A week of playtime is nowhere near enough to fully review sprawling galactic epic.
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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.
Remember that you shooting bottles with Garrus is kind of a capstone on a multi-year, multi-game relationship. Garrus in ME1 wasn't instantly your space brother from another mother, even though he became that over the course of three whole games.But it seems that those parts are not present. Reading the review, I get that there are small gems, but I disagree when they are compared to "small gems" in ME. Shooting bottles with Garrus wasn't a small gem discovered on the side. It was the ME world in a nutshell: two bad-asses sharing a quiet moment before the storm. It was an absolutely necessary moment to set the tone. As far as I can tell, it's also really hard to not encounter.
Can anyone chime in around their experience of how the world is built? So far, it seems that its small side moments are just that - small side moments - that don't do anything to build the relationship between the characters and the story.
But it seems that those parts are not present. Reading the review, I get that there are small gems, but I disagree when they are compared to "small gems" in ME. Shooting bottles with Garrus wasn't a small gem discovered on the side. It was the ME world in a nutshell: two bad-asses sharing a quiet moment before the storm. It was an absolutely necessary moment to set the tone. As far as I can tell, it's also really hard to not encounter.
RIP Jenkins and...uh....(googles)...Nihlus.Same with the opening attack in ME2. That moment still is one of my favorite in any game, but it was because I had so much investment in ME1. Had ME1 started the same way, I don't think i'd remember it.
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.
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.
Remember that you shooting bottles with Garrus is kind of a capstone on a multi-year, multi-game relationship. Garrus in ME1 wasn't instantly your space brother from another mother, even though he became that over the course of three whole games.But it seems that those parts are not present. Reading the review, I get that there are small gems, but I disagree when they are compared to "small gems" in ME. Shooting bottles with Garrus wasn't a small gem discovered on the side. It was the ME world in a nutshell: two bad-asses sharing a quiet moment before the storm. It was an absolutely necessary moment to set the tone. As far as I can tell, it's also really hard to not encounter.
Can anyone chime in around their experience of how the world is built? So far, it seems that its small side moments are just that - small side moments - that don't do anything to build the relationship between the characters and the story.
The companions in ME:A all have their moments, but I don't think it's fair to expect a single game's structure to include a set of relationships that are as deep and meaningful as the ones you end up with in ME3 after all those years of relationship-building.
Look, for example, at what's probably my single favorite moment in the entire series: at the end of ME3, Liara will share her memories with Shepard. If you've romanced her in ME3, she kisses you, and that's all fine, but if you're not in a romance with her, the scene plays out with much more poignance: she steps to your side and lays her head on your shoulder, in silence, without needing to say anything.
My headcanon Shep romances Liara in ME1 and then Tali in 2-3, so the way this scene played out for me the first time was really powerful: two former lovers and dear friends, with a bond that goes far beyond needing to speak, taking a moment to find comfort in each other just by being there. It was profound, moving, and got me close to tears.
But it did that because while the stuff on screen was playing out, I was thinking back to 2008 and all the play-throughs of the series I'd done since then, all the time spent with Shep and Liara, and how much they'd both come to mean to me. It worked because of the huge long tail of emotion we'd build up.
It's hella hard to hit those same notes in a single game—in fact, without note-perfect writing, trying to portray that level of attachment in a single game (the context of which would necessarily include meeting the characters, too) is super-easy to screw up. Then, instead of profound and moving, it just feels cheesy, maudlin, overwrought, and stupid.
Fortunately, they didn't try. This is a new adventure, and with that comes the recognition that ME3-level feels are going to be difficult to establish.
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.
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.
Not explaining every technological limitation =/= lazy. Also, people making decisions you don't agree with (Sending 5 arcs to 5 different locations) isn't bad writing either, it might be poor decision making by the characters, but it isn't wrong.
Also glad the game doesn't force you to play as a girl
Controller-biased control scheme? I'll wait for a sale based on that alone. I have a keyboard and mouse, dammit, let me use them as such.
But I absolutely hated Dragon Age: Inquistion because the story was forgettable, the characters were forgettable,
It's a little less dumb than that:In DA:I becoming the Inquisitor made sense at least; you had a very unique and specific skill that allowed you to magically fix things. In Andromeda, (if you are fem-Ryder) you are just a low-level dorky solider/scientist whose only real differentiating ability is an AI that makes you slightly better in combat (I admit I don't know how that plays out down the line).
Few honest criticisms are "objectively false." I've played DA:I twice from beginning to end (with about 60 hours per play through), and without Google I couldn't tell you how many companions you end up with or all of their names. There's Dwarf Sex Writer Guy, Stupid Elf Who Sucks, Stupid Joking Girl Elf, Templar Guy, Gray Warden Guy, Ghost Kid, and.....there might be more but I literally cannot remember.But I absolutely hated Dragon Age: Inquistion because the story was forgettable, the characters were forgettable,
DA:I isn't a perfect game, but this criticism is objectively false.
