@Thenomain said in Mass Effect: Andromeda: The Thread:
What left Andromeda buggy was EA's fault, the same issue that made Dragon Age 2 a bland and incomplete game, the same problem that plagues a lot of the games industry and what makes CD Projekt RED a stand-out.
I'm actually not entirely willing to point the finger at EA on this one.
This was supposed to be Bioware Montreal's chance to shine, Montreal being the B-team who usually did side-quests and stuff for previous games. But Edmonton—what we think of as 'Bioware'—was supposed to be there to pick up the slack if needed, as the more experienced team. But rumor is Edmonton pretty much left them to their own devices instead, in order to focus on Sekrit Unannounced New IP
(whatever that is).
As a result, I'm guessing Montreal got into the weeds as they tried to handle making a giant sweeping game. Worse, none of the old ME code, written for the Unreal engine, could be brought over to EA's own in-house Frostbite engine; they had to build for this game from scratch.
Rumor has it EA had to sweep in to bail folks out by ordering Edmonton to actually help Montreal get the game to launch, bringing on the team from DICE to flesh out multiplayer, and bringing on the Frostbite engine team themselves to make things run smoothly.
I do wish it had been more polished at launch, but I still find the game perfectly playable—moreso now that, for instance, the colony administrator doesn't look like a soulless sociopathic android due to those cold, dead, staring eyes. And, you know, not spending half my lifetime watching the animations flying from planet to planet.
(As for Dragon Age 2 being "bland and incomplete", I was told a trick that makes it so much more playable: just assume everything is due to the fact that Varric is narrating the game, and he's a wildly unreliable narrator. Enemies dropping randomly from roofs? That's Varric telling Cassandra, "And then we faced 5... no, wait, 10... or was it 20 enemies?" Every cave being the same? Varric doesn't care what the caves looked like, so he just hand-waves it by describing them more or less identically. Etc. My second playthrough was so much more fun that way.)