We are officially LESS THAN ONE WEEK away from Anthem’s release (2/15/19) Holy cow! So, let me hit you with the main essentials aka your TLDR OP:
Table of Contents (Use this with Cntrl+F to type and find these things.
Intro Video About Anthem Below
Don’t like reading? This is the best video for you to watch about WHAT IS ANTHEM? https://youtu.be/2drI_iT4NUg and https://www.youtube.com/watch?v=oh2...g&feature=share I highly recommend it. It is incredibly good and made by the Anthem devs.
Goon Discord and Community Life
For guys who have never used discord before, I just want you to know we are going to keep this fun, engaging and welcome to all goons. No bullshit. No besmirching (its a NO BESMIRCHMENT ZONE!!!) and please be kind to one another. For real.
These are your channels. Top is general, other 3 are platform specific for talking to those playing and LFG. PC will be insanely large, PS4 will be large and xbone I just gotta see where we go from here. I know we have some.
The link is here: https://discord.gg/364rsdd
Pile in guys. You’ll see some other channels in the discord and you can simply right click them and hit mute/hide if you don’t ever want to see it. Feel free to check out whatever at the end of the day.
But if you’re here for Anthem and Anthem only, keep these above open.
You can tag your platform (!tag anthempc or !tag anthemxbox or !tag anthemps4) and you’ll have that color and tag on your name. This is used for if you want to do LFG (@anthempc hey need 3 more for a stronghold or whatever). You don’t have to do this just FYI. If you do and you’re like, nah, not for me, just type it again and you drop the tag. We made a good bot a long time ago.
I think that really covers it. I highly recommend you join (most of you are already here) so you always have people to play with and hell, you might make a friend or two you can play other games with here or in other amazing goon discords.
Let’s have some fun.
If your on PS4, I created a community called Anthem Goons. Essentially for all of us riding Sony’s wave: this will be the place to join clans, alliances and to find a group to wreck havoc with. Joining a community is very simple:
Step 1: Select Communities from the main menu.
Step 2: Select the search option.
Step 3: Search “Anthem Goons”.
Step 4: Join!
That’s all you have to do! I’ll update the steps with pictures so that those who need further help can get to it. But for now, with the little info we have regarding how things will work for social stuff, we will just use the community to collaborate on groups of 4 or 3 or 2. Don’t go alone!
What’s after that?
The game launches for all on 2/22/19. You can play for either $15 using Origin Access Premier or pay the $60 to own the game forever. Origin Access is the EA Sub model that lets you play all their games for $15 for 30 days. You get 10% off anything you buy.
So what’s so special about this game?
Quick hits version, then explanations all below:
1. 4 classes and you only level once. They’re a fat man with a gun, a space wizard, a speedy man and Iron Man himself. You can switch to any class in town and no, you don’t have to level them up. If you are lvl 15, so are all your classes.
2. No loot boxes. No pay 2 win. None of the classic EA garbage we all know and love...thank god.
3. Dedicated servers and matchmaking for EVERYTHING.
4. Loot has been modeled after Diablo’s system. Lots of random affixes, you can deck your character out in all “uniques” if you want to.
5. 11 gear slots. Skills work a la Path of Exile where it’s attached to gear. Easiest way to describe it. And customization and personalization are SEPARATE from your gear stats. No attachment whatsoever. So be pretty princess.
6. SHORT COOLDOWNS FOR ALL SKILLS. No, you won’t be sitting for 1 minute waiting for your skill to come off cooldown. It’s more like 6 seconds. You can do entire builds without having to ever fire a gun.
7. A large world with many biomes and reasons to explore. There’s a codex. These are the Mass Effect devs after all.
8. No cringeworthy romance sorry.
9. There’s a lot of explosions and it’s pretty.
10. No PVP. All balance will be around PvE.
If that appeals to you, see you for the demo. You can stop reading now if you want. If you want to nerd out on this game, keep reading. You’re in for a wild ride.
TLDR IS OVER TA-DA!!! Carry on from here if you’re all in for this game.
All info I pull comes courtesy of https://www.fort-tarsis.com which makes my life easier:
Posted on January 17, 2019, Halo John has a 351 Gear Score and should probably leave town for once and get better loot instead of talking to Owen about what the weather looks like today.
For those who are stepping into the genre for the first time, it is a tier of rarities that generally dictates how powerful an item can be. This is usually covered by a color and a name for the tier to help it be easily identifiable. While we have known about loot rarity for a long time, the developers have finally landed on a tier list that was unveiled during this stream. They are as follows:
* Common (White)
* Uncommon (Green)
* Rare (Blue)
* Epic (Purple)
* Masterwork (Orange)
* Legendary (Yellow)
You can obtain most loot levels at any pilot level you happen to be at. The higher the difficulty and level you are, the higher chance you have at the rarest items. Anthem also allows you to equip any amount of any rarities. For those confused by that statement, it is not similar to Destiny in which you are required to only have one exotic weapon and exotic armor piece. You can equip as many of any rarity gear as you please. Up to this point, we have known that all gear will follow these rarities, but during the stream we were finally introduced to another set of gear we hadn’t seen before. These pieces of gear are referred to as Components.
We’ve known about passive slots for a while, but up until now it has been a guess as to what they would be. It is no longer a mystery, as Darrin and Ben revealed components, internal systems that you put on your Javelin to make up a large chunk of your builds. There are six component slots in total for each Javelin. These slots, while passive, will help bring your build together when customizing your Javelin for specific scenarios or when planning with your team on how to tackle higher level content. Darrin led Ben through a deep dive of his components. To give a synopsis of the build, Darrin was able to reduce his ability cooldowns by 50% while hovering. This synergized with his weapon that did 65% more weak point damage while he hovered. He also had components that increased his left bumper ability (grenade) damage by 50% when he killed an enemy with his right bumper ability (blast missile). Then there were other components that further decreased his grenade ability cooldown, and using his ultimate allowed his abilities to do more damage.
There is a high complexity of builds you can achieve and it’s all going to depend of how much time you wish to spend in it. Ben stated that if you don’t want to spend the time to make these synergistic builds, you do not have to. More casual players will be fine by equipping the gear they want to wear at a glance and still enjoy all the content in the game. For those who want to tackle the higher difficulties and push your Javelin to the test, it’s time to start theory crafting. Of course, as this is a loot-based game, it’ll also have another trademark of the genre: random rolls on gear.
Javelins have 6 component slots
Mix and match any loot variety you want. There are no restrictions.
Inscriptions and Random Rolls
Inscription is the term used to define the random secondary stats that you will see on all of your gear in Anthem. Starting from Uncommon gear, you will get one random rolled inscription on the gear. Rare gets two, Epic gets three, Masterwork gets four as well as a unique inscription that is static on each piece you find with the same name. As far as we know, Legendary gear does not give more random rolls, but is rather a Masterwork item that can pull from different inscription pools, as well as come in at a higher level and has more power. There are over one hundred inscriptions in the game, each one separated into smaller pools or categories that they can roll from. For instance, the “Ammo” inscription pool may have a few different types of percentage increase to X weapons ammo. The inscription will pick one of those ammo types randomly, and give it a random percentage boost, then apply it to the weapon. This is just an example and could work slightly differently for each pool.
Ben answered a question during this portion of the stream around being able to re-roll inscriptions. We will NOT be able to re-roll individual inscriptions. The loot chase will be through crafting or finding the weapon again during missions. He also gave a follow up answer to concerns around this issue on Reddit, stating that, “I think this is fair feedback. We probably can’t/won’t do anything for launch but it’s a reasonable thing to consider later. We will definitely monitor player behavior/ feedback at launch.”
They have unique inscriptions and have 4 random affixes on these Masterwork items for instance.
Gear Score, Crafting, Status Effects, and More
While all these may not be related, they were covered very briefly throughout the stream, so we feel as if they could be talked about together.
Gear score is not a new concept in the looter genre. For those new to looter games, It is an indicator of how powerful you are based on some arithmetic done on your currently equipped gear. You can use this number to decide if you’re ready to challenge harder content, or if you need to grind a bit more to meet the recommended power level. In Anthem, your gear score is calculated by adding up the level of all your gear. Once this number meets a specific threshold, your Javelin’s rarity will go up, which will help when looking at what difficulty you should tackle next.
Crafting was slightly touched on here again, but it was mostly in conjunction with re-rolls. Crafting is one example given by the developers in which we can re-roll loot. It will of course re-roll with all new inscriptions, but it’s still an option. Blueprints were also touched upon slightly here, stating that in game challenges will reward blueprints for specific weapon types. So if you are having some bad RNG (random number generator) luck, you can complete one of these challenges, get that cool Assault Rifle blueprint you wanted, and keep crafting it till you get the inscriptions you want.
Near the start of the stream, when they were covering the Colossus’ loadout (the best Javelin, by the way), we were able to see the stats of the Firewall Mortar in the Ordnance Launcher slot. Darrin pointed out specifically that there is symbol to the left of the item name. The symbol represents that this is a “primer” type ability, meaning you will use this ability to set up combos. The symbol will be the same across all element types as it is meant to indicate that primer. There are also detonators with their respective symbols (see Railgun image below) to hit primed enemies, which allows each Javelin to have a unique combo bonus depending on which suit detonates the combo. They are as follows:
* Colossus has an explosive detonator. They do damage to the primary target that was primed and then the combo does an Area of Effect (AoE) of that element.
* Ranger has a high impact detonator. This does enormous amounts of damage against a single creature or enemy.
* Storm has a chained detonator. They will inflict damage on the primed target, and the combo will spread the element to nearby enemies.
* Interceptor has an aura detonator. When they hit a primed target, they gain an aura of the element that they detonated and are able to apply it to enemies they come into contact with.
The Firewall Mortar item also as a “Fire Status” stat. The higher this number, the faster you are able to apply the Fire primer to an enemy when they are hit by it. Once enough of the status has been stacked, then they are primed for detonation.
Railgun is a detonator ability. Firewall is a primer ability. Just some examples.
