Mass effect andromeda who do you play as. Mass effect andromeda who do you play as

What do you think? Have you played Mass Effect: Andromeda after the update? Do you think there should be a follow-up? If not, how would you restart / continue the Mass Effect franchise? Tell us about it in the comments below.

Understand the Mass Effect: Andromeda Storyline and Meet the Characters

Mass Effect: Andromeda faced a post-release disappointment. But with many issues already fixed, is it worth digging into them? Find out about Andromeda and if it is right for you.

While Mass Effect: Andromeda was one of the most anticipated games of 2017, the game’s premiere met with intense reactions from fans of the series. Within a few weeks after the premiere, the developers tried to fix bugs and regain some faith among players.

However, it seems BioWare has decided to abandon the franchise as there is no more single-player DLC or story content planned for the game.

However, this does not mean that Mass Effect: Andromeda is not worth playing. Now that the fixes have fixed some issues and the game’s price has dropped, is it worth buying?

We’re here to tell you about the game and the criticism it has faced, as well as what makes it worth buying.

Why Was the Game So Badly Received?

Although the game received mixed reviews, there was considerable feedback from the series’ vocal fans. These players felt BioWare threw the ball at this title. After all, developers teased Mass Effect: Andromeda years before its release – the official announcement appeared at E3 2015.

With so much hype and years of waiting, fans had high expectations. It was also heavily marketed as part of the Mass Effect brand. As many consider it one of the best game franchises, hopes were high.

In the two years between the announcement and the release, fans expected a refined product of the same caliber as previous titles. But as with other game franchises of falling quality, this isn’t what they got.

Glitches and a Lack of Polish

While it would be unfair to call the game a wrong mess, it contained many more bugs than is acceptable for an AAA title. In addition, the game lacked refinement of the previous installments of the series. His facial animations have become a known source of mockery in the game.

Only in the clip we captured below in our first take on the game can you see just how distracting the hair and clothes movement animations were (with a phantom indoor breeze).

The characters did not respond adequately to the conversation options. Meanwhile, the eyes of many NPCs had the soulless and glassy quality of shop mannequins. There were also a lot of glitches during cutscenes: characters passing through each other, a camera angle bug, and even multiple character models appearing in one place. Particularly disturbing was the sight of Jaal’s two torsos growing out of one pair of hips.

Players also criticized the game for its complex and confusing menu, repetitive side missions, underdeveloped characters, and poor dialogue. While it’s cute that the protagonist Ryder is less confident than Commander Shepard, some of the dialogue seems embarrassing and awkward. This is especially noticeable in some romance options where Ryder can appear scary at times.

The cutscenes when switching between planets on the galaxy map were also particularly annoying, adding unnecessary time to the gameplay.

Soon after its release, Mass Effect: Andromeda began to represent an ever-growing trend of major studios using popular franchises for cash while destroying their quality.

While not all of these issues have been patched, updating the game has made it a much more polished product.

Mass Effect: Andromeda introduces permanent character bonuses through a mechanic called Prestige. Each character is associated with a group of bonus stats; Progressing a certain stat, up to a certain limit, will apply the appropriate bonus to all characters in Multiplayer. There are five different bonus stats that can be upgraded :

You’re a Colonist

2.5 million light years from home, you play as Scott or Sara Ryder. These siblings are twins and are part of the so-called Andromeda Initiative, which sent scientists, explorers and civilians to boldly set out and settle in worlds where no human had previously settled. Scott and Sara are members of the Pathfinder team, a group of soldiers and scientists trained in diplomacy and combat who will be the first shoes to tread a foreign land. Mission briefings refer to them as the “tip of the spear” that overpowers any dangers on these new worlds, as well as to cartographers filling empty spaces on the map.

In Andromeda, the basis of the operation is a huge space station called the Nexus. It is based on what was called the Citadel from the original trilogy – a colossal space springboard that served as the political and cultural heart of the old galactic community.

The Nexus is inhabited by five races from the Milky Way that make up the diverse Pathfinder project. The relationships you make and the choices you make here will have ramifications on the broader political scene, so you need to choose your words wisely.

There are also inhabitants of the planets you are trying to colonize. Given that the Andromeda Initiative is essentially a mass intergalactic migration mission, these natives may have something to say about the crowds of aliens flocking to their doorsteps.

So who are these fearless settlers? They are transported cryo-sleep on the centuries-old journey to Andromeda in five spacecraft known as “Arks” that orbit the Nexus. These five races stood out in the original trilogy, so if you’re new to it, it’s worth having an introduction to each of them.

