WhenMass Effect Andromedaexpanded the series into large, open-world planets, it delivered scale but lost something vital: immersion. Despite the promise of exploring uncharted territory in another galaxy, its maps often felt hollow, repetitive, and built more for traversal than discovery. BioWare’s efforts to prioritize surface area came at the cost of atmospheric storytelling. The potential solution to this came beforeAndromedareleased:Xenoblade Chronicles Xon the Nintendo WiiU.
The recent release ofXenoblade Chronicles X: Definitive Editionfor Nintendo Switch proves that open-world design doesn’t need dozens of planets to feel galactic. Mira, the game’s alien world, is one of the most intricately constructed sci-fi environments in RPG history. Its vertical landscapes, dynamic ecosystems, and emergent hazards offer the kind of handcrafted danger and wonder thatMass Effect 4could use as a template for its planetary settings.
Xenoblade Chronicles X Builds Worlds Vertically and Logically
Mira’s world design thrives on elevation and danger. Instead of spreading content flatly across a map,Xenoblade Chronicles X: Definitive Editionlayers it vertically. Massive plateaus loom over deep sinkholes, and flying mechs known asSkells, unlocked mid-game, turn prior obstacles into new routes. UnlikeMass Effect Andromeda’smostly flat terrain, Mira feels alive with topographical strategy. Exploration is never just about distance, but about height, timing, and survival.
This verticality is functional, not cosmetic. Players are encouraged to scale cliffs, navigate tunnels, and sneak past high-level beasts far above their own capabilities. Unlocking Skells doesn’t trivialize this challenge—it expands it, letting players reach new threats hidden in forgotten corners of the map. It’s the kind of rewarding progression thatMass Effectrarely offers in terms of environmental storytelling.
In theDefinitive Edition, Nintendo has added improved UI and travel options to reduce downtime without diminishing exploration. Skell deployment is smoother, fast travel is more accessible, and pathing markers reduce frustration without reducing risk.
This approach could dramatically benefitMass Effect 4, especially if BioWare shifts to semi-open maps likeMass Effect 1’splanetary drops. Imagine needing upgraded jetpacks or alien tech to explore a cliffside base or enter a collapsing ruin. The verticality alone would make each zone feel like its own evolving challenge.
Fewer Planets, More Depth on Each Planet in Mass Effect 4
One of thebiggest problems withMass Effect Andromedawas its fixation on quantity. There were several planets to visit, but each had a narrow biome and limited interactivity. By contrast,Xenoblade Chronicles Xfocuses entirely on a single planet, Mira, and still feels more diverse and alive than Andromeda’s galaxy.
Each of Mira’s five continents (Primordia, Noctilum, Oblivia, Sylvalum, and Cauldros) contains multiple micro-biomes. Forests give way to swamps, glowing crystal fields hide beneath rocky cliffs, and ancient structures lie buried in deserts scorched by weather effects. The blend of natural terrain and alien architecture creates spaces that beg to be explored from multiple angles.
Mass Effect 4doesn’t need to chase scale to impress. It could do more with two or three planets, as long as each one contains evolving environments and biome diversity. Noctilum alone transitions from neon-lit marshes to underground fungal networks, and even revisiting early areas later in the game feels fresh with new traversal tools and enemy movement patterns.
TheDefinitive Editionalso rebalancesenemy placement and mission flow to encourage biome hopping, nudging players to re-engage with earlier areas after unlocking new tools and mounts.
A smaller galaxy but deeper zones could giveMass Effectthe focus it needs. Instead of reusing the same outposts and corridors across multiple planets, BioWare could invest in ecosystems that change based on weather, politics, or enemy occupation, making the world feel like it’s reacting to the player’s presence.
Mira’s Creatures and Hazards Make Exploration Risky
Mira doesn’t just look alien, it behaves that way. InXenoblade Chronicles X: Definitive Edition, every journey through the wilderness is shaped by a reactive world. (It’s a good thingXenoblade Chronicles X: Definitive Editionhas a forgiving fast travel system). Toxic rainstorms, sudden biohazard alerts, and daylight-sensitive predators turn mundane exploration into survival puzzles. The player is always on edge, even in places they think they’ve mastered.
UnlikeMass Effect Andromeda, which featured basic environmental hazards and scripted encounters, Mira’s world is unpredictable. A docile herd of mammalian creatures might be harmless during the day but become aggressive at night. In Oblivia, players might run into a level 80Tyrant while exploring a level 15 zone, forcing them to stay alert or reroute.
BioWare could revive thistension inMass Effect 4by reintroducing environmental mechanics from the original game, like radiation levels or heat exposure, but giving them dynamic layers. A volcanic region might require specific suits or cooldown times. Fauna could respond to tech emissions or biotic powers. These additions wouldn’t just make travel harder - they’d make it feel alive.
In the vast cosmos of sci-fi RPGs,Xenoblade Chronicles X: Definitive Editionreminds us that worlds don’t need to be many, they just need to matter. Mira doesn’t spread itself thin across the stars; it digs deep into the soil, into the sky, into the bones of its beasts. IfMass Effect 4dares to chase meaning over mileage, it might just find that the most alien thing of all is a world that feels real.