A few (dozen) more hours in, and things are humming along.
In these early stages of the game, three abilities do not feel like nearly enough. I came across a website that suggested that Barricade – a Tech power that constructs cover on demand – was the bee’s knees. After a boss-ish encounter that saw me kiting an armored beast around for 5 minutes, I’d suggest it’s more akin to bee’s ass. Energy Drain and Pull were rather ineffectual with Barricade as the wildcard, and it’s too early in the game for my weapons to have much of an impact on anything.
Indeed, I have talked about uneven difficulty in games before, and Andromeda seems poised to follow the same patterns. In Divinity: Original Sin, the difficulty was uneven in the early game because enemy CC was powerful while you lacked options towards ending encounters quickly, e.g. by blowing up the team with OP spells. In Andromeda, you can specialize yourself into a corner by not selecting all of the abilities, or perhaps not bringing the right kind of weapons. Andromeda allows you to actually change the three abilities you have in the middle of combat, but that won’t help you if you never spared the Skill points to buy them.
That said, I don’t actually like Andromeda’s swapping Skill system.
While the game goes out of its way to make the process mostly smooth – you can swap Favorite loadouts with a couple clicks – I find the entire process too… metagame-y. Ryder’s ability to switch abilities on the fly is given an in-universe explanation, but that doesn’t prevent the flow of combat from being broken whenever you pause the game to become an entirely different “class.” It’s like… why? I would agree that this is better than being able to paint yourself into an unwinnable corner by choosing the “wrong” abilities, but only barely. Why not allow us to equip more abilities at once?
Ah, right… consoles.
In any event, I will continue chugging right along. I am warming up to the characters a bit more, and going out of my way to complete most of the side-quests in typical Mass Effect style. It is hard to tell how far along in the game I am, but I’m guessing it might be closer to halfway than anything.
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.