The Asari Are Respected

The Asari were the first to comprehend the ability to travel into space, and as such were seen as the leaders of the galactic society of the Milky Way. In addition to having a lifespan of thousands of years, they are endowed with biotic powers – the ability to generate energy fields that can tear enemies apart or form protective barriers around allies. An asari can also successfully mate or reproduce with any other sex or species. Hmm, more on that later.

In terms of RPG mechanics, where in the series do you think you’re in for it? Mass Effect was a deeper RPG, other games improved it to a varying degree, and some RPG fans are concerned about it.

Character Selection

Choose a character from many options.

List of Characters

Players can choose from a variety of character classes and seven different races to play as 36 individual, unique multiplayer characters. The characters’ individual weapons and equipment can be customized between matches with additional weapons and equipment obtained from the store.

Often (male / female) Unusual Rare Very rare
Human apprentice
Human engineer
Human Infiltrator
The guardian of the man
A human soldier
Human Vanguard
Asari apprentice
Asari Sentinel
Krogan engineer
Krogan Vanguard
Salarian Infiltrator
Turian Soldier
Angara insurgent
asari Huntress
Krogan mercenary
Turian Havoc Trooper
Salarian Architect*
Agent turian*
Batarian scraper*
Human behemoth*
Human Artisan*
Human commando*
Human Guardian*
Angara the Avenger
Asari Duel
The human kinetic
Salarian Operator
Krogan Gladiator*
Exemplary Angara*
Batarian Vanguard*

Note: 26 multiplayer characters were initially available, while 10 additional characters (*) were gradually rolled out as the APEX missions and patches / updates progressed.

Character Customization

Manage your equipment, skills, consumables and personalization for your character.

Character appearance, boosters, gear, mods, and weapons can be customized between matches. Additional items can be obtained by purchasing packs and items in the store, as well as by collecting reward packages.

Characters can be given custom names in the APEX HQ app or in-game. These custom names are not visible to other players.


Most of the same weapons that are used in the single-player part of the game are also available in the multiplayer part. Their multiplayer versions generally have improved damage and may differ in other stats as well. Weapons are earned and improved by purchasing packs and items in the multiplayer store.

Weapon tiers go up from rank I to rank X. Upon reaching rank X, the weapon unlocks several variants that provide additional abilities that can also be upgraded from rank I to rank X. They are named with Bulwark, Concussive, or Siphon, and some weapons have the letter S version that offers even better stats than the original.

Type Common Unusual Rare Very rare
Assault rifles M-8 The Avenger M-96 Mattock
Halberd L-89
M-37 Sokol
A sandstorm
Ghost X5
N7 Valkyrie
Pistols M-3 Predator
M-5 phalanx
Hornet M-25
N7 Eagle
Hurricane N7
Sniper rifles viper Chopper
M-90 Indra
Black Widow
Kishock Harpoon Pistol†
N7 Brave
Shotguns M-23 Katana Student
Reegar carabiner
Crusader N7
N7 Piranha

The stats of the multiplayer versions of the weapons have been changed (some multiple times) along with the patches and updates. See the individual weapon pages and the articles on patches and updates for more information.

The same types of mods that are used in the single-player part of the game are also available in the multiplayer part. There are also some multiplayer-only mods, but some of the single-player mods are unavailable.

Mods are acquired and upgraded by purchasing packs and items in the multiplayer store.

Type Common Unusual Rare
Assault rifles AR range
AR range of diagnosis
Tactical scope of the AR
AR steering system†

AR Stocks
AR Heavy Resource
AR light reserve
AR magazine
AR Heavy magazine
AR Light magazine

AR receiver
AR Barrel
AR long barrel
AR short barrel
Pistols A pistol bladed weapon optimizer
Heavy melee weapon with a pistol
Pistol light hand-to-hand combat

Pistol scope
Heavy riflescope gun
Pistol tactical scope
Pistol aiming system†
Pistol magazine
Heavy pistol magazine
Light pistol magazine

Gun receiver
Gun barrel
Long Barrel Pistol
Short Barrel Pistol
Sniper rifles Ultralight SR materials
Experimental materials of SR
SR Grating materials

SR range
Spare SR thermal clip
Spare SR Heavy clip

Receiver SR
Receiver calibrated SR
High-speed SR receiver
SR barrel
Reinforced SR barrel
Ventilated SR barrel
Shotguns Shotgun optimizer in close quarters
Heavy melee shotgun
A light melee shotgun
Spare magazine for the shotgun
Asymmetric shotgun clip
Spare heavy magazine for shotgun

Shotgun receiver
Shotgun barrel
Long barrel of a shotgun
A short barrel of a shotgun

It’s great to have more options to explore other areas and smaller plots, but too many side quests in Andromeda feel like filler content. Many of them are essentially pick-and-deliver or assignment-related tasks. Dragon Age: Inquisition also faced this criticism.

