I find it rather amusing that the mock reviewers basically pulled a con on Bioware Montreal by telling them that it was going to be an 80-85 game. Although perhaps they thought that the gaming media would continue giving inflated scores because of the Bioware name. Either way, the fact that Bioware thought they were shipping an 80-85 after all the shit that happened is something else. Maybe they were too close to the project because everyone else realized it wasn't before the EA trial was up.
I also noticed that the article takes the tone where all the mishaps were just something that happened to Andromeda when it was in fact Bioware fucking up every step of the way. The reason they only had 18 months to make the game is because they royally fucked up their pre-production and the first 3 years of the project. The reason the animators did not have time to do their job properly is because the writers didn't have a story till the end.
On the subject of animations, the article says
Another big factor, sources said, is that Andromeda lets you create your own character. Fans have compared Andromedas facial animations to the likes of The Witcher 3 and Horizon: Zero Dawn, but those games have predefined main characters, which makes it far easier for animators to predict exactly what their faces will look like during any given cut-scene or line of dialogue.
Well, what was the necessity to have a character creator at all if they couldn't animate the various player characters properly? Nobody forced them to make a character creator (which isn't even that good at the end of it all). They hired two models to give their likeness to the two characters they were planning to have and they could have stuck with that. Yes, Mass Effect has traditionally had a character creator but if the choice was between dropping it or ending up with animations that would become a complete joke in the gaming community, well...
To me it sounds like everything went wrong in pre-production. They couldn't implement the ideas they had or they couldn't actually make them fun. They couldn't get their technology to work. Frostbite is notoriously hard to work with but at the same time it
is possible to get incredible results from it. I'll admit from personal experience that working with someone else's code is never fun, but it's a reality of software development. It sounds to me like there was a talent gap there. If they were struggling so badly then they could have called on the Frostbite group at DICE who are absolute magicians at what they do.
Can't really blame EA for the project management going sideways, unless EA was actually involved in the day to day stuff. It got so bad that they had to bring in someone else from another studio to fix the mess that Montreal had made. A lot of people blamed Mac Walters for what happened but it looks like he was just trying to salvage a disaster.
And yeah, it was really nice to read a longform article like this. It's so rare in game journalism these days.