Almost 10 years ago the original Mass Effect debuted on the Xbox 360. The hype around it had been building for some time and I, not wanting to miss out, had purchased the console based on the rumours it was to be forever a platform exclusive. I don’t regret my decision at all and I completed the whole trilogy on the Xbox 360, even upgrading to a newer revision so that I didn’t have to deal with the jet engine that was the original’s disc drive. With Shepard’s journey over however I decided that I’d come back to PC for Andromeda, the next instalment in the Mass Effect universe. With such a high bar set for the previous trilogy (bar some inexcusable missteps) it was always going to be tough for Andromeda, but the mistakes that BioWare have made with this latest instalment go beyond reality not lining up to the hype.
Andromeda takes place between the events of 2 and 3 of the original trilogy where the races of the Milky Way have formed the Andromeda initiative. The Citadel’s council has decided to arks to the nearby Andromeda galaxy, each of them populated with 20,000 citizens and a leader known as the Pathfinder. You play as Scott/Sarah Ryder, a twin and child of humanity’s Pathfinder Alec Ryder. Your job is to find humanity a new home and begin the formation of a new galactic government in the Andromeda galaxy. Upon arrival however you quickly discover that everything isn’t as the initiative had first hoped, the Andromeda galaxy significantly changed in the years since it was first scouted. It is up to you then to make Andromeda viable, paving the way for a sustainable colony for generations to come.
Mass Effect Andromeda drops the Unreal 3 engine that powered the last trilogy in favour of the Frostbite engine. This, coupled with the significant leap in computing power afforded to us, means that Andromeda’s graphics are a massive step up over its predecessor. However this also meant that BioWare had to spend significant resources in redeveloping tools, workflows and assets which led to some significant teething issues. This most obviously manifested in “my face is tired” lady and other quirks which made it feel like the series was a generation or two behind where it should be. The patches that have come out since then have made a significant difference but it just goes to show that even the big name players can suffer when it comes to an engine change. Still, at a pure visual level, Mass Effect Andromeda is quite a looker.
In a departure from the series’ action-RPG roots Andromeda tends heavily towards an open-world game, giving you an absolutely massive galaxy to explore. Whilst the core of the series remains largely the same there’s a bevy of additional things thrown in to keep you playing. There are numerous planets which you can put outposts on but only after you’ve raised their “viability” to a certain level. In order to do that there’s dozens of tasks available like completing quests, eliminating hostile forces or unearthing an ancient technology with the power to terraform worlds. Completing these tasks also raises Andromeda’s overall viability, allowing you to bring more people out of cryopreservation which unlocks certain benefits for you. You’ve also got strike teams which you can send on missions to get you resources, items and credits. There’s also a research and crafting system which allows you to build your own customised versions of weapons and armour you find in the game. This is all on top of the run of the mill action-RPG trappings we’ve come to expect from the Mass Effect series, meaning that the scale of Andromeda is much greater than any of its predecessors.
Andromeda’s combat system has been reworked, most notably scaling down the number of abilities you have on tap at any one time (3, maximum) whilst allowing you to fully max out any of the 3 talent trees if you so wish. Additionally your control over your team mates is significantly diminished, the ability to target their powers gone and the only command you can give them is “go here”. Combat scales to your current level which means that, at the start, it’s probably a bit more challenging than it should be. Later on, when you’ve got a good set of gear and maxed out talents, things become a lot easier. Whilst I’m usually a fan of streamlined combat systems the changes made in Andromeda feel like a step back overall as it removes some of the depth that its predecessors had. No longer can I set up a devastating combo with my team mates, instead I’m left to watch over them and time my abilities that way. In the end I opted for a pure tech build with multiple constructs to do most of the work for me. There’s also a distinct lack of variety in the combat encounters as after about 6 hours you’ve probably seen every enemy, bar a few boss fights. Overall the combat feels competent but lacking the components which made it so much fun in the previous Mass Effect titles.
