A week of playtime is nowhere near enough to fully review sprawling galactic epic.
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What about the voice acting? I've heard that's... about as good as the lip-synching and animation.
From all I'm hearing, it sounds like a game that changed directions halfway through development and had too many things trying to do too many things with it - trying to please the hardcore console gamers and hardcore PC gamers both to such an extent, that they're just... letting both sides down.
I still hope it's good. I miss Mass Effect. Those were two very fine games.
It looks great. But as usual, they screw up the controls like every other game so up is down and down is up. And the labels as so small I mixed it up and the left became right and right became left. Doh!
Worst of all, you have to go all the way out and restart the game to get to the settings. That's just nuts that you can't get to your controls at all unless you quit the game to the launch screen.
Just my point of view after about 90 minutes, and having just landed on the planet an put about 15 minutes into running around, and only killing two aliens. (So much for the Prime Directive.) So take my first impression with a grain of salt. And realize I really was looking forward to this game.
It looks great. But as usual, they screw up the controls like every other game so up is down and down is up. And the labels as so small I mixed it up and the left became right and right became left. Doh!
Worst of all, you have to go all the way out and restart the game to get to the settings. That's just nuts that you can't get to your controls at all unless you quit the game to the launch screen.
Having put about six months of my life into Destiny, to the exclusion of all other games, my view is going to be skewed.
I have to say I think Bungie's game not only looks better, if not nearly as crisp, but the movement, and fighting mechanics in Destiny are way smoother. The mechanics of Destiny, with all their problems such as collisions with objects, probably the biggest asset of the game would that be the mechanics.
Would that be because of the fundamental differences between the two game types? Is one of Bungie's strengths with all those years of these kinds of games with more emphasis on fighting and movement and less on RPG that makes me think that? I don't mind the difference. But I guess having my gaming always along the times of UT, Quake, Doom, Call of Duty, and ETQW–and I hate to admit it, Duke Nukem–that my bias makes me see things this way?
Anyway, it does look like a great game, and I'll probably play it for quite some time, in between getting things done in Destiny, work, family duties, etc. This is the first game with this play style for me, and I guess I'll have to adjust my expectations.
My biggest gripe so far is I spent a good 40 minutes customizing my character and his sister, and it didn't stick. So I'm paying with the stock character. Or did I miss some choice getting started?
I don't know if it's because I feel more comfortable sharing emotional journeys with a female character or what—but I know I definitely prefer games with female leads.
hehe...as once told to me....
If I'm going to spend hours watching an avatar's butt running...I'd prefer it was female.
It looks great. But as usual, they screw up the controls like every other game so up is down and down is up. And the labels as so small I mixed it up and the left became right and right became left. Doh!
Worst of all, you have to go all the way out and restart the game to get to the settings. That's just nuts that you can't get to your controls at all unless you quit the game to the launch screen.
You don't need to quit to the title screen to make these changes. I had to invert my Y axis - just like every other game I ever play - and was able to do it while still in the game.
Just my point of view after about 90 minutes, and having just landed on the planet an put about 15 minutes into running around, and only killing two aliens. (So much for the Prime Directive.) So take my first impression with a grain of salt. And realize I really was looking forward to this game.
It looks great. But as usual, they screw up the controls like every other game so up is down and down is up. And the labels as so small I mixed it up and the left became right and right became left. Doh!
Worst of all, you have to go all the way out and restart the game to get to the settings. That's just nuts that you can't get to your controls at all unless you quit the game to the launch screen.
Having put about six months of my life into Destiny, to the exclusion of all other games, my view is going to be skewed.
I have to say I think Bungie's game not only looks better, if not nearly as crisp, but the movement, and fighting mechanics in Destiny are way smoother. The mechanics of Destiny, with all their problems such as collisions with objects, probably the biggest asset of the game would that be the mechanics.
Would that be because of the fundamental differences between the two game types? Is one of Bungie's strengths with all those years of these kinds of games with more emphasis on fighting and movement and less on RPG that makes me think that? I don't mind the difference. But I guess having my gaming always along the times of UT, Quake, Doom, Call of Duty, and ETQW–and I hate to admit it, Duke Nukem–that my bias makes me see things this way?
