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The Anthem team has published the second video in an ongoing series devoted to gameplay. In this edition, they speak about Anthem's endgame that will include harder difficulty levels once the game has been defeated for the first time, new contracts and legendary contracts, daily-weekly-monthly challenges and much more.
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Well guns aren't as important as the abilities when it comes to this game. I don't know why you had to put the added difficulty in all caps because of EA but I am sure there is some explanation out there.
"You think this "A" stands for France?" Captain America
After the story campaigns, you should think of yourself as a skilled and experienced pilot warrior for hire to complete jobs for cash to buy shiny things. They are hoping the combat, visuals, customization, and the feel of flying will get you to log back in.
The story will slowly progress when new npcs are added to the game. The new npcs will bring new mission objectives.
To enjoy the multi-leveled difficulties, you have to be someone that likes ridiculous challenges. Dark Souls, Bloodborne, any game with nightmare difficulties.
Imagine they would sell all copies and we would need to wait on new batch.
Thank you for your time!
I had fun once, it was terrible.
The bullet sponge enemies are also worse than the Division’s by a landslide. It took me about 30 minutes of gameplay to say “F this” and purge it from my hard drive.
At least the flying is fun?
The road map seems decent.
you got to know the difference between shields and armor and apply the right primers & detonators. it's not your typical shooter. it's mechanics are more rpg related i guess?
I had fun once, it was terrible.
Yeah, the key to this game, combos off of skills. Weapons are filler between cooldowns and the unexpected. I'd prefer a choice in which weapons or skills or both are equally viable. But the devs seem to have their own ideas of how players should play the game like always flying around water to extend flight. Rain should eliminate that but not in the demo, perhaps in the actual game.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I know it's still early but I played the Anthem demo on hard all the way through, and it wasn't hard in the sense of a "tough challenge, I should have done this instead" it was hard in a "WTF this doesn't add up" way. So it can't be compared to Dark Souls.
By the time the demo was about to end, I had all blue level 17-19 gear and entire groups (even those showing synergy) were having to empty all their skills, and reload their firearms for one Elite mob which there were large groups of. The only alternative was to pop ultimate move(s). Parties were running out of ammo, having to exploit mob leashes and other things to clear areas.
If bullet sponge/2 shot enemies is end game then they better get the tweaking of combat, and enemy mechanics before launch. Go watch some videos of Lost Planet 2 or something.
¯\_(ツ)_/¯
The key differences are e.g. how often are content drops?; do you have to pay for the content?; do you have to pay monthly to play the game? etc.
I noticed during a lot of the interviews with the devs and streamer videos it was often repeated the numbers were still being worked out and some were just 'place holders'. It may take them a while to balance those numbers out.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Yeah! A thug in a hoodie soaking up 100 bullets before hitting the ground makes total sense!
A high tech space alien energy shield soaking up bullets is ridiculous!
The madness!
I hope so, but I just don't see them changing something that's baked into the core mechanics of the game. They're going to mess with the modifiers and then some people will say "It's too easy now".
Mechanics are what makes game play interesting at all levels. I didn't see too many mechanics beyond the bug boss at the stronghold level or typical weak spot shooting. Each creature in the bestiary needs to have it's own "thing" and some mechanic that challenges the player differently.
Also the spawning had no rhyme or reason it was an infinite loop and very silly. Players were some how accomplishing goals of clearing mobs to get after a mini-boss only to have infinite waves randomly spawn right on top of them.
¯\_(ツ)_/¯
33 hours in the demo? i played 3 and felt that was enough to know im glad i preordered.
if you play with a dedicated team you'll soon enough figure out that there's 3 things too look out for. shields, armor & weakpoints. the 4 elements you got access to respond to those differently.
if you recognize these things you can start to look into the weak points of powerful enemies and equip your javelins accordingly. also the non primer/detonator abilities can do lots of damage so everyone running around with equal amounts of primers/detonators may not be optimal.
I had fun once, it was terrible.
The game is clearly an action RPG, not a shooter. I know everyone thinks it's a shooter like Warframe and Destiny, but it's not.
Actually it reminds me more of the structure in Diablo 3.
Fits with the way they are doing loot, too, where the loot makes the build. The increases in Diablo seemed insane... like +4000% enemy health and damage lol.... until you got geared up enough and melted through that too!
I'm hyped to play the full game and can't wait to play more of it.. but I'll probably end up buying Forsaken for Destiny when I reach the endgame in Anthem. The content looks less than Destiny 1 had; 1 free roam map and 3 Strongholds. That's it.
Yes but it's all bout the Mods, not the guns. It's not very random though.