If it is indeed true that ME4 will take place in another galaxy then it's perhaps the biggest concession to date that the milky way ME playground is no longer fit for sandboxing due to the way ME3 ended.
Now I'm not against the concept of moving the action to Andromeda. A clean slate approach seems to be the only way to move on after the ME3 endings were not retconned out in favour of a wider tapestry of endings we saw Bioware produce at the end of their first Dragon Age game. The possibilities in a new sandbox where the producer's keep the lore, but now must apply it to new settings seems like it may be able to recapture that explorer essense from the first Mass Effect game. Hearing that the MAko, or rather, that driving to cross landmasses is set to feature, is wonderful to hear provided they don't just throw overblown graphcal designs at us all the time. Yes space is is populated with interesting things, people and sights but it's also vast and lonely where your only friend is often the person on the other end of your radio. What the driving sequences can do therefore is more than just drive into an enemy encampment blasting..... Rather, the driving can do what on foot sections can't..... Put us, the players, into positions where the vehicle becomes a character in that, if we don't look after it, we'll have to face the prospect of hardship further on.......
Which brings me to the ship.... Normandy was as much a character as any that walked and talked. It soared like the Mellenium Falcon. Seeing beam weaponry gut the original as we saw it's crew dying inside while the skeleton from outside showed the damage as it's thrusters vainly struggled to keep the ship on an even keel. Testamount to the spirit of the Normandy and it's namesake, as well as it's pilot. Seeing the Normandy reborn..... So with that in mind I hope BW take as much time bringing the new ship to life. Called Tempest, perhaps a nod to Shakespere? The name of the ship and how it is utilised and interacted with is, I would say critical to the success of the next Mass Effect and the wider implications of that design philosophy. In ME 1 and 2 I as player got to interact with the enviroment in such a way that as a player I connected with the world through my character's interactions with said environment. It's surprising how asking a player to interact with an object can result in a player investing in getting a result for the effort. ME3 by contrast simply asked me to push buttons once. IF you want an example, opening a locked door in ME1 and 2 was a signicantly more rewarding experience than walking up, pressing a button and getting a cut scene of the player avatar doing the work for you.
I'm not going to rag to heavily on those who don't want that kind of experience though because of a story I heard back when ME3 was out on release. A boy with a medical condition who was not physically able to overcome the hack puzzles had to wait for his friend to come around and do them for him. That spoke volumes to me about how games need to made accessible to a wide numebr of people who play them, but at the same time I don't want my play expereicne to be hampered by building a game that only cater's to those who have trouble or lack the desire for the RP experience we got in 1 and 2. Fortunately BW already gave an answer to this problem in Me3, different play modes that cater to peoples play styles. ME3 however made an error. Instead of building a core game and then stripping the bits people have said they don't like out of it, they built a game with the play elements people didn't like taken out, and then made that the full RP experience, not realising they had in essence created an RP lite mode that could then be further streamlined. BW, if your listening. Please build a full shooter RP in the same vein as ME1 and 2. Give us things to interact with. And then build the modes that strips out the things your player base don't like. If people don't like hacking, let them simply breeze through doors as if the lock had never been invented. If they don't like driving give them the means to get from A to B without what they deem the hassle of moving back and forth between locations. But don't build the core game for these people. Build the core for the RPG fans who love interacting with your worlds and species. Build it so that the full sugar version of the game captures the gamers attention and keeps them enthralled with whatever narrative your concocting in both what they must witness in cutscene and what they can do in free play in combat and non combat sections. But above all...... Don't try to appeal to other fan bases by trying to be like other games. Be Bioware. Be Mass Effect. Be true to what you are trying to acheive and make a Mass Effect game. Don't chase other games trying to be a bit like them, take inspiration sure but remember, if you don't create Mass Effect, no one else will. whereas if you try to invent CoD, the guys who develop CoD will bring out the next CoD. And then we will have CoD and CoDlite. When really, what we want is to have the choice between CoD, and Mass Effect. And I'll tell you now. Mass Effect will always be my go to, as in the past, it's engaged me more than that souless shooter whose cast of characters and storyline, is a non entity when it comes to talking about what the developers put on the table.