Parent reviews for Mass Effect: Andromeda

Andromeda Mass Effect is a great game! For those who enjoy space exploration and creating their own game experience, this is a title not to be missed.

As the game progresses, several deep philosophical questions arise: does God exist? What are the dangers of artificial intelligence? The player can choose whether his character will be nice or bad, prudent or irresponsible. It also helps the player understand that he should accept everyone (despite their differences) and that teamwork is essential to success (achieving our goals). It also encourages us to discover the unknown and that there are consequences for our actions.

There is some violence (but not too gory), the player can kill both aliens and human NPCs using several weapons (blood is seen). There is also a lot of flirting in the game (player’s choice) and he or she may choose to romance other characters (sexual intercourse is used). A little drinking, rare profanity.

This title contains:

The negative hype associated with this game is largely uninteresting and unfair. So many people quickly hate something for being new or different. I feel like it happened here. I have played this game, in addition to other Mass Effect games, many times. This is my favorite of them all.

Ryder – a better hero than Shepard in my opinion. No matter how much I controlled Shepard, I never felt like me. I enjoyed playing Ryder because her dialogue choices (my choices) were quite similar to the things I would actually say, but on the other hand I am a sarcastic person.

Jaal – to those who complain about interpersonal / foreign relations, come. It is perfect.

Dialogue – I love quirky characters with fun, sarcastic dialogue. Other ME games had it, but it felt more like the amazing dialogue in Dragon Age.

Ryder is proving himself – you have to be amazing. You are no longer gorgeous and respected.

Good graphics – despite the negativity I didn’t see any real problems with the character animations. It would look a little funny at times, but it’s a video game. Everyone has it.

The choices are a bit limited – they don’t have (yet) major consequences. Many choices are geared towards the sequel. Some choices in the game have the same result depending on the dialogue. I don’t care about morality standards, but sometimes they help where you stand with the character. I don’t remember having one.

Gameplay – can get repetitive at times. But once you do, it’s great to see your outposts build. I don’t really care much for a really tough fight, but a lot of the fights here are rather easy. I don’t remember dying of a bad guy other than accidentally falling during a session on the platform.

Bad guy – main bad guy is rather weak for me. He’s the typical big bad guy who’s just a jerk. Many smaller villains are much more dangerous or intriguing. One villain in particular is just plain funny. There is a part where the bad guy tries to communicate with you and your teammate via video messaging. You or a friend of yours press the device to turn it off, and every time it turns on, the bad guy’s music starts all over again.

No sequel – I really, really hope there will be a sequel at some point. There were so many complaints that the franchise seemed to be abandoned. I really hope the complainers don’t ruin this forever for the rest of us. The story is not complete.

Depending on whether the mission modifier increases or decreases the player’s performance, there is a penalty or bonus to XP and credits compared to the corresponding regular multiplayer missions. For limited-time missions, rewards may include a special in-store bundle.

After Mass Effect: Andromeda It Will Take More Than a Patch to Fix the Franchise

Mass Effect ANDromeda after The Beautiful View patch

Image via BioWare

The saddest thing about Mass Effect: Andromeda, even after the patch, is that the studio lost faith in it. Yes, it’s a flawed start to a new series and, if no new Mass Effect games come out, the title that killed it. However, on the other hand, things can really only get better. It seems clear to me that the storytellers here are deliberately holding back the information and ideas contained in the story. Perhaps at the time a follow-up seemed inevitable and they wanted to “save” the good things. However, this is proof of why this is a bad idea.

With all the mechanics issues, players would be stuck in the game if the story had reached its full potential. However, despite such a vast universe, nothing changes. You should build a new society, but it never feels like that. The most interesting narrative side missions simply “pause” when you get to a certain point. The plots remain unsolved in any significant way. These were supposed to be threads taken up in the sequel, but probably no sequel to this game will ever come. It’s still fun, but it’s a shame the only ending we’ll get is the one we come up with in our heads.