Javelins and Such
The Ranger, it’s the suit you start with and is the easiest to pick up and understand. It can wield every weapon type except heavy weapons. It’s heavily armoured, so it takes no fall damage. Which is forgiving to new players over heating mid air and falling to the ground. It has a variety in its offensive systems, letting it deal high single target damage, high area of effect damage, good crowd control, and the ability to prime and detonate combos on it’s own. While this is said to be the jack of all trades javelin, that is not exactly accurate. It’s just the most flexible – but it can specialise. It will be one of the best boss killing javelin because of its versatility and because of its combos. Detonating a combo as the Ranger deals high single target damage, which is great for taking down big powerful enemies.
Let’s get into its abilities.
The first slot is the grenade gear slot. The name says it all, the abilities you can have on this slot revolve around different kinds of grenades. Grenades have low range as you have throw them, but generally deal high damage.
First up is the frag grenade. We should all know what this one does. It explodes, dealing damage to every enemy within a blast radius. You start with this ability, and it is the rangers largest area of effect damage skills – being able to take out an amount of targets clumped together and doing some impressive damage. This ability is good for taking out smaller and less threatening enemies so you can focus on the big boys. The frag grenade also has the fortune side effect of detonating enemies who have been primed, setting off the rangers powerful combo effect.
Next up is the inferno grenade. Now this one lights a moderate area on fire, dealing damage over time to those who remain in it. Those who remain in it will have a chance to be ignited based on it’s fire status statistic. Ignited enemies take damage over time and are primed to be combed. That means if any player hits that enemy with a detonator ability, like the aforementioned frag grenade, they will get a combo. This ability is good for multiple purposes. It can do extreme damage to enemies funneled in a coke point, letting you crowd control a bunch of small enemies while your team deals with the big ones, or it can be placed on a strong slower enemy to really start racking up the damage and letting you or your friends get off powerful combos.
Next up is the frost grenade which damages and freezes enemies in place based on its frost status statistic. Meaning most likely stronger enemies won’t be frozen for long or frozen at all if the stat isn’t high. Frozen enemies will be primed for a combo. This is your specialised crowd control grenade. You use this to start a fight, to get off some combos and control the field, or during a fight to elevate some of the damage coming out at your team. If you get this off at the start of a choke point, since the enemies freeze, more of them will catch up to the frozen ones and clump up, becoming easy to take out with area of effect attacks.
Next is the Seeker grenade. It functions like a cluster grenade does in other games, except the clusters home in on the nearest target. This is almost single target, but the munitions will continue to the next if the first target died. If you always want to hit your target, the Seeker grenade is for you, and is perfect for those fast slippery enemies. It’s unsure right now if this ability detonates primed targets.
Last is the sticky bomb and is the highest damage grenade to a single target. It doesn’t seek out targets, it explodes where it lands so you have to have good aim. This grenade is, like you would expect, excellent for taking down high value targets, or low value but you know, why bother doing that? This will most likely detonate primed effects, and together with the rangers high damage combo the sticky grenade will deal massive damage very quickly. Great for bosses or armoured enemies.
Assault Launcher Gear
So that’s it for the grenade gear slot, next up is the assault launcher gear slot. This slot is all about well, shooting things at your enemies instead of throwing them.
First up is the homing missile which does what you would think, sends out a missile that homes in on a target and explodes for very low area of effect damage. You start with this skill, along with the frag grenade. Like the frag grenade, the homing missile also detonates primed targets. You don’t need to have a primer and detonator equipped to be effective. In this case, the frag and the missile work well together as one is good area of effect and damage and one seeks faster targets and has more range.
Next up is Energy Pulse, this blasts a single target with a kinetic wave of force. This does high single target damage and may or may not detonate the target. This, like the sticky bomb, is your priority target killer. Combining both would mean you can deal with single targets with ease, but would be unable to combo on your own.
Next up is the spark beam, it lets you channel a beam of energy for continuous damage. We are unsure of the duration or damage, and there has been very little on this skill. I imagine it would require you to be stationary and focus on your targets to deal as much damage as you can. That would mean it would need to do a fair amount of damage or energy pulse would be strictly better.
Next up is venom darts, which shoots a volley of acid infused darts that seek out a target. It’s unclear right now how acid damage works, but my assumption is it works similar to fire, in that the item will have an acid status statistic that governs if the enemy will be effected by acid. Acid enemies would be primed for a combo and have reduced armour. Assuming this is all correct that would make venom darts especially powerful against bosses for obvious reasons. Using a combination of venom darts and sticky bomb would make short work of any single target as they combo together.
Next up is blast missile which fires a missile that explodes for moderate area of effect damage. Now this is like a bigger version of the homing missile but it doesn’t seek out targets. Whiffing an ability can be costly though, so you trade reliability for damage and area of effect size. Think of this as a longer range frag grenade that you can’t throw in an ark.
So that’s it for the assault launcher gear abilities, next is the Support gear.
First up is the Bulwark point, which deploys a spherical field that deflects incoming enemy projectiles for a short time. This is your defensive support ability, elevating the damage coming into your team during particularly hard missions and objectives.
Last is Muster Point which creates a field that increases weapon damage for teammates who enter it’s radius. This is if your team isn’t having trouble surviving, but could use an extra boost in damage in situations. This is good to use while leveling and wanting to get through content on easier difficulties, as it will speed it up.
Melee and Ultimate
That is it for the support systems. All javelins have a melee weapon, and the rangers is the shock mace. It hits for moderate damage to single targets, unless aerial, in which it smashes down for an area of effect attack.
The rangers ultimate ability starts off by targeting enemies in front of it with cross hairs. After a short time a large salvo of missiles are fired, hitting those targets. If there are less enemies, they will be hit with multiple missiles. This ultimate is true to the nature of the Ranger, adaptable. It can do extremely high damage to single targets, or hit multiple fast enemies.
In conclusion the ranger is a versatile and useful in every situation javelin. It can build to be an effective single target boss killing monster, build to effectively control crowds, or can do a bit of everything. That being said, the gear you get could drastically change up how you play – as masterwork and legendary quality weapons have powerful effects that modify them. A masterwork quality assault launcher slot item called argos mace gives the blast missile ability, but it detonates an electric explosion when you defeat an enemy, letting it do further area of effect damage as elemental – perhaps with that you want to shoot for more of a crowd control elemental build.
Let’s now move onto the Colossus. The colossus is your tank in the literal sense, it has heavy armour and has huge cannons. It’s not as maneuverable as the ranger, and isn’t as nimble on the battlefield, but it doesn’t need to be as it can deploy a shield to absorb incoming damage. It can’t equip the smallest weapon types like pistols and smgs, but it is the only javelin that can equip the big boy weapons, like grenade launchers. As it is heavily armoured, it won’t take fall damage, and even does damage to those it lands on. By detonating a combo with the Colossus you set of an area of effect explosion, which is different to the high damage single target combo that you get using the ranger. The colossus is new player friendly, like the ranger, and has a lot of powerful area of effect attacks making it perfect for clearing the rabble and keeping them off your team.
The first gear slot for the colossus is the Ordnance launcher. This slot is all about setting off attacks from a shoulder mounted weapon.
First up is the high explosive mortar, which launches a single explosive projectile that obeys the laws of gravity, and hits for a large amount of damage in a large area of effect. You start with this ability and it’s the second largest area of effect attack you have. This is for those who want to fire something off and get right back to pumping them full of lead. It detonate combos so can be held until the absolute perfect time to hit multiple primed opponents.
Next up is the burst mortar, which fires off multiple smaller mortar that spread out and hit a larger area than the high explosive mortar –its the largest area of effect ability the colossus has. They don’t quite hit as hard but this is perfect for clearly massive waves of enemies, especially if they have been primed as this ability detonates combos. Your combos sets off more AOE damage so this attack, although it takes slightly longer to get off, is one of the best for clearing lots of small enemies.
Next up is the firewall mortar. It creates a wall of flame where it lands that does a lot of damage to those within it, and has a chance of setting them alight base on its fire status statistic. Those caught on fire are primed and can be detonated by another players high explosive mortar for example. The firewall is great for locking down areas, like a tunnel that has enemies pouring through it, or to pile on extra damage on a large boss that will stand in the flames and take major damage. It won’t be good against faster smaller enemies unless you place it tactically.
Next is the lightning coil, which strikes a single random target with a bolt of lightning from your Tesla coil type shoulder mounting. It prioritizes targets that have status effects, which leads me to believe this attack will detonate primed targets. If so, this will be your go to single target damage dealing ordnance launcher gear ability. Good against priority targets, and bosses.
Next is the shock coil, which emits waves of electricity out from the colossus, hitting enemies in an area around it. Think Nova spells from Diablo. This is the ability you run if you are building the colossus into a close range bruiser. It helps you clear out enemies around you when you taunt or get over whelmed. It’s unclear if it primes or detonates, but either one would only make it better. It goes without saying that if you don’t plan to get close to your enemies, this skill will not be as useful.
Heavy assault launcher
That does it for the ordnance launcher slot, next is the heavy assault launcher slot which is all about shooting dangerous things at your enemies.
First up is the heavy cannon. Using a cannon you fire a single large rocket at your enemies that explodes for good damage in a moderate area. This detonates primed targets and has more range than the ordinance attacks. This would work well with the firewall mortar in clearing out enemies but still dealing high damage to priority targets as well as setting off combos without the help of your team.
Next is the flame thrower, which is pretty self-explanatory, a close range spray of hot plasma all over the faces of your unlucky enemies. It deals high damage, and has a chance to light enemies on fire based on the items fire status statistic, which primes them for detonation. This is another up-close ability, perfect if you are building your colossus to be a bruiser. If the shock coil detonates primed targets, than naturally the flame thrower and shock coil would be a match made in heaven for such a bruiser type build.
Next is the flak cannon, which barrages nearby enemies with short range projectiles in an arc. Flak cannons were developed as an anti-air weapon, but these are modified for all purposes. Think of this attack is a kind of shot gun effect. Not much else is known, like if it would detonate combos, but from what we know it would be a great close to medium range option.
