Quote from: Gate on Mar 22, 2017, 03:53:06 PMStory isn't inconsistent. What the hell were you talking about, Le Celticant? There's just a whole lot to do because it isn't linear.
Actually, there is very little to do because it isn't linear.
Scanning 20 minerals and 16 plants ain't a lot to do, it's one thing to do, multiples time.
Same for remnant Vault.
The main plot is very thin and very predictable.
I haven't been surprised once so far and I'm about to kick for the last mission.
There are a few sidequest that picked my interest, mostly the one recalling past event and bringing the nostalgia about spectres, cerberus and that kind of stuff. The others were pretty "meh" and the last types are just repetitive tasks across each planet.
They aren't bad they just don't stand out much like you used to defeat husk in ships, caves, fight Eclipse, blue suns, Blood Pack...
It lacks a bit diversity for something that is supposed to be "open".
It's funny because it's everything I criticized in ME1.
In the end both look very alike, they are vast planets fun to roam with the mako/nomad with a lot of empty wasteland and very few interactions showcasing iteration of the same duplication.
My favorite part so far was Havarl, mostly because it was a bit more linear, on foot, and because the game design didn't felt as repetitive.
It's a place of wonder I could loose myself in. I just regrets the too thin sidequests.
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I think the biggest disappointments so far are
1) The music, pretty neutral/ambient and are the same across each planets. Places don't get a "soul" like they did in the first game where just by the sound I could tell if I was on Noveria, Feros or The Citadel and they are really not on par with ME2 matching feeling with the overall mood.
That being said, they aren't bad, I especially like the galaxy map music, but the SFX around are just too distracting that I can barely get a glimpse at it.
2) The lack of impact for your choices. Probably the most terrible thing for this game. It's funny because every choice you make is incredibly grey. Either way you loose something and you win something else, there's no more "good people" and "bad people". In theory it's good, my only problem with it, the total lack of consequences for your choices. It just ends the quest and it's a "to be continued" kind of choice if there's ever a ME Andromeda 2.
It's really not satisfying to not see how your character progress with the choice you takes. In the original trilogy you could see Shep progression in each game the more you went Paragon or Renegade and there were things that got unlocked along the adventure.
Here now nothing is locked, it's just a way to answer people and since as I mentioned each choice makes very little to no consequences I don't even bother being invested into the dialogue. It's such a shame because when you have choice of Killing X or Killing Y and whoever you kill doesn't make an impact on either you or the game but awaits for another game to tell what consequences are, I feel like it's not rewarding at all and I really regret the removal of Paragon / Renegade.
I'm not saying it wasn't the case in ME1, just like you save the Rachni queen that was a "to be continued" but at least it felt very rewarding since you were building up the personality of your shep. There Ryder doesn't get anything from making choice, every conversation is unlocked at all time.
There's also the problem that choices are too thin and too often. It's always choose from A and B with very little story development and you don't get to know really what's going on. There's no grey "middle choice" also.
And last, there are almost no interruptive actions through the entire game.
It was mass effect trademark since ME2. Now it's just almost gone.
80% of the game and I've probably encountered 3 (I have 100% viability and almost all side quest done).
That has to be a joke right.
But then it's my game experience, each one is own. I just think they went pretty much down for this one so far.