#also combat clarity is amazing and it feels so fucking satisfying
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gift-of-orzhova · 3 months ago
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It's insane to me that the company that produces zzz, a game that has some of the best animation work I have seen in an action game; also produces genshin impact, which has some of the worst animation work I've ever seen in an action game.
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sigmalied · 6 years ago
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Sig’s Anthem Review
Verdict
BioWare’s Anthem is a genuinely fun and engaging experience that sabotages itself with myriad design, balance, and technical oversights and issues. It is a delicious cake that has been prematurely removed from the developmental oven - full of potential but unfit for general consumption in this wobbly state. Anthem is not a messianic addition to the limited pantheon of looter shooters because it has somehow failed to learn from the well-publicized mistakes of its predecessors. 
Am I having fun playing Anthem? Absolutely. Does it deserve the industry’s lukewarm scores? Absolutely. But this is something of a special case. The live service model giveth and taketh away; we receive flexibility in exchange for certainty. Is Anthem going to be the same game six months from now? Its core DNA will always be the same, but we’ve already begun to see swift improvements that bode well for the future. 
Will my opinion matter to you? It depends. When I first got into looter shooters I was shocked at how much the genre clicked with me. They are a wonderful playground for theory crafters, min/maxers, and mathletes like myself who find incomparable joy in optimizing builds both conventional and experimental by pushing the limits of obtainable resources ad infinitum. The end game grind is long and at times challenging as you make the jump to Grandmaster 1+ difficulty in search of top-tier loot to perfect your build. This is what looter shooters are all about.
If you don’t like the sound of that, you’ll probably drop Anthem right after finishing its campaign. But if you do like the sound of that, you might find yourself playing this game for years.
TL;DR: This game is serious fun, but is also in need of some serious Game & UI Design 101. 
I wrote a lot more about individual aspects of the game beneath the read more, if you’re interested. I’ve decided not to give the game a score, I’m just here to discuss it after playing through the campaign and spending a few days grinding elder game activities. There are no spoilers here.
Gameplay
The Javelins are delightful. I’ve played all four of them extensively and despite identifying as a Colossus main I cannot definitively attach myself to one class of Javelin because they’re all so uniquely fun to play and master. Best of all, they’re miraculously balanced. I’ve been able to hold my own with every Javelin in Grandmaster 1+. Of course, some Javelins are harder to get the hang of than others. Storms don’t face the steep learning curve Interceptors do, but placed in the hands of someone who knows what they’re doing, both are equally as destructive on the battlefield. 
I love the combo system. It is viscerally satisfying to trigger a combo, hearing that sound effect ring, and seeing your enemy’s health bar melt. Gunplay finally gets fun and interesting when you start obtaining Masterworks, and from there, it’s like playing a whole new game. 
Mission objectives are fairly bland and repetitive, but the gameplay is so fun I don’t even mind. Collect this, find that, go here, whatever. I get to fly around and blow up enemies while doing it, and that’s what matters. Objectives could be better, certainly. Interesting objectives are vital in game design because they disguise the core repetitive gameplay loop as something fresh, but the loop on its own stays fresh long enough to break even, I feel.
The best part is build flexibility. Want to be a sniper build cutting boss health bars in half with one shot? I’ve seen it. Want to be a near-immortal Colossus wrecking ball who heals every time you mow down an enemy? You can. There are so many possibilities here. Every day I come across a new crazy idea someone’s come up with. This is an excellent game for build crafters. 
But... why in the world are there so few cosmetic choices? A single armor set for each Javelin outside the Vanity store? A core component of looter shooters has always been endgame fashion, and on this front, BioWare barely delivers and only evades the worst criticism by providing quality Javelin customization in the way of coloring, materials, and keeping power level and aesthetics divorced. We’re being drip-fed through the Vanity store, and while I like the Vanity store’s model, there should have been more things permanently available for purchase through the Forge. Everyone looks the same out there! Where’s the variety? 
Story, Characters, World
Anyone expecting a looter shooter like Anthem to feature a Mass Effect or Dragon Age -sized epic is out of their mind, but that doesn’t mean we have to judge the storytelling in a vacuum. This is BioWare after all. Even a campaign that flows more like a short story - as is the case with Anthem - should aspire to the quality of previous games from the studio. Unfortunately, it does not, but it comes close by merit of narrative ambience: the characters, the world’s lore, and their execution. 