The rail gun is next and it is your high damage single target option in the assault launcher slot. It hits the enemy with a long range, precise kinetic round which also detonates primed targets. Combine this with the firewall mortar and you have a kit especially good at killing high value targets at range, but that can still deal with smaller minions. The colossus never really loses its ability to deal with groups, as even its regular melee attack hits in a nova around it. If you combine the rail gun and the lightning coil or high explosive mortar, you have a consistent and reliable form of damage.
Last is the acid spitter, which expels an acid projectile onto enemies. This will most likely prime the target based on an acid status statistic on the item. This would make it your ranged combo priming option in the assault launcher slot. It would combo well with the high explosive mortar and burst mortar; they abilities wouldn’t need a team mate to combo.
That does it fort the assault launcher gear slot, next is the support gear slot.
Taunt is up first and it forces all enemies within a radius to divert their attacks to the colossus. This is a way to stop heavy damage wiping your group, as you are able to taunt and get out your shield to absorb it all or most of it. This requires you to be up close, so a taunting build would work well with the shock coil, Flak Cannon and flame thrower.
Last is the deflector pulse, which gives all nearby allies a damage resistance buff. Both support abilities are about reducing damage to your team, but this one can be used while you are all at range and doesn’t require you to be up close. However it doesn’t stop your team from being hit – so isn’t as strong at protecting them in most cases.
Melee and Ultimate
That’s it for the support gear. We briefly mentioned the colossus melee. It’s quite simply the large fists of the colossus, in which the pilot smashes to the ground to do high area of effect melee damage.
The Colossus ultimate ability has it taking out massive siege cannon and firing off up to 3 powerful projectiles that explode in a way similar to a small nuclear explosion. This does extreme damage and hits in a fairly large area of effect. This is another great ability for clearing out a lot of enemies.
In conclusion the colossus is all about brute force. They are perfect for mitigating damage and dealing a lot of area of effect damage. Even when specialised in single target, they have their melee and combos which hit in an area. The colossus is perfect at dealing with a lot of enemies at once, and keeping themselves and their team alive. Just don’t expect them to do any fancy maneuvers.
That does it for the Colossus, so now lets take a look at the interceptor. The interceptor is lightly armoured, so it will take fall damage and die faster than the colossus or ranger, but it’s the most agile out of all the javelins. Think rogue in traditional RPGs. It’s great at getting in close and dealing extreme damage to single targets and dashing out, or hitting targets hard from range while dodging incoming damage. It can dodge incoming fire and it’s melee attacks chain into each other. It can equip all weapon types except heavy weapons. The interceptor is a little different to the other 3 javelins when It comes to combos. When the javelin gets a combo, it gains an aura of the effect that was primed on its target. So if the target was primed with fire, and the interceptor detonates it, it will gain a fire aura for a duration. Encouraging it to be up close. We have seen very little when it comes to the interceptor so some abilities need a bit of speculation.
The first slot is assault systems and is about offensive abilities that don’t have a clear theme.
Up first is the seeker glaive. It throws out a sharp projectile that seeks out the nearest target. It deals high damage to a single target and doesn’t require amazing precision. It’s unclear if it detonates combos, but it seems unlikely.
Next up is Acid Bomb, which throws a bomb that explodes, splashing enemies with acid in a moderate area of effect. It most likely will prime the target based on the acid status statistic on the item, letting them be combo’d by other abilities. I am surprised the Ranger didn’t get this option, but acid seems like a powerful effect.
Next is the cyro glaive, which launches a projectile that does damage and can freeze on impact based on its frost status statistic. Frozen targets are primed for detonation. This is particularly good against priority targets and I imagine it would naturally have a high chance to freeze.
Next is the cluster mine, which throws out a group of mines into an area, locking it down until enemies walk over them. As the mines wait to be activated, this ability can be used in combination with your team. A colossus for example can taunt enemies and drag them back into a group of mines you have laid. They will most likely detonate combos too, so this on top of a firewall would be massively effective area denial.
Last is spark dash, which has your interceptor dashing forward, leaving behind a trail of damaging electricity. This is the interceptors melee option, letting it be even more maneuverable while dealing extra damage to enemies. If you want to build the interceptor as an up-close melee rogue, you might consider picking this skill up.
That’s it for the assault systems slot, next is the strike system slot, which also doesn’t have a clear theme.
First up is Star Strike, which charges an enemy with energy which explodes after a delay. The explosion deals increased damage if the target is destroyed before the full delay. Now this is a melee strike, which results in an area of effect payoff. If it detonates combos, which is looking likely, it would be a perfect combination with acid bomb, as you can approach a group, throw the bomb, use your extra maneuverability with your acid aura and powerful melee.
Next is plasma star, which tosses a plasma empowered shuriken at a single target, which is effective at long range. It seems like this ability has a minuscule cool down, so can be spammed as a sudo replacement to your gun. I expect most of the interceptor abilities are very low cool downs in order to lower your reliance on guns. Expect this to do high damage as it’s single target, and expect interesting effects with masterwork gear. Combining this with seeker glaive makes the interceptor great at range, not relying on combos, but just doing consistent single target damage.
Next is nova strike, which sends out a projection of your interceptor that attacks enemies it comes in contact with. We have yet to see this in practice so it’s unsure if the projection will stay around and attack those that come close, like an area denial ability, or will simply travel in a line like a wave of damage. Either way, this is one way to do your melee damage at range, so gear that boosts your melee output would still get use out of this ability.
Tempest strike is next, which is a devastating single-target attack that can stun smaller enemies. This is a melee range attack and would work well with spark dash, which gets you in close and then gets you out of trouble after you tempest strike the priority target. It’s unclear if this will detonate primed targets, but if it does it would also be good with cyro glaive, as you could freeze the priority target, use your agility to get in close and tempest strike to combo, dealing massive damage and giving you a freezing aura to control the rest of the enemies around you.
Last is corrosive spray, which sprays a jet of corrosive acid that damages all enemies hit. It seems like a close range flame thrower like attack, but instead of fire it primes the target with acid based on the acid status statistic of the item. There doesn’t seem to be a good assault system ability to combo with it, but having spark dash would let you get in quickly to spray your enemies with your acid fluids, and then dash out. Hit and run, spray and prey. Which suits the interceptors kit very well. Letting your team mates combo while you target down another group.
That’s it for the strike systems, now let’s cover the support systems.
First up is the target beacon, which marks a target for increased damage. It jumps to another enemy if the marked target is destroyed. This skill lets you focus your teams damage output. It’s especially useful against priority targets, just like most of the interceptors kit, and helps the team direct its damage without use of voice coms. You might want to take over the role of group leader with this ability.
The last ability is Rally Cry, which removes all status effects from nearby allies. This seems highly situational but if you know you are fighting a particularly hard group or boss that uses status like fire, bringing this along could mean your team survives. There is no point being able to do extra damage if your team is dead.
Melee and Ultimate
That’s it for the support systems, but what about the rest of the interceptor's kit.
First, like mentioned, the interceptors melee is quite powerful. It’s double daggers hit single targets for high damage while chaining together for continuous use until you stop mashing the button.
The interceptor’s ultimate keeps this theme going; it charges the suit up and goes into a mode that makes it invulnerable to damage and deal extreme melee damage at high speeds. You will be jumping and flipping around and dispatching enemies with ease over a short duration.
In conclusion the interceptor is a fast, guerrilla warfare javelin with a focus on high damage single target close range attacks. At some point with the javelin you will have to get close, be it to get off an ability, melee, utilise your combo effect, or use your ultimate. Having low armour and relying on when to get in and when to leave means this javelin has the highest skill cap out of all 4 of the javelins, but also has the potential to be lethal in the hands of a master. If you have a tactical, fast and deadly play style, or play the rogue in RPGs, the interceptor is for you.
The final Javelin is the Storm. The storm uses seals to boost kinesis powers of the lancer to.. well look it’s the mage okay. It casts spells using science. The storm can use all weapon types except the big heavy types like the minigun. The Storm uses light armour, like the interceptor, and can also, by far, spend the most time airborne in combat. The ideal situation for the storm is to hover above the fight, raining lightning, fire and frost down upon its enemies, causing massive damage and priming combos. It’s combo effect spreads the primed targets elemental effect to others. So if it was burning, it will spread to others, letting you and your team further combo. It’s not as agile as the interceptor, so keeping a safe distance is recommended.
So let’s take a look at its first ability slot, Blast seals, which focus around explosive elemental attacks. Almost all of them priming the targets for combos.
First up is the lightning strike, which summons a bolt that does lightning damage in a moderate area of effect. You control where it lands, it detonates primed targets and is just a good all-around ranged ability.
Next is ice storm, which creates a field of ice that deals damage, rapidly building to a final explosion of frost. This is a good area denial ability to drop on a choke point or on a large slow boss. It has a chance of freezing targets based on the items frost status statistic, priming them for a combo. If they get frozen, they will most likely be hit by the final explosion, which does the majority of the damage.
Next is flame burst, which sets off a fire explosion at the target location, similar effect to the lightning strike except this attack can catch enemies on fire based on the fire status statistic, priming them for a combo.
Next is rime blast, which sends out a flurry of ice projectiles that deal damage and freeze close range targets. This is your close range option that freezes based on your frost status statistic on the item, setting them up for combos. Generally the storm doesn’t like enemies getting up close, so having a tool to control them when they do can’t hurt.
Finally we have living flame, which sends out a burst of plasma that seeks targets, explodes and ignites them based on the items stat. Unlike the other blast seal abilities, this one will home in on the enemy, making it good for those who don’t want to waste their time missing targets. As it’s not a placed area of effect like flame burst, expect it to do more damage or have a lower cool down.
That’s it for the blast seals slot, next up is focus seals, which are your less explosive types of elemental attacks.
