There are a total of five (eventually) viable planets in the game, and early on the game makes it clear that your goal is to heal them all using the alien monoliths. Each planet has some sort of environmental problem: Radiation, extreme heat, extreme cold, caustic water, and out-of-control wildlife. We’re fresh out of the introduction, and already these alien gizmos have lost all sense of mystery. We know what they do and we’re confident we can use them. They’re reduced to obvious mechanical contrivances.
Fine, we’re not doing a sci-fi mystery anymore. Instead we’re doing simple action adventure. We can argue about whether or not that’s a good idea for a Mass Effect game, but it’s not an inherently bad idea for a story. But even if we’re going to use Andromeda’s galaxy-sized canvas to tell a simple story, there’s no reason to portray it in such a boring way. Everyone just assumes that the alien monoliths can fix the planet and they assume they’ll be able to figure out how to use them. You could make this plot significantly more interesting by just having the characters show some level of apprehension or uncertainty.
Continue reading 〉〉 “Andromeda Part 10: Eos”
T w e n t y S i d e d
