Anthem Review

<p>Bioware has a long history of making amazing games&period;  They’ve knocked it out of the park with several titles in multiple franchises for more than 20 years&period;  Their ability to craft RPGs with memorable stories and characters is second to none&period;  They even use the tagline &OpenCurlyDoubleQuote;Rich Stories&comma; Unforgettable Characters&comma; And Vast Worlds” for their website&period;  However&comma; their recent games seem to have been shifting away from those first two core tenants&comma; and Anthem appears to be to abandon all three&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-143320 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;02&sol;22112847&sol;Screenshot-2019-02-21-01&period;58&period;24&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h4>The Initial Experience<&sol;h4>&NewLine;<p>Anthem shines in its ability to create a good first impression&period;  I enjoyed the demo and once in the game I was elated with blasting away at the enemies I encountered&period;  The spectacle of the game’s effects are exceptional from the very start&comma; giving the player a sense of power straight away rather than building up to it over time like other RPGs&period;  Mowing down enemies with a Gatling gun or launching huge blinding screen-clearing explosions with special attacks couldn’t be more fulfilling&period;  Not long into playing you’re introduced to your initial cast of characters along with some well-crafted cutscenes explaining the central backstory to the game&period;  Then you set off&comma; as one would expect&comma; doing the requisite main and side quests collecting new gear and unlocking new Javelins to suit up and charge into battle&period;  It’s wonderful to rush out into environment flying around through the jungle&comma; dipping in and out of the ruins and water and spotting the variety of flora and fauna&period;   However&comma; as time marches on&comma; things start to fall apart and you start to see just how shallow Anthem actually is&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-143319 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;02&sol;22112755&sol;Screenshot-2019-02-21-00&period;19&period;32&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h4>An Inch Deep<&sol;h4>&NewLine;<p>The phrase &OpenCurlyDoubleQuote;mile wide and an inch deep” is thrown around for many different things&comma; but Anthem exemplifies what this saying conveys&period;   While it’s somewhat justifiable to not have the depth of a traditional RPG in the ARPG derivation &OpenCurlyQuote;looter shooter’&comma; the expectation was that Anthem would do more than the bare essentials in developing a story and atmosphere&period;  Once you try the handful of weapon types that&comma; even within their own categories don’t differ all that much&comma; you’ve essentially tried them all&period;  They’ll only get better stats as you progress in the game&period;  Once you’ve seen the class specific weapons&comma; abilities&comma; and gear for each class&comma; you’re only going to see stat-enhanced versions of those going forward as well&period;  Even after flying around the world for 25 hours&comma; I couldn’t identify any specific area of the map because most areas are the same biome with the same assets&period;  The moderate pool of enemies you encounter slowly expands to a slightly larger moderate pool that you see in nearly every single mission you encounter&period;  The Scars&comma; Dominion&comma; and Outlaws all start looking the same&period;  The three or four fauna that are aggressive don’t mix things up much either&period;  Even the missions themselves boil down to only a handful of tasks that involve going to similar multi-level open areas or caves and either shooting all the bad guys or interacting with one of a few puzzle-style engagements&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>These issues wouldn’t be as much of a problem individually if the rest of the game provided more depth&comma; but the fact that so many different parts of Anthem fall short at the same time brings the whole thing down&period;  The central gameplay loop has the appeal necessary for maybe a maximum of ten hours&comma; but the game is dragged out for much longer&period;  The best parts live within a handful of missions and special dungeon encounters called Strongholds where the gameplay flows through multiple areas and can actually last longer than the 10-20 minutes most missions clock in at&period;  However&comma; my sour experience with the depth and gameplay aren’t the only issues I have with the game overall&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-143316 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;02&sol;22112235&sol;Screenshot-2019-02-21-00&period;01&period;28&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h4>Loading…<&sol;h4>&NewLine;<p>One of the most frustrating things about Anthem are the load times&period;  More specifically&comma; it’s the amount of times you have to load&period;  You’ll have to load going into a mission&comma; you’ll have to load within the mission if you get too far away from your group when they get to a waypoint&comma; there may be another load screen for going into a cave&comma; then another when you come out&comma; and if your squad wipes&comma; you’ll be loading again&period;  These are varying amounts of time&comma; but they’re so numerous compared to the sometimes extremely short missions that it starts to feel like it’s the only thing you see&period; I started instinctively picking up my phone to entertain myself every time one popped up&period;  The most annoying load screen is probably the one for the Forge&comma; which functions as your character screen where you equip gear you’ve gained&period;  You’ll have to load in and out of that every time with a loading screen&period;  Even this could be potentially overlooked if the thing Bioware is known best for could deliver in this game&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<h4>Story Time<&sol;h4>&NewLine;<p>Anthem’s story could be summarized in a single word&colon; mediocre&period;  It has some of the classic twists and turns you would expect from a Bioware story&comma; but overall it is poorly fleshed out in the bulk of the mid-game and really only has value in the very beginning and end of the game&period;  The fact that it’s muddied and buried under side quest stories that often involve a lot of the same set pieces &lpar;shaper relics&comma; ancient texts&comma; the Dominion&comma; etc&rpar;&comma; it’s extremely easy to lose track of what parts were actually involved