A Lurid Post-Mortem Of Anthem (The Jimquisition)

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Reddit Comments

It's sad but this game deserves the shit it gets. How do we still not have a Stat screen or any way to farm for specific things.

👍︎︎ 14 👤︎︎ u/brokenmessiah 📅︎︎ Oct 22 2019 🗫︎ replies

You guys are really keeping the dream alive

👍︎︎ 15 👤︎︎ u/[deleted] 📅︎︎ Oct 21 2019 🗫︎ replies

Thank god for Jim.

👍︎︎ 31 👤︎︎ u/blurrry2 📅︎︎ Oct 21 2019 🗫︎ replies

Looking at this made me wanna see what people outside this subreddit think about Anthem.

All I've been seeing is people go "Lol, people still play this?" or "Isn't that game dead?"

👍︎︎ 18 👤︎︎ u/[deleted] 📅︎︎ Oct 21 2019 🗫︎ replies

I'm expecting the next official news we hear on Anthem to be that devolpement is stopping and the game will be in maintenance mode until they decide to shut the servers down.

👍︎︎ 9 👤︎︎ u/PilksUK 📅︎︎ Oct 22 2019 🗫︎ replies

The truth hurts. But oh well, already bought the game. I have plenty of other games to play while they fix Anthem. If they never do, oh well. If they do, just hope they don't repeat the same mistakes like Bungie did with Destiny to Destiny 2.

👍︎︎ 4 👤︎︎ u/DBR87 📅︎︎ Oct 22 2019 🗫︎ replies

I remember warning people against this game when it first released. The whole point of a live service game is the monetization and inflated grind for worthless loot.

Looking back it's sad how blind people were. The writing was on the wall. https://www.reddit.com/r/AnthemTheGame/comments/an57zq/to_all_who_complain_about_microtransactions/efrt64o/

