Since it’s release we haven’t payed any attention to Anthem because, well, until we see action, we don’t trust BioWare and EA all that much.
You’ll recall that earlier this year, BioWare general manager, Casey Hudson, promised a redesign of the game’s core gameplay loop.
While we still don’t have a firm date for when Anthem will be fun to play
At the weekend studio director Christian Dailey published an update which details how BioWare is addressing one of Anthem’s biggest problems – loot.
“A good player experience depends on the loot system being extensible and robust, and a lot can go wrong. A lot did go wrong. We fell short here and we realized that building something new from the ground up was going to be required – starting with taking a long look and understanding the best in class of the many great games that inspire us,” wrote Dailey.
Some of the highlights in Dailey’s post include viable loot dropping more often, rare enemies serving as “walking treasure chests” and, being able to reveal and equip gear when it drops.
That last one was a massive bugbear for us at launch.
Other noteworthy mentions include being able to target your grind more directly rather than relying on random drops to help you upgrade your Javelin and weapons.
Above all however, Dailey says that gunplay, arguably the worst thing about Anthem, has been improved substantially.
“Gunplay is overall more responsive with enemies reacting to hits near instantly with improved client-side prediction, we are looking into the role of melee items and builds, and of course, being able to spend skill points to unlock new types of equipment and synergies,” wrote the studio director.
The blog post is very promising and if you felt burned by Anthem we recommend giving it a read.
Of course as we said at the top of this post, we wait to see actual proof of these changes in game and who knows, maybe in a few months we’re singing Anthem’s praises.
Stranger things have happened.