Selvom en del spillere ærgrede sig over de tarvelige animationer Mass Effect: Andromeda bragte med sig ved spillets udgivelse, er der samtidigt mange der har valgt at klantre EA for brugen af Frostbite i det seneste afsnit i serien, men ifølge den tidligere BioWare general manager Aaryn Flynn er dette ikke tilfældet.
Ifølge ham var det nemlig Bioware's eget ønske at benytte sig af den kraftige motor, der desuden også blev brugt i Dragon Age: Inquisition, da de fra starten af ønskede at lave et spil med en stor åben verden. I et interview udtaler Flynn:
"It was our decision. We had been wrapping up Mass Effect 3 and we just shipped Dragon Age 2 and we knew that our Eclipse engine, that we shipped DA2 on, wasn't going to cut it for the future iterations of Dragon Age. It couldn't do open world, the renderer wasn't strong enough, those were the two big ones. We thought about multiplayer as well, as Eclipse was single-player only."
"We talked internally about three options. We could have burned down Eclipse and started something new internally, we could have gone with Unreal Engine, or we could have picked Frostbite which had shown some really promising results on the rendering side of things and it was multiplayer enabled."
Dette kan formentligt have været årsagen til, at Mass Effect: Andromeda havde en dårlig start, der i sidste ende resulterede i at alt DLC til spillet blev annulleret. Spillets udgivelse var nemlig plaget af dårlige animationer, ufatteligt mange fejl samt andre problemer der var svære at se gennem fingrene med. Flynn mener dog stadig, at Bioware endte med at tage den rigtige beslutning:
"Being part of a community - everybody at EA is on it now - that is powerful, it's a good place to be," he continued. "It's a credit to the Frostbite team how they keep so many diverse titles on one engine, everything from FIFA to Anthem, it's amazing to me."
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