Mass Effect: Andromeda
Tags: Open World, Sci-Fi RPG, Choices Matter, Third-Person Shooter
Brief Summary
Heleus Cluster, Andromeda Galaxy.
600 years later, and 2.5 million light-years away from 2183 CE Milky Way.
100,000 or so hopefuls depart from the Milky Way under the Andromeda Initiative, expecting to set down their roots in a distant galaxy. Human. Asari. Turian. Salarian. Krogan. Each has their own reason for coming; moving on from bad roots and turning over a fresh leaf, finding a new place in a new community, the excitement of charting and investigating the unknown. The “Golden Worlds,” new colony worlds for each species, have already been identified. It’s only a matter of getting there.
As if things were ever so simple.
Between inhabitable worlds, dwindling supplies, Arks adrift, a new hostile race, and a mysterious phenomenon only known as the Scourge, the journey seems all for naught. Hope, lost. Dreams, shattered.
But, this is Andromeda. The promise of a whole new galaxy.
Who know what else you could find, hidden away beneath the surface?
And you, as Pathfinder Ryder, have a team of pioneers with you, willing to venture however far out, willing to do whatever it takes, all to see the dream come to life.
The Andromeda Initiative was always going to be a one-way trip.
There’s no going back.
It’s up to the Pathfinder to bring these people home.
Mass Effect: Andromeda vs. Mass Effect Trilogy
The general consensus is that Mass Effect: Andromeda doesn’t quite match up to the Mass Effect Trilogy. Ask me for my opinion two or three years ago, right after my first playthrough, and I would have agreed wholeheartedly. Recently, though, I finished ME:A (as well as ME:1/2/3), and I think my perspective’s changed.
There’s a bit more to it than a simple “it’s a disappointing sequel.”
ME:A is more comparable to ME1 than either ME2 or ME3, and I think the intent was to be a spiritual successor or an homage to the original Mass Effect. The whole premise of Andromeda is exploration, which it even executes in a manner much like ME1.
- Explorable regions are locked to a relatively square grid, with mission markers, and mineral nodes, and other points of interest pinpointed on the map.
- Environmental hazards (radiation, high temp / fires, low temp / cold, toxicity) and an inventory system for gear and armor, both previously absent in ME2 and ME3, make a return.
- The Nomad handles like a faster and more maneuverable Mako, but lacks guns. Though, research upgrades can give it other passive advantages in both combat and exploration.
I would argue that comparing ME:A to ME2 or ME3 is largely meaningless. Even if ME:A, ME2, and ME3 do share a similar foundation of lore, that’s still pitting different game genres against one another; The emphasis of ME:A (and ME1) is World Exploration, and I’d say ME2 and ME3 is more Action RPG. The defining – and dividing – trait is linearity. ME:A grants Pathfinder Ryder the freedom to explore unknown stretches of land at their own leisure, while ME2 and ME3 funnels Commander Shepard into a linear progression of small map, after small map, after small map. The gameplay execution reflects the overall themes of each game – ME:A has players cautiously chart unknown territories, while ME2 and ME3 thrusts players right into the heart of the action. So, while Andromeda certainly has a different emphasis than ME2 / ME3, that quality doesn’t mean ME:A is intrinsically bad in comparison to those games.
There’s also the pre-existing history and returning characters that ME2 and ME3 is supported by – a rich pool of sentimentality and nostalgia to tap into – which Andromeda (and ME1) simply lacks because it’s the launch of a new concept.
I mean, personally, I still prefer ME3 over ME:A, but the key word here is prefer – personal preference. Though if you asked me which one was “a better game,” I wouldn’t be able to give a straight answer. They’re different games.
Straight answer. Pfft.
TLDR: Assessing ME:A vs. ME1 is a fairly comparing two games within the same league. ME:A vs. ME2 / ME3 tends to boil down to personal preferences in genres and sentimentality.