First up is hoarfrost shards, which let you rapid fire shards of ice that slowly freeze targets in place. It seems to be able to be spammed, with a low cool down. So if this is slotted expect to use it in order to freeze targets which will prime them for your lightning strike. The frozen target when combo’d with the strike will spread the freeze to enemies around it – being extremely useful for crowd control.
Next is fireball, which fires small balls of fire at the enemy. This is similar to hoarfrost shards in that it can be spammed but it can also be charged for a larger plasma projectile that explodes. Keep in mind every one of these attacks carries with it a chance to catch the enemy on fire, so charging the attack so it exploding for AOE could potentially light a group of enemies on fire, letting you hit them with lightning strike and spreading the effect further. You could also combine this with living flame or flame burst to become the master of flame, letting you spread fire around to all enemies you see, letting your group get off frequent and powerful combos and dealing a lot of damage over time which is especially good against priority targets. I would expect you would seek gear that helps you with elemental damage if this is the path you take.
Next up is ball lightning, which has you throwing a ball of electricity that bounces off targets and walls and does high damage. It can electrically charge enemies based on the gears stats, priming them for combos, so naturally it will work well with lightning strike. Since it can bounce it’s useful for hitting enemies behind cover, but this is a high skill cap ability, requiring practice to land and bounce correctly.
Next is glacial beam, which fires a beam of powerful ice energy in a targeted direction. This is your accurate long range frost damage option. It doesn’t explode; it just hits targets it’s aimed at. The cool down is unknown so this could be something that’s able to be used often like hoarfrost shards, or could be a highly damaging single target blast. Either way, this will prime the target with the freeze status, meaning it will combo with lightning strike. It will also be good with ice storm and rime blast to become an ice status focused support type javelin.
Finally we have Arc Burst, which unleashes a blast of lightning that leaps to nearby targets for heavy damage. Think chain lightning in other games. This could very well prime the target or detonate, either effect making the skill more valuable. If it’s a detonator it would work with every blast seal ability except lightning strike. If it’s a primer, it will work with lightning strike. Either way expect this ability to be good if you simply want to unleash damage on your enemies.
That’s it for the focus seals, now we move onto the support seals.
First support ability is wind wall, which generates a defensive wall of wind. The wall defects incoming enemy projectiles, which is what you will mostly be concerned about being at range. This won’t help you much against those already close to you, but it will help keep your team alive when you are overwhelmed against enemy javelin and projectile based creatures.
The last support ability is Nexus, which creates a field that provides gear cool down reduction to teammates who enter. Meaning those who want to rely on their abilities will be able to get them off more often. This benefits you highly as well – and would be better served in fights where you need to unleash the damage and crowd control rather than protect yourself.
That’s it for the support seals, but what about the rest of the javelin?
Melee and Ultimate
The Storms Melee attack is a fiery strike. It uses the seals on its arm to deliver an explosive punch that knocks back targets, giving the storm a chance to retreat to a safe distance. Most of the storms kit relies on being at a distance, and the melee attack isn’t meant to be used often, it’s your ‘oh poo poo’ button to let you escape.
The storms ultimate is called elemental storm. It hits the target with a frost blast, then you can target an electric blast, and then finally a fire blast. After all blasts have been set off, you can activate it again to drop meteors on those blast locations. This ultimate is great at clearing mobs, and its flexible nature means it’s always going to be useful.
In conclusion the storm is not as hard to play as the interceptor, but still requires some knowledge of positioning. It’s lightly armoured but powerful, a true glass cannon. It has a lot of attacks that prime targets, meaning this javelin is a great support to your team, spreading elemental effects and crowd controlling. If you like sticking back, hovering above fights, raining down death and spreading elemental effects, the storm might be for you.
Your mortal enemy, the Grabbit. It’s fierce and is probably the final boss of the game lets be real
SUN GOD AVATAR fucked around with this message at Feb 14, 2019 around 14:47
|# ¿ Jun 13, 2018 16:34|
|# ¿ Mar 24, 2019 09:00|
Gameplay and Strongholds and You
For those who aren’t in the know, Strongholds are the equivalent of dungeons in Anthem. These types of activities can vary from game to game, but the basic concept is that you and your team fight through a specific set of challenges and overcome a large boss at the end. In games like Destiny or The Division, these dungeons consist of fighting through to one boss at the end. In games like World of Warcraft of Final Fantasy XIV, you have some set sub-bosses that will drop a loot chest along the way. Anthem’s Strongholds seem to follow the latter example, as we can see the party fight an enemy known as “Gatekeeper” after clearing out the first room and disabling six alarms. Once they defeated this sub-boss, a chest dropped with loot for the team. This is great news for people who like to find quick farms, as you could potentially farm a sub boss in a tough stronghold, leave, then reset the Stronghold to come back for fast loot. We also learned that Strongholds do not have specific loot tables . The way loot works is that the activity you are doing and the difficulty you are doing it at, dictates the drop rate of the loot rarity. There is a global loot table, so there is no specific stronghold or activity to farm for a specific drop.
Another mechanic that we were shown was in regards to the objective of restoring power to a generator. The team was required to gather three fuel cells and return them to the generator. However, the person carrying the fuel cell is not allowed to fly while carrying it. They can still jump, sprint, and vault ledges, but they cannot fly until they either drop the object manually (down on the d-pad), or take it to the objective.
Next, “Magic” Mike, as titled by Ben, and the team proceeded to another objective where they had to plant explosives on a gate to get past the Scars, then survive an ambush after setting the explosives. The area contained a line of mine traps as well as some verticality in the form of ramps and ledges. The entire are up to this point seemed to be built out of wood and rusted metal to form some sort of an underground shanty town.
This is also the area where Mike began to talk about how dialogue changes in subsequent playthroughs of the stronghold. Generally when a developer talks about this, it means dialogue is randomly swapped between a select set of lines. In Anthem, when you run a stronghold multiple times, they actually cut out dialogue, “...because we understand you already played it, you kinda get the story already.”
We were then shown what I believe to be the best part of the stronghold, the Sewer Path. While the rest of this stronghold had been relatively linear, the sewers of this area are large and open, with interesting locations all around. There is a lower path, where the ground seems to be covered in water that is actually acid and will hurt players who stand in it. Mike demonstrated this very well, twice. There are also higher paths and platforms where the Scars attack from with snipers and turrets, as well as some flame attacks that could keep players grounded into the acidic floor if they are not careful.
The sewers open into a large, cylindrical shaft, littered with wooden platforms and bridges leading to a giant metal cylinder in the center of the hollowed out land. While the objective here is to destroy turrets, the design of the area plays well into the movement that BioWare seems to want players to experiment with.
We were able catch a new UI element that appears situationally, and that is the Evade prompt. It seemed to appear on Mike's screen when he was being targeted by a turret. It's safe to assume this also appears when you are targeted by a sniper's laser before it fires.
Unfortunately at the end of this area is where the stopped playing, leaving players with an unknown boss and a pretty good idea of what to expect from these repeatable endgame activities. We were shown a snippet of the end of expedition screen, where all players are shown with their respective earned medals, experience (XP) earned, and “Alliance” XP and tier. This screen is followed by a list of loot that was obtained from the mission, where you can scrap it immediately if you don’t wish to keep it. All other items are assumed to be returned to your vault where you can access them later.
We know there is a clan system in Anthem called “Alliances”, and that there are tiers to the alliances, but beyond that, we don’t know much else about them.
You, above, doing rude things to enemies in the dungeons. There’s Freeplay in the world. The story. Much more. This is just Stronghold stuff.
There were several hints to lore while we were introduced to the Stronghold. One quick bit that Mike threw out was that this took place about three quarters of the way through the critical path of the game. Therefore, we know we are generally established Freelancers at this point.
The primary objective the team had to complete was, “Infiltrate the Scar Nest and Locale Scelos.” For those who paid attention to the dialogue during the stream, you can see Faye and Sev speaking to you throughout the activity. We know Faye is one of our Cyphers, but this is our first introduction, that I know of, to Sev.
With the team progressing we can figure out a few things about our new friend. Faye states, “Of course. Corvus doesn’t do simple missions.” Our Freelancer also states, “Hope you weren’t expecting a covert mission,” to which Sev replies, “I know who I hired.” We know from the “Meet the Factions” article on the Anthem website, that the Corvus, “... prefer to contract out any of their messier tasks to third-parties, like the Freelancers.” It also helps that in the later part of the stronghold while the Freelancers are walking through strung up Lancer Javelin suits, he states that their pilots are dead. When Faye asks how he knows, he replies, “Corvus, remember?” So it’s safe to say Sev is one of our Corvus contacts back in Tarsis.
Now we aren’t able to ascertain who Scelos is, but we know a few things about the individual. Sev states that, “There are records of a Shaper Construct in this area,” and, “Just a hunch, but I think Scelos might use it to cause a Cataclysm.” We can assume based on this statement that Scelos is not an ally. It could be a known Scar leader, which would be odd from what we know of the Scar or a Dominion ally to the Scar that we haven’t heard of yet. There are a few possibilities outside of those realms, but it would require some more knowledge of factions.
1. What are some your favorite combos to do?
Jon: “One of my faves is when you have the legendary freeze going on and you pull off a combo and it spreads out, you can actually chain that to a lot of different enemies and kill whole mobs if you’re skillful.” Ranger: High damage to a single target.
Colossus: Area of Effect (AoE) explosion damage. Storm: Spreads the element to surrounding enemies.
Interceptor: Gains an aura of the effect, allowing them to spread it to other enemies by being in close proximity to them. While it may be great to pull off any combo, Ben states it could come down to who is in the best suited position to pull of the combo in the given situation.
2. Is it possible to complete a stronghold with four of the same Javelin?
Jon: “When you have four interceptors take on the Temple of Scar, you’re gonna want to upload that video, cause that is some bragging rights right there.”
3. Are there any loot drops that only come out of strongholds?
Ben: “No. So the way the loot system works is that there are loot tables, and then the harder the content you do, the higher chance you have of getting better loot. So if you do a Stronghold on a really hard difficulty, you’ll be getting really rare, epic, even masterwork or legendary gear, as opposed to if you were doing freeplay on easy, you’re more likely to get the kind of lower rarity gear.”
