Skip to main content

Anthem is getting huge changes to save the game from irrelevancy

Anthem update version 1.1.0 patch notes Sunken Cell weapon loadout contract mission fort tarsis
Image used with permission by copyright holder

To say BioWare’s Anthem has been disappointing would be an insult to every other disappointing game we’ve played in 2019. Anthem was a colossal failure for the studio, with mediocre reviews that questioned whether the studio could ever achieve its former glory. But BioWare is willing to try: The studio reportedly plans drastic changes to the game in an effort to save it from becoming irrelevant.

According to Kotaku, several of Anthem‘s biggest elements are going to be completely overhauled, either in one large update or in a series of smaller updates. These include the structure of missions, as well as the world itself and the loot. The game has been criticized for the relatively arbitrary loot scoring system, with weapons not varying enough in power compared to those found earlier in the game.

Other changes could include breaking the one large map into several smaller ones and removing the need to go to the hub area Fort Tarsis between missions. As opposed to in games like The Division 2 that show you your new gear right after finding it, Anthem makes you return to Fort Tarsis, breaking up the action in an unnecessary way that all but nullifies any reason to have an open world at all.

Those familiar with the project said it could even be released as an entirely new game, which would be a different move than other overhauled projects have taken — No Man’s Sky, for instance, bears little resemblance to the 2016 launch game, and all updates have been free to players.

Conviction – An Anthem Trailer From Neill Blomkamp

BioWare’s next major project is likely still Dragon Age 4. Had it not been for the disappointing Anthem and Mass Effect Andromeda, expectations for the game would have likely been through the roof. Predecessor Dragon Age: Inquisition is one of the most acclaimed role-playing games of the generation, with the classic BioWare blend of world-building, charming dialogue, and engaging gameplay.

One issue that has reportedly plagued BioWare more recently is the use of Frostbite, an engine Electronic Arts has used in almost all of its recent projects, but is problematic with an open-world RPG. The engine began its use for Battlefield but has since been the backbone behind games like Mass Effect: Andromeda and FIFA 20.

Editors' Recommendations

Gabe Gurwin
Former Digital Trends Contributor
Gabe Gurwin has been playing games since 1997, beginning with the N64 and the Super Nintendo. He began his journalism career…
Nightingale studio lead explains the game’s BioWare roots, card system
nightingale interview aaryn flynn bioware art 6

Survival crafting games have a habit of coming out of nowhere and being really enjoyable and popular. In 2021, Valheim took the gaming world by storm. This year, V Rising's vampiric take on the formula is one of 2022's biggest gaming surprises. Inflexion Games and Tencent's Level Infinite hope that Nightingale is the next one of those hits. This first-person survival crafting game makes players a Realmwalker, someone who forages, fights, creates, and survives in the Faewild realms of their own creation in hopes of finding the titular, mythical city of Nightingale.
While the game looks like it's in good shape, it has had an unusual development as it started as a cloud game under Improbable before completely shifting into a more traditional survival game. Still, throughout all of those changes, Aaryn Flynn was at the game's helm. Flynn made a name for himself at BioWare, where he was a programmer on games like Baldur's Gate 2 and Jade Empire before becoming General Manager of the studio in between Dragon Age: Origins and Mass Effect: Andromeda. 
Nightingale is Flynn's first game since leaving BioWare. Digital Trends spoke to Inflexion Games' CEO Aaryn Flynn at Summer Game Fest Play Days to learn more about how his BioWare experiences influenced Nightingale, how the game will stand out in the crowded survival crafting genre, and just how much of that original cloud gaming vision remains. 
Gameplay Reveal Trailer - Summer Game Fest 2022 | Nightingale
Digital Trends: Nightingale is much different than anything you worked on at BioWare. What are some of the biggest lessons you took from BioWare for this game? 
Arynn Flynn: One of the things we made sure we did, having learned some things at BioWare, was that around the topic of worldbuilding. We created a world of our own creation, full of interesting characters and relatable elements. That's why we chose a contemporary fantasy setting. When you do something more like high fantasy or sci-fi, you have to establish the rules of that universe more fully, so players understand them. With contemporary fantasy, we get more relatability from the get-go, and from there, we can layer on great worldbuilding, interesting characters, and stories to engage with. 
What are the biggest challenges you've encountered switching from creating traditional RPGs to a survival game? 
We've definitely learned a lot and are still learning. One of the most important elements in a survival game, in my mind, is player autonomy. Players get to go where they want to go and do what they want to do while engaging with the building and crafting. We need to make sure the player always feels like they always have options and have something to do is fundamental to the experience. 
When you think about it, great role-playing games also offer choice, right? And so we're trying to adjust a lot of the lessons we learned about giving players meaningful choices but put it closer to the gameplay and things that are important to survival crafting players. It's been an interesting challenge for us, but hopefully, players will really appreciate what we did. 
How has the recent success of games like Valheim and V Rising influenced the development of Nightingale? 
The success of Valheim and V Rising is very encouraging and is really great for those wonderful teams and inspiring for our developers. Unlike Valheim, which has the rich Nordic lore to draw upon, and V Rising, where pretty much everyone knows what vampires are, we have to establish a lot more background information so players can appreciate the Victorian gaslamp setting.
That's why we chose alternate history, where a lot of our world's history is present, but we added in the complications of magic and the Fae. That ultimately become the fun of worldbuilding again. 

