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Rework: Mass Effect Andromeda - Part 5

Hello? Jeez, this is embarassing. Hey guys, Gabe here. Sorry I haven't updated this blog in while! I've been focusing on our YouTube channel a bit more recently while Ben has been killing it over here! Figured I pick up where I left off and drop some new pieces on different games soon after.

Stay tuned!

Plot - Greasing The Wheels

Alright, now that you've decided whether that tickles your fancy or not, let's move on to where this premise and Andromeda's premise re-converge.


The Hyperion ark, filled to bursts with humans, departs much as it does in the opening crawl. They arrive in the Andromeda galaxy or some new cluster in our own galaxy. It really doesn't matter either way, you just have to characterize the original galaxy setting as not caring or not being in a position to contribute. And that's easy; the Council in the last couple games hated exploring and taking new chances. They would've never said yes in approving this risky adventure. They would've offered a non-committal token to show their distant admiration and waved goodbye from the shore with a fake smile.

Cue Ryder (boy or girl) waking up. You're still on the pathfinder team but as I mentioned in Cora's introduction, you're not going to be in charge. At least not in the traditional capacity.

Lexi (batarian or asari verison) wakes you up with a hurried physical. She's not at all calm and deflects your questions about the current situation. Future shock is a relatively real thing. Whatever bad news she has, it's her job to ease your peace of mind with new or drastic changes. The change in question is that your father landed on the human golden world with his team and is now missing. Moreover, SAM, the human-pathfinder AI is now primarily active in your brain instead of your father.

The Pathfinder role doesn't have to be the leader, they're just a vessel for SAM to interact with distant environments. But the capabilities of the role allow you navigate, coordinate combat, scout, and make informed decisions better than the rest of the your team. Think of Adam Jensen from Deus Ex (with only half of the societal repercussions).

Like in the original script, the scourge (a strange Andromeda phenomenon of dark energy) interrupts our space travel. A coincidental mistake allows some cryo pods to jettison onto Habitat 7 (the human golden world). Coincidentally, it only fired off your father and his primary pathfinder team. You, Cora, and others are part of the reserve.



Cora rallies the remaining team, including Liam (Hey! A crisis! Look who's suddenly in a perfect position to do his job) in order to perform a search and rescue on their impromptu first landing. The rest of the Habitat 7 functions nearly the same. I actually really like the tutorial level in the base game. It offers several different branches to obtain new info and speculate on what's to come. That new info translates into dialogue that rewards you for exploring (it could maybe add more casualties if you take too long but that's much more work to put in obviously).

Side note: I don't mind that we land on humanity's golden world first. I just find the original impetus for why Daddy Ryder goes down there to be absurd. The ship is half broken and instead of helping around, he decided to take a team down onto foreign soil to see if it's safe. It's not, half the team dies, and everything we learned, minus the vaults, we could've learned by waiting until the sensors were fixed. I'm just changing the reason we go down to be a rescue mission. It feels more genuine and not something to pointlessly argue about.

Of the few changes I would implement on Habitat 7, it would be showing off the Khett and the finale where Daddy Ryder dies. In this version, the Khett have no guns (I'm thinking the parasitic scourge in their brains adapts their physiology much like necromorphs in Dead Space to fire organic projectiles and the like) and instead of language, they communicate via a low key hive mind; very base, very quick patterns that are hard to parse, let alone notice.

And for the finale, we can keep the vault that stabilizes the atmosphere except Daddy Ryder is nowhere to be found. The mission ends, you're the new pathfinder, congrats!

It should also be noted that a good portion of the dialogue needs to be rewritten to give options that better diversify tone. Too much of the game feels like rookie space cowboys with no clue. Nearly everyone in the Initiative is supposed to be the best in their field (minus the people whose brains fried due to cryo-stasis #subplot stuff), so it'd be nice to be able to act like a professional and not have every other line be a joke. I appreciate the effort but I like consistency more.

We'll talk more about the beginning of the first act and the Nexus next post. Thanks for staying tuned, pinky swear that I'll try and post more often!

- Gabe
Writer, Let's Player, and Member of Huffle N' Stuff                    
@GabeNStuff  

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