Anyway, it does look like a great game, and I'll probably play it for quite some time, in between getting things done in Destiny, work, family duties, etc. This is the first game with this play style for me, and I guess I'll have to adjust my expectations.
My biggest gripe so far is I spent a good 40 minutes customizing my character and his sister, and it didn't stick. So I'm paying with the stock character. Or did I miss some choice getting started?
RE: Destiny vs ME shooting mechanics, I'd say that that's actually pretty high praise if ME can get close to it. In my book, Destiny has by far the best mechanics of any shooter. The guns are all meaningfully different, the powers fun with very different playstyles, the gear well built to support various playstyles, and all topped off with almost perfect enemy distributions. That ME doesn't reach that lofty is not a bad thing. Furthermore, I'd say that the root of the combat mechanics are so different that it's fascinating that they converge to some extent.
In the first ME, you could almost see the stat checks happening in the background, and the pause-to-select action was a requirement to get through fights. Over the next two games, the FPS mechanics were put into the foreground, but at the core, it was still Baldur's Gate: position your troops, select action, let effects play out, repeat. Contrast that with Destiny, which was clearly a shooter first.
That said, I don't consider either approach bad. It just makes for different game styles.
Typically, I've found that female player avatars are usually made more attractive and pleasant to look at and be than male player avatars. And on the flip side, male avatars have a massively wider array of potential appearances, down to outright gruesome, while female avatars tend to never get below generally unattractive. :/And, for whatever reason, I enjoy the gameplay experience more with a female lead. I don't know if it's because I feel more comfortable sharing emotional journeys with a female character or what—but I know I definitely prefer games with female leads.
Actually, it's sexual not sexist.It is a little sexist.
I think what they really needed was to add more dynamic simulation elements to this game. My understanding is what they have is a bunch of static worlds that advance along pre-determined lines in response to the player doing a bunch of random busy work/filler tasks. It doesn't need to be very complicated, but if you're going to do "open world", there should be more of a sandbox than just a bunch of pre-scripted stuff, otherwise what's the point? It would make the whole experience more meaningful.
I don't think open world was really what they were going for. It's more of a predefined story that you get to live through with enough A.I. so you partially feel like you are making your own choices, but you are still getting pushed along though the story as you are ready. That's different than a world where you can just go and live.
This might be controversial, but I think Arcanum is better than Planescape: Torment (which has a remake, btw, it's reviewed on Ars even). The gameplay in Arcanum is actually fun, the setting just as inventive, the characters more likeable...I fucking love that game. It's in my top 10 RPGs of all time (note: PS: T probably isn't because despite the incredible writing, it's an adventure game and the gameplay sucks) and it's a crime it wasn't more popular, IMO.I struggle to understand the unfocused vitriol directed at ME: Andromeda.
Hello. I play a lot of games. I’ve been playing video games for the past 20 years, and I can still remember my heart pounding when I bought my first game (can’t believe it’s been 22 years since Westwood released Command and Conquer…). I’ve sailed and plundered the Caribbean with Sid Meier’s Pirates, defeated Napoleon in Fields of Glory, and critical hit my share of orges with the looking glass rifle in Arcanum (IMO still the best game no one has ever played). As of this morning, according to Origin and Steam, I have allocated/misallocated the following number of hours in the following games:
Mass Effect (143 hrs)
Mass Effect 2 (188 hrs)
Mass Effect 3 (247 hrs)
Rainbow Six Siege (864 hrs)
Rise of the Tomb Raider (13 hrs — thirteen hours isn’t a typo and I’m going to make a point. I played it for its visuals and game mechanics, both of which were perfect - but what a snore. )
With my gaming resume/rap sheet out of the way, let’s get right to the point — I’ve been struggling to understand unfocused vitriol directed at Bioware for Mass Effect: Andromeda.
Like most of you, I haven’t been fortunate enough to have access to a reviewer’s code, so my experience has been limited to the 10 hour early access and advanced previews available on social media and YouTube.
