#big mad because there is zero overlap between techs today
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#polls#big mad because there is zero overlap between techs today#which means only 2 people (1 pharmacist and 1 tech) to run 3 registers#and fill meds#and answer phones#and call people back because our phone system doesnt actually let you talk to a real person and we w#have to respond to every voice mail#so explain to me again how this benefits anyone in any way?!?#guess i get to tell people who are coming back for the second time their meds STILL arent ready#because corporate says we cant close drive thru#but we have enough staff to run drive-thru OR fill meds but NOT both
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Autopsy: Mass Effect Andromeda
Games are like dogs. You want to call all of them âgood boyâ and pat them on the head and tell them how wonderful they are all the time, because everyoneâs a lot happier when you do, but some games are bad dogs, and youâve got to take them out back behind the barn and shoot them in the head.
Games are difficult to make. Unlike a film, where youâre photographing what already exists, or a book, where you only have to use words to make things happen, a game requires loads of people to work extremely hard to build an entire reality. As a developer, you have to create spaces. You have to create physics. You have to control lighting. When two objects touch each other, you, the developer, have to ensure that they donât simply clip through each other. As a developer, you might slave away for years of your life, working impossible hours alongside dozens, even hundreds, of other people, to ship an entire hand-crafted universe.
Games are places you get lost in, and places you call home. Only in games can you travel places, talk to people, and live the impossible. Itâs why you mow lawns in the summer, saving up enough cash to buy that new graphics card so you can run the biggest hit. Itâs why you wait, shivering in the midnight cold, outside a tacky GameStop to pick up the sequel youâve been waiting years for. Itâs why you draw fanart and write fan fiction of your favorite characters. Itâs why you part with your hard-earned cash. You want to go there. You want to live that. You want to experience something new.
Mass Effect Andromeda is a bad dog, and I hate that I have to say that. Hundreds of people  put five years of their lives into Andromeda, but the end result was a disappointment. Due to a lot of complicating factors, they werenât able to make the game they wanted to make. Thereâs a tendency among gamers to criticize bad games harshly--when youâre eating ramen every day in college, you want an escape. You save up. You budget. If the game is bad, you have no recourse. Good reviews donât necessarily mean youâre happy with what you got; after all, thereâs often a big disconnect between reviewer tastes and player interests.
So it makes sense to lash out. It makes sense to want to have some fun at the expense of the game that caused you so much trouble. It makes sense to want to joke and mock and scream about just how bad it is, and how mad you are that you wasted your time on a game that the publisher spent years promising you was amazing as fuck.
The Witcher 3 is one of my favorite games. It was so good, I found myself swimming around the gameâs oceans, just trying to lose myself in the world, performing every task, no matter how repetitive or mundane, so I wouldnât have to leave. I didnât want it to be over. With Andromeda, I finally gave up on the side quests, focused on the critical path, and installed as quickly as I could after the credits rolled.
Developers have a tendency to be defensive, and itâs completely understandable. No one wants to feel like their time was wasted. The secrecy of development mean a lot of myths arise. Sometimes leadership makes poor decision, technology doesnât work like it ought to, pressures to hit deadlines lead to compromised work. You, the individual developer, do not have nearly as much power to make or break a game as players think you do. Itâs a miracle any game gets made. Even something like âopening a doorâ is incredibly complex. And thereâs no guidebook, no science behind it, no easy way to simply have an idea and make it work.
I say all this because I want set the ground rules. Weâre here to talk about why a game didnât work. Weâre not here to vent our frustrations, as justifiable as that may be, and weâre not here to complain about the developers. Itâs human nature to want to blame someone for something bad, and itâs just as human to want to avoid the blame. Iâm going to avoid human nature, cut through the bullshit entirely, and try to diagnose the product.
Andromeda had a metascore of 72. It sold so poorly that it went on sale today for $15--thatâs 75% off in less than six months after its release, something that only happens for games that sell poorly. If youâre one of the two people I know who loved the game, Iâm not asking you to stop loving it, but I am asking you to acknowledge that the game didnât work for most people. I think we ought to find out why.