Gameplay Impressions
- Graphics look very different compared to the Trilogy, but very similar to Dragon Age: Inquisition*. Character faces and textures seem realistic, sometimes uncannily so, if compared to Trilogy models. Reflections are particularly impressive. Shadows seem to be fixed to character models, so they can be hit-or-miss. Brightness adjustment is an interesting gimmick, but repeated instances are very straining on the eyes (e.g. Kadara caves, Elaaden desert).
- Understandable, since ME:A and DA:I use E.A.'s Frostbite, while the Trilogy uses Unreal Engine 3.
- Somehow, Humans look less like ass, and Asari look more like ass.
- All Angara and Kett look like ass. Except for Behemoths, kinda badass.
- Story consequences are primarily centered on Ryder’s decisions and narrative actions during main missions. Reputation-checks have been discarded.
- Dialogue responses still shape personality, but the Morality System (Paragaon / Renegade) of the Trilogy has been discarded in favor of Tones (Emotional / Logical / Casual / Professional).
- Total time is split about 25% for main missions, 15% for companion missions, and 60% for side missions.
- Companions’ influences over the ME:A storyline is minimal. Companion have individual loyalty missions, and some unique dialogue / banter is present. No permanent character deaths.
- Combat is equally reliant on gear and weapons, powers, and strategy. Covers are slightly more important than in ME1.
- Classes, or “Training,” only dictate which skillsets are available from the very start of the game. All skills, gear, and weapons are available to all classes. Enough points invested in a skill category unlocks “Profiles” that offer passive combat bonuses.
- Up to three skills may be equipped per Profile, and up to four Profiles may be set. Different Profiles may be instantaneously switched to mid-combat.
- Gear, weapons, and weapon mods retain and expands upon the Trilogy’s selection. Certain weapons and weapon mods have unique combat mechanics.
- Collected resources may be used to craft new gear, weapons, weapon mods, vehicle upgrades, and other miscellaneous items.
- Minigames to unlock certain containers or consoles consist of a 4 × 4 or 5 × 5 Sudoku puzzle with unfamiliar symbols. All but one minigame may be bypassed with Remnant Decryption Keys.
- Explorable regions are littered with opportunities for combat and side missions. Exploration is less boring compared to ME1’s empty tracts of land, but completing all objectives on a world is more time-consuming.
- Boosting is limited by a stamina gauge. Sprinting is unlimited.
Meta Talk
Being set in an entirely new and uncharted galaxy, I expected more originality from Andromeda. There’s… way too many parallels between ME:A and the Trilogy.
- Kett are too much like the Protheans. Both the Kett and the Protheans were imperialists that imposed their authoritarian regimes on other species, expecting and demanding “subserviant” races to assimilate into their respective empires, or to face annihilation.
- Kett are too much like Reapers. Both the Kett and the Reapers influence and steal from other species to propagate their numbers – the Kett through religious conversion and “exaltation,” and the Reapers through “indoctrination” and “harvesting.”
- Remnant leave a similar legacy as the Protheans. Another race mysteriously left their ancient but extraordinarily advanced, extraordinarily incomprehensible knowledge and technology behind for future civilizations to take advantage of. Both types of ancient tech play incredibly consequential importance in turning the tide against an overwhelmingly powerful and overwhelmingly hostile race.
- Aliens are, once again, too human-like to be “alien.” In Andromeda, both the Kett and Angara are bipedal and humanoid, have human facial features (eyes, nose, mouth, teeth), have all five human senses, and communicate through vocals and human-like expressions / emotions. In the Milky Way, sure, the majority of interactable races were bipedal – Asari, Turian, Quarian, Salarian, Krogan, Drell, Batarian, Volus, and Vorcha – but there were also the Hanar, Elcor, and Rachni that were somewhat unique.
- Humans are, once again, the most prevalant race that the protagonist encounters. The lore-appropriate reasoning, I suppose, is that the Human Ark reached the Nexus first, and suffered the least casualities out of the five Arks.
- The Nexus is basically the Citadel, with two arms instead of five. Another cylindrical, central hub for the galactic community.
- The Collective is seems to be developing along the lines of the next Shadow Broker / Cerberus – different galaxy, same old information network with an unidentifiable leader that pulls strings from the shadows.
