The quest starts after reading the given block on Object 1 or after approaching Object 2.

Stage 1: Investigate Object 2: Fortitude

At the research station, elements of the project are scattered (on purpose), and the researchers themselves are killed. First you need to go into the main building - from the right side of the complex, with a loader at the entrance. There, SAM will point to a mysteriously locked door. Turn on the power to activate it, and then everyone else, thereby releasing the Demon to freedom.

Stage 2: Defeat the kett

If you're doing a quest early in the game, the first skirmishes can be threatening, and then there's the Demon in addition. Try to be in cover (it is best to climb onto the roof of the complex). After the battle, you can start looking for elements.

Stage 3: Find secret project details

The initial data will be on the second floor of the building where the Demon sat in a cage. They are called Special Project Sigma, but the components are missing.

Stage 4: Find three elements

The first will be in the same complex, but in the building located in the upper right corner from the entrance to the building with the Demon.

Second y south coast lake, which is not far from the Object 2.

The third one is in the kett research facility where you first met Drak (the room where the monolith's lock is disabled).

Stage 5: Scan Project

Return to the building where you found the schematics and scan the project with all the necessary elements in your hands.

Quest completed.

Defeating the kett

To the west, beyond the mountains, is a mysterious kett facility surrounded by a protective barrier.

Stage 1: Deactivate the protective barrier

There is only one entrance to the base, and it is teeming with kett. Passage guards small detachment and turrets, you should use cover. After the fight, go to the console by the door and break it open. An area is formed around the console that cannot be left until the hack is completed. At the same time, a new kett squad will attack you. After the fight and unlocking, go inside.

Optional: Gain access to kett defense systems

To prevent the intervention of new units of kett, you need to activate the code on the console, not far from the entrance. Clear the nearby area and interact with the console to turn off the warning signal. If you do, the ketts that are in this moment are not at the base, will not come to the aid of relatives.

Optional: Overload Shield Generators

The road ahead from the consoles will split in two, and on both sides you need to disable the shield generators. Once done on each side, return to the defense systems console, go up to the second level and deactivate the shields.

Stage 2: Gain access to the Fortress Reactor

Walk forward, go down to the lower level and enter the main building. Climb up there top floor, turn off the console next to the window. This is the first of three security terminals that must be deactivated in order to proceed further. The second is not far, go to the left side of the building on the same floor. Jump down and go down the corridor to the third console. Go to the main hall and there, after cleaning, open the hole in the floor with the console, and this way you will get to the main headquarters.

Stage 3: Get to the control center

This level has the most enemies. Walk along the marker, trying to keep cover and keep the shields from going out. In the control center, the commander of the kett, the Inquictor, is waiting for you. If you complete the mission at the beginning of the game, then this is the first serious boss that you will face. Eliminate the orb that floats around him first, and then the wearer himself. Beware of boss attacks. Then eliminate kett ranks if there are any left.

Stage 4: Get into the observation compartment "Zenith"

Use the console in the center of the bottom floor to open the door forward. There, through the corridor, go to the elevator that will take you to the Zenith. Use the console in the center of the hall to disable the station.

Quest completed.

Make an impression

This quest will become available after the construction of an outpost on Eos.

You need to find and activate three hammers that will help improve water production on the planet.

First located north of the lake located in the center of the map.

Second located at the relic molonite, west of the lake. A representative will come to talk to you sovereign state Advent, and ask for a deal: place of birth natural gas Prodromos in exchange for water for Advent. You can only select one hammer.


After activation third hammer, which is east of the second, the Architect, the eldest of the relics on earth, will immediately emerge from the ground. To defeat him, you need to hit his "head", but for this you need to immobilize him - hit the limbs. The architect is fast, constantly attacking, so defeating him from one position is a difficult task. He is also capable of summoning lesser relics.

After defeating the Architect, his shell will fly into orbit, and the remains can be scanned from the Tempest.

Quest completed.

Curse of the kett

While driving through western Eos, you will be contacted by a man named Bane. He will give a tip on the main kett structures, the destruction of which will help weaken the alien defenses on the planet. But first you need to find him.

He'll be in a kett camp with a broken shuttle smoking. This blackest smoke will be the navigator. Talk to him and get two goals.

