TheMass Effectfranchise is entering a critical phase. WithMass Effect 4as BioWare’s main focus following the release ofDragon Age: The Veilguard, expectations are sky-high. A lot of hope hinges on a return to the layered storytelling and memorable squad dynamics of the original trilogy. However, there’s one area whereMass Effect: Andromedaquietly excelled—its combat.
Despite a mixed critical reception,Mass Effect: Andromeda’s fast-paced, flexible combat was widely praised. The fluid movement, expansive skill trees, and loadout customization gave players more control and excitement in moment-to-moment encounters. This level of engagement wasn’t just a mechanical improvement, it represented a modern evolution of theMass Effectformula.
Mass Effect: Andromeda’s Combat Was Genuinely Innovative
What setAndromedaapart from its predecessors was how it unshackled the player.Jetpacks brought verticality int o theMass Effectseriesfor the first time, allowing players to flank, dodge, and attack from elevated terrain. This change didn’t just make fights more visually dynamic; it demanded a new kind of tactical thinking. Suddenly, enemy positioning mattered more, and mobility became a viable form of defense and offense.
The dynamic cover system also eliminated clunky mechanics. Rather than pressing a button to snap into position, players naturally slid into cover by moving near objects. Combined with the open arena layouts, this encouraged a run-and-gun approach reminiscent ofgames likeDOOMorTitanfall 2, a dramatic shift from the stop-and-pop gunplay of the original trilogy.
The jetpack wasn’t just a movement tool. Players could also use it for hover-shooting, a technique that made biotic power combos easier to chain together in midair.
Loadout flexibility was another standout feature. Players could equip multiple powers across different skill trees and switch between them without class restrictions. This freedom rewarded experimentation, letting players craft truly hybrid builds like a biotic-sniper or a shotgun-wielding engineer.
Mass Effect 4 Should Use But Refine That Mobility
There’s a delicate balance to be struck. WhileAndromeda’s mobility offered a thrilling sense of freedom,Dragon Age: The Veilguardwas criticized by some for being too player-centric combat. Some critics and fans noted thatVeilguardleft too much responsibility on the player while sidelining companions. Combat often became a frantic solo affair with dodging as the primary mechanic.
Mass Effect 4should learn from both experiences. It can adoptAndromeda’s movement improvements, but needs to re-center the squad as meaningful contributors. Biotic pull and throw combos, for instance, could be made more effective when coordinated with squadmates. The game could even introduce contextual abilities that trigger when positioning aligns with a companion’s AI, bringing back the synergy that made the original games feel tactical and team-driven.
One suggestion forMass Effect 4could be to revive the power wheel system, but give it deeper layers like conditional combo triggers or chain attacks between squad members.
It’s also worth remembering the pacing issues caused byAndromeda’s “open-world” structure. While large planets offered a visual spectacle, many of them felt like empty space. BioWare should focus on curated, purpose-driven environments forMass Effect 4—something closer toMass Effect 2’s mission-based structure. This would allow the combat to shine without getting lost in the sprawl.
Mass Effect Andromeda’s Themes Are Worth Revisiting
WhileAndromedais often remembered for its missteps in tone and pacing, the emotional core of the Ryder siblings' story offered something rare: a narrative centered around family. The bond betweenScott or Sara Ryder and their father, Alec, set the foundation for a deeply personal journey. Unlike Shepard, who was defined by command, the Ryder twins were defined by legacy and discovery.
This narrative frame could be a valuable angle forMass Effect 4. Rather than replicatingAndromeda’s humor-heavy dialogue and youthful tone, the next entry could deepen the emotional storytelling. Legacy, found family, and the cost of leadership could be explored through a protagonist shaped by others' expectations. Perhaps the next hero inherits a broken crew, or faces the consequences ofAndromeda’smistakes returning to haunt the Milky Way.
BioWare also needs to give its supporting cast more space to breathe. InAndromeda, many companions weren’t given enough time to shine in more complex ways. TheMass Effectseriesis at its best when companions feel like co-protagonists, not just people tagging along for the ride. And combat inMass Effect 4will need to gamify this to be successful.