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Found 9 results

  1. Didn't see this posted anywhere so I thought I'd share. Some new stuff in here I've never seen before. Still high on my most anticipated list.
  2. Anthem lead producer Ben Irving, who has acted as one of the public faces of the game, is leaving BioWare after eight years.
  3. This is supposition is derived from Microsoft's own reporting that Anthem isn't in the Top 50 games played on Xbox Live while Fallout 76 and Battlefield 1 do make the list.
  4. BioWare hasn't revealed any official stats about the game's current userbase, though it did sell impressively in its first week, but a new player-run survey conducted through Reddit provides a clearer, yet somewhat disconcerting snapshot of Anthem's health two months after release. BioWare has posted multiple positions for game designers that will focus on item creation, combat balance, store management/rewards pipeline, and loot systems.
  5. Kotaku has a lengthy feature on the making of Anthem, and how it went wrong. Among some of the good bits: -Some blame Dragon Age: Inquisition's success, because it was created under such incredible crunch time, but still turned out well. -It was originally called Beyond, but Bioware had to change it days before the reveal -Flying was added to and removed from the game repeatedly. -Frostbite sucks to work with. They had to build things like camera, inventory, and save systems from scratch. -The best Frostbite folks from Dragon Age were sent to work on FIFA when that game switched to Frostbite. -Even as they stole ideas from Destiny, it was a taboo word to say. The prefered point of reference was Diablo 3. Since Destiny was taboo to discuss, they couldn't have open conversations about what that game did well or poorly. -The E3 Demo was (like many others) mostly fake, taking the game in a different direction than many of the devs thought they were going. -The game concept (RPG or loot shooter? Open world or not?) wasn't nailed down, even long into production. -Most of the game was built in the final 16 months of development hell. -The game was evolving so much at the end, and performance capture was so expensive, that much of it was cut or doesn't make sense.
  6. On Reset: "I wouldn't say they were shooting for mediocre - I'd say they adopted the "we can fix this after launch" mentality as a way to actually ship the game within this fiscal year, which was dictated by EA."
  7. https://www.gq.com/story/the-nfl-isnt-ready-for-how-big-of-a-disaster-this-season-will-be
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