{"id":28456,"date":"2017-05-03T15:02:40","date_gmt":"2017-05-03T22:02:40","guid":{"rendered":"http:\/\/bensbargains.com\/thecheckout\/?p=28456"},"modified":"2017-05-11T06:28:34","modified_gmt":"2017-05-11T13:28:34","slug":"patched-or-not-mass-effect-andromeda-flawed-exhilarating-journey","status":"publish","type":"post","link":"https:\/\/bensbargains.com\/thecheckout\/reviews\/patched-or-not-mass-effect-andromeda-flawed-exhilarating-journey\/","title":{"rendered":"Patched or Not, Mass Effect: Andromeda is a Flawed Yet Exhilarating Journey"},"content":{"rendered":"<div style=\"margin-top: 0px; margin-bottom: 0px;\" class=\"sharethis-inline-share-buttons\" ><\/div><p><img decoding=\"async\" class=\"aligncenter size-full wp-image-28457\" src=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda.jpg\" loading=\"lazy\" alt=\"\" width=\"620\" height=\"349\" srcset=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda.jpg 620w, https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda-300x169.jpg 300w\" sizes=\"auto, (max-width: 620px) 100vw, 620px\" \/><br \/>\nDevelopment of <em>Mass Effect: Andromeda<\/em>\u00a0&#8212; at least, the creative thoughts behind it &#8212; likely began shortly after the release of <em>Mass Effect 3<\/em> and the divisive reception that its ending received. Yeah, yeah: alarm bells go off at just the mentioning of <em>that ending<\/em>, but hear this out. Long before BioWare telegraphed the culmination of the trilogy\u2019s storytelling, the longstanding role-playing game makers had two-and-a-half games of variables to keep straight and relevant. This includes whether to cure a disease that plagued a crucial race or whether to broker peace between robots and their creators, as well as a laundry list of characters who could\u2019ve lived and died throughout the series. \u00a0Creating an ending that split the setting into three drastically different versions of one another was, frankly, the final nail in a coffin that had already been mostly nailed shut.\u00a0 To continue the franchise, the options available to BioWare were in short supply. A total reboot? A canon set of storytelling values? Instead of disregarding choices, the studio behind <em>Baldur\u2019s Gate<\/em> and <em>Knights of the Old Republic<\/em> decided to get the hell out of Dodge and jump over\u00a0to another galaxy, one that\u2019s far, far away from that nest\u00a0of variables. Had the landing been a bit\u00a0smoother, <em>Mass Effect: Andromeda<\/em>\u00a0would&#8217;ve arrived as\u00a0the ideal\u00a0clean slate needed by\u00a0both fans and BioWare.<\/p>\n<p>It\u2019s been a little over a month since the game\u2019s release, and, like many other studios, BioWare has worked diligently to conjure up\u00a0patches for their latest science-fiction epic, with modifications that range from typical clean-up of bugs to combat balance changes. However, they\u2019ve also responded to critical feedback about some technical and artistic issues, notably in the realism in animations, which resulted in a rather substantial and mostly successful update (Patch 1.05) to face and body appearances.\u00a0 No matter the state of the game in its support cycle, there are certain perceptions about the general direction taken by <em>Mass Effect: Andromeda<\/em> that patches really cannot impact, though. What BioWare has created with this journey outside the Milky Way is a flawed, overly familiar, yet determined and exciting melting pot of all things Mass Effect, equipped with improvements in many areas &#8212; yes, that includes its ending &#8212; as well as other areas where they stuck with the status quo when they shouldn&#8217;t have and, sure, even subtracted from bits-&#8216;n-pieces of what originally gave the series its magic.