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@Xx-Gimmle-xX, That sounds like another one of those nefarious randomly occurring bugs. Added to first post.
Greetings!
Besides the already mentioned issues I still have problems with some logical 'errors', or just plain lazy design descisions. Most of all: 'scanning for ghosts'.
For example the 'murder' quest on Eos. You scan an empty room and suddenly see two NPCs in front of you. Ok, SAM could be a CSI and 'constuct' a crime scene from it's traces like blood stains, finger prints, even the size and weight of a person fom it's shoe size. But how can he get a conversation? Did the walls save the sound waves' vibrations? Would have been more beliveable to stay with audio logs and cameras, just like in ME2's Shadowbroker Lair.
Another point: animations, animations, animations. Your animators should look at people how they walk. While humans are somehow ok the alien species are horrible. Even not moving they look like they will fall backwards every moment. Strange enough it worked already in ME1-3, Garrus could DANCE and it looked right. For digigrade legs/movement I suggest watching at various animals (hind legs of horses, raptors, or just imagine humans walking tiptoed all the time and how they keep balance). Just like a game magazine over here has written: ME:A looks fantastic as long nothing is moving.
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