This is not a review, this is an autopsy. I am not here to tell you whether or not you should buy the game. Iâm here to explore why it failed. In order to be clear and informative, Iâm working on the assumption you havenât played the game, but I wonât be avoiding spoilers either.
So, now that weâve set the stage, letâs look at the game.
1. Narrative
Mass Effect Andromeda is a clean break from the Mass Effect series. Thereâs some overlap in the lore--little references here and there--but for the most part, itâs completely its own thing. You, a human, and a bunch of aliens from the Milky Way have flown to the Andromeda galaxy in search of a new home. It took 600 years for your ships to get there.
Somehow, the Andromeda Initiative--thatâs the organization running everything--had the ability to see what the Andromeda galaxy looked like at that point in time, despite the fact that light takes about two million years to travel between the Andromeda and Milky Way galaxies. At some point between the time you set off and the time you got there, a catastrophe occurred, and some weird, uh⌠like⌠energy coral spread throughout space.
On one hand, itâs sci-fi, so we donât need everything to be perfect. On the other hand, Mass Effect has always leaned a bit more towards hard sci-fi than most games. They acknowledge relativity frequently throughout the series--ships canât travel between worlds without using these big âmass relaysâ that were seeded throughout the galaxy millions of years before the story starts. Bioware created an element, Element Zero, to explain how how a lot of the tech in their universe functions. It was internally consistent.
Andromeda suddenly decides that ships can fly at something like 4200 times the speed of light, we can see a galaxy in real-time somehow (but only looked once), but we canât use quantum entanglement to communicate with Earth any more, even though thatâs a technology thatâs been in the series since the first game. Andromeda breaks a lot of the seriesâ own rules to get to where it is.
This alone does not make Andromeda a bad game, but it does do a good job of illustrating a big problem: everything feels thoughtless. Iâm not sure how a game spends five years in development and has a script that seems so⌠careless. Nothing in Andromeda feels logical or natural. In writing, thereâs this idea called the âidiot ball.â It comes from the writerâs room for The Simpsons, where one character would get to hold the âidiot ballâ one week, making bad choices that lead to the storyâs drama. It works in a comedy. Not so much in a game that wants us to take its narrative seriously.
The idiot ball is why the crew of an Andromeda Initiative Ark, the Hyperion, wakes up next to a planet that wasnât inhabited 600 years ago to discover that the planet is now uninhabitable and the aforementioned weird energy coral thing nearly destroys their ship.
Scientists are generally pretty careful. Donât get me wrong, they take risks, and they occasionally do stupid things like licking test samples, but youâd think that the Andromeda Initiative might have done some recon first. Maybe, I donât know, stopping just outside the galaxy, using their recon tech to see if anything had changed in six hundred years? Heck, why not stop outside the solar system to see if it had been colonized, or situations had changed? Of course they end up in a bad situation, because everyone in the game holds the idiot ball.
This isnât a new problem for the series--remember when a giant robot attacked the Citadel and destroyed most of the Council fleet, and the hundreds of thousands, if not millions of people, on the Citadel saw it and the robots murder lots of people⌠and then pretended the giant robot threat wasnât real? Mass Effect, starting with 2, has always had stupid people making stupid decisions that make no logical sense.
But--and this is incredibly important--they still worked, because they created dramatic moments.
Drama is the tension created by the conflict between a character, their goal, and the thing keeping them from attaining that goal. Itâs difficult in the best of conditions to maintain the right amount of tension; a player who is constantly being told theyâre the savior of the universe while only being tasked with hunting for wolf pelts is going to feel that the experience doesnât match the premise. Great drama has stakes that feel important and make sense. Characters who constantly make poor decisions lose sympathy, which reduces dramatic tension, and we, the audience, stop caring.
The Councilâs ignorance in Mass Effect 2 is awful writing, which isnât surprising, since the entire game is a terribly-written mess. But at least it rings true! We can believe the government would ignore an imminent threat to our lives (see: global warming), and it makes us feel like we want to take action. Mass Effect 2âs âOh yeah? You donât believe in an alien menace? Well, Iâm gonna prove it to you!â is exactly what makes a game work, even if the setup is poorly done. As long as it delivers its dramatic payload, it works.