<\/p>\n<p style=\"text-align: center;\"><div class=\"one_half\"><div class=\"grey-box\"><div class=\"grey-box-content\"><\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-28464\" src=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromedabox.jpg\" loading=\"lazy\" alt=\"\" width=\"231\" height=\"300\" \/><\/p>\n<h3 style=\"text-align: center;\">Mass Effect: Andromeda<\/h3>\n<p style=\"text-align: center;\"><em>Developed by:<\/em> BioWare | <em>Published by:<\/em> EA<\/p>\n<h4 style=\"text-align: center;\"><strong>Overall Grade: 78\/100<\/strong><\/h4>\n<p style=\"text-align: center;\"><span class=\"button green\"><a href=\"https:\/\/www.amazon.com\/Mass-Effect-Andromeda-Xbox-One\/dp\/B01N3S1OI3\/ref=bensbargaicenter\" >Click to Buy\u00a0on\u00a0Amazon<\/a><\/span><\/div><\/div><\/div><\/p>\n<p style=\"text-align: left;\"><em>Andromeda<\/em> takes place 600 years in the future \u2026 though as far as the cryo-sleeping travelers aboard the human Hyperion ark ship are concerned, only a brief time has passed since their departure from the Milky Way in 2185, just after the events of the original <em>Mass Effect<\/em> and before the events of <em>Mass Effect 2<\/em>. Therefore, everything that occurs in the second and third installments exist as something of a <a href=\"https:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/Main\/SchrodingersCanon\">Schrodinger\u2019s Canon<\/a>: beyond Shepard being the <strong>Hero of the Citadel\u2122<\/strong>, all possible decisions made throughout the three games can exist in the player\u2019s mind, or be disregarded as never happening. With the opening cutscene touting exploration and fresh starts as motivation for taking the intergalactic journey, BioWare hammers home the point that they want <em>Andromeda<\/em> to essentially be ground zero for\u00a0the characters involved, for the players, and for the studio itself, unencumbered by what may or may not have happened in Shepard trilogy. From here, the game works almost plays out like a mild \u201cCorrupt-a-Wish\u201d version of the ideal Mass Effect game, where every element carried over or improved from previous Mass Effect games has a little something off\u00a0that keeps its throwbacks\u00a0from excelling.<\/p>\n<p>We\u2019re introduced to one of two Ryder siblings &#8212; either male or female, selected by the player from preset appearances or completely customized &#8212; who awakens from cryo-sleep just before their ark ship encounters a celestial anomaly in the far-away galaxy, an event\u00a0that blocks\u00a0the path toward their \u201cgolden world\u201d colony destination and, eventually, thrusts one of them\u00a0into the leadership position of Pathfinder. \u00a0Immediately, the game makes it clear that players won\u2019t be controlling a character of their own creation, but a tweaked version of one of these Ryder twins. This is unlike Commander Shepard, even if he or she was largely a predetermined character: Ryder\u2019s first piece of dialogue, \u201cWe made it\u201d, is the same regardless of what version of the character speaks it\u00a0and completely lacks any player input, a sharp contrast to Shepard&#8217;s initial dialogue choice\u00a0in the original <em>Mass Effect<\/em>&#8216;s prologue. Remember the selection of backgrounds and reputations from the original <em>Mass Effect<\/em>? That ain&#8217;t\u00a0here. Each iteration of the player\u2019s Ryder has the same back-story, saddled with having a sibling of the opposite gender and a father, Alec Ryder, who\u2019s a renowned N7 soldier. The type of role-playing has shifted, opting for a streamlined story for the Ryders over freedom of choice. This moves <em>Andromeda<\/em> closer to the style\u00a0of role-playing found in controlling different versions of Geralt from <em>The Witcher<\/em> series than in creating personal characters.<\/p>\n<p>Upon exploring their target \u201cgolden world\u201d, Ryder and the Andromeda Initiative &#8212; the name of the multi-species organization responsible for getting the ark ships, plural, to the galaxy &#8212; encounter a brand-new species, the Kett, with nefarious ambitions involving the ancient technology of the mysterious Remnant, a machine race whose presence is embedded in many worlds across the Heleus Cluster. \u00a0Yeah, that&#8217;s a lot of foreign names to the Mass Effect universe, as expected, yet BioWare doesn\u2019t really capitalize on the potential that this new beginning\u00a0affords them. Bipedal and firing normal types of guns, the Kett turn out to be little more than rubber-forehead baddies who share a few similarities\u00a0to <em>Mass Effect 2<\/em>\u2019s Collectors, both in physical composition\u00a0and generalized\u00a0strategy. Meanwhile, the Remnant essentially combine the hostile mystique of the geth with the technological legacy aspect of the Protheans. \u00a0\u00a0Between the two, BioWare keeps their motivations on a much smaller scale than with what the end-of-the-world Reapers conducted with their extinction cycles in the Milky Way, but there are a lot of parallels involved with these hostile oppositions to the Initiative and the antagonist forces &#8220;back home&#8221;, to a point where originality becomes an issue.