3.5 stars rounded down
(If I hadn't rated Mass Effect 1 - 3 at 4 stars, I'd have rounded up instead of down because I did like Andromeda a lot more than a typical 3-star game—probably more than any other game I have rated this low. But I already had my established ratings in place for the trilogy and I wasn't going there for Andromeda. C'est la vie.)
The decision to leave the Milky Way Galaxy for an unsettled Andromeda Galaxy is one undertaken by four arks full of, respectively, humans, salarians, turians, and asari, plus a preliminary ship intended to arrive before the arks and get everything ready for the arks' arrivals. Maybe you can tell how all that has gone when the game launches with the crash landing of the human ark on a horrifying planet, Habitat 7. Habitat 7 was, based on Milky Way-based scans of Andromeda, one of a handful of planets that were going to be fit for, well, habitation. Between unbreathable air, floating rocks, a scourge in the sky (itself responsible for the crash), and a violent alien species disinclined towards diplomacy, Habitat 7 is a bust. It also kills the human Pathfinder—a fancy title for the person on each ark tasked with, essentially, exploration and determining which planets are fit for living—a responsibility that falls on (wait for it) your character, Ryder. You also learn that the preliminary ship is not ready, none of the other arks have arrived, leadership is in disarray after an uprising that killed key people, morale is low, and the sudden arrival of an ark a year later than expected is not met with the joy you might anticipate. So, uh, there's a lot to do.
If I understand my timeline right (which is debatable), it took 600 years for the arks to leave the Milky Way and reach Andromeda. They left sometime before the end of Mass Effect 3, although I suspect it was near the end of Mass Effect 1. But the key thing to know is that the characters basically have zero knowledge of the events of the original Mass Effect trilogy, with only a few tight-lipped rumors that come into play in the final quarter of the game (generally in the context of "there may not even be a Milky Way anymore" mindset). But because these characters, essentially, predate the context of the trilogy, there is still things like the genophage as a krogan reality—both present in the krogan (not given their own ark, but a part of the first ship) and the on-going resentment
for it. And it's kind of a shock as a player to be like, "Wait, didn't I solve this in the last game?" yet for everyone to be stuck in the past about it. That's the biggest thing, but it's still weird to be playing a Mass Effect game where no one knows who Shepard is.
Depending on what you're looking for in a Mass Effect game, this disconnect from the trilogy is a viable deal breaker. It didn't break my deal (at least, once I got into the groove of what Mass Effect is doing), but I get it.
It doesn't help that Andromeda starts off rough. I'd say the first ten to fifteen hours (based on a normal first time play style, not a speed run of the main mission) are pretty bad, which includes the fairly streamlined introduction and the first world you go once the open world element opens up. Once i got into Andromeda's cycle (land on planet, grind it to a state of habitable, create outpost) I did get into the process. There is a certain delight in "suffering" through each planet's early stages, doing what needs to be done, clearing out objective markers on the map, and seeing the viability meter rise.
But things didn't really start clicking for me until I found two key weapons, which greatly aided my enjoyment of the regularly scheduled combat: The Inferno (a remnant sniper that doesn't use ammo and has a high rate of fire, but lower damage per shot and has a cooldown when you exhaust a "clip.") and the N7 Crusader (a shotgun with farther reach and accuracy than most). They're both weapons that play into my own play style of hiding behind cover, getting off as many shots as possible before shields or my clip depletes. The N7 Crusader, especially, was a revelation, with enough range that I could use it as my main gun in most battle situations. I haven't enjoyed using a shotgun since playing Resident Evil 4 (assuming I could even find ammo for it, lol), yet here we are. I probably could have played through the end game with just those two weapons. (I mean, I practically did; I don't think I pulled out my AR once after the point of no return, lol.)
