Anthem [PS4, XO, PC]

I wasn't as impressed with the visuals as I thought I would be. I thought maybe I just forgot what the game looked like. I hadn't looked at it since its initial reveal, so I decided to go back to that video...


Yeah.. now I know my memory isn't shit
The reality bites harder than a Tyrannosaurus Rex.
Maybe we'll get a patch for next gen consoles for all that reveal trailer lighting and what not.
 
Okay I'm stuck on the first mission where you must disable 3 colorful barriers

* no visual and audio instruction what to do other than we must destroy it so we instinctively shoot them...
* when we shoot the barriers, nothing happens
* the area is super cluttered and dark. I simply assume we must color match / icon match. But we find nothing to match.

I also tried to brute force the solution by following video game tropes of glowing lights, obvious path, etc to find the answer ... But nope

We're stuck.

It feels like I'm playing Zelda BOTW hidden pitch black forest temple again. Heck, Zelda botw still give visual clues and allows various exploits.

This is the mission I could play actually: if you look around close to the switches, you find the colored signs displayed at a wall and then you know which sign to put in. The red sign for instance is left to the switch at the wall on top. It took me also a while to figure it out :)
 
Now that I cooled down a bit and Sony processed my preorder cancel, I was thinking about the gamedesign issues I had. I was not really sure if somehow the demo is old and some gamedesigns will change for launch...but the following observations make me worried about the game right now:

(i) It seems to me that you only get the loot at the end(!) of a mission...and not in-between. You cannot actually see directly what you got, or use directly what you got. This seems to be true for all loot, not just legendaries as in Destiny. I googled and it seem to be really by intention. For me personally, I am very sketpic about this decision. I do love in Diablo 3 that i get loot left and right and can change my setup on the fly during a mission (except for greater rifts that are kinda time attack runs with fixed gear). The same goes for javelin abilities. It seem to decrease the immediate joy of recieving a new goody loot during the game. But isnt't a looter shooter all about the loot and the upgrades? I know it is my personal preference, but I am a bit baffled about this decision.

(ii) Now that I think about it, another gamedesign decision I googled and seem to be true: it seems that you get XP also only after the mission. Also, it seems that the XP is somewhat tied to the time you spend in the mission, and not tied to actually killing stuff, or doing tasks/challenges etc. I know that typically RPG games give you experience afterwards for the accomplished mission...but you typically also get XP during the actual mission while doing things. Direct response and direct reward for playing. Again, doesn't it decrease the joy during actual play if you get rid of this mechanic? Furthermore, it already happens in the beta (god knows why people do this stuff) that some AFKers joined sessions apparently and just sit there and waited there to gain XP. In some cases, this even broke the boss missions apparently, as the AFKer did not help to activate the boss fight or something like this.

Seems another game that is released as an payed alpha, with the task for millions of early adopters to help debug and iterate on gameplay, balance, gamedesign.
 
This is the mission I could play actually: if you look around close to the switches, you find the colored signs displayed at a wall and then you know which sign to put in. The red sign for instance is left to the switch at the wall on top. It took me also a while to figure it out :)
jfc. Could have saved me an hour of grief. :sleep: :mad: :oops:

I was hoping there'd be some clever puzzle to decipher.
 
http://blog.bioware.com/2019/01/28/anthem-vip-demo-weekend-summary/


We’ve got a long list of things that were addressed during the weekend, or are being addressed for next weekend’s public demo. These include:

  • Entitlement bugs
  • Server performance updates to address much of the rubber-banding
  • Fixes for infinite loads and more being investigated
  • Platform bugs to validate Javelin unlocks
  • Client and platform login bugs
We’re doing more scale testing this week, particularly to be ready for the opening rush of players on Friday, and to verify we’ve got “infinite load” problems improved, the latter of which was a primary frustration for many players.
We’ve also been preparing for many weeks for our full launch. That version of the game already has a long list of things that are already fixed that won’t make the public demo weekend. That list includes:

  • Weapons with 0% infusions
  • Weapons with bonus that applies to different Javelins
  • Plot integrity / party gather issues
  • Changes to Javelin unlock behavior
  • Fixes for losing XP at end of some expeditions
  • Performance Improvements
  • Additional stability fixes
  • A Social Hub: The Launch Bay
  • And a few thousand more (literally)…

Heh, well... maybe I should treat this like a typical CD PR launch. :V
 
game is for casual playing, lol don't over think it
They really need to make the clues more easily noticeable tho.

I can't find the color emblem on any wall when i play thru remoteplay. Everything blends together and cluttered

The same with the whole mission where the game tells you to activate X, indicated by flashing green radar

The object of interest blends with the environment.

Maybe I'm simply too accustomed with destiny and zelda botw level design where it's often clear to see where the mission / puzzle wants you to go
 
Yeah, I was kinda disappointed with the context sensitive activation of items. It's not forgiving enough. Takes me 5 seconds too long to realize what the sound indicator is trying to get me to focus on, and when I do, the player cannot be standing on top of it.
 
Yeah, I was kinda disappointed with the context sensitive activation of items. It's not forgiving enough. Takes me 5 seconds too long to realize what the sound indicator is trying to get me to focus on, and when I do, the player cannot be standing on top of it.
The radar also only shows 2d location despite the game have tons of verticality

Destiny with tiiiiiiny verticality even have 3d compass (pull out ghost). Zelda botw have obvious entrances/peak for hidden shrines
 
No triangular markers or shapes to show verticality?
 
i don't like how the game looks washed out in shadowed zones, whereas sunlit zones are looking colorful and beautiful.
Almost looks like there is a lighting problem.
 
Do we know anything about the planet it's on. I was kinda hoping it'd be the planet at the end of Andromeda in the far future. :V
 
Maybe due to my fever but I still thinks anthem is a confusing cluttered, mess.

The way the loadings was presented also disorienting. As it was pretty jarring, took a while, and put you on a different location than when you initiate the loading

Also the sudden achievement thingy that pops up really breaks the game flow. I'll look for an option to disable it later
 
The game crashed twice during the cave mission for a group of us. The first crash was during some heavy combat and while we were going to fetch some canister thing. We all were able to rejoin the same session, but then it hard locked again. Then on the third try, it turned out we couldn't finish the objective because one of the mission critical items disappeared entirely.

We then tried to do a Free Play, but it also locked up during the load screen and was also very very long to load things along.

Xbox version - seemed a lot more unstable IME than when I played on PC. Also got hit by some recurring "teleporting to area" problem during the initial mission while on foot -> had to fly higher or some weird nonsense.

It's a pretty poor demo, like it was meant for the press with a developer to hold your hand.

On PC, I had very few problems though I spent a lot more time learning things on Easy - I feel that Normal is just too difficult for lvl 10 and starting with nothing, and it certainly doesn't help that the tips/hints are mostly useless.
 
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It's a strange one. On one side I like teh gameplay sometimes a lot but on the other hand everything feels messy and unpolished .
And stuff starts feeling old soon. Also makes me realize how much destiny is as a core gameplay .
I am interested for the fact that abilities can be changed and slotted like gear and classes feel different. I think it will be fun the first time around....staying power? Not sure .
As for characters and story: for now it falls flat for me.
 
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