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-28458\" src=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda2.jpg\" loading=\"lazy\" alt=\"\" width=\"620\" height=\"349\" srcset=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda2.jpg 620w, https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda2-300x169.jpg 300w\" sizes=\"auto, (max-width: 620px) 100vw, 620px\" \/><\/p>\n<p>Luckily, <em>Mass Effect: Andromeda<\/em> flexes a lot of the muscle afforded by the new Frostbite engine while creating the setting, providing stunning environments throughout which Ryder will explore &#8212; and colonize &#8212; while returning the series to some of its mysterious roots about the dangers and delights of traversing the unknown. \u00a0After struggling with a tweaked\u00a0vehicle in <em>Mass Effect 2<\/em> via DLC (the Hammerhead) and scrapping vehicle exploration altogether for <em>Mass Effect 3<\/em>, exploration indeed returns to the Mass Effect series in a revamped version of the Mako: the gun-free Nomad. With standard but well-executed driving controls, Ryder and his crew zip around to points on a map that encourage full surveys of the landscape, from areas that can be mined for necessary resources to hidden caves and tucked-away firebases ready\u00a0for enemy encounters. BioWare clearly didn\u2019t want to make the same perceived mistakes made by the studio\u2019s previous release,<em> Dragon Age: Inquisition<\/em>, where many of the missions were viewed as different spins on the \u201cfetch quest\u201d, so they\u2019ve emphasized stronger doses of story in the spread-out\u00a0missions to encourage their completion.\u00a0 One that comes to mind: a series of audio\u00a0diaries recorded by a deceased worker play\u00a0while Ryder finishes their job of placing\u00a0certain beacons across a map,\u00a0adding a bittersweet punch at the end. There\u2019s thought here.<\/p>\n<p>Despite the adventurous tone of this new setting, one can\u2019t help but feel that BioWare didn\u2019t take enough risks in their presentation of a new galaxy, though, which continues\u00a0into the introduction of a new species, the Angara, and the member of their species who\u00a0joins Ryder\u2019s crew, Jaal. With curved bipedal legs similar to other Milky Way species and a facial appearance that\u2019s conveniently supple and attractive in nature, the angarans\u2019 design comes across as too-engineered for appeal to the alien-romance crowd than the culmination of creative ambition; it\u2019s not unreasonable to expect more species akin to the bug-like rachni from the original games in an entirely different galaxy.\u00a0 And again, Jaal borrows character traits of other prior characters in his makeup, acting and even sounding a little like the fish-outta-water Prothy the Prothean, Javik, from <em>Mass Effect 3<\/em> \u2026 only vastly more emotional and deliberately palatable, since that\u2019s one of his species\u2019 traits. The angarans develop into\u00a0a crucial feature of the main\u00a0plot, centered on their clashes with the Andromeda Initiative as colonists and their ongoing conflict with the equally uninspired Kett, so this ends up being a relatively disappointing facet from a science-fiction standpoint.<\/p>\n<p>Consideration went into the companions that get tangled up with Ryder, though perhaps not quite the right train of thought that the writers should\u2019ve placed in them. Each companion feels like a shadow or amalgamation of previous character types from the \u201coriginal trilogy\u201d, offering both fond, inviting throwbacks\u00a0and an absence of creativity. The biotic vanguard Cora Harper operates like a fusion of the poise and intrigue of Miranda Lawson from <em>Mass Effect 2<\/em> with the dedication and stubbornness of Ashley Williams in the first game, with an attachment to nature and military training with an alien species giving her just enough distinctiveness to be a unique character.\u00a0 Liam Kosta is, in essence, the Jacob Taylor ex-military type with improvements, but still a little uninvolving.