(For a long time I’ve had a theory that world building is what made the original Mass Effect great, not its critical storyline, which was basically a Star Trek movie at best. Fans fell in love because there were interesting people to talk to, complicated politics to grasp, and moral decisions to make along the way.)
While the main storyline of Anthem is lackluster and makes one roll their eyes at certain moments or bad lines, the world is immediately intriguing. Within Fort Tarsis, sophisticated technology is readily available while society simultaneously feels antiquated, echoing a temporal purgatory consistent with the Anthem’s ability to alter space-time. Outside the fort, massive pieces of ancient machinery are embedded within dense jungles in a way that suggests the mechanical predates nature itself. The theme of sound is everywhere. Silencing relics, cyphers hearing the Anthem, delivering echoes to giant subwoofers… It’s a fun world, it really is. 
As for the characters… they might be some of the best from BioWare. They feel like real people. Rarely are they caricatures of one defining trait, but people with complex motives and emotions. Some conversations were boring, but the vast majority of the time I found myself racing off to talk to NPCs as soon as I saw yellow speech bubbles on the map after a mission. And don’t even get me started on the performances. They are golden.
The biggest issue with the story is that it’s not well integrated with missions. At times it feels like you’re playing two separate games: Fort Tarsis Walking/Talking Simulator and Anthem Looter Shooter. And the sole threads keeping these halves stitched together during missions - radio chatter - takes a back seat if you’re playing with randoms who rush ahead and cause dialogue to skip, or with friends who won’t shut the hell up so you can listen or read subtitles without distraction. I found it ironic that I soloed most of the critical story missions in a game that heavily encourages team play.
Technical Aspects: UI & Design 
This is where Anthem has some major problems. God, this category alone is probably what gained the ire of most reviewers. The UI is terrible and confusing. There are extra menu tabs where they aren’t needed. The placement of Settings is for some inane reason not located under the Options button (PS4). Excuse me? It’s so difficult to navigate and find what you’re looking for. It’s ridiculously unintuitive.  
Weapon inscriptions (stat bonuses) are vague and I’ve even seen double negatives once or twice. They come off as though no one bothered to proofread or edit anything for clarity. Just a bad job here all around. And to make matters worse, there is no character stat sheet to help us demystify any of the bizarre stat descriptions. We are currently using goddamn spreadsheets like animals. Just awful. 
The list goes on. No waypoints in Freeplay. Countless crashes, rubber banding, audio cutouts, player characters being invisible in vital cutscenes, tethering warnings completely obscuring the flight overheat meter… Fucking yikes. Wading through this swamp of bugs and poor design has been grueling to say the least. 
And now for the loot issues. Dead inscriptions on gear; and by dead I mean dead, as in “this pistol does +25% shotgun damage” dead (this has been recently patched but I still cannot believe this sort of thing made it to release). The entire concept of the Luck stat (chance to drop higher quality loot) resulting in Luck builds who drop like flies in combat and become a burden for the rest of the team. Diminishing returns in Grandmaster 2 and 3; it takes so long to clear missions on these difficulties without significant loot improvement, making GM2 and GM3 pointless when you could be grinding GM1 missions twice as fast. 
At level 30, any loot quality below Epic is literal trash. Delete Commons, Uncommons, and most Rares as soon as you get them because they’re virtually useless. I have hundreds of Common and Uncommon embers and nothing to do with them. Why can’t we convert 5 embers into 1 of the next higher tier? Other looters have already done things like this to make progression omnipresent. You don’t have to reinvent the wheel here, BioWare. It’s already been done for you. 
When you get a good roll on loot, the satisfaction is immense. But when you don’t, and you won’t 95% of the time, you’ll feel like you’ve wasted hours with nothing to show for it. We shouldn’t be spending so much time hunting for useful things, we should be trying to perfect what’s already useful.
It’s just baffling to think that Anthem had the luxury of watching the messy release of several other looter shooters during Anthem’s development, yet proceed to make the same mistakes, and some even worse. 
Nothing needs to be said about visuals. They are stunning, even from my perspective on a base PS4.
Sound design is the only other redeeming subcategory here. Sound design is amazing, like the OST. Traditional instrumentals meet alien synth seamlessly. Sarah Schachner is a seriously talented composer. 
I’m just relieved to see the development team hauling ass to make adjustments. They’ve really been on top of it - the speed and transparency of fixes has been top-notch. They’re even working on free DLC already! A new region, more performances from the actors... I’m excited and hopeful for the future. 
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