Destroy the generator

Approach the console and start deactivating the generators. This will take some time, so make sure you don't get shot at.

Destroy the barracks

First you need to warn about something - you will no longer see the old Renegade / Paragon system. So be prepared for the fact that playing the purest angel or the most malicious bastard in the universe will now be a little more difficult, and to be precise, a little different, but no one was going to take these options from you.

There is no longer a good, neutral or evil answer, but this simple system has been replaced by a more complex system that will allow you to more accurately roleplay the personality you need. However, upon entering Mass for the first time Effect Andromeda, some players have not completely “driven” into this new system due to carelessness, or for some other reason.

In this article, we'll take a closer look at Mass Effect Andromeda's dialogue system. This new addition to the series can be roughly divided into two parts: response options that affect the outcome of the conversation between you and the NPC, and response options that differ emotional coloring. We will now take a closer look at these answers.

Let's start with dialogue branches, which provide additional options during the dialogue, as well as trigger important processes, such as starting a romance or forming a friendship. But before that we will get there.

Divergent arrow is a common response option that serves as an option to advance your dialogue with the NPC in a natural way. If you want to move the plot, click on the arrows, it's logical and simple.
Question mark- this option means exactly what you expect from it. If you want to learn something new or Additional information about the topic of your conversation, then there will be an icon with a question in the dialogue.
Two people- this option will help you make friends with the NPC you are talking to. Also, with the help of this dialogue branch, loyalty missions are opened for you, which we can remember from the old Mass Effect trilogy. Plus, it's worth noting that if you choose this answer, you don't have to worry about your romantic relationship if your character is romantically involved with that NPC.
A heart- this answer will lead you to your cherished romantic relationship with the character you want .

The above is something like the controls in the dialogs. Now let's move on to the answers in the dialogues, with which you can respond with a certain emotional color.

In total, there are four special dialogue responses that can be used to characterize your Rider, whose psychological profile, by the way, can be viewed in the Code, which is a good addition to the new dialogue system.

Emotional response (heart)- color your answers with emotions, but just be careful, or rather, attentive, because sometimes your Ryder can express and negative emotions. In general, start from the situation.
Logic answer (gear)- the answer is filled with logic and pragmatism. Suitable for people who want to achieve their goals as quickly as possible and not waste time on unnecessary worries.
Simple answer (spiral)- easy answers that relieve tension in the current situation. Sometimes this answer can be responsible for sarcasm or some kind of joke.
Professional answer (square spiral) clear, professional response. Sometimes reminiscent of the answers of the renegade from the original Mass Effect series, but they do not cross all boundaries, like the same Renegade.

Kadara: Murder at the Port

Reyes Vidal will assign Ryder to help him solve a bunch of murders that have been committed in the port of Kadar. His suspicions fall on the Roekaars, and accordingly, Ryder has to confirm his suspicions.

  • If Ryder completes the quest and punishes all those responsible, then the killings will stop.
  • If Ryder ignores the task, then the killings will continue, and as soon as he visits Kadara, everyone will gossip and talk about them.

Kadara: Reyes vs. Sloane

During one of the side missions, you'll see Reyes and Sloan grappling with each other. You will be prompted to choose a side and support someone.

  • If you support Kelly, then the Outcasts will continue to control Kadara, and the girl herself will come to the rescue in subsequent tasks.
  • If you side with Vidal, then his faction the Collective will rule on the planet and already he will come to the rescue.
  • If you don't participate at all, then the leadership of the planet will remain with Sloan, and the factions will continue to conflict.

Voeld: Brother's Destiny

Angara Maarel will want to know about the fate of her brother. Rider will be able to shed light on it.

  • If tell the truth, then Maarel will go to Havarl to mourn.
  • If lie, then Maarel will return home.

During the Quest for the Past mission, Ryder will have to decide the fate of the Angaran Ancient AI at the end.

  • You can kill him, but it will not lead to anything important and significant.
  • If you leave "live", then the AI ​​will kill the Hostage, and Ryder can use it for good.