\u00a0 The crew just <em>couldn\u2019t<\/em> get along without a cute, geeky blue-alien\u00a0bookworm, so we\u2019ve got PeeBee\u2019s adoration for Remnant tech filling the void left by the absence of Liara\u2019s adoration for Prothean tech. Science advisor Suvi distills the religiousness of Ashley into the yeoman-style interactions (and skin-tight uniform) of <em>ME2<\/em>&#8216;s Kelly Chambers. The resident krogan (the bulky lizard species), Drack, blends lovable mercenary and series favorite Wrex with the gristle and age of another gun-for-hire,\u00a0Zaeed Massani. Vetra is, in the most positive of ways, a female version of another series favorite, Garrus Vakarian, mixed with a little of the female turian (the bird-like species), Nyreen, from <em>Mass Effect 3<\/em>\u2019s Omega downloadable content. \u00a0And so on, and so forth. It\u2019s all identifiable\u00a0&#8212; and romanceable &#8212; territory for fans of the series, for better and for worse.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-28459\" src=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda3.jpg\" loading=\"lazy\" alt=\"\" width=\"620\" height=\"349\" srcset=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda3.jpg 620w, https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda3-300x169.jpg 300w\" sizes=\"auto, (max-width: 620px) 100vw, 620px\" \/><\/p>\n<p>Similar comments can be made toward the role-playing aspects of <em>Mass Effect: Andromeda. <\/em>Those who have grown accustomed to how the series has shifted\u00a0in terms of dialogue and controlling a character will feel comfortable, if a bit frustrated and restricted, with the options presented through Ryder. BioWare has, surprisingly, removed the <span style=\"text-decoration: line-through;\">black-and-white<\/span> red-and-blue alignments of the Paragon-Renegade system, replacing it with a conversation and choice-based framework that\u2019s far more subjective and gray in nature. Different tones, ranging from emotional and logical to casual and professional, match up with the verbal choices, and can even be toggled off in the settings for a more \u201cblind\u201d experience. Like with everything else in <em>Andromeda<\/em>, however, it comes with a few drawbacks. There&#8217;s a fair amount of auto-dialogue\u00a0this time around (dialogue in which the player has no input on what&#8217;s said), and the choices presented often don\u2019t push far enough into the \u201cparagon\u201d and \u201crenegade\u201d-style peaks and valleys\u00a0to create drastically different versions of the Ryder character. \u00a0The intention is noble and appreciated; the execution is tame and limited.<\/p>\n<p>Instead, the way the character can really be defined happens through plot-centric choices scattered throughout the game, and there\u2019s plenty to be found in <em>Andromeda<\/em>. \u00a0Much like <em>Dragon Age: Inquisition<\/em>\u2019s inaccurate reputation for only having fetch-quests, it\u2019s inaccurate to say that <em>Andromeda<\/em> doesn\u2019t have the same kind of tough decisions that the original games had. Ryder gets put in the position to make some hefty choices about leadership throughout the Heleus Cluster and the Andromeda Initiative itself, as well as smaller ones involving murder investigations and the legacy of scientists, which forms into a similar experience to the types of judgments that\u00a0Shepard would dish out\u00a0throughout the Citadel in the original trilogy. \u00a0BioWare has made a strong effort to retain that element in <em>Andromeda<\/em>, and while not without its stumbles in logic, they\u2019ve done so in a variety of ways.\u00a0 Moreover, some of the bigger\u00a0choices do have a perceptible &#8212; if not entirely tangible\u00a0&#8212; impact on how the adventure comes to a close in the final battles. A complaint frequently lobbed at <em>Mass Effect 3<\/em> was that there wasn\u2019t enough representation of decisions made in the final military skirmishes\u00a0leading\u00a0to the end of the game, and <em>Andromeda<\/em> earnestly attempts to not make those same mistakes again.<\/p>\n<p>But enough about that pesky role-playing\u00a0experience.