Andromeda has nothing like that. Everything is twee. Thereâs some guy on one planet, named The Charlatan, and itâs obvious who he is as soon as you meet him, even though he plays it coy. This Charlatan fellow vies for control over a tiny little spaceport on an uninhabitable planet. Heâs trying to wrest control away from a forgettable evil space pirate lady who spouts cliche lines in the vein of âguards! Seize them!â I donât remember why I cared. I can remember every quest, every reason for doing anything in the first Mass Effect (Saren bad, Protheans cryptic, learn more about protheans, find Sarenâs base, interrogate Sarenâs sidekick), but in Andromeda, uhâŚ
Yeah. I just finished the game and Iâve forgotten why I did anything. This is because the game never did a good job of making me care about things. Donât get me wrong, it had situations that I ought to care about, but it made the Bioware Mistake.
Whatâs the Bioware Mistake? Okay, imagine that some guy walks up to you and says âhey, itâs me, your brother! Iâm being chased by ninja assassins, and I need your help!â You wouldnât believe him. Itâs a case of someone telling you that theyâre important, rather than the person actually being important to you. I felt nothing saving the Earth. I felt a lot more when I lost Mordin Solus in Mass Effect 3. Bioware makes this mistake frequently in its A-plots, but it usually makes its character interactions matter so much more in the B-plots that we can overlook the main plot shortcomings.
Andromeda does the A-plot thing: everyoneâs lives are at risk unless you, the single most important human in the story, save them all. It just forgets to do the B-plot thing. There are nice little conversations between characters on the ship and in your party, as you might expect, but conversations with the characters are a drag.
Itâs a problem with the gameâs dialog on the whole. When you talk to anyone, they⌠well, they remind me a lot of that great liartownusa photoshop of a fake Netflix movie, âThe Malediction Prophecy.â
âIt's been 3,000 years since the Malediction, the spirit-plague created by The Order, a fabled army of immortals seeking to unravel the genome of the were-shaman Erasmus Nugent, who seeks to rebuild La Cienega, a bio-weapon capable of stopping Honcho, the deathless vampire king who sseeks to conquer the Fontanelle, the mythical fortress of demon hybrid Gary Shadowburn, who seeks to unleash angel-killer Larry Wendigo Jr., who seeks to release the Bloodfroth, a terrifying evil that seeks ot return the world to darkness.â
People donât talk like people talk. They talk like fanfiction writers write. Have you ever seen one of those cringe-inducing tumblr story ideas that is just so bad, because everyoneâs got these cutesy nicknames and the premise is super goofy and very âIâve only ever read YA fiction in my entire lifeâ?
Andromedaâs like that. People talk weird. They say things like âexcuse me, my face is tired,â and make jokes without charisma. I have this urge to be really critical of the writing team, because they had, I presume, five full years on this game, and they work at a company that is literally built to make story-driven games, and the end result is an experience worse than Dragon Age 2, a game that was rushed through development in 18 months.
I donât know how this script made it through editing.
This is the kind of writing we tore apart in our sophomore screenwriting classes back in the day. I can understand narratives not working on a larger, more plot-based level, because that requires a lot of coordination between a lot of teams. But basic dialog? How is it so bad?
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Seriously, what is this? How did someone write this scene and go âyeah, yeah, this is good stuff.â How did this make it past animators and editors and marketing? How did this scene make it into the final game?
When your father sacrifices his life for you in the opening of the game, bestowing his role as Most Important Person to you, a character, apparently his friend, demands answers. She looks like Marge in that episode of the Simpsons where Homer uses a shotgun to apply makeup to her face. She asks you âwhat happened?â Your character, for some unknown reason, replies âto who?â Addison responds âitâs âto whom, and your goddamn father.â
I cannot envision a world where someone would: A) not understand that The Most Important Guyâs Death is the topic, B) correct grammar, or C) say âyour goddamn fatherâ in that context. It reads like someone trying to write charming and badass, but the situation is âa dude we all care about just died.â It makes no sense. What emotion was the writing team striving for? Did the voice actor ever think to go âuh, this makes no senseâ? What the hell happened? How did this make it into the game?