During my 10 hour preview, I’ve encountered specific issues like the dreaded mo-cap T pose (Dr. T’Perro looked like she was being biotically crucified by my Ryder for failing to properly secure my twin’s cryopod), skin textures on Suvi (I’d be pleasantly surprised if there’s a lupus backstory), and some cringe worthy dialogue on the Nexus — but nothing to elicit the blatantly false, unfocused and nonconstructive vitriol from the “counter-SJW” crowd (I had to google/urban dictionary SJW to even understand their commentary).
Jennifer Hepler didn’t design the lazy three color storyboard ending for Mass Effect 3, but she was targeted for harassment. I don’t think Allie Rose-Marie Leost designed/implemented the unnerving human eyes/orbital socket modeling in Andromeda, but she was targeted for harassment.
There’s been false allegations that customization excluded skin tones/facial structure that are stereotypically Caucasian, yet both my Ryder twins are rather… Scandinavian.
As a parting blurb, I think we could all occasionally use a reminder that games, like commercial art, face unique developmental challenges whereby the publishers/development studios/producers/writers/technical development team struggle to juggle multiple conflicting interests and priorities. Writers want to tell a story and artistically present the truth, but they shouldn’t write themselves out of a job by failing to meet deadlines tinkering with the perfect story never told.
The first game where I defeated space pirates and romanced team members was Terra Nova: Strike Force Centauri. It was a pioneering game that pushed the boundaries and was basically Mass Effect before Mass Effect, unfortunately the development was so high that it never paid for itself, and Looking Glass Technologies was not able to finance the expected and planned sequel. Alternatively, I can also remember my disappointment when Electronic Arts pushed Westwood to prematurely release its sequel, Tiberium Sun, and that premature release effectively killed Westwood.
I hope Andromeda isn’t the end of the Mass Effect IP at Bioware. But if it is, I don’t think it was caused by inclusion and aspirational values akin to helping a Salarian cure the genophage or brokering peace between the Geth and Quarians.
Ah, Arcanum. Definitely agree with you.
Along with Planescape: Torment, now there's a game crying out for a modern remake and/or sequel.
This might be controversial, but I think Arcanum is better than Planescape: Torment (which has a remake, btw, it's reviewed on Ars even). The gameplay in Arcanum is actually fun, the setting just as inventive, the characters more likeable...I fucking love that game. It's in my top 10 RPGs of all time (note: PS: T probably isn't because despite the incredible writing, it's an adventure game and the gameplay sucks) and it's a crime it wasn't more popular, IMO.I struggle to understand the unfocused vitriol directed at ME: Andromeda.
Hello. I play a lot of games. I’ve been playing video games for the past 20 years, and I can still remember my heart pounding when I bought my first game (can’t believe it’s been 22 years since Westwood released Command and Conquer…). I’ve sailed and plundered the Caribbean with Sid Meier’s Pirates, defeated Napoleon in Fields of Glory, and critical hit my share of orges with the looking glass rifle in Arcanum (IMO still the best game no one has ever played). As of this morning, according to Origin and Steam, I have allocated/misallocated the following number of hours in the following games:
Mass Effect (143 hrs)
Mass Effect 2 (188 hrs)
Mass Effect 3 (247 hrs)
Rainbow Six Siege (864 hrs)
Rise of the Tomb Raider (13 hrs — thirteen hours isn’t a typo and I’m going to make a point. I played it for its visuals and game mechanics, both of which were perfect - but what a snore. )
With my gaming resume/rap sheet out of the way, let’s get right to the point — I’ve been struggling to understand unfocused vitriol directed at Bioware for Mass Effect: Andromeda.
Like most of you, I haven’t been fortunate enough to have access to a reviewer’s code, so my experience has been limited to the 10 hour early access and advanced previews available on social media and YouTube.
During my 10 hour preview, I’ve encountered specific issues like the dreaded mo-cap T pose (Dr. T’Perro looked like she was being biotically crucified by my Ryder for failing to properly secure my twin’s cryopod), skin textures on Suvi (I’d be pleasantly surprised if there’s a lupus backstory), and some cringe worthy dialogue on the Nexus — but nothing to elicit the blatantly false, unfocused and nonconstructive vitriol from the “counter-SJW” crowd (I had to google/urban dictionary SJW to even understand their commentary).
