Impressions: Mass Effect: Andromeda
Bad facial animations are bad.
It is difficult to know whether I would have noticed the details on my own had it not been for the hilarious (and sad) examples spread across the internet. I would like to imagine that I’d notice, but maybe not. The toothpaste is out of that tube though, and straight into the fish-lips of every member of humanity that survived the journey to Andromeda. Maybe cryogenics causes one’s skin to slog off the bone.
About 5 hours into Mass Effect, all I can say is holy shit.
One of the most groundbreaking things occurred in the city after the first “dungeon.” In talking with a receptionist to the Consort, she winked at me.
… and then a few months later:
My favorite aspect of the original Mass Effect was the integration of non-verbal dialog into the narrative, and the general narrative itself. In ME2, that is kicked up a notch^². Characters smile, nod, gesture, facepalm, wink, and otherwise emote in subtle, natural ways. Indeed, these little actions end up becoming part of the dialog, creating nuance and meaning that words themselves could not convey.
Perhaps the novelty has worn off. Perhaps the Witcher series has ruined facial expressions for other games for me. Or perhaps the animations in ME: Andromeda are really that bad. At the moment, I am leaning towards the latter. Ryder pretty much looks drunk all the time.
I have only played about an hour or two thus far, but the rest of the game seems okay. The gunplay does not seem as tight, but it could be the learning curve of the Frostbite engine. Or perhaps my low-level guns. I like how you can swap out abilities and such, but don’t like how apparently I’m limited to three abilities at a time. I suppose in the paradigm of quick recharging Biotic skills, it would be too much to be just slinging more mass effect fields than bullets.
Still, I always question whether these sort of decisions are made based on solid design principles, or whether it was to dumb down the game for consoles.