Anthem Impresses At Preview Event
Anthem is a critical game for a lot of reasons. Biowareโs last release was the competent in some ways, broke-as-f*** in others Mass Effect Andromeda, which essentially murdered the franchise. EA has been on the rocks more generally, botching the Star Wars license in every conceivable way and weathering an underwhelming entry into the Battlefield franchise.
They both need a hit. Badly. If Anthem bombs, EA will survive. Bioware might not. Iโd rather not let out that particular anguished scream, so itโs fortunate that the market seems primed for Anthemโs sales pitch. Hardcore Destiny fans have been hanging on in spite of the product itself, and anecdotal chats with such people leads me to believe theyโd jump ship to something more fun. Bungie might be righting the ship, but the soft underbelly is still exposed.
EA hosted us in San Francisco this week, where I played around 6 hours of Anthem from the beginning, middle (the demo), and end of the experience. Rejoice, dear friends, for those 6 hours were very, very satisfying.
Now, I wonโt claim to know everything there is to know about the game, and I still have questions about how broad and deep it is, but I can tell you about how it made me feel. It feels like an awesome high five over a plate of fresh cookies. Anthem feels right.
And the roots of that rightness come from Mass Effect Andromeda. Now hold on. I know you didnโt like that game, but it had two strengths if you went looking for them. Traversal was good, and the combat was just short of great. It threw away the stop and pop combat of the 2000โs in favour of mobility and flexibility, and Anthem continues in that vein very successfully. Each of the four classes โ Colossus, Ranger, Storm, and Interceptor โ feel powerful and deadly. Live servers will probably have a lot of Storm players because fireballs and lightning storms, but theyโre all great and feel measurably different from one another.
Thatโs something Iโve always missed in Destiny, where the classes are different but donโt always feel that way. Going from the Interceptorโs blinding speed and up close focus to the Colossusโ hulking frame and heavy artillery is jarring, but none of the options feel like theyโre a hindrance. I think theyโll probably nerf the Interceptor some before launch, but by and large the balance seemed good. The content we played wasnโt hard, but the normal setting struck a casual balance. Special powers can be used nearly constantly, which feels awesome. Even awesomer is a buddy launching a huge mortar at a big bad while you give it the olโ tasmanian devil treatment.
Shooting feels great too. Aiming felt precise using a controller, though the autoaim seems generous. More importantly, unloading a machine gun into a Titan or a pistol into a Scorpion thing, whatever, all felt really visceral. It remains to be seen if weapons go as far as Destiny with uniquely named pieces, but the gear I acquired during my time felt about as satisfying as loot treadmills ever do. Common gear gave way to uncommon and rare naturally through drops, though youโll only unlock new gear on completion of an expedition. Thereโs no swapping out equipment on the fly.
Thatโs not to say you canโt make a highly custom Javelin suit. Anthemโs Forge lets you get into the finer details like suit components and armor pieces that alter stats, but more importantly you can change paints, materials, wear levels, and decals endlessly. Iron Man color schemes seemed popular, to the surprise of no one.
Whatโs one of the main things Iron Man does? Thatโs right, he flies around like a complete badass. In Anthem, you can fly around like a complete badass. My only slight gripes are that I wanted to A) go faster, and B) go farther, but itโs entirely possible gear to do that exists in the game and I just didnโt see it. Setting off with your crew on missions feels great, and even flying aimlessly was satisfying.
Bioware has crafted a very impressive world in Anthem, both technically and design-wise. Obviously just about every Frostbite game looks incredible, But the texture and particle work on display in Anthem is truly jaw dropping. That said, the thing I noticed the most was how well the world utilizes all three dimensions. Almost everywhere I ended up had at least some element of verticality. It encourages use of your Javelinโs flight mode, but also brings a whole new level of tactical planning into play. If they ever end up putting PvP into Anthem, itโll be pretty interesting to see how it plays out tactically. I had loads of fun flanking around enemies and having them struck by lightning.
Now, thereโs lots we donโt know. We got a taste of Fort Tarsis during the session, and while the named characters seem interesting enough, Iโm not yet convinced thereโs enough activity there. Thereโs lots of lore to be found too with written entries in the Cortex and collectables found out in the world. I found a few bits in the world that mentioned a long lost area or missing relic, and it certainly seemed like finding those things unlocked new areas to explore. That fills me with hope for the longevity of Anthem.
So while Iโve only played a vertical slice of Anthem, what I played was extremely competent. The combat and flight mechanics are excellent, itโs stunning, and there seems to be a whole lot going on in the world. If Anthem can deliver a compelling narrative and keep the content train rolling, it stands a good chance of fulfilling itโs destiny in the pantheon of loot shooters.