Progression comes in numerous forms and so often that it can be hard to figure out where you should be focusing your effort. There’s the standard levelling up and talent points which allows you to craft your ideal character. Unlike previous games where your original character class limited your talent choices Andromeda instead uses that as a kind of boost to give you access to some talents earlier than you’d otherwise be able to. From there you can either build on it or mix and match as you desire. How you spend your points also unlocks additional “profiles”, essentially another choice which allows you to bolster certain aspects of your character, which can be changed at any time. In addition to this there’s the usual loot drops which, like the combat, scale to your character’s current level. You can also research and craft your own weapons and armour, even augmenting them with different mods to give them a considerable edge over their dropped versions. However the research and crafting system requires such a heavy investment, in both time and resources, that it’s honestly not worth it when the difference is maybe a few percentage points. If you’re really, truly into making the most broken character possible then it’ll be right up your alley but otherwise it’s better to spend your time elsewhere.
Once you’ve got a handle on just where you want to go with your character it becomes easier to tune out the noise but that’s also the point where progression starts to slow considerably. Higher tiers of talents will require 2 levels worth of points to acquire, new armour upgrades (through drops or crafting) only come every 5 levels or so and quality of life upgrades (from cryo pods) require a significant time investment on making planets viable. Again this comes back to the game’s more open world ethos, giving the player numerous means of progression in the hopes of keeping you around longer. In any other open world game this would just be par for the course but for the Mass Effect series it feels like a big step away from what made it great.
Indeed the open-world-ness of Andromeda is, I feel, the game’s Achilles heel. Open world games tend to try to cram as much as they can in and often end up relying on repeatable missions that can be adapted easily. Andromeda is no different with many missions coming down to simple fetch quests or a small variant there of. Any of the worlds you go to are either inhabited by Kett (the enemy alien race), colonists or the Angara (the new alien race). Whilst all the worlds have their own distinct feel the all play out the same, especially when it comes to reactivating the monoliths. Whilst the planet exploration is done far better than it has ever been in the series (the Nomad being a much better version of the Mako) you’ll still be doing the exact same thing on each planet: driving around, sometimes stopping for mining nodes or a combat encounter as you trundle your way to your objective. Sometimes it can be fun when you stumble across something but it starts to wear thin pretty early on.
What this means is that the core focus of the game is somewhat blurred. With so many things to do it can be hard to discern what the main thrust of the game really is as they’re always pulling you in multiple different directions. Sure you can look to the main missions for direction but unlike previous ones it wasn’t so obvious how the side missions built up into it. Indeed one of (what I had assumed was) the core aspects of the game, finding all the other race’s arks, is actually nothing more than a side quest and completing them appears to net you no significant advantages at all. Previous Mass Effect games heavily leaned on the fact that your choices, even those outside of the main story line, had a meaningful impact. In Andromeda that really doesn’t feel like the case. It’s possible that some of my decisions might mean something in future instalments but even the original Mass Effect managed to have meaningful choices within its own play time. Suffice to say I think that Andromeda could have done with a significant reduction in scope in order to better focus on what made the series popular in the first place.
As many others have pointed out the initial release of Andromeda was plagued with various issues that made the game less than ideal. The varying quality of animation across different characters was improved significantly in the most recent update but some other fundamental issues remain. During dialogue the camera has a mind of its own, sometimes getting stuck on geometry that means it won’t have Ryder, or anyone else, in frame. There were also numerous quality of life issues like being unable to skip certain things which really should have been skipable from the start. The multiplayer experience was also something of a crap shoot, taking forever to find a game and then being a buggy mess when it finally did. The only game I managed to get into had me with unlimited abilities, ammunition and health, something which (whilst fun) I don’t think was completely intended. This may be one of those games that gets considerably better as patches and DLC are released however, so if you’re reading this in the far future take note.