4. Will there be dedicated servers? Also, I am in North America, will I be able to play with my friends in the EU?
Jon: “Yes and yes. One of the cool things about having every session hosted on a dedicated server is that we’re able to sync up the day and night cycles, the weather, world events, so it feels like we’re all living in the same world. You’re both going to experience the same things in the game.”
5. If players want to run Strongholds more than once, is there something that keeps them coming back?
Jon: “It’s the best way to chase masterwork and legendary weapons, is by running Strongholds, cranking up the difficulty until you’re running it at Grandmaster 3.”
Mike: “For those of you who haven’t followed the game very closely, we have six difficulties in total. Three of them are open during the crit path, easy, normal, and hard, and then we have three more difficulties, which are unlocked at level 30 called grandmaster 1, 2, and 3. That is also scalable on our side so we can continue to do things all the time.”
Ben: “We can add more, yeah.”
6.Can you explain the medal system?
Ben: “Feats on any mission or stronghold are things you can achieve to earn bonus XP at the end of the expedition. So you might have one that says “Trigger five combos in this stronghold,” and you would get extra experience at the end, or you may have one that says, “Get 10 kills with weapons” and so on.”
Jon: “And they’re coded bronze, silver, and gold.” Mike: “And some of the challenges we have in the game are tied to certain crafting things. We’ll talk more about that stuff later.”
Jon: “Have we mentioned that the cool thing about playing as a group is that we all get to share in that big XP pool?”
Ben: “You should explain that.I think that needs a little bit of explanation.”
Jon: “We love it when people are playing together. The game really plays well when you’re in a squad, and when you’re playing as a squad you actually all share medals and therefore you share XP. So playing together is going to be a huge advantage for you.”
7. Is there matchmaking for Stronghold or do we need to form up as a group?
Mike: “Yes there is matchmaking for Strongholds. It works like matchmaking for the rest of the game. You can matchmake into an existing group, you can have your friends as part of the existing squad, you can invite your friends, but yes you totally matchmake in if you don’t have any friends.”
Jon: “You can make new friends!”
Mike: “If you’re so inclined.”
8. Will there be raids?
Ben: “We can answer this question kinda. I think we believe that every game needs aspirational content. So the idea that there’s a lot of activities to do in the game and it feels meaningful to have this long-tailed chase towards something. Either something is challenging or something that is rewarding or that gives you better stuff. So at launch we have a lot of amazing aspirational stuff to do. As you go through the crit path and get towards max level, you start getting a better idea of what Javelin and role you want to play. Then you start chasing this loot and getting really powerful. Then as you enter the Elder game, you have Strongholds and Legendary Contracts. As you’re doing these harder difficulties, you’re building these loadouts and creating these synergies and playstyles, trying to work out how to take on the hardest challenges by yourself or amongst a group of four players. Then as we enter the live service, we plan to add more and more stuff. We have some really exciting aspirational stuff for the live service that we’re not talking about yet, that will come pretty soon after launch that everything you do will get you ready for the things that come later. We’ll be talking about that next year.”
Jon: “It’s cool and it’s different. We don’t call them raids, but it fills that aspirational content.”
Mike: “We want to talk about it, we just can’t. Best of all it’s tied into the very fabric of the game and the chaotic world, so we’re really excited about it.”
9. Interceptor Unlimited Melee?
Mike: “That is one I wanted to hit. When you have your ultimate ability, melee is unlimited until the ability ends. In normal play, it doesn’t seem like it is. Ben do you have the deets?”
Ben: “Yeah, so we’ve changed it a little bit since this build. So we made Interceptor melee, greatest thing of all time, and it was a little too great, so there are some nuances with it. During the combo, there is a little bit of a cooldown, we’ve reduced the damage a little bit because it was a bit crazy, but on smaller enemies you use the interceptor melee ability to stun lock them. You can use that to create a situation for your friends to take advantage of. That won’t work against a Scar heavy or something more meaningful. The primary uses will be do you need to lock something up for a friend? Are you trying to trigger a combo? Weaving those two things and using your weapons and gear in between is kind of where we want that dance to be.”
Gameplay - Freeplay
The main takeaways from this stream were some aspects you can expect from free play, as well as a focus on gear abilities of the respective Javelins being showcased. Of these, we were able to see the Storm’s Ball Lightning, their Ultimate explained in detail, and some gun play. While IGN released a video showing abilities, we were able to see a few new skills play out during the half hour gameplay presentation.
Throughout the presentation we were shown the perspective of Mike Gamble in his Storm suit. His loadout consisted of a Precision Rifle, which seemed to fire at a relatively slow rate when held down, as well as three abilities. Lightning Strike, Ball Lightning, and Wind Wall. The former two abilities were part of his active gear slots, and the latter being one of two support abilities for the Storm. They are aptly named, as the Lightning Strike ability strikes an area with a large lightning bolt. Ball lightning allows the Storm to throw a, you guessed it, ball of lightning that can bounce off of hard surfaces. It doesn’t seem to bounce of of enemies however, so keep that in mind when attempting your trick shots! Wind Wall creates a large, vertically rectangular wall that deflects enemy fire. You can use this to create safe areas when reviving your teammates or defending positions, as players are still able to fire through it. We saw these abilities used fairly heavily during the public events Ben and Mike tackled.
We were able to see two public events during this stream, neither of which were very complex, but would give us an idea of how these events may work in free play. The first was the Arcanist’s Secrets, which consisted of activating a resonance on a medium sized stone vault that rose out of the ground. Once the rune was activated, the Freelancers had to find floating waypoints and fly through the them all to match the frequency with the Arcanist resonance. Once you are in tune with the resonance, you must defend the area for a short amount of time from an attack of whichever enemy is currently in the area. In this case, Mike and Ben took on a small group of Scars that were coming in through a breach in reality. Mike stuck to the air for the most part and grabbed the frequencies, providing support to Ben who was zooming around the area with his melee built interceptor. Together they were able to triumph on their second try, after being informed that the difficulty had been set to “Freelancer” difficulty, the second of three difficulty levels before endgame. We learned later that there will be more than those three difficulty levels when players reach endgame content.
The second public event is similar to one we had seen before. This required the duo to attack a Shaper relic that was going terminal. While attacking it, the relic spawned echoes the players needed to collect and bring back to the relic to disable it. This wasn’t much different than the 20 minute gameplay we saw from EA Play this year, but it was in a different area, and this time, the Dominion attacked. We were able to see some small time Dominion soldiers who didn’t stand a change against the might of the Javelins, as well as a Dominion Frost Valkyrie which was a shielded Storm Javelin with a Dominion pilot. Oh and of course l forgot to mention the Dominion Brutes, large hulk like beings that walk around on all fours with what looked to be a dual rocket platform on their back to blow Freelancers out of the sky. We also learned that the Relic would fire out a pulse at certain intervals, damaging any players that happen to be around it. When left unchecked, the intervals get shorter and more of the relics seem to spawn in the air around the echoes, causing players to have to navigate around them to complete their objective. Did I mention they went down a couple of times? We were able to see the repair interface as well as “the repair thingy” used to fix Javelins out in the field when they are downed.
After the public events were completed, Mike and Ben took some questions from the chat. They explained the Storms ultimate ability, which consists of dropping three large AoEs of fire, ice, and lightning, which then allows you to drop a detonation meteor on all three areas to cause heavy damage to anything trapped inside. They also talked about how the Austin studio had been working on PC controls as well as controller button mapping for the better part of a year now to make sure they felt good. PC controls are still not fully tied down, but we were told we would have the ability to remap our PC keys to whatever we would like. Other small tidbits of information shared included a surface level discussion about customization of our Javelins, and that we would be getting a stream soon to discuss that more in depth. The stream ended with a quick talk on difficulty scaling, which is balanced around the difficulty you chose before going out into the world, as well as your level versus the level of the area you are in, and the number of players you had with you. We’ll hopefully be getting some more streams in the next couple of weeks!
Gameplay - Story
Taking A Stroll
We started the stream right after a cutscene that was unfortunately interrupted by the issues. We find ourselves inside of the Freelancers Enclave with Owen having directed us to head to the Forge, a place in Tarsis where we can speak to our mechanic, Zoe (pronounced Zoh), as well as change our gear and customize our looks, but more on that later. Mike and Sabine began to walk from the Enclave to the Forge, stopping briefly in front of a statue of a woman holding what looks to be a bronze sculpture of a Moravian Star (thanks to Anthem Insider for helping me figure out the name). Mike picks up a book, that when hovered over says has a prompt stating “Add to Cortex”. The assumption here is that the Cortex is the name of Anthem’s Codex, where lore and information about the world is stored. “That is a Cypher statue. Cyphers are what Owen is. Basically the ones that are in communication with us during missions, just a contact point in general between activities as well,” Sabine stated after Mike asked what the statue was for. As we know from previous discussion, Cyphers are a Javelin Pilot’s eyes and ears. They telepathically link to their pilots and provide, in gameplay, AoE marker data as well as aiming reticle data. Sabine also stated that Cyphers are really rare in our world.
Moving on, Mike walked up some stairs and through a set of double doors that opened up into Tarsis’ Market. This is where you’ll be able to meet with vendors at their stalls and buy/sell items. We were also introduced to the Sentinels again, the “fantasy police” of Tarsis as Mike liked to call them, much to Sabine’s dismay. Mike also pointed out that it is important to note that they are in Javelin suits. “Fort Tarsis is where Sentinels have their stronghold, and we’re right now, under their protection,” explained Sabine, as we got to take in some of their light blue color scheme.