Jennifer Hepler didn’t design the lazy three color storyboard ending for Mass Effect 3, but she was targeted for harassment. I don’t think Allie Rose-Marie Leost designed/implemented the unnerving human eyes/orbital socket modeling in Andromeda, but she was targeted for harassment.
There’s been false allegations that customization excluded skin tones/facial structure that are stereotypically Caucasian, yet both my Ryder twins are rather… Scandinavian.
As a parting blurb, I think we could all occasionally use a reminder that games, like commercial art, face unique developmental challenges whereby the publishers/development studios/producers/writers/technical development team struggle to juggle multiple conflicting interests and priorities. Writers want to tell a story and artistically present the truth, but they shouldn’t write themselves out of a job by failing to meet deadlines tinkering with the perfect story never told.
The first game where I defeated space pirates and romanced team members was Terra Nova: Strike Force Centauri. It was a pioneering game that pushed the boundaries and was basically Mass Effect before Mass Effect, unfortunately the development was so high that it never paid for itself, and Looking Glass Technologies was not able to finance the expected and planned sequel. Alternatively, I can also remember my disappointment when Electronic Arts pushed Westwood to prematurely release its sequel, Tiberium Sun, and that premature release effectively killed Westwood.
I hope Andromeda isn’t the end of the Mass Effect IP at Bioware. But if it is, I don’t think it was caused by inclusion and aspirational values akin to helping a Salarian cure the genophage or brokering peace between the Geth and Quarians.
Ah, Arcanum. Definitely agree with you.
Along with Planescape: Torment, now there's a game crying out for a modern remake and/or sequel.
There was a huge incompatibility between ME:A and (for whatever reason) the Corsair Utility Engine application, which you might have installed if you have Corsair-branded peripherals—if you had CUE installed, ME:A would hang at start and fail to load. However, that was fixed with a pre-launch update and isn't a problem now.I think Peter mentioned FPS numbers in the article, but can anyone comment on how stable this is on PC? AAA games can be hit or miss at times on the PC side of things and the main thing holding me back would be if it's difficult to actually get the game running.
There was a huge incompatibility between ME:A and (for whatever reason) the Corsair Utility Engine application, which you might have installed if you have Corsair-branded peripherals—if you had CUE installed, ME:A would hang at start and fail to load. However, that was fixed with a pre-launch update and isn't a problem now.I think Peter mentioned FPS numbers in the article, but can anyone comment on how stable this is on PC? AAA games can be hit or miss at times on the PC side of things and the main thing holding me back would be if it's difficult to actually get the game running.
Other than that, I think I ran into one crash-to-desktop last week prior to the latest set of patches, but I haven't had any since.
The wonderful world of fake news. Coming to a gaming near you , today! Fake news is a pattern. Do not let it fool you regardless of the form.
After a few hours, my biggest complaint is this: the weapon wheel button. Playing on Xbox One (mostly because that's where all my friends are and I'd like to join them for multiplayer eventually) you either have to take your thumb off left joystick and stop moving, or reach across the controller with your right hand. Checked each of the alternate control schemes and none of them move this button.
I swear to fuck i sat there for no-fooling-for-real five solid minutes trying to figure out a pattern. It made me feel absolutely like the stupidest person in the world, so I gave up and went to the next planet to try to see if the pattern was different...and boom, ANOMALY DETECTED.Hours 9-11: Wait a sec, those red indicators on the planet scans mean nothing!!!?
Some minor spoilers here, though I'm only 10-15 hours in.
I think my biggest issue with this game is that it has gone literally to another galaxy to get a clean slate on the setting (while keeping the same lore and aesthetic) and yet it tries so hard to be exactly the same as the original trilogy. Like, instead of the Citadel, you have the Nexus, which is basically Citadel Lite (except it apparently doesn't spin for "gravity", which makes a lot of elements of its design questionable at best). Instead of the Normandy, you have the Tempest, which looks like it should have "NORMANDY SR-3" painted on the side. And so on.
