On the whole, it seemed as though BioWare had truly listened to fan feedback, and was willing to make the changes necessary to fix Anthem. Players would also be heavily rewarded for taking the time to customize their Javelin efficiently, with the armor receiving a significant stat boost if the build's Abilities, Equipment, and Specializations all worked in synergy with one another. Similarly, the whole progression system was going to receive a large-scale rework, in which players could now level up each of their Javelins individually, which would reward the player with skill points, which could then be used on upgrades unique to that chassis, such as special Abilities, and stat boosts.Ī new Specialization system would also be introduced, allowing each Javelin to be upgraded via a specific skill tree path, and further increasing the amount of customization players would have over their exosuit. These Abilities could then be enhanced in a number of ways via the new Mod system, while the Artifact item would act as a powerful new special weapon for the Javelin. Rather than just being able to equip one Ability at a time, Anthem 2.0 would allow players to unlock Abilities by leveling up, and would allow those Abilities to remain active permanently. BioWare was going to introduce a Primary and Secondary weapon system, allowing each weapon to feel more distinctive, and Components were going to be replaced with two unique Mod and Artifact slots, allowing for more in-depth customization. In the base game, players hardly had any freedom in how their Javelin looked, or how it performed, and Anthem 2.0 sought to remedy that. Some of the biggest improvements BioWare was aiming to make revolved around the game's Javelins, and the ability to customize them. This new, finished version of the game would be called Anthem 2.0. In the year that followed Anthem's release, both BioWare and EA made several promises that the game would eventually get fixed, and that a whole slew of new content would be coming, finally delivering on the original promises made by the developer and publisher. In practice, however, Anthem just didn't live up to its premise, with some severe technical issues, half-baked mission objectives, and an unoriginal story that didn't seem up to BioWare's usual narrative standard. ![]() ![]() The promise before launch was that BioWare would be consistently updating Anthem with new areas, enemies, Javelins, and customization options, in a similar vein to other live-service games like Destiny. In theory, players would be able to hop into their unique, customizable exosuit, take flight, and rain gunfire down on a variety of enemies in a number of unique biomes. In fact, the concept of Anthem is actually a pretty neat one, and one that should appeal to any exosuit or Iron Man fans. RELATED: Babylon's Fall May Go The Way of Anthem What BioWare Was Planning to Improve Upon in Anthem 2.0Īt its very core, Anthem was not a bad game. Though the game's presentation was solid and its gameplay mechanics felt satisfying, Anthem attempted a live-service model, and due to unknown factors, BioWare stumbled at every hurdle after Anthem's launch, leading to the game and its 2.0 update being scrapped mid-development. However, jumping forward to the late 2010s, BioWare made two big mistakes in a row, Mass Effect: Andromeda, and Anthem.ĭropping in 2019, Anthem is a third-person action game where players suit up in a Javelin, an exosuit capable of flight, packed with high-tech weaponry. In 2002, BioWare released Neverwinter Nights, then Star Wars: Knights of the Old Republic a year later, followed by Jade Empire in 2005, capping the streak off in 2007 with Mass Effect. ![]() Bursting onto the scene in 1996 with Shattered Steel, promptly followed by the acclaimed Baldur's Gate in 1998, BioWare quickly made a name for itself in the industry. BioWare is one of the most renowned video game developers of all time, but even the most adored studios can make mistakes.
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