- The Tempest is a mirror of the Normandy. Both are stealth-based ships built with state-of-the-art equipment. Hell, both of them have the same funnel-like shape. Though, the Tempest is a tad smaller, has more glass*, and doesn’t have any guns.
- Sorry, it’s not glass, it’s “a clear oxide and nanofiber compound, that will bend rather than break.”
- Granted, I do like the Tempest – it’s an incredibly shiny, incredibly beautiful ship. But if I’m going to hammer on ME:A’s lack of originality, I really can’t ignore that striking resemblance between it and the Normandy.
- Another pivotal decision, very reminiscent of ME1’s Virmire, presents itself during the Hunting the Archon mission. Save the Pathfinder, or save the Krogan Scouts. Can’t save both.
- Certain characters in Andromeda remind me of certain characters in the Trilogy.
- Avela and ME1’s Liara are both archaeologists and share that bubbly, intrinsically curious, romanticizing-history energy.
- Jaal is a bit like ME1’s Garrus. If the one-eyed visor isn’t enough, both also join the protagonist being uncertain of their place in the military organization they originally signed up with, but have the buddings of a compassionate and reliable team leader.
- Drack is Wrex, but in his grandfather years.
- Cora is like a biotic Ashley, with less ass in her attitude.
- Liam might be a more reckless Jacob.
- ME:A has Suvi and Gil as the Token Gays. ME3 has Samantha and Steve as the Token Gays.
- ME:A inverts the Trilogy’s color scheme a bit. Pathfinder Ryder’s Initiative armor is white-and-blue, and the Tempest is accented with red. Commander Shepard’s N7 armor is black-and-red, and the Normandy is accented with blue.
Andromeda does introduce some new things, or takes a departure from the Mass Effect Trilogy in some other ways, though:
- Family is one of the major story themes. Many that signed up for the Andromeda Initiative brought family members along, and often discuss them. Reasons for joining, hopes for the future, drawing emotional strength. Some characters in the original Trilogy might mention family, but Andromeda references this theme more frequently, and more meaningfully.
- Artificial Intelligence takes a center – more importantly, beneficial – stage to Andromeda Initiative missions, compared to the way it’s viewed with much apprehension and distrust, or simply seen as hostile entities, in the Milky Way. Of particular note is SAM, the partner A.I. that accompanies and is directly connected to each Pathfinder.
- Andromeda Initiative ⇒ A.I. ⇒ Artificial Intelligence. Intentional or not, I felt sooo clever for figuring that out.
- Vault escape sequences are always exhilarating. They’re very significant to the Andromeda storyline, but thus far there’s been no grounded, determinate explanations regarding them (or any Remnant tech, for that matter).
- The Scourge being a possibly galaxy-wide menace / phenomenon that targets Remnant technology is a fresh and an interesting concept.
- Jump-Jets add a new layer to general navigation, and they’re featured prominently in cutscenes as well.
- Contrast with Biotics, which characters tend to not take advantage of – especially in cutscenes. It’s powerful enough to lift people, deflect bullets, warp steel, and reave minds, yet when someone’s falling (e.g. Citadel II, Thessia) or an enemy target’s about to escape (e.g. Mars, Citadel II), suddenly no one remembers that Biotics could catch someone or hold them in stasis?
Companions & Crew
Some notes on the crew. Most of them are well-liked, a few personalities clash with mine, but hey, opinions could still change.
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Liam (Human, Crisis Specialist): Half the time, I want to boot Liam from the team. Decently amicable personality, but approaches events with a too casual and very reckless attitude. I don’t know how he managed to talk Jaal into stripping naked with him. And then having the both of them present themselves like that in front of Ryder. It’s… not as sexy as it sounds, they were just talking about armor.
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Cora (Human, Biotic Commando): Somewhat of a foil to Liam, Cora’s all professional. Idolizes the Asari. Constantly brings up her being Ryder Sr.'s second, and the initial expectations for her to be the next Pathfinder. Andromeda dashes quite a lot of her expectations.