Then you have to choose how to use Ancient AI

  • If allow you to work with SEM, then there will be no effect on the apparent importance.
  • If, against the will of the AI, hand it over to the hangar, then hangarans will help you in the final battle using the data that the AI ​​will present to them.

Elaaden: secret source of water (reservoir)

The task of one of the additional quests on Elaaden is to find a secret water tank, which is captured by one of the factions. When you find it, find yourself in the epicenter of the confrontation and you will have to make a choice who to support.

  • If you let me control Annie's water, she will also give you a bribe and provide support in subsequent missions.
  • If you decide to assign the source to yourself, then you have to fight the girl. Annea will run away and disappear (maybe she will return in DLC or another game). She will be replaced by Raya, a human representative from the Nexus.

Elaaden: Remnant Engine Core

At the end of the story on the planet, when the opportunity to decide the fate of Elaaden is almost open, you can find the core of the engine of the Relics, which is a powerful source of energy. The krogan will want to own it.

  • If you give it away, then krogans will allow you to improve and populate the planet but there may be consequences in the future.
  • If you don't trust the krogan, then keep the core for yourself, get 2000 credits and 1000 Relic research points, BUT, you will not be able to establish an outpost on the planet Elaaden and complete quests.

Turian Ark: The Fate of Avitus

Mass Effect: Andromeda. Passage.

You will have to spend a lot of time on the new part of Mass Effect (about 60 hours), and you need to be ready for this. There are much more adventures, the world is freer, decisions still influence the further development of events. If so, then it’s not shameful to ask what is in the game and what it affects in order to prevent stupid mistakes or miss something important. So, here's the walkthrough of the main story.


Mass Effect classes

It all starts in the best traditions of Mass Effect - the creation of a hero. We decide on the gender of the character, how it will look, its preparation. We give him a name and a biography. The choice of gender is classic (male/female), the view can be selected from templates or customized by yourself, and preparation is the same class. By the way, I would like to write about it in more detail.

We are given a choice:

Biotic is a standard wizard with defense and attack spells. There are six of them (three of each type). Want more game skill testing? It seems that any fool can shoot? Then this preparation is for you. With the ability of the biotic shield, it becomes possible to stay in the open for a long time without fear of being killed.

A soldier is an ordinary fighter, a lover of war. Of the skills - three basic and all for weapons. This preparation is perfect for players who do not want to bother too much. Those who want to go further in the story without unnecessary troubles will definitely appreciate this option. He can carry a lot of weapons with him.

Leader - shares a role with the engineer, but more of an aggressor. Such leadership abilities as "absorption of energy" and "extermination" allow you to show yourself from a militant side.

Engineer - more suitable for those who loves to help. For it, you can break equipment and create drones. The job of an engineer is technical support. It may not seem so tempting, compared to the others, but if you try, then he can "play" too.

Bully - furious preparation. Will appeal to those who like to scatter enemies to the right and left. With this class of players, a quick death awaits, but a beautiful one. The class is strictly for lovers of bloody follies.

An operative is a silent death. We sneak up on the enemy, sabotage and win. If this is for you, then feel free to choose. It’s worth mentioning right away that at difficulty levels below “hard”, all these sneaks are not needed, since the enemies are too weak.

Attention: preparation in no way limits the development of your character. It only outlines the approximate framework for development, since in Mass Effect: Andromeda your skills are not tied to a class.

Hyperion

Our ark has finally reached its destination. You have just recovered from cryosleep, and life is already seething around. Specially trained personnel are engaged in awakening. Preparations for the arrival are in full swing. First, let's define personality. We talk with Dr. Lexi T'Perro. You can choose both casual and professional. Further, again, the dialogue is only with artificial intelligence, whose name is SAM.

So, all the necessary checks are passed, but it's still not right. The ark collides with an unidentified object. Panic on the ship. It would seem that Cora Harper manages to restore gravity, but the ship is so damaged that too many systems have been disabled.

Finally, Ryder is under your control. It's time to choose: are you and Dr. T'Perro dealing with the twins, or are you leaving the room? See the information panel - there is information about the mission to Andromeda. If you climb near the beds, you can find a couple of datapads. We are in the bay. We can chat with someone there, or we can go straight to Kora. She is near the door.