The premise of the game’s story is a good one, allowing the series to continue without having to lean on the previous games’ canon to succeed. However it takes forever to become even the slightest bit interesting, requiring at least 6 hours of investment to understand just what is going on and another 14 hours to actually start piquing your interest. This is most certainly due to the disjointed, fractured nature of how the greater narrative is told, split up amongst so many different side missions that it’s hard to make sense of how it’s all supposed to fit together. The game’s overall narrative, which feels dangerously close to the previous trilogy’s in some respects, tries its best to set up the universe in which this new trilogy takes place. However this time around you’re not struggling against some unseen foe which is pulling the strings, instead you’re the glorious, benevolent colonists who’ve come to save the Andromeda galaxy from itself. In that respect a lot of the struggle feels hollow, failing to kindle a sense of purpose or drive in you.
It’s a shame because I feel like the character development is actually done pretty well for most of your crew. Jaal, the Angaran resistance fighter, is an incredibly interesting character and one that helps give you a deep insight into his people’s culture. Some of the others could use work, like Cora’s weird interactions with Asari, but overall if you want to really get to know your crew there’s every opportunity to. I, as always, seemingly feel for the one I couldn’t have her romance options locked away from me because of my gender. That was slightly disappointing and so the romance I did pursue afterwards felt a little hollow. Still I can’t blame the game for not allowing me my heart’s want.
Mass Effect Andromeda is an uncharacteristic misstep by BioWare, seemingly forgetting what made the original trilogy great in favour of expanding its horizons. The elements are there, but they’re buried underneath a trove of open-world garbage that does nothing to enhance the experience. In order to get any enjoyment out of the game you’re looking at a least 20 hours, something which makes it hard to recommend to all but the most dedicated of Mass Effect fans. There’s also a lot of teething issues resulting from the transition to the Frostbite engine, but these are things that can be fixed in patches over time. The more pressing issues, like the lack of focus and repetition that comes with open world games, is a harder challenge to solve. However BioWare is nothing if not adaptable so there’s every chance that future DLCs and patches will transform this game from its current, lacklustre state into something that is more worthy of your time.
Mass Effect Andromeda is available on PC, Xbox One and PlayStation 4 right now for $69.99, $79 and $79 respectively. Game was played on the PC with 32 hours of total playtime and 42% of the achievements unlocked.
If you’ve ever played GTA V online you’ll know that one of its standout features is the heists. A good group of mates and I have run through them numerous times, usually late at night with each of us cradling a wine glass in the other hand. So when we starting hearing that Tom Clancy’s Ghost Recon: Wildlands was basically just the heists part of GTA Online we decided that we’d give it a shot. Whilst it’s not exactly as we expected there are aspects that heisters from GTA will adore, especially if you’re after a game that you’ll be playing for dozens of hours.
The year is 2019 and Bolivia has fallen victim to the ruthless drug cartel, Santa Blanca. Now a narco state, producing the lion’s share of the world’s cocaine, it has caught the attention of the United States government. However it took the bombing of their embassy, and the death of one of their DEA agents, before they felt compelled to intervene. Not wanting to be seen interfering in a sovereign state’s affairs they have decided to send in you: a member of the elite unit called the Ghosts. It will be up to you to see the completion of operation Kingslayer, with its ultimate target being the leader of the cartel.
Wildlands uses the AnvilNext engine which has brought us other stunning titles such as For Honor and Steep. The environments of Wildlands are massive, spanning dozens of in-game kilometers. It makes the usual open-world trade offs, sacrificing scale for detail. The result is a game that’s exceptionally pretty when you’re flying over or driving through it but up close the repetitive assets and lack of detail start to become apparent. Performance is good overall, striking a good balance between pretty visuals and consistent frame rates. Overall it feels like a step up from similar open world titles and aptly demonstrates the versatility that the AnvilNext engine is capable of.
The core game of Wildlands is your typical open world game, throwing you into a big wide space that’s filled with missions, collectibles and random encounters that you can partake in at your leisure. Progression is a two part mechanic: the first is skill points that are gained through completing missions which can then be spent on skills but only if you have the requisite resources, collected from just about anywhere. Weapons and their various upgrades are scattered around the map, requiring a bit of leg work to craft the perfect gun for your play style. The game is always played with 4 total people in your team, whether they be friends you’ve brought in or AIs if you’re playing alone. If you’re playing on anything but the hardest difficulty the game could easily just be a run of the mill third person shooter but at the peak difficulty it’s necessary to take a far more tactical approach.
