when they might actually be useful as opposed to complete overkill.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
5,161
0
0
First impressions?

Facial animations bad. Story interesting, if slow to start - writing could use some work (though original trilogy is guilty of this too). Class system interesting, if not as fun as original trilogy. Combat is good. Haven't tried MP yet. Art, visuals and soundtrack great.

Though your new Asari teammate still looks like a space raccoon.
 

votemarvel

Elite Member
Legacy
Nov 29, 2009
1,353
3
43
Country
England
My first impression is why am I having to go through a VPN to play the game now? Seriously in this global age why do I need to wait another 24 hours to play?

Next was "why do I need to press SPACE in order to get to main menu? Why only one button instead of being able to press any key? I'm going to guess 'press A to start.'

I had heard the default key mapping was terrible but it's really not that bad. Some minor tweaks and I think I'll be back in familiar territory.

Face choices are terrible. Default male and female Ryder are okay looking but you can't customise a single piece, not even a bit of lip colour. The other choices are all terrible looking abominations. The custom option gives a lot of potential, I think ME1's Ugly Shepard might finally meet his match with this character creator.

I've not gone into the game proper yet. Just a bit of messing around in the menus and character creator, too much beer on my week off has tired me out.

First impressions? A console port but with more attention given to the PC than Inquisition gave.
 

wulf3n

New member
Mar 12, 2012
1,394
0
0
MC1980 said:
I guess this game will be a good barometer to tell who is capable of distinguishing good writing from dogshit.
Haha :)

I said pretty much the same thing about ME2
 

Jerast

New member
Jul 17, 2015
66
0
0
Not to be that guy but I usually spend hours in character customiser making my MC waifu tier and the fact this games faces are so hideously ugly even by bioware standards means I'm definitely gonna have to wait for mods.

Haven't even played yet.
 

votemarvel

Elite Member
Legacy
Nov 29, 2009
1,353
3
43
Country
England
Some first gameplay impressions.

I'm not sure if I like having to hold down E to initiate a conversation or action. I'm sure I'll get used it but feels odd at the moment.

Getting into the powers menus I see they've pulled an Inquisition and cut down the amount of active powers you can have assigned at one time. Much like Inquisition I suspect this has been done to service multiplayer. A shame they couldn't have pulled a ME3 here and made single player and multiplayer unique.

Field of View slider seems next to useless. When your weapon is holstered you can pull out to a pretty big degree but as soon as you pull your gun, it becomes pretty much pointless with completely opposite sides of the slider being near identical. I honestly don't see the point in changing it from the default setting, as it makes entering and leaving combat far more jarring.

What the hell is that bright light every time I return to the game from the menu? It's really annoying.

Movement animations aren't bad but to be honest, they are worse than in ME1. I set the field of view on the Hyperion to what it is for Shepard on the Normandy at the start of the first game, ran around both ships a little, and Ryder just doesn't move as naturally. There's something offputting about it that I don't find with ME1.

Facial animations also aren't as terrible when you see them outside of the bad moments. They suffer the same problem as in Inquisition however, everyone has been on botox their faces move so little. Again I find more expression on a ME1 face.

Don't know what I feel about the move to a Dragon Age 2 style 'tone of voice' dialogue wheel. I quite like it but I can't help but feel as if Mass Effect and Dragon Age are moving too close together in style and they don't need to, and really shouldn't, do that.

I'm knocking any further play on the head until I can play without the need for a VPN, so I can access some hopefully better looking community Sara Ryders.
 

Redryhno

New member
Jul 25, 2011
3,077
0
0
votemarvel said:
Movement animations aren't bad but to be honest, they are worse than in ME1. I set the field of view on the Hyperion to what it is for Shepard on the Normandy at the start of the first game, ran around both ships a little, and Ryder just doesn't move as naturally. There's something offputting about it that I don't find with ME1.

Facial animations also aren't as terrible when you see them outside of the bad moments. They suffer the same problem as in Inquisition however, everyone has been on botox their faces move so little. Again I find more expression on a ME1 face.
I think part of the reason for that is that Shepard is sorta trotting around, arms at chest height, closed hands, weight is sorta exaggerated in how it's distributed. Ryder's almost running with arms by their side or pretending to be Barry Allen with almost no inbetween. Alot of the indoor environments are a bit too large too I think which may contribute to it. Normandy had an elevator behind the galaxy map, which was behind the pilot seat and a row of just random techno-babblers. There just wasn't alot of wide open space that didn't particularly needed to be there.

