It's hard to say whether one of 's greatest missed opportunities is an oversight or an intentional exclusion. The gamedoes its best to ease players into its lore. They can learn all the basics of the wider galaxy, right up to the nature of the ancient mysteries only solved at the ending of , from the first time they set foot in New Atlantis. However, since most are likely to revisit this major city multiple times across the course of the campaign, players can decide to pace exposition more slowly if they so choose.
But still, there are tons of secrets to be discovered in , many of which expand on the game's base lore in meaningful ways. Most of it makes perfect sense by the end, even if some of it, like the aliens' near-total lack of personality, isn't totally satisfuing. But there's one lore detail that doesn't hold up to scrutiny at all. The reasoning for it is flimsy at best. Was this game-changing idea simply left out of the final product because it meshed with the story was trying to tell, or is there something deeper going on here?
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Mechs are everywhere in, but they're never seen in action. When they do appear, 's mechs are little more than gradually rusting scrap piles or untouchable museum antiques. There's never a chance to pilot a mech, or even to fight against one on foot. Per the in-game lore, there's a reason for that: the construction and use of mechs has been banned since a decade prior to 's events. During the Colony War between rival settler factions, both sides employed mechanized armor in battle, but the United Colonies combined mechanized infantry with bioengineered aliens in a strategy they called xenowarfare.
These strategies were
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