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.
Despite my love of scifi games, I somehow didn't get on with the first Mass Effect and abandoned it after maybe 10hrs of play. Somehow its play mechanics just never 'clicked' with me. Never tried the sequels.
However, looking at some gameplay videos for ME:A I think I may take a chance on this.
Despite my love of scifi games, I somehow didn't get on with the first Mass Effect and abandoned it after maybe 10hrs of play. Somehow its play mechanics just never 'clicked' with me. Never tried the sequels.
However, looking at some gameplay videos for ME:A I think I may take a chance on this.
Gameplay changed dramatically from ME1 to ME2 (and had modest refinements from ME2 to ME3). Action was far more fluid and natural-feeling, the incredibly-onerous inventory of ME1 was scrapped entirely, and the weapon-overheating system was swapped out for a more traditional ammo setup.
I find it interesting that ME:A seems to include a return to ME1's weapon overheat system (for at least one class of weapons) and ME1's inventory system.
I thought you'd never ask! I don't like playing as a girl in games that are made for males, which to me are action games with lots of killing. There's a reason you don't see Barbies with ak47's or G.I. Joe's with a hairbrush. Boys and girls play differently, something a lot of video game developers have forgottenAlso glad the game doesn't force you to play as a girl
And the problem with that is..?
I thought you'd never ask! I don't like playing as a girl in games that are made for males, which to me are action games with lots of killing. There's a reason you don't see Barbies with ak47's or G.I. Joe's with a hairbrush. Boys and girls play differently, something a lot of video game developers have forgottenAlso glad the game doesn't force you to play as a girl
And the problem with that is..?
And the Ryder twin you don’t choose to play as is conveniently knocked into a coma that lasts for the entire first third of the game. So that problem takes care of itself.
The Quarians prioritize the survival of the Fleet above all else. Why would one go traipsing across the universe, never to return to their home galaxy, let alone bring anything back to the Fleet?EDIT: also, I will not fogive them in a million years for not including the Quarians. Besides Tali being the absolute best videogame girlfriend that has ever been created, you'd think the Quarians would have a thing or two to say in a game about finding a new home for humanity.
Despite my love of scifi games, I somehow didn't get on with the first Mass Effect and abandoned it after maybe 10hrs of play. Somehow its play mechanics just never 'clicked' with me. Never tried the sequels.
However, looking at some gameplay videos for ME:A I think I may take a chance on this.
Gameplay changed dramatically from ME1 to ME2 (and had modest refinements from ME2 to ME3). Action was far more fluid and natural-feeling, the incredibly-onerous inventory of ME1 was scrapped entirely, and the weapon-overheating system was swapped out for a more traditional ammo setup.
I find it interesting that ME:A seems to include a return to ME1's weapon overheat system (for at least one class of weapons) and ME1's inventory system.
My understanding from the 10 hour preview... how to phrase without spoilers... okay, let's try this.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?
There is a rare crafting mod (the "Legacy Heat Sink" item) that lets you craft guns of any kind with the ME1 style overheat mechanism, which I also very much prefer.Oh thank god. At least one bit of good news. I loved the overheating system.
Different people do want different things.The whole thing just seems misguided. I don't want DA:I in space. Bioware crafted the perfect action game in Mass Effect 2. Great characters, lots of choices, awesome combat, varied mission design - it was just great. That's what I want. That's what the series was best at. Not driving around in the Mako or walking around a planet looking for plants to scan.
Iron Bull is the only one worth remembering.Few honest criticisms are "objectively false." I've played DA:I twice from beginning to end (with about 60 hours per play through), and without Google I couldn't tell you how many companions you end up with or all of their names. There's Dwarf Sex Writer Guy, Stupid Elf Who Sucks, Stupid Joking Girl Elf, Templar Guy, Gray Warden Guy, Ghost Kid, and.....there might be more but I literally cannot remember.But I absolutely hated Dragon Age: Inquistion because the story was forgettable, the characters were forgettable,
DA:I isn't a perfect game, but this criticism is objectively false.
edit - and Cassandra! OK, I remember Cassandra and her name, so that's pretty good.
Yeah, I don't think that's particularly spoiler-y (and I mention it in the article). The Alliance found a Geth experiment in the Milky Way where the Geth had turned a Mass Relay into an ultra long range faster-than-light telescope, and that's what they used to pick out the golden worlds. It's also ostensibly why the initiative didn't get updates on the worlds' status in transit.If I'm remembering correctly, the "magical space telescope" used in that way was built by ... someone ... who wasn't actually part of the initiative. The folks in the initiative didn't know how to build one and didn't fully understand how it worked... and didn't have the cooperation of those who did. I don't believe anyone in Andromeda has that tech available.