It's just an odd choice to break from the previous trilogy so decisively and then turn around and try to reproduce everything from that setting. It comes off feeling like a bit of a knock-off, because we spent three games getting to know that universe and here we are getting (what feels like to me) a shallow imitation of it with much less gravitas going around (you might say it is experiencing a significant gravitas shortfall). I think that telling a different sort of story in the original universe, maybe with a different sort of game (i.e. not exactly the same formula as previous games BioWare has made) might ultimately have been more interesting and satisfying.
Or just do a new sort of thing in Andromeda. The concept of the game is initially exciting, but it quickly starts to feel like business as usual once you arrive at the Citadel Lite. Uh, sorry, the Nexus. It doesn't feel like a frontier; it feels like the Citadel, except less interesting and believable. For example, economically, I have no idea how a single human businesswoman was able to finance the design and construction of so much intergalactic heavy metal when we saw in the original trilogy that humans were an upstart species and the only known structure comparable to the Citadel was, well, the Citadel.
I don't mean that I don't like the game. I do, mostly for the same reasons I liked the original trilogy. I'm about 10-15 hours in and things are getting interesting, and I'm excited to play more. But I think it is in some ways a wasted opportunity. It feels weaker than the original trilogy was in its time, and weaker than the best of more recent RPGs (e.g. Witcher 3).
Some minor spoilers here, though I'm only 10-15 hours in.
I think my biggest issue with this game is that it has gone literally to another galaxy to get a clean slate on the setting (while keeping the same lore and aesthetic) and yet it tries so hard to be exactly the same as the original trilogy. Like, instead of the Citadel, you have the Nexus, which is basically Citadel Lite (except it apparently doesn't spin for "gravity", which makes a lot of elements of its design questionable at best). Instead of the Normandy, you have the Tempest, which looks like it should have "NORMANDY SR-3" painted on the side. And so on.
It's just an odd choice to break from the previous trilogy so decisively and then turn around and try to reproduce everything from that setting. It comes off feeling like a bit of a knock-off, because we spent three games getting to know that universe and here we are getting (what feels like to me) a shallow imitation of it with much less gravitas going around (you might say it is experiencing a significant gravitas shortfall). I think that telling a different sort of story in the original universe, maybe with a different sort of game (i.e. not exactly the same formula as previous games BioWare has made) might ultimately have been more interesting and satisfying.
Or just do a new sort of thing in Andromeda. The concept of the game is initially exciting, but it quickly starts to feel like business as usual once you arrive at the Citadel Lite. Uh, sorry, the Nexus. It doesn't feel like a frontier; it feels like the Citadel, except less interesting and believable. For example, economically, I have no idea how a single human businesswoman was able to finance the design and construction of so much intergalactic heavy metal when we saw in the original trilogy that humans were an upstart species and the only known structure comparable to the Citadel was, well, the Citadel.
I don't mean that I don't like the game. I do, mostly for the same reasons I liked the original trilogy. I'm about 10-15 hours in and things are getting interesting, and I'm excited to play more. But I think it is in some ways a wasted opportunity. It feels weaker than the original trilogy was in its time, and weaker than the best of more recent RPGs (e.g. Witcher 3).
This is one of the things I was worried about when they first announced it was moving to the Andromeda galaxy. That and the idea that they are going there for a "fresh start". As if the Milkyway was fully explored, ruined, or over crowded beyond hope.
Plus, if they have the technology to travel between star systems without the mass effect relays surely they could have just rebuilt society here in the Milkyway. I get that the original trilogy dug a hole what would be very hard to climb out of, but at the very least they could have created a story line where this group assumed the Reapers would win, so they built and hide this "ark" somewhere with everyone in stasis. Wake them up in 1.000 years, which should be enough time to erase or merge the decisions from the trilogy back into a single starting point and have them explore and rebuild.
I haven't played the game yet so maybe they have a story line that wouldn't make sense in the Milkyway. Here's to hoping.
All of the things Lee talks about are true, though I would say that DA:I at least had very interesting characters that you could get attached to, and so far in 10 hours of play I don't care a whit about the idiots that tag along with me and get slaughtered every 5 seconds.
Here's a big huge plot breaking question for the lazy writers of Mass Effect. If I can have a tiny Quantum Entangled Communicator in my brain that instantly connects me to my ship wherever I am, and QECs can communicate instantly across any distance of space, why doesn't the Institute have a QEC connection with the Milky Way?