Weapon and armor crafting is, I think, supposed to be a big element of the game. You get a lot of resources to that end. There are three categories of weapons (and, presumably, armor although I only ever crafted armor when it was required for a mission sooooooo... I think I crafted two armor, lol): Milky Way, Heleus, and Remnant. Or, put another way, the stuff based on technology that came along with the arks, the stuff used by the two intelligent species you encounter in Andromeda (kett, themselves transplants to the region, an enemy, and the angara, native to the galaxy and allies), and then remnant tech (a long gone species, like the protheans in the Milky Way, whose derelict structures still dot the Andromeda galaxy). But I didn't really feel the need to do much crafting. My sniper, sure. That was something I discovered at a time I was really teetering on the edge of quitting because I couldn't connect with my weapons. Everything else I basically bought or found. I could see people getting really into messing around with augmentations and mods, but I found them kind of confusing and not fun. I used them, yes, because duh, but I didn't waste time getting cute with them. Was happy with the basic "a little more power with no penalty is fine" approach rather than decide if I thought more power with less accuracy was a fair tradeoff. I suspect players who really dive into the augmenting/modding side of things could come up with some cool stuff. I was just happy to have weapons I liked, lol.
But as with all Mass Effect games, while connecting with weapons is pretty necessary just to enjoy playing, the real draw is interacting with companions and other characters. You end up with six companions (which feels light, but seems on par with ME3 and ME1, with only ME2 having more once you account for DLC characters and Legion), and I kind of loved all of them. You start with two humans from the pathfinding team, Cora and Liam. Liam is pretty so-so (falling right in line with the bland starting male companions from the trilogy, Kaidan, Jacob, and James, but also continuing a trend where each is better than the last so I like Liam more than them), but Cora is fantastic. Before you set out for the first real planet (ie, not Habitat 7 lol), you gain Vetra, a turian, with a neat visor. Then you gain PeeBee, an asari, pretty quickly on the first planet, with Drack, a krogan, not far behind. Finally, you'll grab Jaal, an angarian native to the galaxy, who is initially along, essentially, so the angarians can keep tabs on this new alien presence in the system, but quickly becomes an integral part of the team. I enjoyed interacting with all of them, and apart from companions, there's a fair number of other people on your ship to communicate with. So, as with prior Mass Effect games, I spent a lot of time running around the ship, catching up with everyone. And as with prior Mass Effect games, the opportunity for unique dialogue with each character isn't quite as often as I would have liked, lol. But that's OK. Then throw in various people on the Nexus (ie, the home base) and various people on the various planets (generally with less unique dialogue except after especially major plot points) and I spent about half the game running around just to talk, lol.
That might be the source of one of my biggest complaints about Mass Effect Andromeda. Travel within the galaxy takes forever. First you have to bounce out of whatever system you're in, which doesn't take long but requires a few button presses to go from the planet view to system view to galaxy view. Then you have to hone in on your next destination, first by selecting the destination (and prompts a lengthy flying sequence with an annoying strobe effect). Once you're in the system, you select the planet (or ship or whatever the destination is), prompting another flying sequence (with, admittedly, some cool perspective animation), before finally being able to actually select where on the planet you're landing (a seemingly unnecessary step since any landable planet only has one landing zone), followed by a landing sequence. Only one of those sequences is skippable, the rest something to be slogged through each and every time you want or need to go somewhere else. Some of it is doubtlessly baked in as a load time, but the balance feels off and, even by 2017 standards feels pretty damn long. My suspicion is they sacrificed time in favor of the initially cool—but gets old quick—perspective of flying through space. On the one hand, "it's only a couple of minutes." On the other hand, it creates a very distinct barrier to casually going anywhere without having a pretty valid reason.