In general a mission will usually go through a few phases. The first will be recon, where you’ll utilize a drone to scout the area and tag as many of the enemy as you can. You’ll then attempt to take out as many of them as you can without alerting the rest of them which you’ll sometimes be able to do without incident. However, 9 times out of 10 I’d say, you’ll end up making a mistake that alerts everyone to your position and from there it’s a no-holds barred shoot out until one of you is dead. If you’ve got the patience though you can retreat and reset for another stealth attempt, although it’ll likely be a lot harder the second time around. After that there’s usually some objective to complete which often sends through another wave of enemies for you to take care of. Overall it’s not the most inventive game in terms of mechanics but they do blend together quite well.
Progression is pretty steady throughout the game, so long as you take the time to tag enough supplies to ensure you can level up your skills. In between levels and runs for supplies you’ll typically stumble across a weapon or mod blueprint which you can then use straight away if you get to a load out point. It’s slow enough that you don’t feel overwhelmed with options but also fast enough that you’re never wanting for the next step up. If the open world genre appeals to you then it’s likely to keep drawing you in for multiple hours. For me however things started to wear thin rather quickly.
Like all co-op games Wildlands is better with friends but even then it becomes quickly apparent just how same-y everything is. Most missions play out roughly the same, although they do get more interesting as you unlock some of the more ridiculous upgrades. Most weapons in the same class aren’t different enough to make them feel satisfying when you acquire them and you’ll often get lots of upgrades for weapons you don’t currently have. It has the same feel as a MMORPG grind but without the payoff of showing off your gear in the armory. It’s a criticism I’ve leveled at other open world games before so it’ll be a red letter day when one game manages to address it successfully.
Another notable misstep is the vehicle physics which, whilst slightly improved from the open beta, are still janky and weird when compared to other similar titles. Helicopters have a weird flight model which appears to function purely based on momentum, usually whichever vector has the highest value at any point in time. Ground vehicles are neigh on impossible to keep flipped over which leads to a whole bunch of weird and wonderful interactions. It might sound like a minor gripe but when you spend so much of the game going from point A to point B small things like this are unfortunately very noticeable. It’s not beyond fixing however, but the last patch or two didn’t make any noticeable improvements.
The story is average, not terrible but not particularly noteworthy. There are some nice touches, like the various bits of banter the team has between missions which helps flesh out the main characters. The main story line though isn’t particularly interesting as, thanks to the open world construction, there’s no real impetus driving you forward to any one objective. Indeed even the over-arching goal that the game sets out early on seems to be a million miles away all the time. Perhaps it gets better with more time invested but if a story can’t grab me in the first 4 hours then it’s not likely to do it in the next 20.
Tom Clancy’s Ghost Recon: Wildlands is a decent open world/RPG hybrid, one that I’m sure a certain type of player will find a lot to love in it. The visuals are definitely a step above its current peers, made even more impressive by the fact that the engine isn’t specifically designed for this type of game. The combat is challenging and rewarding, even if it starts to feel a little bit repetitive after a while. It suffers from the same spread of issues that plague all open world games, something I hope one day to see solved. The vehicle mechanics could be improved on significantly, something which would make a good bulk of the experience just that much better. Finally the story is nothing to write home about but, considering I couldn’t push myself to put more time into it, there’s every chance it gets more engrossing with a few more hours chucked in. Overall I think Tom Clancy’s Wildland’s is a competent game, just not one I think I’ll be playing without friends or sober, if I can manage it.
Tom Clancy’s Ghost Recon: Wildlands is available on PC, Xbox One and PlayStation 4 right now for $49 on all platforms. Game was played in both the open beta and full release with approximately 8 hours spent equally across both.