with your primary task&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>The worst part of this is your character interaction within the story itself&period;  They don’t even bother giving the main character a name&comma; just calling him &OpenCurlyDoubleQuote;Freelancer” the entire time even though there are Freelancers walking around the very place you’re strolling around&period;  Oh and you do &OpenCurlyDoubleQuote;stroll”&period;  The speed you move within Fort Tarsis is beyond slow&period;  A &OpenCurlyQuote;sprint’ was added after the beta&comma; but it makes you go about 20&percnt; faster than walking&period;  Can you imagine if you took off running and you were only going 20&percnt; faster than someone leisurely walking&quest;  Yet you still breathe like you’re half way through a marathon&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>Slow movement aside&comma; making your way around the fort and conversing with the people interested in talking to you is one of the least Bioware-like experiences that I’ve had in playing the vast majority of their games&period;  The interaction has gone steadily downhill over the years&comma; from the several sentences sometimes triggering character abilities&comma; to small phrases usually denoting &OpenCurlyQuote;good’&comma; &OpenCurlyQuote;bad’&comma; or &OpenCurlyQuote;non-committal’&period;   Yet now we’re down to only two&period;  It’s not just two answers that evoke &OpenCurlyDoubleQuote;A” or &OpenCurlyDoubleQuote;B” responses&comma; it’s more like &OpenCurlyDoubleQuote;A-1” and &OpenCurlyDoubleQuote;A-2”&comma; meaning the outcome is already chosen and you’re just deciding what the NPC’s next like reaction is like&period;  The setup of these encounters embodies the flawed flow of the story&period;  It’s as though they created a movie where you have to tap a button to show you’re awake and you’re just along for the ride&period;  Characters are forgettable and often just fade into the background or disappear altogether once their stream of dialogue is over&period;  Even going into and completing the final mission felt like just another bump in the road shoveled in front of the player with minute fanfare before and after&period;  Nothing about the story felt like traditional Bioware&period;  It didn’t even feel like contemporary Bioware&period;  It was just a disappointment&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-143318 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;02&sol;22112650&sol;Screenshot-2019-02-21-00&period;01&period;15&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h4>Can It Be Redeemed&quest;<&sol;h4>&NewLine;<p>These days&comma; &OpenCurlyQuote;games as a service’ as well as committed developers have made quite a few games have a &OpenCurlyDoubleQuote;comeback” where they’re much more popular well after release than at release&period;  Anthem has the ability to do that as well&comma; but it’s going to require a lot of work and some fundamental changes to the gameplay and experience&period;  Embracing the Strongholds and building more player-involved missions will help&period;  Removing and shortening most of the load screens could mean a lot as well&period;  Yet&comma; I think if they want to be a real looter-shooter that people play with the same perception of something like Warframe&comma; they’re going to have to make it possible to see and use gear in game as you get it&period;  Having to pop in and out of the fort or to view and equip gear just doesn’t work&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>I don’t think this will ever be &OpenCurlyQuote;traditional’ Bioware game&comma; the limited story and character interaction has made that virtually impossible&period;  I’m not even sure it will ever be an above average game&comma; but I do believe it has a chance to be more than it is currently if Bioware and EA are willing to put in the time&comma; effort&comma; and money for it&period;  I think most people want that to be the case because the game looked as if it had loads of potential&period;  Sadly&comma; we can only give feedback and hope the game becomes something worth sticking with&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<div class&equals;"jeg&lowbar;review&lowbar;wrap">&NewLine; <h3 class&equals;"jeg&lowbar;review&lowbar;subtitle">The Review<&sol;h3>&NewLine; <h2 class&equals;"jeg&lowbar;review&lowbar;title">&NewLine; Anthem&NewLine; <&sol;h2>&NewLine; <div class&equals;"jeg&lowbar;reviewheader clearfix">&NewLine; <div class&equals;"review&lowbar;score score&lowbar;avg">&NewLine; <span class&equals;"score&lowbar;value">6<&sol;span>&NewLine; <span class&equals;"score&lowbar;text">Score<&sol;span>&NewLine; <&sol;div>&NewLine; <div class&equals;"desc" style&equals;''>&NewLine; <p>While Anthem does offer a very streamlined combat system full of explosive combat that grips you right out of the gate&comma; the game loses its momentum well before the main story line even comes to a close&period; Inhibitors like frequent and long load screens&comma; lack of environmental and mission diversity&comma; and limited story interaction numb the experience&period; It joins the growing ranks of games like Sea of Thieves that need months or even years of work after release to feel like the product it was intended to be&period;<&sol;p>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewdetail clearfix">&NewLine; <div class&equals;"conspros">&NewLine; <h3>PROS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-check"><&sol;i> Solid initial experience<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Great feeling of power for characters<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Explosive visuals and combat design<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <div class&equals;"conspros">&NewLine; <h3>CONS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-cross"><&sol;i> Load times&period;&period;&period;<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Disappointing character interaction within the story<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Limited environment&comma; mission&comma; and enemy variety<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Clunky UI<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewscore jeg&lowbar;reviewbars clearfix" data-scoretype&equals;"point">&NewLine; <h3>Review Breakdown<&sol;h3>&NewLine; <ul><li>&NewLine; <strong>Score<&sol;strong>&NewLine; <span class&equals;"reviewscore">6<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 60&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; &NewLine; 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