Andromeda: First Impressions - No Spoilers Mar 20, 2017 11:01:50 GMT
Post by sil on Mar 20, 2017 11:01:50 GMT
I'll make a list
- Removal of Power Wheel removes strategic elements.
- No ability to choose what powers my companions use.
- All I can command the squad mates to do is "Go there" or "Attack That", nothing else. Even ME1 allowed more than that!
- The cover system is terribly implemented, half the time I try to go into cover I don't, and its too easy to pull yourself out of cover instead of moving along to a better position. The ability to lock yourself into cover was one of the vast improvements from ME2/3 over ME1 combat, I've no idea why they'd abandon it.
- Though I love the exploration elements of the jetpacks, I feel they're absurd for combat. It makes combat flighty when I'm just zipping around like the Flash. The only bit I like is that you can move to higher ground.
- There is no weight to the melee animations I've seen. When Ryder is using the Omni-blade it looks more like he's tickling the Kett than stabbing them.
- I liked the idea that we have to assign ammo items to a weapon rather than having a skill, but even that they did worse than ME1. It is some kind of power up rather than being an item you assign to a weapon when setting it up. ME1's system worked best for that.
- Its not even intuitive to add different ammo types to the weapon selector ingame from what I've seen. I couldn't work it out after hours of play, so I just didn't use ammo varieties after my first ones ran out, I just used the items that are shoved into the weapon wheel for me. In fact, I'd say many of the UI elements are a bit iffy. They look pretty enough, but they aren't well designed. And if I can't find it, someone who has been gaming far too much his whole life, then I know others will struggle with it. I'll have to discourage my dad from attempting Andromeda as I know he'll be utterly confused by the UI.