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Vetra (Turian, Drifter Mercenary): Shrewd with her business, loyal to her friends, honest with her feelings. Doesn’t really know how to relax. Hella cute? Very capable and reliable in the field and for behind-the-scenes operations. Less capable in the downtime, but it’s the thought that counts. What a sweetheart.
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Drack (Krogan, Veteran Warrior): Most wholesome, big ol’ grump, ever. Acts very blasé towards fighting and surviving and dying, but cares more than he shows for the crew. That moment when Drack finds a new reason for living, instead of simply coasting by the day-to-day, is possibly the most endearing scene in Andromeda.
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Peebee (Asari, Rogue Academic): A rollercoaster. Can’t sit still, crashes into places, drags people into all sorts of trouble with her. Starts off very non-committal, keeping everyone at arm’s length. Eventually grows more comfortable with the crew. Might be interested in Jaal?
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Jaal (Angara, Resistance Fighter): On first contact, Jaal seems a bit green and idealistic compared to the rest of the passive-aggressive Angara. Eager to please, open-minded and very friendly towards the crew, laughs easily. Careful with his words, doesn’t like to cause offense. Might be interested in Peebee?
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Lexi (Asari, Tempest Doctor): Bit of a workaholic. I want to hug her? And maybe share a drink with her. She cares so much for the crew’s mental and emotional (and physical) health, sometimes it turns into too much worrying. Sliiightly peeved that she isn’t romantically available.
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Kallo (Salarian, Tempest Pilot): Friendly with the crew, and surprisingly sentimental. Significantly less snarky compared to ME1’s Joker. Constantly butts heads with Gil. Sexual tension?
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Suvi (Human, Science Officer): For being the ship’s Science Officer, Suvi also spends a lot of time as the Tempest’s Co-Pilot. Like Kallo, she’s quite friendly. Quite religious, too, but not in the conventional sense.
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Gil (Human, Technical Officer): The kind of wishy-washy, ambiguous-with-words character that I have zero patience for and stay away from IRL. Easily adapts to new situations. Constantly gets on Kallo’s nerves. Sexual tension?
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SAM (A.I.): The Pathfinder’s partner in the field and other missions. Approaches new encounters with calm, logical, and professional reasoning. Tends to be the unintentional deadpan tsukkomi (straight man) to Ryder’s sarcastic boke (funny man) (Read: Manzai). Tries to work on his humor, but might need some lessons from EDI. Almost like a brother to Ryder?
Mass Effect: Andromeda Speculation
- NPC Ryder was relegated to the sidelines in ME:A due to the coma, so I’m hoping they take a more active role – possibly as a companion – in the sequel(s). Kinda more interested in seeing whether BioWare will ship them with anyone.
- I’m going to be very disappointed if BioWare goes the sibling rivalry route. It’s so overdone. They tried it in Dragon Age II with Carver, who is still the single most insufferable PITA in that game.
- Ellen Ryder waking up from cryo-sleep, being intensely disappointed that she’s still alive. From the snippets Pathfinder Ryder’s seen, Ellen seems to have come to terms with her death. Alec sorta… totally trampled over all that, by sticking her unconscious body in cryo without her knowledge? Also, imagine the irony of the terminally ill mother that’s alive, and the father that fought against her illness being dead.
- Eh, maybe speaking with a bit of personal prejudice. I don’t see Pro-Life as an inherently good, inherently justifiable explanation to keep someone alive, especially if the person’s already made their peace and extending their lifespan firmly runs contrary to their wishes.
- Comparison: Commander Shepard being resuscitated is justifiable, since they have unfinished business and has the motivation to keep living and to finish the Reaper War. Ellen Ryder being preserved for a while longer in cryo-sleep is ethically dubious, since it was done entirely without (and very likely against) her informed consent.
- The Benefactor as the Shadow Broker? Not specifically Liara, since the Benefactor seems to have set plans into motion well before the events of Shadow Broker DLC. Though, I imagine that once Liara assumed control of the Shadow Broker’s position, it would’ve been a very simple matter to continue the facade, given the entire smoke-and-mirrors around both the Benefactor’s and Shadow Broker’s identities.