But yeah, facial animation aren't as bad as people say, but they're noticeable, and the lack of facial expression and wind-tunnel head just doesn't do many favors for it. Voice acting and script is a mixed bag too, a bit moreso than in previous games.
 

SlumlordThanatos

Lord Inquisitor
Aug 25, 2014
724
0
0
After seeing that IGN gave the game a 7.5 even after all of the shilling they did for it, I think I'm gonna wait for a bit. Maybe Bioware will fix some of the janky animations, or maybe the community will find a way to do it for them.

I'll probably still buy it used somewhere and then look up some sliders for a Sara Ryder that doesn't suck.
 

Gethsemani_v1legacy

New member
Oct 1, 2009
2,551
0
0
Redryhno said:
Problem is that the moment you make something like that a consumable is the moment it is never used again. Boosts in general are sorta a bad gameplay mechanic these days simply because you never know what's coming or when they might actually be useful as opposed to complete overkill.
Normally I'd be inclined to agree with you, but considering I ended up with something like 6 shield boosters in the first 15 minutes of playing I think that it won't matter too much. I'd have preferred a system of selectables with unlimited uses but extended cooldowns, but boosts sort of work too I guess.
 

BaronVH

New member
Oct 22, 2009
161
0
0
After three hours...I like it. A lot. As for the faces, I get what the issue is. The characters are actually much more expressive than typical video game characters. They smile, have realistic teeth, have emotions. But they needed a few more tweaks. Instead of it being amazing, it is off, but not anywhere near as bad as people say. The duck lips are weird, but it is fine. The controls are very responsive, and it is nice seeing a very colorful game. Certainly am not nearly in it deep enough for conclusions, but it is better than I was led to believe, at least on the surface.
 

Redryhno

New member
Jul 25, 2011
3,077
0
0
kiri3tsubasa said:
THe only thing I am interested is the multiplayer, if it is included, how is it?
At least on par with ME3's from what I've seen. Classic Horde mode with a few "hold this area", "find the mcguffin", and "kill big bad before you're swarmed" rounds thrown in. Really strange that they decided to go with 7 rounds before you run for the exit though, seems like such an odd number besides it actually being an odd number.

Also, slightly less pop-in enemies, which isn't all that much of an important thing, but it does help with immersion and the "whew, last on- WHY ARE THERE A HALF DOZEN BANSHEES AROUND ME" moments are quite a bit more rare.

Gethsemani said:
Redryhno said:
Problem is that the moment you make something like that a consumable is the moment it is never used again. Boosts in general are sorta a bad gameplay mechanic these days simply because you never know what's coming or when they might actually be useful as opposed to complete overkill.
Normally I'd be inclined to agree with you, but considering I ended up with something like 6 shield boosters in the first 15 minutes of playing I think that it won't matter too much. I'd have preferred a system of selectables with unlimited uses but extended cooldowns, but boosts sort of work too I guess.
Oh, sorry, I was just talking about the damage boosters. Shield boosters I'm just seeing as "I'M GETTING FUCKED BY GEOMETRY" buttons. Worthwhile to have I think since they couldn't figure out how to program your movement over 2 inches of rock without doing the jump jet(which I have a few issues with regarding the recovery animation).

And I feel there's a bit less clarity in where you're being shot from or where the enemies are. Maybe it's their coloring mixed with the environments or I'm going blind, but it always seems like there's guys that appear in areas you just were seconds before. HP-ups I don't have as much of a problem with since it's clear when you need them.

BaronVH said:
After three hours...I like it. A lot. As for the faces, I get what the issue is. The characters are actually much more expressive than typical video game characters. They smile, have realistic teeth, have emotions. But they needed a few more tweaks. Instead of it being amazing, it is off, but not anywhere near as bad as people say. The duck lips are weird, but it is fine. The controls are very responsive, and it is nice seeing a very colorful game. Certainly am not nearly in it deep enough for conclusions, but it is better than I was led to believe, at least on the surface.
Yeah, but, their expression end at the lips is my biggest problem. Eyes don't really do much beyond randomly dart around and make polished silver look dull no matter the lighting and like someone else was saying, everyone's got botox.