The sound of silence.
It's the most wonderful time of year: February! It's also still Christmas, according to Anthem, because the game still has its decorations up - even now, a full two weeks after the initial tweet,
which pointed out that open invitation for bad luck, went viral.
Apparently that's intentional because BioWare extended its "Ictide"
event a little longer, but it's not a great look, is it? Especially not
as Anthem celebrates its first full year since launch.
At least
the effect is interesting, by regular service game event standards. If
you hop into a Stronghold, which is a sort of replayable mini-raid or
"strike", by Destiny's terminology, you'll notice that in the occasional
moments of downtime between fights, deep below ground, in the dank,
dripping dungeon of giant spiders, the haunting echo of sleigh bells
will just, ever so softly, start to fade in. A sort of wafting, aural
threat, like they're about to summon a choir of the dead. Ominous!
Schedule the relaunch for that liminal, Nightmare Before Christmas,
early November time when nobody knows whether to feel spooky or festive
and you know what, it might just work.
But that's exactly it: if you haven't already heard, there's a relaunch coming!
There's no time or date, absolutely no detail on what exactly is going
to change, and also the game is going to "move away from full seasons" -
like this winter holiday one, you'd hope. There may also be the odd
eyebrow raised at the timing of that announcement, shortly before the
inevitable flurry of anniversary impressions. But there is a relaunch coming, and so it's no longer fair to really twist the knife into the game's current state.
The
added result of that announcement is that what may have started out as
scorn for Anthem has turned to something else. It's turned to pity,
which honestly might be worse. Anthem is a pitiful game, empty of
players and full of bland quests that prop up a repetitive grind towards
nothingness. It's a crude parody of all of this generation's worst
habits - introduced immaculately from the off by Destiny, I should add -
mashed up into one. Four hundred release dates; a strange hub bit; some
tacked-on lore cheaply disseminated via collectibles; vanilla sci-fi;
more currencies than a forex trading floor, that all nudge you towards
the in-game shop; and, with the addition of the game's fourth
stronghold, the worst bullet-sponge boss fight I have ever played. (The
old Tyrant Mine stronghold typically takes me around 10 or 15 minutes to
finish, while this one took an hour plus another 35 minutes for the final boss).
It's crunch personified, failed management in action, a monument to
focus-tested corporate sanitisation. BioWare the victim: a studio of
immensely talented people crunched to within an inch of its life, those that remain presumably now making weapon skins for something more capable of paying the dividends.
Nothing particularly new there, then.
But the flipside has stayed the same too: Anthem's flying is great, and
its combat is more than great - it's quite severely underrated.
Strapping back in to my old Colossus - which I'd set up for
self-comboing, given the understandable lack of willing companions to
play with - feels fantastic. The tactile, quite comforting little
climbing-in cinematic, the big superhero drop-in you do on loading into
the game world, the gorgeously animated take off and flight. All of
these are brilliant but also second to the wonderful, Space Marine
Terminator carnage you can reap when you're set up with the right gear.
There's true attention to detail in there. It's buried under all kinds
of imbalance and illogic, sure - and the fact that the default one of
the four classes, the Ranger, is more or less entirely unviable - but it
is there.
You can engineer missions to be better designed than
they really are, too. The Tyrant Mine has a moment when you have to
stand on top of a pedestal and wait for a slow loading bar to fill,
while waves and waves of scorpions and spiders and other weird jumbo
creepy-crawlies come swarming up a ramp towards you. If you could shoot
down that choke point of a ramp, while staying in the designated zone,
it would make for some sublime horde-mode holding-off. Instead, the line
of sight is broken by the angle of the ramp and so you have to actually
step out of the place you're supposed to be waiting in if you
want to actually have fun. So I do! I ignore the way the game wants me
to play, and I stand at the top of the ramp and I use a flamethrower and
a minigun and an electric thingy that automatically makes the
flamethrowered enemies go "pop!" with combos and chains lightning
symphonically from one to the next, and I hunker down behind my big
shield to pick up health, and I just tank it out for a bit. And then
when I'm done, I go stand where I'm supposed to stand and pick my nose
for a bit until the mission moves itself on.
The tragedy of Anthem, as we all know by now, is that in spite of itself, it is almost
brilliant. There's room for real, interesting, actual synergy between
you and your party members, far beyond what a lot of true MMOs can even
do. The difference in playstyles, now the guns have been sorted out, is
noticeable between classes. The combo system is simple but quite
ingenious. The gameplay is all right there, brilliant fun at its core,
just passively proving wrong anyone who thinks that's all you need for a
game to be good. Because it is good!
But Anthem is not a good
game, and it does not have the fan-fuelled momentum of a Final Fantasy
14 - or the cachet of BioWare's own Star Wars: The Old Republic - for me
to have any faith that it can be rescued in another year or two's time.
Instead it's merely an example. This is what happens when studios known
for single-player RPGs - ostensibly static works - are asked to search
for perpetual motion. It's what happens when productivity is squeezed
and squeezed without the necessary patience, or necessary investment.
It's a lesson in the fragility of this medium's magic, and a reminder
that what may seem like the surest of financial bets can still go wrong.
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