We were then taken through the marketplace where we saw a little bit of activity. “This is at a part in the game where Tarsis is still, it’s a little bit down on its luck.” We were able to see a few stalls in the center of the market, with others being set up near the outskirts of the area. Mike takes a quick detour and stops to take a look at Prospero, who is a vendor in the game. Sabine told us we would get to know him a bit more through the game. Something I wanted to point out in speculation was the helmet resting on the table behind him. On the forehead area of the helmet, there is an icon of an upside-down triangle and a skull in the middle of it. This reminded me of the symbol that we saw in the 2017 reveal trailer when we were first stepped out of Fort Tarsis. Could this indicate that Prospero will be a vendor for some Elder Game activities? Or maybe a vendor for some sort of bounties? Ben Irvo’s official reply is “You’ll have to wait and see”. I will now take the tinfoil material off my Javelin, and we can continue with our Tarsis tour.
Prospero’s table of wares.
A short trip through the market, and we finally reach the Forge, where Zoe is waiting for us. However, it wasn’t yet time to talk to her. Mike and Sabine took a quick look around the Forge and market outskirts, before looking towards the sky and showing some scaffolding. “Oh hey, what are those?” Mike asked. “We call them the Strider bays. That side right now is just a scrapyard part.” Mike took a quick walk back to where we first met the Sentinel guard to get a better look at the Strider docked at the bay, then turned to a set of yellow doors. “Through these doors, a bunch of amazing grandeur and awesomeness exists. Basically the other half of Tarsis, plus more.” We weren’t able to see it firsthand, but we were told that there is a bar, courtyard, and other areas that will be shown in greater detail in at a later time. From there, to the left of the Forge, we were shown the Vault. It is our inventory throughout the game, showing us what we have collected and allowing us to scrap down items we no longer need for secondary materials. After almost spoiling yet another Cortex item, Mike gave Sabine a break and made his way up a set of stairs next to the Forge, where we see two people (NPCs) talking about their latest run into the open world of Anthem. The banter between Jones and Franklin is just a small side conversation you can overhear, but the way Mike spoke made it feel as if they were at the very least going to be around for several of those types of moments every time we come back to the fort.
The Freelancer’s Vault, your in game inventory. Who is that mystery woman in the back?
A Time To Roleplay
Making their way back to the Forge, the team had prepared a small clip of a conversation with Zoe to show the flow of how we will be conversing and roleplaying with the characters of Anthem. We transition to a night time market place, where we presumably have just returned from a mission. “Look who’s back in once piece.” says Zoe with her Irish accent as our Freelancer approaches her. “Zoe! Did you expect me back in more pieces than one?” The conversation continues until we are left to make our first choice. Anthem’s conversations are binary, meaning you are able to make one of two choices at certain points of the dialogue. You pick these by holding left trigger or right trigger on the controller, and whatever the PC equivalent will be once those controls are revealed (possibly just a click). It’s obvious that our Freelancer and Zoe have some history at this point. Our character seems to be somewhat confident and reckless, and Zoe knows this, commenting on our definition of “nothing too crazy” being “Scars, beasts, relic-based nonsense.” The conversation itself isn’t anything spectacular, but gives us a quick look at the dialogue choices system, and gives us a bit of insight into our relationship with the person we are talking to.
Sabine stated that she didn’t want to show too much more at this point, teasing the previously mentioned bar and courtyard areas. “There are couple of stories that will tug at your hearstrings, a couple of stories that will just make you smile, and a couple of them that just makes me want to come back from the mission, just to see what they will continue as.” The stream was supposed to continue into some Interceptor gameplay, as well as an updated look at the Lost Arcanist mission, however due to technical difficulties, the team decided it was best to cut the stream short and come back at a later date to show the uninterrupted. “As soon as we possibly can, were gonna get back in front of the camera and show you guys how the Lost Arcanist mission has been changed over the last little while. We’ve gotten a lot of feedback from the fans.”
During a very brief Q&A about Tarsis, which you can find at the bottom of this article, Mike “accidentally” triggered a cutscene at the Forge. Owen appears at the Forge in a hurry, stating that the Freelancer had contacted them to meet at the Forge. Our Freelancer has no idea what he is talking about. “I didn’t send any….Where did everyone disappear to?” The camera moves to show the area behind Owen which was a somewhat busy market place. I assume it is supposed to be empty, but NPCs were still wandering in the background, possibly just a bug from the early alpha build. “We needed to speak in private,” we hear a voice coming from the Forge’s platform. “My name is Tassyn.” A blonde haired woman in a fitted, red, military dress uniform with the Corvus insignia on her chest is standing behind us with a Sentinel as security. The conversation plays out to lead us to the Lost Arcanist mission, and is much better experienced than read. The only issue from the stream was that there was an echo during the cutscene, making it hard to hear everything fully. The voice over work and animations were significantly more impressive here than what we have previously seen, a promising indicator of interactions to come.
Owen excitedly leaves to prepare for your new mission to find Mattias Sumner.
As indicated by the Corvus symbol, Sabine tells us that Tassyn is our contact to the Corvus faction, and this is the first mission she will be giving us. She is respected and a little bit feared. The stream concluded with a bit more Q&A. Mike was happy with the build behaving, but apologized for the streaming issues they were having. “Next time we do this, we’ll bring some other guests on as well. We’re gonna showcase a couple missions, and Ben Irving has promised to talk about progression and loot at some point in the future,” stated Mike, as the stream came to a close. While we unfortunately weren’t able to see any new combat, it was a really information filled tour of the various aspects of Tarsis we’ll be able to see when the game is released. Technical issues aside, what did you guys think of the stream? Do you guys think you’ll spend a lot of time in Fort Tarsis, or blast out into the world without a care? Feel free to discuss in the comments below Freelancers.
Will Fort Tarsis evolve throughout the years as we play Anthem?
◦ Tarsis will evolve throughout the game as you make decisions. “We have big plans [for the future]” - Mike
Will you have books and things to read to get lore, or is it sort of a codex type system to find all this stuff?
◦ It’s kind of a combination of the two. You can pick up books and scrolls and notes, that are part of the codex.
Is Fort Tarsis subject to Shaper Storms at all?
◦ Not right now, but Tarsis will change. “We don’t want to talk about it right now.”
Could your decisions in Fort Tarsis affect co-op play? Could my decision and my friend’s decision that is different lock us out of playing together due to making different choices?
No, your choices affect your instance of the Fort, but all missions will be available for all players as to not split the playerbase.
Do we have any chance to align with the factions in Fort Tarsis?
◦ All factions will have benefits and unique rewards for helping them out.
Will there be a way to check end of missions results in Fort Tarsis or at the end of missions? I.E. Kills/Damage Taken/Damage Dealt/Etc.
◦ Not in Tarsis no. After a mission you will see the end of expedition screen that will resolve your loot, xp, and other information. Behind the scenes we have a lot of information to push player challenges.
Personalization and Customization
The stream began with a bit of the design philosophy behind their goals in the new IP. “One thing we really wanted to do on Anthem was fix some of the things we’ve done in past BioWare games where it came to customizing your appearance,” stated Lacuna. “With Anthem, we’ve established our visual target first, and then we deconstructed that and rebuilt the entire personalization system around that…All the stuff you see in our trailers, our cinematic assets, it is built with the same tools that the players will have to customize their exo.”
From there, we began to get into the meat of the stream which started to give us an idea of how exactly our Javelin will be customized. While in the Forge, players will have several nodes layered on top of their Javelin, each one corresponding to the action you are going to take on your suit.
Helmet, arms, chest, and legs are nodes that allow you to change your silhouette, or the geometry of your armor using pre-determined armor pieces. How we obtain these is currently left to speculation, but will most likely be things we’ll be able to purchase via micro-transactions or earn in game via sweat currency on top of loot drops we can find out in the world. After you have chosen what you want your armor to look like, you can then customize it further using the Paint node, which is where a lot of time was spent exploring the personalization that players have available.
All the accessible nodes when customizing your Javelin
The six areas that are editable on the Javelin.
Painting is what you would expect it to be for sure, but BioWare has gone a few steps beyond what some people may have expected. Paint is not limited to choosing a color for a particular armor piece. Instead, there are six main areas that players can choose to not only change the color of, but choose a material type such as but not limited to metallic, leather, or fabric, and then apply coloring to those specific areas. These are physical materials that will change the reflectance, smoothness, and other attributes of the piece it is being applied to. Materials that have patterns will allow for even more deep customization, allowing you to have a primary and secondary color for the pattern itself within the specific paint area you had chosen previously. Once you have settled on a material, you can then select your color for that material. The color picker menu allows players to choose from handful of recently used colors, a saved custom color palette spread that allows players to set a color using a color wheel that has full RGB values, and of course some preset colors from the developers themselves. Once you’ve chosen a color, you can even go back to change your materials and retain the current color you chose to see how it would look on your Javelin. One small takeaway from this is if you use metal materials, the color palette you get is based on real world metals, as they have put actual scientific values behind it in their rendering system, and without those preset palettes, Francis stated that “…if we start breaking that value, it tends to look not great in the game lighting scenario.”
Examples of some materials that can be applied to your Javelin, ranging from fabric, to leather, to metals.
The color wheel used to set custom colors.
They quickly went over loadouts soon after their deep dive into paints and materials, showing how players can save their configurations or reset to a default loadout when creating a new one. You can name your loadouts as you please. They wanted to stress that if you do not want to spend a lot of time changing your colors, or if you may not be as adept at creating these customizations, that you can still make cool looking Javelins with simplicity and swiftness just by changing a few variables. They didn’t linger on this too long, as they soon moved on to address adding Wear on your armor. This allows players to make their armor look dirty, beat up, and very well used if they choose to do so. The wear is based off of the materials you use as well, staining or dulling the part as you would expect them to.
Francis then jumped into vinyls, which are decals you can apply to your armor to give it a little more flair. “So while you can customize your javelin, and you can apply your materials and pick your colors, that’s all nice and you can come up with some really cool designs. But sometimes you just want a little bit more punch, maybe a little reward for doing things in the game.” These vinyls are pre-made logos by BioWare themselves to apply to each Javelin in kind, and can range from striped patters to the ever beloved N7 logo. The team debated for a long time on if players would be able to change the colors of the vinyls, but decided to keep it out due to performance issues due to having to handle more parameters and data. The work required would have had the team doubling up on customization menus as well, which didn’t give a great user experience in the end. So we have vinyls that are pre-made by artists, which shows off your accomplishments in the game easily by all players.