The game presents us with a myriad of unlikable characters who do nothing but screw things up--Tann, Addison, Kelly, and so on. I can understand that disaster can stress people, but I also know that, in the face of disaster, most animals, humans included, have a powerful tendency to stick together in order to face off against a greater threat. In the case of Andromeda, the vast majority of living beings you encounter in the game are Milky Way characters who chose to abandon the colony and become criminal scum in the process. That Sloane Kelly lady, whose name I only remember because I just looked it up? She was the chief security officer of the program. No one should be more highly vetted than she is, but no, after a few months, she cracks and starts a criminal empire.
Why is this story important? Game design is the art of getting players to perform specific tasks that bring about some form of emotional fulfillment. In other words, itâs about establishing motivation. When the premise is stupid, the stakes are meaningless, and the characters unbelievable, itâs hard to compel players to keep moving. What is there to enjoy? What do I gain by playing a game where everyoneâs an idiot?
How does a game, from a studio known for its stories, suck this bad after five years of development time? How does that happen? Iâm exasperated with the game. I feel insulted by the script. I genuinely want to know how this game got as far as it did, because so many core ideas feel rotten from the get-go.
2. Technology and Presentation
Much has been made of Andromedaâs many animation glitches and bugs.
So, uh, just watch this vid if you want to understand how the game ended up:
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Personally, I struggle with Frostbite, as an engine. EAâs doubled down on it, pushing the tech across all their studios, and I think for the worse. It seems like EAâs development times have skyrocketed since switching from Unreal to Frostbite, and developers have complained at length about the engine. That Kotaku piece linked earlier indicated that wrestling with Frostbite was a big reason Andromeda took so long to develop.
On my computer, Frostbite games are among the buggiest, most unstable games I have. People complained about the load times in the Unity-powered ReCore, but Iâve yet to encounter a Frostbite game with shorter load times. Itâs a big issue with the engine. The lighting seems to work really well in the hand of DICE artists, but nobody else seems to have the hang of it.
Suffice it to say, the technology has been called out by a lot of people by now. The animations--in a game that was in development for five years--look worse than they do in an Unreal Engine 3 game from last gen. From a technical perspective, Andromeda needed more time on the cooker. Maybe six months of crunch would have done it, but that team was crunching for a while as it was. The end result was a game that simply does not compete with any other AAA game on the market.
But then thereâs the art.
Great fiction often relies on the power of its iconic imagery to engage the audience. Star Wars movies always feel like Star Wars movies. Thereâs nothing quite as distinctive as the Lord of the Rings movies. Studios like Bungie and Arkane thrive on creating visually distinct universes. Even Biowareâs first three Mass Effect games were fantastically realized.
Mass Effect Andromeda seems like generic sci-fi art you can find anywhere. The alien Kett have some really cool Geiger-influenced stuff, but I couldnât begin to describe the other two alien species. Oneâs a robot race that has lots of squares and blocky shapes in their art design, and it feels like Iâve seen it a million times before. The other species, which looks like bad Farscape fan art, looks, uh⌠pretty normal. Nothing you havenât seen before.
Itâs all incredibly forgettable. If you played Dragon Age: Inquisition, then the vast desert worlds and limited selection of geographical oddities wonât surprise you. Seen the Giantâs Causeway? Someone at Bioware sure loves it. Hexagonal rock pillars are everywhere in Andromeda, some natural, some not.
Again, I donât really understand how, in five years, the art design ends up looking like⌠well, this. You know how people made fun of the suit design in Biowareâs other sci-fi series, Anthem, for looking like the bad CG models you see on off-brand GPU boxes? Andromeda has the same problem. Itâs weird going from a game like Destiny, where every location feels distinct and fresh, to Andromeda, where it feels like the art just doesnât have any creativity put into it.
And it sucks to say this.