- Here’s a thought – one of the last Milky Way messages Ryder Sr. receives is one from Liara, in which she describes the progress with the Reaper War, the very likely possibility of extinction in the Milky Way, and leaves a final, hopeful wish for the Andromeda Initiative’s success. I’d say that Liara, now the Shadow Broker, was more attached to – or invested in – the Andromedia Initiative than initially thought?
- Still haven’t seen the “Mass Effect” in Mass Effect: Andromeda. Back in the original series, “Mass Effect” specifically referenced the ubiquitious mass effect relays that were used for FTL travel between clusters. Andromeda doesn’t seem to have been populated by mass effect tech – thus far. What if the Andromeda Initiative, with it’s state-of-the-art tech, was able to recreate the mass effect relays? Or, an even more exhilarating thought, what if 600 years was enough for the remnants () of the Milky Way’s civilizations to study and create their own mass effect relay that could act as a bridge between the two galaxies?
- Primus is going to be a pain in the rear end in the next game.
- Possibly Reyes, too. Every single companion is saying don’t trust the guy, and if there’s anything I’ve picked up from BioWare games, it’s listen your companions.
- Apparently Ashley / Kaidan didn’t pick up this memo. I’m still salty over Horizon, bitch.
- Assuming it lives, that genocidal / suicidal Angara AI is going to bite someone in the ass.
- I’m anticipating an Angara vs. Kett decision in the Andromeda sequel(s). At certain points in ME:A, there were options to spare or work with named Kett (e.g. Cardinal, Primus), which leads me to believe there’ll be more dealings with the Kett. And the Angara can’t get along with the Kett, so it’ll be either one or the other.
- …I dislike the both of them? Can’t they both just feck off…?
- Hate to say it, but I’m not convinced that Commander Shepard will be returning to the sequels. It’s been 600 years. There might be references to their heroics, but flesh-and-blood? Probably not. BioWare’s already played the “revived-and-back-from-the-dead” card in ME2. The other option would be to bend space-time, say that while it’s 2190 CE in the Milky Way, it’s 2790 CE in Andromeda? Feels like that’d get complicated, fast.
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Liara, though, might – could – feasibly – possibly?! – make an appearance. Asari live up to 1000 years, and Liara’s only 109 in ME3.
- Halfway through the game, I was wondering whether any Cerberus agents would make an appearance in Andromeda. Turns out, they take a very minor role in a side mission. And they’re only Cerberus offshoots / defectors, not actually working for the Illusive Man. Based off this, I’m guessing Cerberus isn’t going to be a huge thing in Andromeda.
Closing Comments
Anyone that doesn’t think Mass Effect: Andromeda lives up to the Mass Effect legacy is judging a bit too harshly, I feel.
Well, of course a single game isn’t going to compete against a Trilogy’s worth of content and nostalgia.
Andromeda isn’t a game about continuation, like Mass Effect 2, or a game about closure, like Mass Effect 3. It’s a game of firsts – an introduction, a foundation, a forerunner, which makes it more akin to Mass Effect 1. The theme here is world exploration and new discoveries, and alongside for the ride, new companions and new memories to create. Essentially, the purpose is the same as the Pathfinder’s – to clear the path in an unfamiliar, unwelcome environment, and to lay the groundwork for the future.
The key takeaway from ME:A is that this is just the start of a new series.
It’s absolutely got the potential for a brilliant storyline.
If Andromeda’s sequel delivers in the same way that ME2 and ME3 absolutely nailed it as ME1’s sequels, then I’m hella stoked for it.
Apparently, another Mass Effect’s already in the works.
Better not be a mobile game.
If that is who I think it is.
I can’t wait.
I’m going to laugh my ass off if they call it ME:B.
Like, Mass Effect: Benefactor.
Imagine. ME1/2/3. ME:A-B-C.
I reeeaaally hope BioWare has more naming sense than that. Please.