

What adds more pain to the experience is that there is some truly good work to behold, the kind of magical sparks that keep luring me back in, even with the knowledge that there's still so much wrong.īy magical sparks, I mean bullets. It was hilarious and sad.Īll of these things build up to a game that feels unfinished. Also, the camera angles would shoot as if my character was still there and everyone could see her, so I was treated to the sight of Haluk (one of the characters) talking to air right next to him, as if he's talking to his imaginary buddy.
ANTHEM PC PLATFORM PATCH
A patch was released to ease some of this, but the sense of tethering was off balance.In theory, we could have fought forever, with the mission never progressing. The game either froze on a load screen, or it would drop me into a mission that would be crucially broken: There was a mission section where we had to fight off Dominion soldiers, except they kept being generated endlessly. There was a 50-60 percent chance it wouldn't work at all, and that percentage is probably generous. The quickplay feature, where you can hop in and help someone else complete their mission (and get XP and items) was a complete crapshoot.

Aside from dealing with things like connectivity problems and game freezing, here are a few of my favorites: I could probably fill this entire piece by simply cataloguing all of the duncery that myself and others have encountered since the demo. Past loot-shooter offerings like The Division and Destiny have their share of kooky glitches and errant moments, but the problems I faced in Anthem were baffling and staggering in their scale and consistency: There was not one time, not one play session, in dozens and dozens of hours, where I didn't see something within the structure of the game careen off the rails at least once. It is impossible to talk about the Anthem experience without talking about bugs, so let's rip off the band-aid and get those out of the way. I just have to, you know, actually get past the load screens and a menagerie of other weird stuff every time I start up the game. It pains me to say this, too, because as any of the previews I've written about this game show, I stood behind very few when it came to waxing poetic about what BioWare was cooking up: Flying around like in a cool-ass suit of armor in what appeared to be a world rich with possibilities, secrets, adventures and stories. I shouldn't be thinking, "Life is too short for this s**t," when I'm playing a game, but that is Anthem's leftover echo in my mind. All of this goodwill is quickly undone by baffling construction decisions, poor fundamental execution, and the unshakeable feeling that much of this feels like a result of institutional hubris, where a company can hype up and then dump out what feels like an unfinished product and then expect a constantly on-the-go game enthusiast public to wait for it to improve. To use a sports analogy, I'd compare Anthem to the 2018-19 Los Angeles Lakers: It had promising pieces, high expectations, and a need to perform well after subpar past performances ( Mass Effect Andromeda feels like lore for all the wrong reasons). Instead of a great game, Anthem feels like a skeleton of great ideas that lacks connective tissue, such as a developed, cohesive story or even an honest chance at a bug-free experience.

If one of the best things you can say about Anthem is that it kind of, sort of, maybe has a chance to be pretty good a year after release, it's not a stretch of the imagination to say EA's launch of this heavily hyped (and even more heavily disappointing) open-world shooter could have gone better.