👍︎︎ 2 👤︎︎ u/nightWobbles 📅︎︎ Oct 23 2019 🗫︎ replies
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- From there, what is the future of "Anthem"? And is there a future of "Anthem"? That's a question I see a lot. - Yes, there's a future - Okay. - for "Anthem". A very bright future, we hope. (gentle music) ♪ Don't give up, 'cause you have friends ♪ ♪ Don't give up, you're not beaten yet ♪ ♪ We're born different, we're born innocent, we're perfect ♪ ♪ I'm not like you, I'm a ♪ ♪ Born lover ♪ - "Anthem"! "Anthem", "Anthem", Leslie Grantham. What is there to be said about "Anthem"? Quite a lot. For me, at least, the chance to do a hot take on "Anthem" is an opportunity that never cooled down. I've got all the time in the world to talk about the disaster that is BioWare's live service extravaganza. And I believe "Anthem" to be a cautionary tale, an example of what can happen when a studio tackles something that it's got no experience with and no real business tinkering around with. It's an example of jumping aboard the live service bandwagon without a plan of action. And it's a warning to customers not to jump upon a hot new live service game that doesn't have an evidenced plan. So there's a lot to dissect there, a lot to pull apart, a lot to do. A lot of organs for us to cut into with a patented Jimquisition postmortem. So enough talk, get on with the video. Which is nothing but talking, so it's not enough talk, literally. Enough talk, let's talk. Development on what would become "Anthem", began in 2012, straight after "Mass Effect 3" was released, Jesus, and under the watchful eye of BioWare game director, Casey Hudson. In this embryonic stage the game was codenamed Dylan, after the legendary musician Bob Dylan. This is because BioWare hoped their new game would, like the Traveling Wilbury himself, be talked about for many years to come. (Jim laughing heartily) While funny in hindsight, there's a serious point to be made with this, perhaps, arrogant and certainly, presumptuous codename. At this time BioWare had to no real ideas for project Dylan. They knew they wanted an action game, they knew they wanted co-op play and they knew it shouldn't be like Mass Effect or Dragon Age. That's it. All they had firmly decided was that it'd be a co-op action game. Technically, they had more ideas on what it shouldn't be than what it should be. And yet, they compared this formless, faceless, practically conceptless game to Bob fucking Dylan. The lesson here is maybe have an actual game in your hands before you decide it's pop cultural impact, yeah? The game would get a less cocky working title, Beyond, which it kept until 2017. Early ideas for Beyond, included the concept of a location akin to the Bermuda Triangle, where dangerous creatures and perilous disasters were sucked in. Players would have powered robo suits, like Iron Man, and take part in survival based gameplay, striking out from a safe area to complete missions before fighting their way back. Many comparisons were made within BioWare to other titles at this stage. "Dark Souls", "Shadow of the Colossus", "Darkest Dungeon". Evoking a world of intimidating monstrosities and lethal challenging gameplay. From dynamic weather phenomena to huge scalable beasts the ambition for beyond was off the charts and a far cry from the generic and repetitive looter-shooter that "Anthem" would become. "Anthem", still internally, Beyond, was first glimpsed by the public at E3 2014 with a self-aggrandizing developer video. And by glimpsed I mean BioWare confirmed the existence of something. - While the Montreal studio is working on the next Mass Effect game, our team here in Edmonton is developing a completely new IP. - It's a chance to have a clean sheet design, start from most fundamental principles you can have. - We wanna take on very contemporary stories and yet, we wanna build a world that is as big and as imaginative as everything we've done before. (dog farting) - [Jim] It's named unrevealed, BioWare simply said it was working on a new intellectual property, while BioWare Montreal handled the next Mass Effect game, "Mass Effect: Andromeda" Development was a struggle, to say the least. In 2014 Casey Hudson left BioWare, leaving the project leaderless and existing staff worried about keeping things on track. In 2015, Dragon Age's David Gaider would come to work on the game's story, but his influence made it feel more like BioWare's previous work, which is exactly what the team didn't want. When Gaider would leave, in 2016, things would shift closer toward the original concept, but these constant changes would take a toll on the designers and artists. An issue further compounded by Electronic Arts' Patrick Soderlund's mandate, that all EA games must use the frostbite's engine. BioWare had problems working with the unfamiliar engine and subsequently had fewer developers working on project Beyond, after EA moved some of the developers on to FIFA. We wouldn't know exactly how strained, messy and thoroughly fucked development was until after the game's release. When Jason Schreier published his now infamous expose on "Anthem's" history. But we'll get to that. For now let's just safely say that working on the future "Anthem" was stressful, confusing and mentally unhealthy. In 2017 it really went to cock. Patrick Soderlund had seen a demo of the game in action and he was worried. In his view, the state of the project didn't match what BioWare's efforts had promised in 2014. And he ordered senior staff to discuss game improvements with Frostbite developer Dice, and expected a new demo made. At this point it was believed if the next demo failed the project was over, and they spent six weeks putting something fresh together. Fortunately for BioWare, their decision to implement a flight mechanic, something that was on and off the table several times during development, gained a positive reception from