Block explosion! We take out the scanner and scan the first part of the device. That's how we find the problem. On the side of the device, turn off the power and go on. By the way, congratulations, you just saved everyone who was in the bay. We head for the bark to the transport. The ship is in a terrible state, it is being restored by the sweat of its brow. As soon as we are ready, we get on the tram and forward to a new location.

A couple of minutes later, you find an argument scene between Captain Dan and Alec Ryder. So who are you for? Once you choose, each

a team member will say something about your decision. Whom you choose is not so important, since Alex will still swear.

And now Hyperion is finally at the heavenly place. It's called "Dwelling 7". Of course, there is something wrong with her. Otherwise it wouldn't be interesting. After some deliberation, the team comes to the decision that a "pioneer" is needed, who, taking his room, would go to the planet to determine the level of landing safety.


We run into the room with the equipment. Cora is waiting for us there. We talk to her about the family. We pick up the helmet, look for everything useful and important. There are several datapads and objects to interact with in the room. Once everything is done, we go out the door. Further conversation with Alec. He will try to support you. We sit down with other members of the team in the apparatus and fly into a marvelous new world. Let's say upfront that talking to different characters and pulling different objects can affect how the story progresses, so think about what you're doing.

New world

We fall out of the shuttle. Liam finds himself with Ryder in an unknown location. Here we are waiting for a lot of mysteries. Do not forget to inspect everything, scan. This way you will get a lot of research points. After you turn away from the cliff, a QEC comms relay will show up. Let's start our research with him. Do not forget about plants, they can also tell you a lot.

Walk along the wreckage to the goal, to the very static field. It will be possible to bypass it with the help of a jetpack. Next, we use a gun, since Liam is interested in him and hints that it would be nice to shoot through the fuel tank. Before blowing it up, you can use the scanner. After the explosion, a passage will appear. We go along it and collect ammunition.

The plot brings Ryder closer to Liam. Learn to climb ledges and jump walls. We climb higher, admire the landscapes and find something radiating energy in the distance. Then another choice, as Fisher appears with an unknown race. What will you do? Will you follow protocol or expect the worst? Regardless of the choice, we chat with aliens. We observe an attack on Fisher, if the soldiers were not lured to themselves. Dealing with enemies. Checking out Fischer.

Fisher turns out to be alive, but not very healthy. Those who were with him went for help. Let's start looking for them. A couple more side tasks are attached: body scanning, searching for supplies. It is highly recommended not to miss the containers, because they can become your main source of ammunition and weapons. In addition, there is often material for creating useful items and just the right things.

Again we make a choice, only this time between paths. The right path will take you to the "pioneer" member. His name is Kirkland. He is in captivity. We attack enemies. Our new friend is dying. We approach the body and enjoy a small video. The path by the building will lead you to scan a door and a strange pillar with unstable blocks.

We run to the main path. We go along the scorched foliage mixed with the details of the ship. Be sure to keep scanning everything that comes to hand, as this is an excellent source of research points. At the end of the road, you will see an atmosphere sensor. Such a gift of fate will give you information about the planet. Without a doubt we interact with him. We run further. Enemies again, but that's okay. There are only three of them, so they still do not suspect that you are nearby. We easily deal with them, find a large hole and look for a box. There will be items to scan nearby.

So, all opponents are killed. We again have several paths to choose from. It's good that they all definitely lead to the wreckage. We examine the wreckage and find the container. It has a bunch of useful gizmos, ammunition and a recorder. A little to the north you will run into an ambush, so be prepared! In it, four aliens will be waiting for you, and a couple of creatures that can skillfully hide.


Let's go for Greer. We run under a large bridge, right next to the alien building. We see rocks. We move forward, but carefully monitor the left side, as there should be a small passage. He will lead you to the cave. Here is our unfortunate Greer, talking to the aliens and still can not understand what they need from him. We break into the cave. We quickly process the aliens, while they did not have time to explain anything to the poor fellow. Once everything is over, Greer will talk about the broken transmitter. Because of him, he was never able to contact the others.

We see that a signal was launched somewhere. Of course we run there. As we approach, we hear a call for help. Cora sends him. We accept a new task - we begin the search for the second shuttle. On the way to it there will be many obstacles, so do not forget about the jetpack. It can save you time.

