
(EA and BioWare declined to comment for this article.) This was a game with ambitious goals but limited resources, and in some ways, it’s miraculous that BioWare shipped it at all. Many games share some of these problems, but to those who worked on it, Andromeda felt unusually difficult. The development of Andromeda was turbulent and troubled, marred by a director change, multiple major re-scopes, an understaffed animation team, technological challenges, communication issues, office politics, a compressed timeline, and brutal crunch.

From conversations with nearly a dozen people who worked on Mass Effect: Andromeda, all of whom spoke under condition of anonymity because they weren’t authorised to talk about the game, a consistent picture has emerged. I’ve spent the past three months investigating the answers to those questions. Why was Andromeda so much worse than its predecessors? How could the revered RPG studio release such an underwhelming game? And, even if the problems were a little exaggerated by the internet’s strange passion for hating BioWare, how could Andromeda ship with so many animation issues?

Almost immediately, fans asked how this happened.
