Here the main offender is the Remnant glyph system, used to unlock vaults on each planet to make that world habitable.
The tedious mission design really doesn’t help matters.
Most quests here follow the same pattern: speak to person, go where person tells you to go, shoot some aliens, scan some objects, return to person.
You’ll remember some of the choice encounters you have with them, likely more for their novelty value rather than on any kind of deep emotional level, but the point is that they do add much needed substance to the game.
In other words, they’re fun to be around, but you’re unlikely to get too attached.
Hey, good RPGs always mix the furrowed-brow seriousness with some light-hearted banter, but with his/her constant wise-cracking from the start, Ryder comes across as a bit of a jackass. Commander Shepard, in the original trilogy, had that neat balance between being his/her own character and leaving enough of him/herself blank for players to imprint their own personality.
Ryder already feels fully formed, taking much of that all-important narrative blank-canvas away from the player.Most of the elements here are recognisably Mass Effect, but Andromeda fails to create the same sense of place and time.The world is built by either vague, broad strokes or via very niche, very intricate technical language - it's the result of a creative tension between wanting and needing to explain the massive amount of stuff in Andromeda, and trying to make the game accessible to newcomers or more casual fans.The new race (no spoilers here) is imaginatively introduced, but not as culturally rich and memorable as many of the Milky Way species, and the Kett - Andromeda’s baddies - are suitably villainous if a little lacking in depth. At best, conversations are slightly awkward, either because they don’t quite flow properly or because Ryder’s response is too creepy, or cheesy, or plain weird.Their leader starts off comedically evil and stern, but later in the game reveals more interesting flaws and character traits, showing smart parallels between the Kett and the newly arrived colonists. At worst, dialogue is immersion-breaking, as the camera totally focuses on the wrong person, or a character’s eyes shift manically from side-to-side as if they’re expecting to be attacked while they’re drinking space-coffee and chatting to you about their family.There’s a general lack of subtlety and finesse to this game’s storytelling, and much of it feels like it missed the point about what made the original trilogy such a success.