At the shuttle, we will again have to defend our own from the aliens. It is best to do this among comrades. Shooting enemies one at a time is recommended. Grenades will fly at you, so do not lose face and use rolls and a satchel. The battle is expected to be quite intense, but between the waves of enemies you will be able to take a break and prepare.

At the end, a heavily armed machine will come. The enemy can very quickly remove the shield from you and also quickly all your health. We are not in a hurry to attack, we think everything will work out for you. Be sure to use cover. As soon as victory comes, watch the video.

Finally, the adversaries depart, communication is being established. We go out to SAM, the latter leads us to Alec. It turns out that the "Pioneer" is trapped. The task is clear - we find it and save it to the best of our ability. Direction is east. There is the desired location, indicated on the map. We spread more aliens and watch the scene.

We listen to Alec, and he broadcasts about the need to destroy the tower, which definitely does not allow newcomers to fly away. Therefore, the structure explodes, which leads to a colorful, but dangerous release of lightning discharges. We hold on to our father, while simultaneously fighting off enemies.

Again, we watch the scenes that tell about your becoming a "pioneer". Alec is no longer at the helm.

Back with the Nexus

Launching the monorail. We speak with the builder, which leads to the launch of the scene. We head to Tann, we speak with him and with several other characters. Upon completion of the dialogue with one of them, tasks for researching the station will appear.

We start everything from the beginning


Attention: in our opinion, Vetra will show herself better among partners, as she will assist in relations with Drak.

On the road again. A new mission will direct you to the monorail. We're going to Hyperion. We communicate with artificial intelligence and again to transport.

We open the map of the monorail and look for the point of the docking compartment. Click on it. Meet! You will be shown the "Storm" - this is your spaceship.


We need to go to the icon on the map. Doors do not work - need a code. He lies in a building that is not far from here. It has a data block. Lies on the table.

Attention: in no case do not forget to turn on the scanner! This helps a lot in saving scanning time. Containers shouldn't be skipped either. Nothing gets in the way.

We open the locked door, and again we run into an obstacle. Again the door, only it no longer works due to lack of power. We run into the far room a little to the right and use the console. Determine the location of the power antenna.


The marker will lead you to the tower. It is located near your ship. Clancy activates the power supply at your request. We run to the generator and try to start electricity. The generator is next to front door. Nothing will come of it, so we scan the tower nearby. Then jump up and dig into the generator panel.

Another energy tower requires activation. We do the same steps as with the first one. You will be attacked. Once you figure it out, run to the station to Clancy. He is a merchant, so take advantage of the moment and sell everything you don't need. You can also buy what you need, by the way. If the Hoe rifle attracts attention, then do not take it, as you will find it in the container a little later. Again we work with the control panel. We provide food again.

After we go to Object-1. It is located at the door that you opened with the access code. Next to the door, scan the huge container and get data on the Ark. We use the terminal on the side. We run on the map to the destination. You need to get to the mobile station, which will soon appear in the objectives. You can change clothes a little, load your weapons. When finished, go to the terminal, open the container and go.

Again to the goal. We reach the right place, we are engaged in the study of the area with a scanner. We examine the devices of aliens until we find the glyph. A little higher you can find a control point on the tower. She has scaffolding. We climb on them to the glyph and start the device.

Next comes a conversation with Peebee. We are preparing for battle, as Monoliths and Collectors will attack. We sit down again in the "Nomad", we go to the marked places. There we turn off alien devices. Next to the first one you will find a laboratory. It belongs to the Kets. We go upstairs and kill everyone.

On the way we turn off the barriers - on the way we use the generator. You won't be able to enter the station because the entrance is closed. The roof will help with this. We climb onto it and find another entrance. We find what we need. We turn off and get into the building. Here we are waiting for a video about the appearance of Drak.

Now our goal is alien equipment. Looking for glyphs. Activate the scanner. Thanks to this, we see the location of the towers with glyphs. We climb the towers, scan the necessary. We use the device.