Personally? I’m playing for a sequel, but I imagine that opinion is in the minority. The Mass Effect franchise is a remarkable achievement, even attracting people who don’t usually play video games. The question remains, however, whether the Mass Effect franchise will ever return.

What do you think? Have you played Mass Effect: Andromeda after the update? Do you think there should be a follow-up? If not, how would you restart / continue the Mass Effect franchise? Tell us about it in the comments below.

Featured image via BioWare

Joshua M. Patton is a father, veteran, and writer based in Pittsburgh, Pennsylvania. The first books he read himself were comics, and he had come to love the medium ever since. He is the greatest star pilot in the galaxy, a cunning warrior and a good friend. His book What I Learned: Stories, Essays and More is available in print from Amazon and all e-bookstores.

OK, they’re not really my friends; Saying they’re buddies with imaginary characters is a bit too geeky even for me. The Mass Effect franchise is not without its flaws, and some are really Reaper-sized. But it grabbed me like nothing else in the history of video games and video games, and I go back quite a long way.

Mass Effect Andromeda: Bioware talk role-playing, dropping Paragon and Renegade systems, and the end of meaningless quests


When I have the opportunity to speak to the producer of Mass Effect Fabrice Condominas, he is on a long, grueling press tour. We are already his third country in a week, but when we sit down to talk and admit that I have 100% complete each of the previous ME games, he smiles just as proud: Mass Effect is clearly his baby, and he clearly cares very much.

“In this case, it will take a long time,” he laughs at me. Wish me luck. When I say that this interview and practical training has been coming for a long time, I just smiles and shrugs my shoulders. “Imagine how long this has passed for me!”

After five years of Mass Effect, Andromeda is almost upon us, and now, very late in the game, EA has allowed us to play it. This hands-on time eased some concerns and made me more excited than I was. Halfway through my game, I caught Fabrice for a little chat. Here’s what we talked about.


VG247: So I want to start with the size. Earlier you said that the size of one planet zone in this game can be equal to the size of the entire Inquisition.

Fabrice Condominas: Yes. But again, remember the context – motor vehicles, it will make you get through them faster, but this statistic still gives you an idea.

“In the last few years, we’ve heard players say that they are no longer interested in meaningless tasks. We wanted to make sure that even a very minor task has at least – at least – a narrative touchstone something.”

How did you make the decision to follow this path instead of something more akin to the procedurally generated side worlds of Mass Effect or something more like ME2 and ME3 where there were more worlds but smaller?

Well, we tried. Just like that. We decided to try a few things and that’s definitely the question we asked ourselves at the beginning. We actually built a lot of possible tools, for example what we are now using to speed up the production of content, but in the beginning we built them to say okay, what if we want thousands of planets to explore and so on?

We were able to build these tools, but when we recreated the content we had built, it didn’t feel right. It didn’t feel absolute, but it just didn’t fit the type of game we were making. As I mentioned, we realized that in fact, quality over quantity remains our motto, even if we want to be more open. So we have to find a balance because we don’t have bands of 5,000 [laughs].


But it was really just for fun – that’s how we came back – we spent our time building them, but each time we had a controller roaming these planets. At first, you are excited. For example, “I can see everything, I can land on anything.” Then you go there, but after two or three you think, okay, I don’t remember anything. Even if you post content. But nothing to remember. This term is important – it is remembered. I want to tell you something like “floating rocks” and you say “this is the planet.” But building it means you have to create it.

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Alex started his gaming media career as an overzealous kid working on fan sites and now has decades of experience. He is a permanent expert on esoteric things like Pokemon Go, gaming gear, and genres like RPGs, fighting games, and strategy games. In addition to VG247, he is the co-founder of the genre-dedicated RPG Site. He also collects original Lego arcade machines and considers himself a whiskey lover.

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Note: The stats for the multiplayer mod versions have been changed (some multiple times) along with the patches and updates. See the individual mod tables and the Patches & Updates article for more information.

The simple lesson I learned from 369 hours of Mass Effect

Lee Hutchinson – May 6, 2013 01:00 UTC

A simple lesson I learned from 369 hours of Mass Effect

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That’s nine 40-hour weeks of work spent in the Mass Effect universe, according to combined reports from Steam, Origin and my old Xbox 360. Eighty-six hours have elapsed in the original Mass Effect game (three games), 189 hours in Mass Effect 2 (six games) and 94 hours in Mass Effect 3 (three games).