It sucks to be so harsh. I wanted this game to be great. They were saying the right things about trying to nail that sense of exploration, and early plans for the game, as mentioned in the article I linked earlier, make it sound like they were going for a much more ambitious, exciting game, but they were hamstrung by the technology. That doesnât explain the writing or the art design, though.
As some of you may know, Iâm working on an indie game codenamed G1. I created it, wrote the plot, did most of the design work, stuff like that. Anyways, I wanted to create a really cool, distinct sci-fi universe that sticks in players minds as strongly as Star Wars or Half-Life does. Being a volunteer-only project for the time being (Iâd love to pay people, but I am so poor I literally went homeless this summer and am now staying with some family members who are in danger of losing their home as well!), weâve seen some interesting people come and go. Way back in the day, we had some guys who really wanted to change the gameâs entire setting to a much less interesting, more generic environment. Later, we had some guys who were big fans of Ghost in the Shell and wanted to make our character art reflect that instead.
My point is, I get that a lot of people want to do what seems and feels familiar, but I think, for a big, AAA video game, distinctive is what people remember, especially in sci-fi and fantasy. Nothing looks like The Witcher 3, or Dishonored, or Halo, or the original Mass Effect trilogy, Half Life, or⌠well, you get the idea, right? Distinctiveness rules. Sameyness drools. And for whatever reason, Andromeda is the least-inspired AAA video game Iâve seen in a long, long time.
3. Design.
This, for me, is the big one. I can deal with bad storytelling in a game, because almost all game storytelling is garbage. I can put up with bad technology, because I grew up gaming on the PC, where modding could often turn my games into an unbearable slideshow, and sometimes, Iâve found games that were fantastic despite their poor presentation. But if the design is bad⌠then we got a problem.
And the design is bad.
As much as I want to speculate on why the design is bad, the truth is, nothing productive can come of that. I donât know why itâs bad. I donât know who made what designs, or how much the technology is to blame, or anything like that. All I know is that the design is bad, and Iâm going to tell you what makes it bad, so if you decide to develop a game in the future, you at least can be armed with the knowledge of what Andromeda got wrong, and hopefully avoid it yourself.
If you asked me to use one sentence to describe Andromeda, Iâd probably call it âa waste of time.â
I mean this literally. Iâve never played a game that wasted more time than Andromeda. Like⌠holy crap. So much time wasting. People complained so much about certain time-wasting aspects of the game, Bioware patched some of it out.
Hereâs an example, and Iâm going to italicize it so you can skip reading the whole thing if it gets too boring. Because it is super boring.
If you want to go explore the planet of Kadara, you have to go to the star system, which involves an unskippable cutscene as you âflyâ from where you are to where you were. Then, in the star system, you click on the planet, and you fly over to it. You fly too close to it, then zoom back out (this happens every time you move between planets in the game; I have no idea why). Then you rotate the planet on your display until you can select the city, which is on the opposite side of the planet from you.
Now click on that landing zone. You must then verify your loadout, because the game wonât let you change it without seeking out a loadout station, rather than just letting you open your menu and swap gear. You will be faced with an unskippable cutscene showing you landing on the planet. Then you will spawn somewhere thatâs nowhere near where you want to go. Turn around. Click on the machine behind you, and select the âgo to slumsâ option.
You will now be around 100 yards away from the slums and the mouth of the cave. Run out of the cave. Itâs a big, empty field, so this takes like 20 seconds to do. Jump over the fence. Run another 100 yards or so to a big terminal that lets you summon your car. Congratulations, you have finally spawned. Now spend ten minutes driving wherever you need to be around a planet thatâs a pain to drive around.
Every planet is this bad. Youâd think they might let you spawn wherever youâd like, and maybe even set up a few different spawn zones on the planet, but no, thatâs not how it works in Andromeda. It takes way too long to do basic things. Fast travel points arenât in convenient spots, but thereâs nothing interesting to find other than some crates with trash you might as well break down. Any time you spawn in a base, youâre usually quite far from the person you actually want to talk to. Youâre going to spend a time walking across flat surfaces to get to where you need to go.