Soderlund. Less fortunate, was the suggested difficulty in trademarking a name like Beyond, causing by where to rely on a backup name, "Anthem". At this time "Mass Effect: Andromeda" had released to the raucous booing of the general public. A mediocre and buggy game, it's tepid release was followed by the closure of BioWare Montreal. Continuing a long legacy of Electronic Arts studios shutting down. But hey, it freed up some folks to join the "Anthem" project I guess, and "Anthem" was publicly unveiled at E3 2017. (dramatic music) - [Man] This storm's getting crazy. (lighting cracking) So what are we supposed to do? Fly into it? - [Woman] All right, let's do this. - [Man] See you on the other side. (man farting) - The game had a projected release period of Q4 2018, but that wasn't gonna happen. EA would not give BioWare much of an extension either, saying "Anthem" had to be out by March 2019. Casey Hudson had come back, and executive producer Mark Darrah joined the effort. Among several other developers that were previously working on "Dragon Age 4" and were bused over to "Anthem". "Anthem's" public perception wasn't exactly overburdened with hype. In November 2017, Electronic Arts had brought its own reputation to a staggering new low, with the release of "Star Wars: Battlefront 2". Oh, ho, ho, ho, dear. A game maligned for its over reliance on loot boxes, grinding and unrewarding gameplay, and a bevy of associated PR fuck-ups. This would include the notorious Reddit comment. The most down voted comments in Reddit history, where EA tried to justify the exhausting grind of the game as encouraging a sense of "pride and accomplishment," in its players, bleh. At this time "Anthem" had drawn inescapable comparisons to "Destiny", despite BioWare's intentions, and the idea of a looter-shooter published by the micro-transaction obsessed EA, especially off the back of "Battlefront 2", was far from exciting. This wasn't helped by "Anthem's" embarrassing showing at E3 2018. It was bad to the point of comedy, as it became quite clear that even at this late stage "Anthem" had barely anything to show for itself. Much of the presentation relied on concept art and most of the gameplay footage focused purely on the flight mechanic, which resulted in slow and uninteresting imagery propping up the big reveal. After a long wind-up the presentation would show a comparative speck of combat, but it was underwhelming and only served to highlight what a dull, dry and listless presentation it was. And outside of the flying it still looked like "Destiny" to a lot of people. Given the game's impending release date all of this are looked pretty damn bad. Creating a world with a universe. Presumably in which things happen. - [Conrad] Just jet packs though. - Just for floating about the jungle on a jet back. - More jet packs. - More jet... (Conrad laughing) (Jim laughing) It's the same bit! - [Conrad] They've shown that! (Jim laughing) They've deleted all the, they've deleted the game! That's what happened? - This I the best press conference I've ever see. Thanks to Schreier's report we now know why this E3 showing was so full of fluff. Under Mark Darrah, the majority of "Anthem", which started as project Dylan in 2012, had in fact been developed just one year prior to its release in 2019. Years of meandering, cluelessness, stress and staff changes had taken their toll. None of this stopped Electronic Arts from hyping "Anthem" up as the next big live service that would be supported for years to come. Exactly like Activision had erroneously promised with the first "Destiny", EA suggested "Anthem" would see a decade long development cycle, with Patrick Soderlund saying, in 2017, "'Anthem' is a social game where you and your friends "go out on quests and journeys. "It's a game we've been working on "for almost four years now. "And it's a game that, once we launch it next year, "Will be the start of maybe a 10 year journey for us." (laughs) It's definitely coming out next year. In February of 2019, it was time to unleash "Anthem" on the world to like a weaponized virus. "Anthem" would be one of many games, this generation, to boast multiple release dates based on customer privilege. If you had the Origin Access Premier subscription service you could play "Anthem" on February 15th. If you had Origin Access Basic, you could play the game on February 15th, also, but only the first 10 hours of it. Everyone else would have to wait until February 22nd, a significant gap that affirmed EA's commitment to selling early access and exploiting the cultural phenomenon of FOMO, fear of missing out. And on reflection can you imagine being scared of missing out on "Anthem"? (chuckles) As for the game itself, it was crap, basically. It was really fucking shit. Despite over half a decade of development, most of "Anthem" was rushed at the last minute and it showed. Content was thin on the ground. Important things like narrative cohesion and gameplay balance had not been addressed. The game was unforgivably monotonous. Almost every mission consisting of flying somewhere, shooting something, listening to dialogue, playing a frustrating game of hot and cold, flying somewhere and repeating. By god, the hot and cold mechanic was friggin' awful and it was constant. "Anthem's" loading times were horrendous to boot, which might not have been quite so glaring an issue if the game was worth the wait. Ever. Which it wasn't. Ever. Because it was trash. Like so many live service triple-A games, "Anthem" was undercooked and paper-thin in the content department, excused by the developer with a road map of promised content updates. This road map was to begin the following month in March, with act one, Echoes of Reality. The reality was however that "Anthem" was fucked and these promises were bullshit. Maybe not intentionally bullshit, but, as time would bear out, bullshit nonetheless. "Anthem" would continue