And another, if somehow magical space telescopes can let the Initiative see the viability of "golden planets" from 2.5 million light years away why couldn't on-board ship sensors detect updates from those planets when they got, oh I don't know, a few dozen light years away? And say "hey look out for that giant scourge thing, let's maybe scan a few other planets since these have gone to shiite."???
When the games plot is broken so badly before the game boots up, there are going to be huge problems.
I never understand people who think technology in sci-fi has no limitations, and that the story and dialogue must hinge on explaining those limitations to the viewer at all times.
You played the game yet? They specifically make a big deal about being "on their own" apart from the Milky Way without any explanation of why that is the case. The Mass Effect series already canonized QECs and the fact that they are (magically) based on real science means that they will work at any distance.
Any distance?
Since in "real science" they don't work at all, how can you make that claim?
Or maybe they work, but the energy requirements increase exponentially with distance?
Quantum Entanglement is a real phenomenon that has been observed in nature. The concept of being able to transmit information using it is thought to be impossible. So it is all "magic" anyway, but when ME2 and ME3 already canonized its use, and you actually have the ability to use a miniaturized QEC in your brain in Andromeda, to simply ignore the possibility of contact at all with the Milky Way is lazy writing.
As I mentioned, they could have said it was destroyed in the crash at least. Or gave some handwavium answer like you suggest with power requirements increasing with each million light years or something. But there is no answer at all, because we are all just supposed to assume that leaving the Milky Way necessitates a complete break from society.
Let's assume the QEC works across galaxies. The Nexus arrives in 2800ish and sends a message to the Milky Way that basically says "we're fucked, pls send help." Absent deciding "let's go into cryo for another 600 years and hope the rescue ships come and we aren't killed by the kett or running out of power in the meantime," what is having contact with the MW going to do to help them? I mean they can find out the Reapers or EDI-Joker hybrids won the last 632 World Series, but that isn't exactly going to help things in Andromeda. It might give us some fanservice but that's about it.
I've only played through the trial (two and a half times) and for me it's rock-solid. I've also not experienced any super-long loading times. Also, if you are playing on PC and think everybody's eyes look fucking mental, try updating your GPU drivers - it made a huge difference for meI thinkPeterLee mentioned FPS numbers in the article, but can anyone comment on how stable this is on PC? AAA games can be hit or miss at times on the PC side of things and the main thing holding me back would be if it's difficult to actually get the game running.
Edit: Would be good to get the author correct, especially when he responds
After a few hours, my biggest complaint is this: the weapon wheel button. Playing on Xbox One (mostly because that's where all my friends are and I'd like to join them for multiplayer eventually) you either have to take your thumb off left joystick and stop moving, or reach across the controller with your right hand. Checked each of the alternate control schemes and none of them move this button.
How did the weapon wheel become a problem after a only a few hours!?
Hour 2: Made 5th face, finally happy.
Hour 7: Searched 8th breaker box...
Hours 9-11: Wait a sec, those red indicators on the planet scans mean nothing!!!?
The first mission surely didn't require you to frantically switch weapons all that much did it?
After a few hours, my biggest complaint is this: the weapon wheel button. Playing on Xbox One (mostly because that's where all my friends are and I'd like to join them for multiplayer eventually) you either have to take your thumb off left joystick and stop moving, or reach across the controller with your right hand. Checked each of the alternate control schemes and none of them move this button.
How did the weapon wheel become a problem after a only a few hours!?
Hour 2: Made 5th face, finally happy.
Hour 7: Searched 8th breaker box...
Hours 9-11: Wait a sec, those red indicators on the planet scans mean nothing!!!?
The first mission surely didn't require you to frantically switch weapons all that much did it?
At first, everything was frantic for me - took me way too long to go in and mess with the sensitivity settings, couldn't hit a damn thing. Literally died at least 15 times when that first dropship comes in. I started as a Vanguard, and after charging to a flank I'd be dead before I could turn around to see the enemies I was now flanking. Thankfully I finally figured out it was screwing me up, and then realized you can just hold X (on xbox) to swap weapons just like in multiplayer.