Contrast that with a game like Destiny 2, which has multiple spawns on each planet, and keeps the social areas with vendors nice and small, so thereâs not a lot of down time simply getting between points. Usually, these spawns take advantage of the gameâs joyful movement system, as opposed to the flat, empty space in an Andromeda.
There are other ways it wastes your time as well. Consider the UI, which decides to put everything in a list. I do mean everything. There are something like 10 distinct tiers of weapon, for every single weapon in the game. Like the Dhan? Cool, your crafting list will include the Dhan I, II, III, IV, V, VI, VII, VIII, IX, and X, which is weird, because itâs a straight upgrade every time, so thereâs literally no point to keep the Dhan I blueprint around when the Dhan X is craftable.
Chances are the Dhan X wonât be craftable, because thereâs no reliable method of farming research (I did almost all the quests on all the planets and scanned as much as possible and couldnât get beyond the Dhan VII), but still, itâs weird that theyâd put literally all the guns and their ten variations in one gigantic list of the 20-30+ guns in the game. Thatâs like 300 something entries in your crafting menu, and you canât sort between any of them.
Gun mods? Same thing. Rather than letting you, say, sort mods by location type (barrel, magazine, etc), youâre just stuck with a gigantic list, and for some reason, you have to carry them on you, even though the game only lets you swap them out at various stations. Wouldnât it make more sense to store the mods in the stations themselves?
You end up wasting so much time just navigating menus, trying to find the one thing you want, or being forced into seeking out the physical locations in game that will let you access the menus, because you canât swap items out at will⌠itâs frustrating.
Thereâs this weird fascination with diegetic UI in games, and it sucks. Seriously, there isnât a single game that benefits from having you go somewhere to access basic menu options. I donât want to have to go to a terminal to swap out my guns. Iâd much rather just press a button, open a menu, and swap my loadout there. Destiny got it right. Fable 3 did not. For some reason, Mass Effect Andromeda wants to be like Fable 3, if Fable 3âs weird menu space had huge amounts of dead space where nothing interesting occurred between the menus.
Itâs awful. And I donât know how the game shipped like that.
But the worst thing of all is the mission design. If you've played Dragon Age: Inquisition, you know that the mission design was extremely repetitive. Every location you went to would have the same few basic missions, no matter where you went. It got predictable. Andromeda is the same way. Go to two big towers on the map, solve a puzzle, go to a vault, press a button, run to the end of the vault, voila, youâve done it. Scan a bunch of corpses on a planet. Pick up some rocks and plants. Go find the glowing orbs on the planet, and youâll be rewarded with a poorly written cutscene. Fight the exact same boss on every planet, but donât look for the variety found in Inquisition, where every dragon had something unique going on that made it kinda cool.
On and on it goes. Every planet, the same thing. Thereâs a point in the game where you have to go to a place called Meridian, and you go to some ancient alien city, and itâs not actually Meridian, but you donât know that until you get there. To proceed, you must go to two different towers, solve two puzzles, and then go to a third puzzle, and do a new thing. When you fight the final boss, you will have to engage two similar phases, followed by a third, more unique phase. Every single fucking quest in this game seems to be âdo two things, and then the third thing will be different.â
Find out who did a thing? Talk to two colonist, then the third one will say something different. Get artifacts for a museum? Three things. Every quest. Every single quest. Do three things, then move on.
I donât want to be the generic internet gamer type here and accuse the developers of laziness, but I can say that the end result feels lazy. I remember, years ago, a Bioware writer saying on their forums that Bioware had decided that three was the âperfect numberâ or something, and so they did everything in threes. Well, sorry, dude, but youâre wrong. Doing everything with the rule of threes sucks.
You know why? Because it robs the player of dramatic tension. Yeah. It all comes back to that. When you teach your players that theyâre going to do two meaningless things for every quest, the player stops giving a shit about your game. When you claim to be making a game about space exploration, but thereâs settlers on every single planet you visit, and the quests are the same every time, it doesnât feel like youâre exploring, it feels like youâre a space janitor.