\u00a0 How\u2019s the combat? That can be answered with two words: <em>JET PACKS<\/em>. \u00a0Fundamentally, the third-person shooting and upgrade systems play out like a refined blend\u00a0of <em>Mass Effect 3<\/em>\u2019s single and multiplayer controls, both with the precision of the gunplay and ability casting (biotics and tech) as well as the unfortunate streamlining of the power loadouts, allowing only three active abilities to be usable at a given time.\u00a0 Granted, the game allows the player to switch skill concentrations and loadouts on the fly, but the inability\u00a0to select other powers from a wheel mid-combat can be a frustrating setback. The big change, both in firefights and in general movement around environments, comes in the ability to launch high in the air with a jet pack (or the magical biotic-user equivalent), and the dodging, lunging, and levitating for a higher vantage point that this addition allows &#8212; either to unleash bullets or to \u201ccast spells\u201d &#8212; makes for an exceptionally intuitive and enlivened\u00a0evolution of the Mass Effect model. \u00a0It\u2019s going to be hard to go back to the original trilogy\u2019s movement limitations after this.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-28461\" src=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda5.jpg\" loading=\"lazy\" alt=\"\" width=\"620\" height=\"349\" srcset=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda5.jpg 620w, https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda5-300x169.jpg 300w\" sizes=\"auto, (max-width: 620px) 100vw, 620px\" \/><\/p>\n<p>Unfortunately, as of this writing, it <em>wouldn\u2019t<\/em> be hard to go back to the original trilogy\u2019s appearance and weapon customization options after seeing how <em>Andromeda<\/em> tinkered with what already worked.\u00a0 To call the character creator \u201cdisappointing\u201d would be a bit of an understatement: after choosing one of nine preset faces, the player can tweak hairstyles, skin tones, height and width of their features, and whether they\u2019re rocking scars or tattoos, but they can\u2019t manually select from different shapes of eyes, noses, mouths, and other things freely.\u00a0 Sure, this has game design implications \u2013 picking one of the nine preset faces dictates how Ryder\u2019s father will look \u2013 but the boundaries it places on how individual Ryders can look is a monumental step back from customizing Shepard (let alone the surprisingly strong creation interface from <em>Inquisition<\/em>). Crafting weapons and navigating the research\/development function of the game is also an exercise in patience and tolerance: some terrific artillery and armor\u00a0can be made with the right R&amp;D and mined resources, but cycling through the interface makes it an unpleasant process. Text-based menus are only a plus\u00a0when they\u2019re intuitive, and this toggling back and forth between pages isn&#8217;t\u00a0intuitive <em>enough<\/em>. BioWare has both expanded and added obstacles to customization, yet another double-edged sword.<\/p>\n<p>Speaking of facial appearances \u2026 yes, <em>Andromeda<\/em> started things out on the wrong foot with its animations. \u00a0The last thing BioWare needed after coping with the issues of <em>Mass Effect 3<\/em>\u2019s polarizing ending was an issue that could easily be turned into an internet joke (or jokes), and a\u00a0handful of wonky facial reactions and body movements provided the studio\u2019s unswerving critics\u00a0plenty of ammunition.\u00a0 They were quick to fix the issues, though, and that hefty update released a few weeks after the game\u2019s release made some rather dramatic changes to many areas, eliminating weird walking animations and blank-stare, emotionless faces with proper motion and improved shading\/lighting. The response to these points may have been exaggerated, since the <em>vast majority<\/em> of the work put into <em>Andromeda<\/em>\u2019s designs are well-executed, but it\u2019s hard to dispute how much better the <em>Andromeda<\/em> experience flows when BioWare poured even more work and refinement into making certain faces not look tired.