The romance options are pretty compelling. FemRyder and MaleRyder share a large portion of the pool, with only a handful of romanceable characters unique to each. I started off NOT interested in PeeBee, focusing on Vetra, Suvi (one of the ship's crew), and Jaal (who I didn't like at the outset, but quickly grew on me). By about the 1/3 mark Vetra dropped off my radar and was waffling between Suvi and Jaal. Then Reyes came into the picture, and something about the way Ryder can dialogue with him is so snappy and appealing that I seriously considered him for a while. But, dropped Reyes for several plot-related and personal reasons and around that same time PeeBee really started to snap into focus as a character. Jaal was a bit too serious for my tastes, so it basically came down to Suvi or PeeBee. Had Suvi asked first, I might have gone there, but PeeBee preempted her and I couldn't turn her down—mostly because, from a logical perspective, a primary companion likely has more interesting things going on than a crew member. No regrets. Also had a bit of a fling with Keri T'V, because apparently Ryder has a soft spot for asari. HEY BIOWARE, I'M STILL WAITING FOR A ROMANCEABLE KROGAN. PLEASE.
(I should note that if you're loose with the flirt button, you can get yourself in a position where you're cheating on your romanced character with Keri. Basically, around the midway point you can kinda commit to a fling with Keri after certain conditions are met, and those conditions probably won't be met until your romanced character is decided. If you flirted enough with Keri to pop that fling AND you're uncomfortable with Ryder cheating on their lover, you can continue with the Keri interactions until the point she asks to meet at the Vortex (a Nexus bar). Meeting her there will make it inevitable. However, it is invisible to the other characters—ie, nothing will be affected by it—nor does it show anything, so if you accidentally go too far and have moral issues with Ryder cheating, you can pretend she went to Keri's apartment for coffee and not anything physical, lol. Now, I decided when I met Keri that I was into her and just committed to playing Ryder as a stinkin' cheat. Sorry, Ryder, and PeeBee.)
You know what, I've kind of talked myself into 3.5 stars rounded UP. Sure, it's not as good as the trilogy, but I ended up having a blast with Mass Effect Andromeda and just can't quite feel comfortable assigning it just three stars.
Edit: It's inevitable that I think of something else I want to address after posting, lol. One thing I relied on heavily in the trilogy are the ammo powers (incinerate, disrupt, etc). They really changed the ammo powers in Andromeda. Instead of being an actual power, they're consumables. Ugh. I've never been good at using power-related consumables. I tend to hoard them for "the future" and by the time the future comes, I forget I have them or don't remember how to use them or have, essentially, adapted to playing without them. Such is the case here, where I used my incinerate once early on, then completely ignored them. And, to be fair, just based on description they seem pretty weak: Only lasts a few clips before needing to be reconsumed. Maybe if I was using high-capacity clips they'd feel better, but I was maining weapons with 6 and 7 shots to a clip. Meanwhile, the upgradable powers, without the ammo-related stuff, mostly ends up being similar to stuff we've seen in the trilogy, which means powers I never really used before because I was an ammo-power main. Ended up leaning on concussive shot/fireball for the first 2/3rds of the game or so—two powers I had a bit of experience with—and when those seemed to not pack the sort of punch I was looking for, skewed in the direction of cloak and something so irrelevant I don't even remember what it is called. The cloak DID fit my play pretty well. Incidentally, my third power slot was assigned to the remnant tech PeeBee gives you at around the 1/3rd mark. It was my best and favorite power. I dunno, I got pretty unexcited about developing and upgrading powers when you can only have three of them assigned at any given time. Once you've got your relevant passives leveled up and your three slotted powers leveled up, you can start leveling other things for fun—clever players can create different builds and whatnot—but that's not how I play. Seemed like wasting time leveling up a power I wouldn't use is, well, a waste of time. (Oh, and to add confusion to the mix, some of the powers require a consumable of some sort—they might have called it a "power cell"—to use and I'm already annoyed enough that I have to scramble around the battlefield for ammo, I wasn't going to add a second thing to track. Just give. me cooldowns and I'm happy, you know? And I was happy because I didn't upgrade those powers. Just pretended they didn't exist. Ignorance is bliss.)