The rule of three makes everything predictable. Great games donât have it, unless they disguise it really well. Bad games wear it on their sleeves.
If players can predict whatâs going to happen in your game, the tension is lost, and the desire to continue is dampened. Word of mouth dies, nobody recommends your game to their friends, and your sales dry up and you canât even justify making DLC for your game.
Rule of three design is garbage. It is that simple. There is no case where it is great game design, ever.
I have no idea why Bioware decided to make a game with nothing but rule of three design, but they did. And even when they try to make it interesting, itâs not interesting. One quest had me go to a location, where a person told me âI need a thing,â giving me some absurd reason as to why I couldnât help them another way. I went where they sent me. Turns out the thing wasnât there. Thatâs two places where I wasted time not completing the objective. At the second place, I was told about some big bad gangster dude at the third place. I killed the big bad gangster dude without even realizing it at first. Got the part, went back to the first location, and ended the quest.
The stakes never matter in Andromeda. Youâll always be forced to do something pointless before you can do the thing that does matter. Once, I found a place on a map, but the door was locked, and I could not get in. I finally found the quest that let me in that location, but I had to go to someoneâs office. I went there. I tried to interact with a crate that obviously had loot in it, but I could not. Scanning something else gave me a map marker to the original location. I returned there. The door was open. It wasnât like Iâd found a key or anything, the door was just open. Then a vendor from the other side of the map showed up. We had a conversation. The next quest step was to see her⌠all the way on the other side of the map. Couldnât we have had the conversation while she was still at the first location? No? Anyways, it was only after this point that the chest became interactive, and I could sift through its contents.
Contrast this with Divinity: Original Sin 2, where my excessive exploration has got me into numerous areas I shouldnât be in. Look at a game like Skyrim, where someone can say âyeah, take the reward, itâs in that box over there,â but you stole it hours ago while you were sneaking around.
The game forces you around empty and pointless maps for no real reason at all. At least Bethesda places its objectives far across the map as a means of taking you through interesting and distracting landscapes. Thatâs part of the reason that Bethesda is such a popular developer. Their worlds are easy to get lost in.
Iâm not gonna lie, Iâd love to sit down with some leads at Bioware and talk about how to make their games better, because right now, their games seem formulaic as hell--Dragon Age Inquisition and Mass Effect Andromeda are virtually identical games in their broad strokes, with the only real differences being the result of the setting.
If youâre a professional writer, youâre probably going âwhy is Doc using so many words to say things he could be saying much more simply?â Well, Iâm being a dick and using this rhetorical device of wasting your time to give you the idea of what itâs like to play Andromeda.
Itâs a waste of time, and itâs broken on the conceptual, writing, design, presentation, and technical levels. Nothing works here. Everything is broken. I donât know how this game made it this far without being canceled. I donât know how the writing standards for this game were so lax. I donât know why anyone recommended this game to me, because it is quite literally the worst AAA gaming experience I have had in years.
Ultimately, it comes down to drama. Nothing Andromeda does is dramatic. It tries to use dramatic music and awful cliches to make things feel dramatic, but it doesnât earn anything. The art isnât inspiring, the stakes are rarely, if ever, high, the quests are so predictable that all tension is gone.
And it sucks that I feel this way. It especially sucks because the game actually starts out being interesting, making you curious, prompting you to ask lots of questions. By the second planet, you realize just how predictable it all is. By the end of the game, youâre wondering why you stuck with it this long. That 40-or-so gigs of hard drive space would be better off empty.
There are so many other problems with the game. Why do most mods either have negatives that outweigh their positives, or positives so miniscule thereâs no point to using them? Does a 5% recharge timer in a 5 second timer really matter? Does a 3% damage boost on a gun with three shots have any perceivable effect? Nope. We could dive into the problems with dozens of quests, more specifics about the writing, and so many other things. Thereâs so little good to find in this game. It wastes all its time thinking itâs better than it is.
Drama is everything. Use your mechanics and your narrative to create drama. Thatâs what gets players playing and talking. Thatâs why they spend money. If youâre not going to do that, donât bother making video games.
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