Next on the plan is another technology from other worlds. We use the opening in the rock in order to get to the relics. We destroy them. We are looking for glyphs with a scanner. Once everything is found, we go to the Remnant control panel. With the help of it, we create steps along which we go to the glyphs. We scan, turn on the device. To turn it on, you need to solve a puzzle. This is not difficult.

Now we are interested in the place where the rays are directed. We use the control panel of aliens and go to the structure. We move to the building down. We go into it. Before us will be the console, which we will activate. We follow the contour and talk with artificial intelligence. Enjoy the cutscene.

We do not change the orientation and follow all the same. Don't focus too much on the little things. We do not lag behind and shoot enemies along the way. Chatting with Peebee. Then we go into the spacious hall through the corridor nearby. A couple of devices will be allocated for us. Then again the opponents. It is best to launch the relic control panel, which is located on the right side, before attacking the robots. So you can launch a weapon that can help you in a difficult fight. We launch console number two. We use a gravity well.


Once you're downstairs, find the closed door. If you find the panel opposite, then a leak will be found along with it. We are doing research and waiting for Peebee. close up the hole, activate the console. Here we have moved on.

The place is interesting. We see some separate platforms with relic control panels. If you click on each of them, you will advance further. Activate the furthest panel. First, go to the left platform, to the relics. There you will find a panel. Then go to the trees to the trees. We run to the mark, parallel jumping on the platforms. This will open the correct door.

We run to the goal, watch the video. Now we urgently run away from the storage to the target that has appeared. Again we go to the goal, turn on the module.

Solution: Think about which outpost you like better - scientific or military. Both have their pluses. The first speeds up research, and the second pumps your weapons.

We go on board the ship and fly away from the system. We land in the docking bay in the Nexus. Your choice of outpost will affect the opinions of the characters about you. Someone will thank you, and someone will scold you. We get to the command compartment on the monorail. There was a conversation with Thane, and the mission was completed.

Choose who to wake up. OPA.

Teaching task. We speak with Addison Brack and at the same time with Vladimir. Next, we start the OPA. This is how we get knowledge about cryonic sleepers. We learn how to select the right specialists. Once you learn and decide, start awakening those you need.

Start of strike missions

Once on the ship, find the "strike groups" digital system. She lies on a round table. We speak with Kandras in the Nexus. After the conversation, we learn how to manage shock troops. You can do this using the console. shock troops able to carry out certain missions.

Ray of hope

Let's move on to the next task. I'm going to the starship. It will fly to Onaon. We watch regular videos, we talk with all the heroes that are available. Here you will also meet the Angara race - your new brothers in arms.

On the captain's bridge, we make a choice of tasks. Two options will be given. We choose and that's it - the mission "Ray of Hope" is completed.

Havarl. Helping scientists

So, we go to the Pharaong system, namely to Havarl. Everything is extremely simple - select the desired place with the mouse, click and go!

We communicate with Kiiran Dals. It can be found at the science station nearby. We run to the goal, dealing with all the enemies along the way. We find ourselves in a monolith, scatter enemies. Now our goal is to find scientists. They were taken prisoner. We are trying to interact with the panel, but nothing happens - there is not enough information. We need glyphs again. A properly pumped character will be able to hack this panel. Others will still have to solve the puzzle.


On the right side of the building is the first glyph. On the left side is the second glyph, right on the large pillar. We recognize them, as expected, using a scanner. We solve vile tasks of aliens. Not difficult. Get it right.

We return to Kiiran. We speak with the character marked on the map and complete the mission.

We share our impressions of the first hours in Mass Effect: Andromeda.

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Straight text

TO Mass Effect: Andromeda many fans of the series from the very beginning were treated with a considerable amount of skepticism. People expressed dissatisfaction with the facial animation shown in the commercials, the absence of Casey Hudson and Drew Karpyshyn in the list of developers, and these doubts were only reinforced in places by a dubious PR campaign. Instead of demonstrating the main thing - characters, quests and dialogues - we were told in colors about how great it is to travel through the deserts on a new all-terrain vehicle and how fun it is to develop a space station.

Have the fears been confirmed? For now, we cannot answer. But we have already played for several hours and now we will tell you about our impressions of the intro.