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-28460\" src=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda4.jpg\" loading=\"lazy\" alt=\"\" width=\"620\" height=\"349\" srcset=\"https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda4.jpg 620w, https:\/\/bensbargains.com\/thecheckout\/wp-content\/uploads\/2017\/05\/andromeda4-300x169.jpg 300w\" sizes=\"auto, (max-width: 620px) 100vw, 620px\" \/><\/p>\n<p>These are all issues that can be acclimated to, though &#8212; every one of them &#8212; and once the player has found their groove with <em>Mass Effect: Andromeda<\/em>, they\u2019ll discover\u00a0a sprawling space-opera filled with a lot of passion, throwbacks, and general response to criticisms\u00a0leveled at the previous games. BioWare has created a threat in the Kett that\u2019s smaller in scope than the Reapers yet dangerous to the galaxy\u2019s safety, hinged on an incrementally progressive story that gives breathing room to the game\u2019s pacing; they\u2019ve created a sense of progression with the\u00a0colonization initiative that invites the player to continue exploring and returning to settled planets\u2019 hubs; and they\u2019ve created a vibrant living space in Ryder\u2019s transport ship, the Tempest, where characters move about and chat like a real vessel. More importantly, they\u2019ve well-and-truly listened to feedback about the previous game\u2019s ending: the weird twists, mind games, and monumental choice-making that weighed down <em>Mass Effect 3<\/em>\u2019s final scene have been replaced with a far more rousing, battle-driven climax that subtly changes in appearance based on the choices made throughout the game. They heard the gripes\u00a0players let out at the studio\u2019s comments about that game\u00a0potentially being too &#8220;video-gamey\u201d, and they\u2019ve delivered something incredibly fun to play from start to finish that isn\u2019t afraid to be a game, whatsoever.<\/p>\n<p>That said, <em>Mass Effect: Andromeda<\/em> clearly could\u2019ve been a more polished, versatile fresh start for the series than where it has ultimately landed after launch, pre- or post-patch. \u00a0There are so many things that it improves upon and strengths that it bundles together from the original trilogy that the foundation\u2019s there for it to have potentially shot into the stratosphere as, perhaps, the best game of the lot, yet for every small step or giant leap forward that it takes, something causes it to take a small step or giant leap backward. <em>Andromeda<\/em>, therefore, hovers somewhere in the middle of the spectrum of BioWare\u2019s catalog, at a time when they really could\u2019ve used a full-on victory. It\u00a0doesn\u2019t mark a complete return to form for the studio as role-playing game makers, yet it does suggest that they\u2019re charting the right course to eventually arrive where they need to be at in their niche genre, and there\u2019s plenty of intriguing things going on in this new galaxy that they\u2019ve dreamed up to desire a return trip there for future installments.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Development of Mass Effect: Andromeda\u00a0&#8212; at least, the creative thoughts behind it &#8212; likely began shortly after the release of Mass Effect 3 and the divisive reception that its ending received. Yeah, yeah: alarm bells go off at just the mentioning of that ending, but hear this out. Long before BioWare telegraphed the culmination of [&hellip;]<\/p>\n","protected":false},"author":57,"featured_media":28461,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[1850,1071,1849,401,25,378],"class_list":["post-28456","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-reviews","tag-bioware","tag-mass-effect","tag-mass-effect-andromeda","tag-ps4","tag-video-games","tag-xbox-one"],"_links":{"self":[{"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/posts\/28456","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/users\/57"}],"replies":[{"embeddable":true,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/comments?post=28456"}],"version-history":[{"count":11,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/posts\/28456\/revisions"}],"predecessor-version":[{"id":28463,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/posts\/28456\/revisions\/28463"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/media\/28461"}],"wp:attachment":[{"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/media?parent=28456"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/categories?post=28456"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/bensbargains.com\/thecheckout\/wp-json\/wp\/v2\/tags?post=28456"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}