to make headlines throughout 2019 and always for the wrong reasons. One glaring issue was the early discovery that loot didn't seem to actually matter. A bit of a problem for a game based entirely around loot. A level one rifle, for example, was found to deal significantly more damage than a higher level, Masterwork, version of the weapon. Actually removing gear, in some cases, made players more deadly. A load of math is behind the wise and the how's of this, but basically the way BioWare had averaged out the power of equipped gear on a player was totally borked. This wasn't a bug this was just fucked up design that perhaps spoke of BioWare's inexperience with a looter-shooters. In March the PS4 version of the game kept crashing and booting people into the system menu because not even the machine itself wanted to play "Anthem". This was followed by the loot shower bug, that saw top tier items drop at an increased rate, until BioWare rushed to fix the issue. The issue that people actually enjoyed. In fact, it had fixed the problem of the game being more rewarding quicker than it had ever fixed the games long load times. You see, the loot shower had made the game more fun for players and the return to normal "Anthem", highlighted how stingy and grindy it was with its loot drops. Prompting players to protest and demand the loot showers return. "Anthem", so shit people want the bugs put back in! Players would have to grind and grind a way to acquire any items of worth, going over the same old missions time and again with a little, if any reward for it. The loot drops were so miserly, "Anthem" had been compared to the original version of "Diablo 3", the version that withheld loot drops to railroad players into using its controversial premium auction house. The original loot system of "Diablo 3" was vile and despicable, but at least there was an evidenced, if avaricious and horrible, reason for it, money. Since "Anthem's" micro-transactions were geared toward cosmetic items there seemed to be no good reason at all for the thoroughly unrewarding gameplay. Some of this would turn out to be simple bugs, some of it was just the game being mean to be mean. - [Commentator] They're telling him. Get in behind Alistair, throw. - [Commentator] No, no. Jim Sterling's over 400 pounds! (Jim yelling) (wrestler grunts) Oh my god! - In early April, Kotaku published the thing that word damn BioWare the most, an expose titled, "How BioWare's 'Anthem' Went Wrong". This article would detail the troubled development of "Anthem", from beginning to end. Discussing much of what we talked about at the start of the post-mortem, as well as shining a light on just how psychologically abusive BioWare's design philosophy was. There was a belief within BioWare that development could be as problematic and screwed up as possible and it'd be fine because everything would always come together at the last minute. Rather than call that what it is, bad management, crunch, abuse. The studio instead calls it, BioWare magic. (giggles) This isn't magic, however. It's reckless and piss-poor leadership. The report revealed that BioWare routinely had stress casualties. People so burned out and exhausted by the workload that they completely broke down and needed weeks, if not months to recuperate. Indecision, confusion and meandering development was reflected in the report. A report that BioWare refused to comment on while it was being written and pathetically tried to discredit after its publication. "We chose not to comment or participate in this story "because we felt there was an unfair focus "on specific team members and leaders "who did their absolute best "to bring this totally new idea to fans. "We didn't want to be part of something "that was attempting to bring them down as individuals. "We don't see the value in tearing down one another "or one another's work. "We don't believe articles that do that "are making our industry and craft better." Whined BioWare's response. Interestingly, the statement was released so soon after Kotaku's publication, nobody at BioWare could possibly have read all of it before their statement was written. If someone at BioWare had read it maybe they wouldn't have published demonstrably false information about the content of the report, which named individuals only in cases of important factual record, without particular or unfair focus. Not once did the Kotaku report point out any individual as bad, it just described to the sequence of events. Seriously, going back and looking at BioWare's response still utterly disgusts me. Rather than address any of it, they try to bury their heads in the sand. And when the article came out, they engaged with a none of it in good faith and instead try to impugn the journalistic integrity of a reporter. The expose revealed poor leadership skills, and BioWare's response to it confirmed poor leadership skills. "Anthem" had been, despite all of this, BioWare's second most successful launch to date. Which I think is a ringing indictment on the market. But even so, the player base steadily hemorrhaged throughout the year. Over half the players surveyed on Reddit in mid-April said they'd already quit the game for good and reports of a dwindling player base continued to mount. Public interest in the game fell off a cliff with its Twitch viewers indicating a steady loss of anyone who gave a shit. While still technically in development, as a so-called live service, "Anthem" was losing developers as well. BioWare staff were shifting over to development on "Dragon Age 4", including producer, Ben Irving. And somewhere along the line we lost track of who was actually in charge of this whole mess. As far as the much-hyped around road map goes, it wasn't worth a napkin it was hardly scribbled on. Three months after it was initially promised, BioWare unleashed to the Cataclysm event. Finally delivering some new gear and gameplay