Publishers will try their hardest to time releases right, something that’s become inexorably harder due to the sheer volume of games that are released these days. It’s not uncommon now to hear of several titles, all ostensibly vying for the same market, releasing within a short period of each other. Last year’s hat trick of Battlefield 1, Titanfall 2 and Call of Duty: Infinite Warfare is the perfect example of this, something which you would assume was to the detriment to them all. However it seems that timing might not be everything as all of the games did respectably well. Horizon: Zero Dawn’s launch, coming in just before Zelda: Breath of the Wild, would have similarly seen foolish but it’s success says differently, its sales even eclipsing that of Zelda in its opening weeks. The reasoning for that is simple: it is an absolutely spectacular game, one that many will point to as a reason to own a PlayStation 4.
In the far future humanity has regressed back to its tribal roots. The ruins of the Old Ones are all around them, a reminder of the time when the world was dominated by metal rather than by nature. You play as Aloy, an orphan who was put in the care of Rost, a tribal outcast. He teaches you how to survive in this world but will not speak of your past, his banishment from the tribe or why you were entrusted to his care. However he does tell you of a way to learn all these things: you must win The Proving to become a brave of a tribe and win a boon from the matriarchs. This begins your journey of self discovery, one that will take you deep into this world’s past and will put you in control of its future.
Horizon: Zero Dawn is an absolutely stunning game, setting the bar for what’s possible on the PlayStation 4. This is saying something considering that I’m still playing on an original PS4, which doesn’t have all the added goodness that’s available to pro owners. As the screenshots in this review will attest to you can see just how big, expansive and detailed the environments are. They are then lavished with all the modern effects you’d care to name, making them some of the most immersive graphics I’ve seen to date. Surprisingly none of this comes with inherent performance problems either, the main game able to maintain a stable 30fps for the majority of the game. Interestingly the UI does render out at 60fps but the game itself is locked at 30fps, even on the Pro. This is all thanks to the Decima engine which has powered similar spectactular titles such as Killzone Shadow Fall and Until Dawn (it will also be bringing us Death Stranding, which is rather exciting). Suffice to say after the low-fi experience I had with Zelda it was great to have a graphical marvel like Horizon: Zero Dawn to go back to.
From a core game perspective Horizon: Zero Dawn is a traditional open-world RPG, taking inspiration from other similar AAA titles. There’s the campaign missions which will be the main source of story progression coupled with dozens of side missions, errands and various other quests to help you progress Aloy. Completing quests and killing monsters earns you XP which will level you up and grant you skill points to spend in one of 3 different trees (ostensibly combat, stealth and crafting). The crafting takes a leaf out of the Far Cry book, requiring you to hunt down certain animals for rare components to upgrade your inventory. Additionally, whilst you can purchase weapons and armour from vendors, you’ll need to hunt down certain beasts in order to be able to buy them. There’s also the usual open world trappings like climbing towers to reveal areas, hidden collectables hidden around various areas and random encounters that appear to change slightly as the game progresses. In terms of scale it might not be quite as big as Zelda was but it’s still definitely big enough to satisfy even the most hardcore open world completionist.
Combat sits inbetween Zelda and Dark Souls, being somewhat approachable but still requiring a base level of skill to get things done efficiently. Unlike some games where you can just blast your way through Horizon: Zero Dawn is much more focused on finding an enemy’s weak points and exploiting them. This can be as simple as figuring out which points to hit to give extra damage all the way through to complex mini-games that involve figuring out which component you can blow off, removing it without damaging it, then using said component against the enemy that you’re fighting. This can be somewhat frustrating at times as you might not get the opportunity to scan an enemy for its weaknesses before it engages you, leading to a drawn out engagement where you try to figure out what you need to do. Other times however the fights can be incredibly satisfying as the biggest of enemies can be felled easily should you know the right sequence of events to do in order to take them down.
One part where the combat does fall down a bit is with the camera. There’s no lock-on in Horizon: Zero Dawn, meaning that you are always going to be hunting around to ensure your enemies are within your vision. Sure, you can tag enemies to make this a bit easier, but that doesn’t save you from problems like the camera doing an about face if you dive head first into a boulder. The reasoning behind the lack of lock on is due to the focus on targeting weak points at range, rather than trying to beat your quarry into submission. A good fix would be a “snap to tagged target” button which would still require you to aim properly but would alleviate rather irritating camera wrangling that you have to do. Still it’s far from a game breaking issue and it can often be overcome by taking a more stealthy approach.