Commander Shepard and his crew – her crew sometimes, but we’ll get to that – have done a lot of saving the galaxy under my control. They fought aliens, robots, clones, politicians and reporters. They stood united against huge and unimaginably timeless enemies. As James T. Kirk said, “they went through life and death together.”

OK, they’re not really my friends; Saying they’re buddies with imaginary characters is a bit too geeky even for me. The Mass Effect franchise is not without its flaws, and some are really Reaper-sized. But it grabbed me like nothing else in the history of video games and video games, and I go back quite a long way.

As Mass Effect 3’s first anniversary approached in early March, I embarked on epic gameplay throughout the Mass Effect franchise. My goal was not only to complete all three games, but also to see if I could actually play as a character in the series. I wanted to take the angry, no-nonsense winner Commander Shepard and transform him through fire into a caring, compassionate leader who values ​​resources as much as ends. It turned out to be both easier and much more difficult than I imagined.

Each game takes at least 30 hours to play properly, so I played a lot on the weekends of eight to ten hours. My wife is sick of hearing me describe her scenes and characters, but to be honest, as the ending notes of “Goodbye and Inevitability” echoed in my headphones, I felt more sad about the end of the epic three-game game than I had expected. Mass Effect is just that good, and I want to tell you why. This may not be for the reasons you expect.

Spoiler alert: This item will be filled front to back with spoilers from all three games. We will talk about the plot threads and choices, the fate of the heroes and endings. Before we finish, we’re going to cover a ton of things throughout the series. If you haven’t played the games but still want to, it will kill a whole lot of mystery and waiting. This is your first and only warning!

Infinity and beyond

To give the player more flexibility in taking the role, Shepard’s gender can be adjusted early in the game. Canadian actor Mark Meer provides the sharp baritone voice of the male Shepard (“ManShep”), while the guttural contralto of the female incarnation of Shepard (“FemShep”) is performed by veteran voice of Jennifer Hale. Both actors are multiple Bioware graduates, and each of them plays the role of Commander Shepard in a unique way.

Most players – more than 80 percent according to Bioware – play as ManShep. It’s a shame as Hale’s work in all three games is amazing and her performance in the first game far surpasses Meer’s wooden delivery unfortunately. The series is worth playing as both ManShep and FemShep, as often the two voice actors have different approaches to the same situation. My first appearance in Mass Effect was with a female Shepard with Hale’s voice, and although I use ManShep as my “canon” character, FemShep still holds a special place in my heart. Hale “threatens” much better than Meer ever can.

For the sake of brevity, I refer to Commander Shepard as “he” throughout. However, Mass Effect fans who have never experienced Hale’s vocal work should play one of the games as FemShep.

The Mass Effect universe is that rare thing – a fully realized science fiction game that’s on par with the likes of Star Trek or Star Wars. The universe in which the games take place has a rich and complex history, and moreover, it is not a rich and complex story that a player needs to have in mind. This is not The Old Republic, where you must read thousands of horrible novels by Kevin J. Anderson’s “Extended Universe” and have a working knowledge of the seven main forms of lightsaber fighting to get the most out of the game.

There is depth to the story, but not the depth that has ever forced me to memorize codex entries. (Do you really need to know that the “First Contact War” between humans and turians started because humans activated the mass relay in violation of council law and that the war ended with the siege of Shanxi? No. It’s a great taste, but it’s not compulsory knowledge.) The world is alive and captivatingly real only through the dialogues and actions of the characters, without the need for an endless narrative. The title tank that opens the first game basically says, “This is the future and the aliens are real and you are a space soldier. Go. ” Enough.

Instead of a galactic citizenship lesson, Mass Effect focuses on the human, the eternally nameless Commander Shepard, and his fight against the ancient Reapers, an enemy who aims to get rid of advanced, conscious life in the galaxy for a whole host of really complicated reasons. This fight is the focal point of all three games, though Shepard’s path from soldier to savior twirls and turns and comes back together like a mad snake.

The feeling of the Mass Effect universe permeates each scene and thus resembles other good Bioware games. For example, in Knights of the Old Republic you never forgot that you are in Star Wars – the sounds, colors, costumes, looks and style of each room and characters have been carefully tuned. Mass Effect is the same. The future is a cool blue neon with glowing spots all around. Orange, yellow and green floating computer screens and omni-tools. People and aliens dressed in smoothness from head to toe. And curves everywhere – the future is dominated by curves, from the Mass Effect logo to every nook and cranny of every spaceship.

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