Could you explain the Realm Card system that lets players create realms to explore in more detail? 
Realm cards are a way we give players more agency in their experience. We procedurally generate Nightingale's realms, so all of the realms you see in our trailers were created by our software stack after our environment artists worked hard to create the components of it. The Realm Cards allow players to manipulate, control, and change those things from a huge pallet of options. It lets players choose things like what biome they're going to go to, whether it's daytime or nighttime, what weather challenges there are, and what bonuses or buffs there might be.
When you open a portal and go through it, what's on the other side is reflective of what you played with the Realm Cards. It's also very social because if we were playing together, you could put a card down, I could put a card down, and they will be mixed together. So it encourages cooperative play and becomes the way we offer more agency to our players. 
So, does that make it a survival game where you're supposed to be constantly moving, or can players settle down and build if they want to?
We definitely want you to settle down so you don't have to move your estate. I think a lot of players will want to do that and keep growing it. One thing players can do is go through realms and bring back resources to continue building their estate. Or, you can leave your estate behind to build another one in a new realm with some friends. Both options are available to you.

Read more
The best EA games of all time
Cal holding a double bladed lightsaber about to fight an enemy.

EA is one of the biggest publishers in the Western gaming market. They employ thousands of developers across dozens of studios to create games of nearly all sizes, types, and genres. Being around since nearly the beginning of the gaming medium itself, their catalog of games is one of the largest in the industry, and it only continues to grow as their teams produce more and more titles. However, they have earned a somewhat poor reputation in recent years among gamers for how they have treated some of their studios and franchises.

As much hate as the company gets, there's no denying the fact that some of gaming's greatest games and franchises come from EA. In recent years they've even managed to start repairing their image in many gamer's eyes thanks to pulling back on predatory business practices, supporting and improving games that were not well received at launch, and even giving us some traditional single-player experiences. EA might have a few series they're most known for, but they make games for just about every market. Here's what we consider to be the best EA games of all time.

Read more
The best Bioware games of all time
Male and female Shepard fist bumping.

BioWare has been one of the most prominent Western developers of RPGs for decades now. They made their mark on the industry early on by crafting deep stories told with a level of writing that was otherwise absent from video games as a whole. Not only were they masters of crafting original stories, but they even managed to inject new ideas and twists on existing franchises. In those early days, BioWare was strictly a PC developer, but have slowly transitioned into developing more console-focused experiences and are arguably more known now for these games than their earlier works.

After so many years releasing dozens of games, BioWare has given us some absolute classics -- as well as some major disappointments. No developer is perfect, and BioWare is proof that even sequels to critically acclaimed games can fall short of their predecessor for one reason or another. We felt it was time to look over the entire BioWare catalogue and list their best games of all-time. The top spots in this list in particular were hard to put in order, and depending on the franchise, setting, or gameplay style, you will probably order them slightly differently, but for the most part the games at the top of this list are agreed to be among the best this developer has ever made.

Read more