11 Ways Bioware Should Have Made Mass Effect Andromeda

8. Introduce The Archon's Experiments & Clarify Intentions Immediately

Mass Effect Andromeda Archon
Bioware

Everything about The Archon is as cookie-cutter as it gets, except the scene where you land on his ship and start to see he's operating on various the Milky Way races, either to cobble together some sort of 'perfect specimen', or just to figure out how to turn them into more Kett.

The scene culminates in an unleashed Kett Krogan boss fight, but then it's totally dropped. We see no more of the Archon's inner workings, no idea what he's doing or what drives him other than some sense of boredom, and after you take him down, there's no attempt made to delve into just how he became the Archon in the first place.

To remedy this, have one of the opening scenes of the game be getting captured by the Archon and his team.

Literally have the overall feel of arriving in Andromeda be "You are just as reusable and analytically viable as every other alien here", resulting in a breakout that would both give your crew members some time to shine, before firmly establishing the Archon as a force to be reckoned with.

Andromeda's various gameplay loops centre around exploration, and the only way the Archon stays relevant is through a constant reminder of what it felt like to be at his mercy. Therefore, make the various large Kett compounds you infiltrate and destroy research labs, and remind the player at regular intervals of this 'bored' antagonist who's treating the galaxy as his plaything.

It wouldn't have the depth of Saren's true allegiance or the notion of playing mind games with The Illusive Man, but at least then, we'd have a defined reason to both fear the Archon and want to take him down for the good of the galaxy.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.