Apr. 4th, 2017

fereldanwench: (Mass Effect - Selene Ryder)
I've been taking MEA in little chunks for the past week. My morning ritual this weekend was wake up, make some coffee and breakfast, and play for about 4 hours or so. It was super nice, and I'm gonna do it again this weekend.

I find that I do really need to set a few hours aside to properly play it. I've only had about an hour of unbooked time in the afternoons this week, and it doesn't feel like enough time to make any substantial progress. It takes me like 10 minutes to get situated and remind myself of what I'm doing, and if I want to travel to any new locations, the loading time and travel animations can be really tedious. I've made it a habit of saving on the Tempest so it's a little easier for me to planet hop since I tend to decide where I want to go on a whim.

I have my settlements established on Eos and Voeld, and I just visited Havarl. Eos and Voeld are beautiful (Voeld especially after you clear the blizzard), but in essence, they're just desert and snow levels so they don't feel that innovative. Havarl has a little more character to it; it's a jungle world with incredible fauna. The colors remind me a little of the Frostback Basin from the Jaws of Hakkon DLC, which was one of my favorite areas in DAI.

On Sunday, I endured what the longest and most tedious "boss" battle of my ENTIRE LIFE with a type of enemy called an Architect. I expected it to be something similar to the dragons in DAI, but whereas the dragons were one of the few enemies that actually required any tactical thinking and were, in my opinion, a lot of fun and rewarding to fight (minus feeling like an asshole because they're beautiful, majestic bbs and like half of them aren't even bothering anyone), the Architect was like a 30-40 minute rinse-and-repeat battle with no real challenge once you figured out the pattern of attack. It wasn't a long fight because it was hard or I was bad at it; it was only a long fight because it was unimaginatively designed to force the player to only be able to hit certain weak points after fighting certain waves of attack.

I saw at least one more of these fuckers on another planet, and I'm not especially excited to do that mission because it was awful. I probably would have played more on Sunday if I hadn't done that fight, but it was just draining.

I haven't really had any more issues with animations. About 40-43 hours in with this Ryder, and it seems like the worst has passed.

One little feature I've really come to appreciate is how your journal/codex area keeps really specific details about the decisions you've made. Lexi even provides a "psych analysis" that breaks down how your responses are crafting a certain personality. It's been very helpful in me getting a feel for who my Ryder is and what I want her to be.

Also, I'm coming to really adore my companions and their relationships with one another. You know how in Inquisition all the companions and advisors felt really spread out and kind of isolated from each other? Totally not like that at all in Andromeda. The companions have their own areas on the Tempest, but they also move around on the ship and have a lot of conversations and fun banter with one another. They also talk a lot more out in the field. The overall dynamic feels a lot more homey and casual, more like Hawke and the Kirkwall crew.

Gil is a champ at poker--You get a chance to play with him at one point, and I also found a datapad with his notes about the crew and how they play. His observations were the most goddamn endearing thing I've read in a while. I seriously just wanted to group hug the entire crew after reading it. A part of me wants to see the whole crew play to witness that in real time, but another part of me just wants to hold on to what my imagination conjured up because it's beautiful.

So discoure re: Gil, Jaal, & Cora, because there is some shit in how they were handled:

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fereldanwench

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