Three hours - normal flight

The main thought that comes to mind after an hour of playing: this is exactly the mass effect that we fell in love ten years ago. Pleasant "space" music in the main menu, the atmosphere of something majestic, recognizable style - familiar feelings arise from the first minutes. But it is important that, instead of exploring the flora and fauna, collecting resources and fussing with construction, the game emphasizes history.

Andromeda takes place in a new galaxy, six hundred years after the events of the trilogy. All this even causes a certain sadness - it becomes interesting how the stories of the beloved characters ended there!

Yes, judging by what we managed to see, there are previously boring things here: gathering, building outposts, and exploring the same type of open spaces. But so far it doesn't look like the game is abusing it. But we met a lot of interesting characters, took the quest to investigate the murder (which reminded us of one great task from Knights of the Old Republic), and most of the time was spent in dialogues with the characters.

Contrary to all fears, many interesting conversations: almost every more or less significant character can learn everything, from the situation at the station to his biography. At the same time, the story is presented not only through dialogues - as in the previous parts, the NPCs around constantly communicate, revealing the details of the world, and the party members generally do not seem to shut up and comment on almost everything.

As in the first part, the fights are not exciting yet. But I want to believe that over time the situation will improve.

I am glad that the atmosphere of the original is preserved. local space station, "Nexus", resembles the "Citadel" both externally and in content - all these turians, asari, krogans, salarians look and speak the same way, and their interracial problems have not disappeared even after the change of galaxy. Even the weapons in the local store remained the same: M-8 "Avenger", sniper rifle"Viper" and so on. As if there was no break in six (and for someone in six hundred!) years.

Research new ship, "Storm", we liked it. It has many rooms and characters for conversations, and also a pleasant atmosphere of home comfort. At such moments, you remember your first visits to Normandy, which after three games has become almost a sacred place for many players. I would like to believe that the same fate awaits the "Storm".

There are references to old characters and events here, we already counted several pieces at the very beginning.

In general, according to the sensations, Andromeda is most reminiscent of the first part of the series. And it's not just that we again have to drive an all-terrain vehicle on unexplored planets and collect items that can be processed into gel. Just a new game seems to once again give fans of Mass Effect the opportunity to be a trailblazer.

Yes, the setting is familiar, but, just like in the original, players find themselves in a completely new place, meet new characters, and this time the galaxy is completely different and fraught with many secrets. You can also draw parallels between Shepard's (or Ms. Shepard's) lines and the Raiders. If the commander took on the burden, becoming the first human "spectrum", then main character or the heroine Andromeda - "pioneers". Explorers that must explore a new galaxy for them and find a place that could be called a new home. And here, too, you feel on the verge of something majestic, when there are many discoveries and accomplishments ahead.

I want to believe that this feeling will not disappear. At least until Andromeda disappoints.

First problems

True, this does not mean at all that we have not found shortcomings. From all that I managed to watch, two things I still didn’t like - this is an action game and a technical implementation. local combat system it seems a little chaotic, but it has not yet been possible to really “feel” it. The weapon in the hands is almost not felt, hitting enemies, whether it be bullets or hand-to-hand blows, is also. The cover system is now automatic: the hero himself attaches himself to certain places. But it works in a strange way: often it is simply not possible to understand whether you have taken cover or not, and it is not always possible to force the character to take the desired position.

After arriving, the unfortunate colonialists faced huge amount problems.

Whom all this certainly does not hurt is the lovers of biotics. Dashing at high speed into a crowd of enemies, the ability to grab and throw the enemy - it all feels and looks even better than before. Once more of these skills are unlocked, this style is likely to be a lot of fun to play.

In terms of technical implementation, everything is predictable: the problems were visible even in the demos of the game. The most frustrating thing is the facial animation: the eyes of the characters are completely lifeless, as if hollowed out of stone and painted with gouache, the eyelashes are almost invisible, the skin color of some comrades is unnatural, and the facial expressions are wooden.

At the same time, which is funny, during the gameplay the game looks very personal, but in the videos all these scary faces, as well as muddy textures and not very successful shadows, are striking. Although we played Xbox One(there, by the way, the frame rate sometimes sags too), so this may be a feature of the version, and the first day patch will certainly fix something.