The coveted N7 Decal with custom materials and color.
An array of decals allows players to give their suit some extra flair.
The last thing the stream touched on was something that every looter shooter has held onto dearly, and that topic was emotes. We’ve spoken about emotes before but this was the first time we were able to see how they were equipped, as well as other emotes we had yet to see. These emotes ranged from simple claps and thumbs down, to a kung fu style pose. Along with emotes, players are able to choose a victory pose as well as an arrival animation. Leah went ahead and described each pose. “So here you’re able to set your victory pose, which is at the end of all our missions, you get this really cool, fun, celebratory wrap up with your friends. The arrival animation is anytime you enter the game, at the start of missions, or you’re helping other people and make a grand entrance.” From the screens we saw, it looked like you were able to set one of each, as well as three emotes to use in the field.
The animations you can customize on your Javelin
A selection of what the emote screen looks like in the current alpha build. All of the icons will be custom when the game is released.
Can you make custom logos in game?
No, there are pre-made vinyls (decals) in game that can be applied to your armor however.
Will there be more and more things added once the game is live?
Yes, absolutely. BioWare is working through planning post launch.
Will the legion of dawn armor have all legs, arms, chest, and head as well?
Yes, Legion of Dawn armor will be available in all four parts. Ranger Legion of Dawn armor is available via pre-order of the standard edition. The Legion of Dawn edition of the game provides the armor for all Javelins.
Can we save these personalizations to loadouts?
There is a section to store your loadouts for all Javelins. It will store your current gear as well as customizations.
What are some the ways you can unlock new colors or materials?
Still working out for all vanity and personalization unlocks as to how they will be unlocked in the game, will not discuss today, but at a later date.
Can you zoom and rotate if you want to see more of the character?
Yes, they showed this on stream as well!
Will there be a randomize feature for colors?
Leah stated "That's a great idea, I will take that one back." Currently no, but could be added later.
Does this only affect your appearance as opposed to stats?
There are two parts to the game. Power and Vanity. This stream covered specifically vanity. Power comes from gears, guns, and a few other parts that they have not spoken to yet, which is where we get our power and stats. You can look good and still be powerful!
Can you apply a paint scheme to multiple Javelins?
No, but as they go into live service they can take the feedback and improve the features available to players.
How many personalizations can you save per Javelin?
Currently set to five, expect that number to change.
Can you color weapons and gear?
Francis stated weapons do not receive colorization, but have unique looks and appearances on their own. Ben stated the gear looks are unique as well but are not customizable. Francis later clarified that the gear does inherit the colors of your Javelin.
Will the game have nods to other BioWare titles aside from Mass Effect's N7 vinyl?
Francis jokes that "We do have plaid-weave in the game," in reference to Dragon Age. Ben expanded on this by saying "Of course we'll do shoutouts to those IPs...I'm sure we'll give nods to our IPs as we go forward where it makes sense and is appropriate."
Can you change the color of the visor on the helmets?
Miscellaneous stuff to know:
We are excited for this game and we want it to be good. Here’s to hoping. You can preorder it and buy it now. You can figure out where to go.
THANKS!!!!!! SEE YOU FOR LAUNCH YAY!!!
SUN GOD AVATAR fucked around with this message at Jan 25, 2019 around 06:06
|# ¿ Jun 13, 2018 16:35|
Hmm, yes, but, what about the dance?
If no dance, then please just shut the game down, Bioware. Just don't even bother. Please put a dance hall in the game.
|# ¿ Jun 13, 2018 16:52|
Even though this game feels like it's going to suck, I'm going to buy it and play the poo poo out of it because I can't help but play loot shooters. Also there's a nonzero chance the story/world might actually be cool considering Bioware.
Somebody has to keep the garbage pile coming, and that's where guys like us come in to play. I am the harbinger of death for video games.
You are in a safe zone here friend.
|# ¿ Jun 13, 2018 16:57|
Bioware gonna come back to life like Santa and Jesus did.
Or wait, maybe not. No trading at launch confirmed:
SUN GOD AVATAR fucked around with this message at Jun 13, 2018 around 18:42
|# ¿ Jun 13, 2018 18:38|
I don't really have a problem with that. Trading has never really interested me in loot games.
Yeah, me neither. I enjoy the loot hunt.
I was pretty disappointed when I heard no PVP. I didn't really understand it, but I've come around on the idea now. If they can make an immersive world with interesting loot and a strong endgame (pretty please), then I can live without PVP.
|# ¿ Jun 13, 2018 18:44|
Just about every journalism rag really enjoyed the demo on the floor. I just saw this too:
Other stuff that may or may not matter. Just some interesting takes, all with different analysis.
SUN GOD AVATAR fucked around with this message at Jun 14, 2018 around 01:42
|# ¿ Jun 14, 2018 01:34|
This game will get an 8 or 9/10 guaranteed.
The review will have nothing about the game except that it sold incredibly well.
That’s the future.
|# ¿ Jun 14, 2018 02:47|
will this videogame let me have gay sex with a space rock golem
Sadly, Bioware said no. So, no adopting, no pregnancy, no mech on mech action.
A huge misstep that takes away from the realism of this game.
|# ¿ Jun 14, 2018 02:51|
Everything about this looks awful. Small scale MMO with content designed not to be soloable and always online?
Whoa. Please show respect to the term MMO!
This game has no romance, no trading, no PVP, no social hub, and no loot boxes!
This is a
|# ¿ Jun 14, 2018 03:06|
I want to want this but EA/Bioware and I already have one disappointing shooter looter in my life.
You’re also gonna preorder because you sold your soul to HOTDOG and the Hebrons. So yeah, I’ll see you in February.
When you’re NWO, you’re NWO 4 LYFE.
|# ¿ Jun 14, 2018 03:37|
Wow my god and now Mark Darrah just confirmed that Colossus cannot use Pistols.
Can’t turn into the Siberian Express and can’t wield a pistol. What next, you’re gonna tell me I can’t transform into a car?!?
|# ¿ Jun 14, 2018 03:57|
1 damage. I’ll have this enemy down in 12 hours boys. Hang tight.
|# ¿ Jun 14, 2018 06:14|
No underwater combat confirmed. Bummer.
|# ¿ Jun 14, 2018 20:19|
New preview article from PC Gamer: https://www.pcgamer.com/anthem-hand...review-e3-2018/
|# ¿ Jun 15, 2018 20:01|
I’m really a mixture of both cynical and optimistic. I just REALLY want this game to be amazing. As we inch closer to release, I’ll have a real opinion of which direction I’m going in, but I can’t personally back out now...I’m the preorderer.
Game has incredible potential so I’m in this for the long haul either way.
Oh and Zed, I’m also mega excited for Div2, Destiny 2 Foreskin. Naturally, as I love this genre of games.
|# ¿ Jun 15, 2018 20:21|
Whoa now, pls respect destiny 2 and it’s engaging story about a man with a horn and a bald headed dude who loves infrastructure a whole lot.
|# ¿ Jun 15, 2018 20:32|
New interview with Mark Darrah up. Some new info. https://www.pcgamer.com/bioware-ans...s-about-anthem/
Some info that is scary: Confirmed that free play, when you’re roaming is at max 4 people. Yes, you and 3 others. This might as well be a single player game. The question PC Gamer asked is spot on.
Cool info: I do like diablo loot. I just, don’t know if they know what that means.
There's only four people in freeplay? That strikes me as quite a low number, especially if world events are triggering. Are world events designed to be soloed?
So looks like we will have random rolls on loot.
|# ¿ Jun 15, 2018 23:25|
Bosses are confirmed to have 4-5 phases. For the floor demo, the spider boss we saw at the end only had 2 but will have either 4 or 5 on release, as will all bosses.
Customization is also limited to face only for the game. So we can’t make our 600 lb life a reality. Very sad I can’t create myself now.
Last nugget I read was on world altering stuff:
As an example of their evolving world, they can say there’s a crazy snowstorm this weekend. That lake you used to dive into is now frozen over and you can get to a new cave. You’ve been to that place a bunch of times, but not in that situation. Now everything is different. The other thing is putting everything into an ongoing narrative. It’s not just that there will be daily and weekly events, there are character arcs and world lore story arcs. There’s a long-term narrative about what’s going on in the world that changes over time.
|# ¿ Jun 18, 2018 00:50|
Game sounds a lot like borderlands, but with (potentially) more people, crafting and timed events. I'm skeptical.
I think most of us are. Plenty are writing it off (don’t blame anybody for that) but there’s some real interesting information that comes out each week. Some great ideas, some that are huge red flags.
I am very hopeful for the endgame and loot diversity. It seems like it’s getting a major focus so it has me excited. Things that don’t have me excited are 4 people per instance. That is barebones. I’ve come to grips with no PVP if they truly mean this allows them to go deep into the PVE game. We will see.
Some info out of an interview today.
What I thought were highlights of the video:
|# ¿ Jun 18, 2018 17:25|
Really cool interview with John Warner, Anthem Game Director:
The big takeaway that stood out to me is that the world is dynamic in how enemies are laid out. If you’re at a waterfall and encounter a pack of enemies, you won’t always encounter that pack there on return.
You may go back later and a boss is there instead.
He also says this game is all about the loot chase. That’s refreshing—as long as the loot is interesting.
Good read though for those following along.
Here’s a follow-up article that talks the story of Anthem: https://www.gameinformer.com/2018/0...story-of-anthem
|# ¿ Jun 18, 2018 21:55|
It’s all good. I can’t hate on a guy who likes awful games like I do either. No worries.
Gotta keep the information flowing.
|# ¿ Jun 18, 2018 23:38|
SGA im just a lurker, but I played the marvel game because of your good posts, so thanks for posting.
