Mass Effect: Andromeda – Ep 28 – Activating Voeld’s Monoliths (part 2) – Gameplay


LET’S PLAY MASS EFFECT: ANDROMEDA – EPISODE 28 – Voeld’s conditions are harsh, but this isn’t how it is supposed to be. The monoliths on Voeld may be able to reset and restore the conditions on this planet back to their former stability, and allow the planet to recover – much like Eos is recovering. Ryder and his team set out to get started on that, as well as taking care of other missions along the way.

Mass Effect: Andromeda Playlist: www.youtube.com/playlist?list=PLsBoF66x4ZmARlN7Nq27Acyw5YRwusvIQ

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Mass Effect: Andromeda begins in 2185, between the events of the second and third games in the original trilogy. The four Citadel Council races are planning to populate new home worlds in the Andromeda Galaxy as part of a strategy called the Andromeda Initiative. Each race will send 20,000 citizens on a one-way, 600-year journey to Andromeda aboard their own transportation vessel, called an Ark, and selects a leader, known as a Pathfinder. Once the races arrive, they will help build the Nexus, a huge space station that serves as a center of government and diplomacy, a living area, as well as a base of operations for the Pathfinders

Our interaction with this story begins in 2819, once the Pathfinder team has awoken from their sleep.

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This gaming footage contains commentary for educational purposes, and is used and monetized under the publicly expressed permission by Electronic Arts, the publishers and copyright holders of Mass Effect: Andromeda as stated in by their staff on their website: help.ea.com/en-us/help/faq/how-to-request-permission-for-ea-games-content/

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Comment (0)

  1. In answer to your question towards the end of the episode as to why it would be unwise to deliver the data drive to a local resistance techie is a differance between tactical and strategic advantage.

    Tactically it would benefit every soldier on the ground to have the Kett codes and be able to listen in on communications and plans, for a little while. Once the Kett realize that their comms are compromised (by all their operations being foiled and expected by their enemies at every turn), the codes will change and the advantage lost.

    Strategically it is preferable to keep the knowledge of the codes only in high command (possibly including the intelligence service), keeping the advantage for longer by not spoiling every little plan of the enemy and focusing on large operations and the big picture. The individual soldier continue to suffer the hardships of war but the conflict as a whole can either be shortened or a few important victories won.

    The allies cracking the enigma code during WWII is an excellent example, the knowledge of the codes were kept in high command and the intelligence service allowing large german operations to be thwarted and misinformation to be spread to german high command. The codes were not distributed on a tactical level, nor were they issued to regimental or battalion command for fear of the intelligence breaches should such forward command stations be overrun by the enemy.

    Hence it's more of a choice of big vs small picture thinking, something that should have been made clear before the choice was made. Perhaps I'm reading too much into the writing of the game though, such considerations are generally not something your average movie or video game writer even contemplates.

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