to the threadbare experience, long after it was expected. While it was generally decently received, the Cataclysm would nonetheless mark not just the first, but the last time "Anthem's" roadmap would actually bear fruit. Basically BioWare abandoned the map completely, doing away with the proposed three act structure. Instead, Head of Life Service, Chad Robertson, announced BioWare would focus instead on "core issues," with the game. Such as combat balance, economy adjustments, general maintenance really. And two nondescript seasonal updates were instead planned to replace the acts. He also added that BioWare is committed to "Backing up its words with a great game you can play!" But those words will always ring hollow considering how many failed promises "Anthem's" considerable sales were already built upon. Because that's the rub. "Anthem" is one of 2019s top 10 best selling games. It was, at launch, a success, but its development was a nightmarish, abusive shit show and it's post-launch performance was humiliation after humiliation, couched in false pledges. The game was sold as a live service with a roadmap of content and a potential 10 years of support, but it lost developers and scrapped its content plans, reaffirming the fact, the fucking fact, that games with roadmaps are not to be trusted. That games were the years of planned support are total bullshit. I mean, when they revealed the roadmap for "Anthem", do you think they had any actual ideas for what would be in those three acts? Were there even names for act two and three? Or did they just shit out the idea of three acts and call it a day? Who even friggin' knows? When publishers stand up there on E3 stages and say they will support these live services for years to come, do they have the first fucking clue what that support will look like or are they just shitting out buzzwords? Do they even believe these games will have that support? And if so, why are they so stupid because they're the only fuckers that do believe it? I don't fucking believe it, I've seen this shit show one too many times. But then again this is an industry that sells season passes for DLC before they even know what the fucking DLC is. There is no plan there, is no guarantee of support. And when you spend $60 on a video game. Sorry, when you spend the starter price of $60, upwards of $60, with a full package price somewhere in the hundreds of dollars, on a video game, you better hope that you like what's in that package at launch. Because it might improve. It might flesh out. It might be a full package years down the line. It probably won't. What's sad about "Anthem" isn't just that it's the perfect case of the broken life service promise, it's that it's far from the only one. Bob, fucking, Dylan. Ba, ba, ba, ba, ba, ba, ba. Boglin! "Anthem", what is "Anthem"? Why did I say that? Where am I going with this? Oh, I actually had things to say. Bloody hell. Go away Boglin, you put me off. In our epilogue it's worth and noting that despite having a fairly successful launch, "Anthem" did perform below expectations for its publisher. Now, this is all too common in the video game industry, where many publishers promise their shareholders a moon on the stick. A moon on a stick. The moon on a stick. Fuck. But it is still worth noting that "Anthem" did not pleasure Electronic Arts the way it wanted to. Andrew Wilson, CEO of Electronic Arts, at one point did say, "The launch of "Anthem" did not meet our expectations." So, you know, read into that what you will. EA has promised that it's not going to shut BioWare down anytime soon, but if you look at Unicronic Arts' track record it, has a habit of buying studios, wringing them dry, then consuming the husk, leaving nothing behind. And BioWare in the position now that several other studios in the thrall of EA have been in before EA closed them down, drop to the ax, chewed them up, destroyed them. And I think right now, BioWare's future does hinge somewhat on "Dragon Age 4". They're gonna to have to nail it. They're gonna to have to nail it. If it is another disaster, if it becomes yet more live service trash that people don't stick with, I worry. Hopefully it comes out, is an excellent game. BioWare learns its lesson, we hope, with "Mass Effect: Andromeda" and "Anthem". But this is an industry that never learns its lesson, that will keep banging its head against a brick wall, assuming one day their skull will bust right through it. We shall see, but I'm worried. And "Anthem" remains a cautionary tale of, pretty much, what not to do in the mainstream game industry. From an ethical standpoint, the way BioWare magic treats its employees. From a design standpoint. Having no ideas yet assuming you're gonna be Bob Dylan. From a support standpoint. Everything with "Anthem" went wrong. Everything with "Anthem" went a little bit shit. A little bit, we shouldn't do this. But it will keep happening It'll keep happening again and again and again because that's the triple-A video game industry for you. Anyway, thank God for me. Leslie Grantham. ♪ Yeah, yeah, yeah, oh ♪ ♪ Everybody's thinkin' 'bout me. ♪
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Channel: Jim Sterling
Views: 1,106,813
Rating: undefined out of 5
Keywords: The Jimquisition, Jimquisition, Jim Sterling, Commentary, Criticism, Games, Game, Gamer, Gaming, Videogame, Video Game, Anthem, BioWare, Electronic Arts, EA, PS4, Xbox One, PC, Origin, Looter Shooter, Third-person Shooter, Shooter Game, Shooter, Multiplayer, Online, Live Service, Failure, Underperforming, Playerbase, Dragon Age 4, Post-Mortem, Development, Kotaku, History, DLC, Roadmap, Update, PlayStation, Xbox, Andrew Wilson, Controversy, Bugs, Reddit, Crashes, Loot, Broken, Mass Effect, BioWare Montreal
Id: UgifZjKd6-A
Channel Id: undefined
Length: 25min 13sec (1513 seconds)
Published: Mon Oct 21 2019
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