![]() ![]() Benny Hill blinking, manic eyes and frozen faces. Their faces are all rigid with the digital equivalent of Botox and when they blink, it is with their entire forehead/brow, not just the eyes. ![]() Accordingly, the NPC's eyes dart about manically during conversations. It's all done by an algorithm, you see, and not facial capture. Oh God! The faces! I hope someone does a comparison with side by sides of this, and the first Mass Effect game, because the animation here is laughably bad in places. Let's go to another planet! Yep, the same dinosaur and lizard monsters to shoot. Huge open planetary worlds filled with the same four or five types of animals in a variety of colour shades. ![]() Here, of course, they did the exact opposite. In all things, Mass Effect Andromeda (ME:A) is a stellar example of why devs should adhere to the old comment "less is more". There is an abundance of shooty-bang-bang sequences (so long as you don't mind it all feeling like you've done it a thousand times before - because, by the end, you will have). Huge open worlds to explore (providing that you don't go too near the "edge" and get warned to go back) and hundreds of people to talk to (providing you don't want any of that dialogue to be meaningful in any way). It's a game that espouses width over quality. Andromeda, however, has none of those things. Even ME3, with its lousy ending, was good for 95% of its playtime. The Mass Effect games are noted for epic story lines, larger-than-life characters and some pulse pounding action sequences. Where do I begin? To say we waited five years for this mess would be to admit we hoped it would be good.
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