11 Ways Bioware Should Have Made Mass Effect Andromeda
6. Use The SAM Implant To Stagger Unlockables
If there was one word to describe all of Mass Effect Andromeda's various interworking systems and preliminary attempts to hook you in, it's 'overwhelming'.
Somewhere along the way, Bioware decided the best way to introduce you to crafting, stat-tracking, planet scanning, race-relations and everything in between, was to throw them all at you in quick succession. To that end, a ton of players have bounced off immediately, as it can feel like there's this thick 'soup' of content to wade through for hours at a time.
Rather than give you an open-ended tutorial with five optional markers, make us play a class for a few minutes, working with select powers. Thematically it fits, as Ryder is fairly new at the whole "commando in space" routine, and after acquiring SAM, it could be played off as a 'calibration sequence' where SAM presents you with a variety of ability and skill setups, before letting you choose from them all at the end.
Crafting too, actually has a tutorial mission, but it's locked away behind squadmate Liam Kosta, who asks you to craft a piece of armour for him.
Make this one of the first things you have to do when getting the Tempest, then have Liam mention the need to keep on top of acquiring resources for even more upgrades. It would encourage players to stick with this portion of the game in a way the base version lets you totally forget about.