Stealth is done superbly well with most missions able to be done completely via stealth. There’s no non-lethal option here and the game won’t reward you for avoiding taking out enemies. Most small to medium sized enemies can be taken out in a single blow, although the animation is relatively long and so requires a decent amount of precise to pull off properly. Larger enemies need some more diverse tactics in order to take them out stealthily but it’s certainly still doable for some enemies. Indeed I managed to take out a bunch of shell walkers by silent striking them then disappearing behind a rock, saving me the trouble of dealing with their shields. The biggest enemies unfortunately still require a head to head fight but those are probably the most fun fights and would be a waste if they could be done via stealth.
Progression comes thick and fast in Horizon: Zero Dawn, ensuring that you’re never too long without some kind of improvement coming your way. Levels and skill points are plentiful; so much so that about half way through the game I couldn’t find a single mission that I hadn’t already out levelled. Taking the typical “take all the things” approach works a treat, ensuring that you’ve always got enough supplies to upgrade everything and for trading with vendors to get awesome gear. The RNG can be a little unforgiving at times, leaving you to constantly hunt down certain animals or machines in order to get that one part you need. However if you’ve saved basically everything you can carry you’ll often be able to craft a bunch of upgrades all in a row. Unfortunately your main spear can’t be upgraded like your other weapons can be, save for a few talents and a single upgrade that comes late in the main campaign. It’s a bit annoying since everything else goes up significantly in power, leaving the spear a feeble option in late game.
Before I get into the story there’s one weird quirk that I think bears mentioning. For some reason the facial animations seem to be a bit hit and miss in some areas. Every so often characters will appear to completely lose control of their eyebrows, something which is both hilarious and disconcerting. Additionally some character’s upper lip animations seem to fail to apply which makes them appear to be talking through gritted teeth. Most of the time it’s not particularly noticeable but it can be an immersion breaking occurrence once you notice it.
The plot of Horizon: Zero Dawn is fantastic, starting out from simple roots and slowly building up to a crescendo that you’d be hard pressed to predict from the outset. All of the characters are given ample opportunity to develop through on-screen events with little additional flavour given by the numerous journal entries you can pick up everywhere. The pacing of some of these elements could use some work, like when you’re exploring the old metal ruins and there’s numerous audio logs around. Often in those areas I’d just end up standing still for ages whilst the audio played as otherwise it got too hard to listen to it and the normal in game dialogue. Putting that part to one side however you have a story that’s deep and rewarding, especially for those who take the time to uncover all the additional items scattered around the world.
This is only made better by the absolutely stellar cast of Horizon: Zero Dawn who do a great job of bringing the script to life coupled with the fantastic sound work. The cast consists of some big names, both from within the gaming community and from Hollywood. The soundtrack of Horizon: Zero Dawn ebbs and flows at just the right time, providing punctuation to the game’s pinnacle moments. There is one grievous fault however: it unabashedly screams sequel right after the game’s closing credits roll. Whilst I am excited at the prospect of revisiting this world there was no need to seemingly ruin the game’s ultimate climax with that post credit scene. It’s still worth experiencing but they could have done a better job at that point.
Horizon: Zero Dawn takes the mantle of queen of the PS4 exclusives now that the Uncharted series has come to a close. It’s visuals are second to none, making great use of all the power the PlayStation 4 has to offer and further amping that up for Pro owners. The game is deep and complex, it’s mechanics not offering anything particularly new but certainly showcasing an implementation that others should take note from. The story is likely to be one of the best for this year, setting up the IP for a good long time to come. There are a few small issues that bring the game down a peg or two but none of which are beyond being fixed in a future patch. Horizon: Zero Dawn is this year’s first must-play title on the PlayStation 4 and one I think many will come back to for years to come.
Horizon: Zero Dawn is available on PlayStation 4 right now for $78. Total play time was approximately 20 hours with 20% of the achievements unlocked.