That’s awesome. Marvel for life. If you haven’t joined the discord, you need to. It’s where all the refugees are and it’s the only way we may ever come together again in another game in the future. Join away if haven’t! (It’s in the OP, it’s expanded quite a bit into other games and a large community obviously).
Anyway, to answer the question, that has not been detailed yet. In the demo, there is a scene of you climbing into your javelin in Fort Tarsis. You can roam in town without your suit, so from the looks of it, yes, you’ll be shown in first-person loading into your suit.
As for specialized load-ins into each javelin, not sure yet!
|# ¿ Jun 19, 2018 10:26|
Nothing crazy in here, but new article: https://www.theverge.com/e3/2018/6/...terview-e3-2018
Basically, it’s trying to explain they’re gonna do their Bioware story everybody knows and combine into Destiny action.
I...I don’t think we will be getting that Bioware story we all know and love with barebones dialogue options already confirmed.
Casey Hudson and Mark Darrah have said that every play through is different because of the choices you make, but I have no idea how that transfers over in Co-Op play. The terrain changes are part of your choices, as well as how NPCs treat you.
But I still can’t get my Javelove on.
|# ¿ Jun 21, 2018 19:09|
When you’re talking to Bioware, sometimes you have to gingerly let them know that your game may suck, but it better not...so here’s what we are thinking. One of the game directors just answered these. Dodgy, but I enjoy reading off the cuff responses like these:
1) While we know Strongholds are going to be the mainstay of the endgame, we are unaware of how many there will be. If there are only 3 or 4 strongholds in the endgame it will lean towards getting extremely stale very quickly. Can we get an approximation as to how many strongholds there will be? Also will there be difficulty levels for the strongholds to play them at higher difficulties for higher rewards? (The latter question I think was answered but I have to look it up).
Answer: 1) Can't give numbers. But I'm not sure that's the root of what you're asking. I think what you want to know is will there be a set amount of static strongholds at launch with no reason to return to them, and my answer would be no. There will be several reasons to replay strongholds, to the point that I don't think quantity of strongholds really gives you any meaningful answer. If I said 20, and you can only play them once and you've experienced all they will ever have to offer, I don't think that's necessarily a better answer than one, which has lots of reasons to return. It's the whole 'How many maps does League of Legends have' type of question. Different game, but I hope you get where I'm going with that
2) Story is an important part to the Bioware brand. Generally story is left on the backburner for the looter shooter RPG genre. While I am not worried about how much lore there will be in the game, I worry about the length of the campaign in terms of world building. I know this question cannot be answered so it'll have to wait till reviews come out to see how long the story lasts.
Answer given: 2) I would give a similar answer. I think the 'How many hours is the critical path' question is a dated one. If you asked GTA 5 that question, what does the answer mean? In a game like Anthem, there has been lots and lots of effort around world building. And that manifests itself in many places, not just traditional critical path storytelling. So I would say there are lots of mysteries to discover and rocks to turn over. I couldn't begin to guess how many hours of total content we will launch with to 'discover it all'
3) Mark has been quoted as saying we will be able to get all four Javelins before the first 25% of the game. This makes Point 2 above even more worrisome as that seems like a very short time to get all of the Javelins. I know the looter shooter genre is based in longevity of the endgame, but as a Bioware fan, I want the journey to the endgame to take awhile so we can explore more lore.
Answer given: 3) we want to give you your suits as fast as possible that makes sense. That is part of the power of player choice. I don't want you to be stuck with one playstyle that you may not particularly like much. I want you to make that choice. And since you can freely switch between javelins once they are unlocked, this is a bit of a change between other games. I would phrase it more like... The suits themselves aren't a major progression piece, but the equipment ON the suits (customization) are the focus. Think Diablo. Classes aren't the important piece, but the equipment progression is. Does that make sense?
4) Casey Hudson stated that there will be world changing events such as the following: “We thought, what if we have a game where the whole point of the experience is for everyone to talk about what’s going on right now?” says Hudson. “‘There’s going to be a huge snowstorm that’s gonna hit next Saturday.’ And every day the weather starts getting crazier and crazier, and then on Saturday, everything hits, everyone shows up to see what’s going on, and there’s a whole different set of things you get to do in the game.”
While that sounds great in concept, just from being sold similar set pieces in other games (Destiny and Division), it's felt a lot more underwhelming than the initial concept. Is this something we will see within the launch month or are these larger events that will happen much further out from launch? I know this question is super vague, sorry
Answer given: 4) Very good question. I will preface my answer by saying that often there is a grey area between being taken literally in a press/marketing context and being evocative. Saying the world is dynamic means different things to different people. Expectations range from person to person. I can't talk about our plans post-launch, but I can say Casey is saying we have built the game with a dynamic world in mind. This has many implications. Tools, tech, crafting stories, etc. So I can't tell you how well we will live up to your post launch expectation, but I can say it's something I'm very passionate about personally, and am putting a great deal of effort into executing.
I’m hearing them talk Diablo a lot...which makes me feel they’re going ARPG over MMO route. Which, I’m more than happy with.
Over little nuggets of newer information, some that matters, most that doesn’t:
BioWare says that systemic events like changing weather or incoming alien attacks will also be a major focus.
There will be dynamic events that alter the game, and much of it is built around seasons. As the weather changes on the alien world, you’ll experience different conditions, new creatures, and even new story elements as the storyline progresses.
From new Ben Scott interview. Ben Scott is the guy who only works on raids/strongholds. End-Game Content:
Skills have a Point-Unlock System, and you will have the option to Respec your Freelancer.
Cosmetics are Javelin specific.
Colossus, aka the best javelin and super cool Marvel superhero, will have a deployable shield as one of his skills.
And this isn’t news, but I’m being an awful, broken record about clan sizes not being capped at 100. I’m coming from Destiny and I hate that cap. I need like, 102 so I can account for every goon that will be buying this game because you will fall for the trap like you always do.
SUN GOD AVATAR fucked around with this message at Jun 23, 2018 around 17:37
|# ¿ Jun 23, 2018 17:28|
Raids got de-confirmed. Sounds like it’s strongholds only. And they’re sounding closer and closer to Incursions from Division. They’re going to be 20-40 minutes long.
So, strongholds are your endgame content.
|# ¿ Jun 25, 2018 21:53|
The thing to remember is that it's a Diablo-style loot chase endgame, not a dungeon/raid crawler like Warcraft or Destiny. There are obviously fixed loot in fixed places, but the developers have been giving the distinct impression that this is more Diablo than Destiny.
Which really excites me. It’ll be great to see what that means. I just hope it has great loot variety and a lot to chase.
Give me that Diablo 2 FPS game, Bioware. Redeem yourselves.
|# ¿ Jun 26, 2018 03:54|
Great game. Ok ok, give me Diablo 2 2: FPS Loot Edition.
gently caress, I’m gonna lose this one I just know it.
|# ¿ Jun 26, 2018 08:30|
Thank you mercurius. This is that time for us bad decision makers to bond together. It is critical to the success of this small indie studio.
|# ¿ Jun 26, 2018 11:07|
This is a safe space for all fans of bad games.
That’s how I knew you were good people. I saw the OP. And I played the game for awhile.
Bad Gamers Unite.
|# ¿ Jun 26, 2018 15:50|
Do not read this thread. Do not believe his lies.
First off, hello friend and trust me, you WANT to BELIEVE these TRUTHS.
Secondly, those combo letters are going away. Mark Darrah has already said one of their first pieces of feedback they received from the floor demo was that people hated seeing the big numbers and letters. So there will be a way to toggle those off. You’ll want to do that, trust me like you always have.
Kinda curious how they say the dialogue/cutscene/whatever choices are suspended when in a party but at the same time they make it clear the game is best played with a party and not solo.
I’m curious about this too. Basically the entire SWTOR team is working on this game. They’ve learned a ton from that game but I have no idea what that means.
The guy designing the Strongholds also designed the Flashpoints for SWTOR.
|# ¿ Jun 26, 2018 18:14|
Yeah that was a boneheaded move. I remember watching the stream and it was endless “WTF GET THAT OFF THE SCREEN ANNOYING!!” chatter. Was hilarious to read.
Their E3 reveal was so bad. The floor demo got a ton of love from people and journalists. Maybe one day, EA/Bioware* will learn how to do this stuff.
*or maybe there won’t be a next time. Do not gently caress this up Bioware. This is supposed to be amazing.
|# ¿ Jun 26, 2018 22:29|
Please for the love of god don’t do what Destiny did. Release clan chat at the very least.
|# ¿ Jun 27, 2018 19:21|
6 tiers of loot confirmed.
And finally something different than Destiny.
So you can equip as many Ancients as you want.
|# ¿ Jun 30, 2018 18:58|
Also, gamers asking the hard hitting questions. Mark Darrah confirmed it’s a no. I wanted all of you to be sure to know this in case you aren’t allowed.
I look forward to playing with you icestone, since now I know you can play.
|# ¿ Jun 30, 2018 20:36|
They said at E3 that there would be no romances of any kind in the game, so this isn't news.
This young man’s tweet was about one-night stands and the occasional tinder response.
OK OK, good point. I concede. Here’s some actual news:
So the trailer was...inaccurate to say the least. Grenades are for Rangers only.
|# ¿ Jun 30, 2018 21:04|
Not that this is indicative of anything, but hey, always nice to see some love. Anthem won two E3 Critics awards for Best PC Game and Best Action Game.
|# ¿ Jul 3, 2018 03:00|
Latest little piece of news is there is a day/night cycle and it lasts for an hour in game.
Gonna traverse the night like Batman.
|# ¿ Jul 5, 2018 04:26|
Ahh you beat me to it! But yes, that’s a great video. Watch it if you’re following the game.
|# ¿ Jul 5, 2018 16:10|
|# ¿ Mar 24, 2019 09:00|
I don't care how good or bad the action is, I'm interested to hear about the story.
Hey, Mark Darrah did confirm you can choose your gender.
|# ¿ Jul 5, 2018 16:13|