I'm gonna preface this video by saying that I already had about a total of 15-20 hours
of gameplay experience with Anthem before the demo game out.
I've given feedback to Bioware about certain issues and topics in the game, but for a couple
of reasons, there's a huge difference in giving feedback when at an event and when playing
from your own home, the mentality is very different.
When you're at a capture event, you're not thinking feedback, you're thinking, "oh crap,
do I have all of the footage I need?"
I've also played the VIP demo already, in San Francisco and I can tell you that it ran
much better than the VIP demo did, granted we were on pretty beastly rigs in a more private
environment.
A lot of things that were issues in the VIP demo are not issues or not as bad of an issue
in the build that I played, which I imagine is a bit closer to the final build of the
game.
But not everything is fixed, I'm not gonna sit here and say the final build is perfection,
flawless, any of that, because it's not, plenty of quality of life changes need to happen.
I realize those are pretty empty words coming from myself or any other Youtuber though.
Regardless, it is time for thoughts on the Anthem demo.
I played on PC.
Obviously day 1 was a bit brutal for almost everyone.
Couldn't log into servers, Origin went down, then it's up, then down, infinite loading
screen issues, crashes.
Consoles couldn't connect, with Xbox having extended problems too.
Very rough start for a lot of people.
PC was choppy here and there, sound cutting out, CPU usage was through the roof, just
murdering the CPU.
Despite all of that, I've been seeing pretty positive feedback in terms of the gameplay
portion of the demo in the community.
In terms of controls and all that, I'm familiar already, so I'm used to the controls and flying
on mouse and keyboard and all of that stuff.
For the most part, I think controls were fine, but there were definitely some issues.
The game has negative mouse acceleration, kind of makes things feel really, really off,
especially after playing Destiny which is SO smooth in comparison.
An example is dragging your mouse.
When you move your mouse, the game cares more about your speed than distance.
So you can move your mouse the same distance, but at two different speeds and end up at
2 different positions.
Moving faster actually reduces the distance you go.
Even walking around Fort Tarsis, it feels like there was a slight delay with mouse movement.
Speaking of Fort Tarsis, it would be nice to be spawned near our Javelin instead of
having to slow walk all the way over there.
Underwater controlling on mouse and keyboard is brutal and I think part of it is that you
fall so deep in the water and you can't see ANYTHING when dropping in, on top of all the
other issues.
The transition is just really rough, takes a few seconds to get your bearings.
It's a good looking game, things look good, but they don't feel as good when playing,
some more refinements need to happen with the PC version.
Bioware has said there have been many, MANY fixes to a more current build of the game,
performance and stability fixes, but we won't know the extent of them until the game is
actually out.
In terms of ability gameplay, Ice is by far the best element and it's not even close.
I have seen very little acid being used, that could be just an availability issue, fire
is used a little, lightning is used a little for shields, but I don't understand why I
would want to use anything other than freeze.
I guess if you aren't play on Storm, you have a very limited amount of ice attacks available,
but even the Ranger with its frost grenade is so good.
It stuns enemies in place for a long time and 2 of the 4 javelins have combo effects
that can spread that freeze to other enemies.
Which, I'll remind you, stuns them.
For a long time.
Eliminating risk completely.
The other elements NEED to be bumped up in effectiveness.
I tried a couple of different fire builds, lighting builds, but it is really tough to
beat freezing an enemy so that an interceptor can go beat up on it because the interceptor
can drop a ton of damage.
On the other hand, when you're hit by a fire damage over time effect, it feels REALLY strong,
like half my health bar strong, but that could've been because I've been on Storm and Interceptor
a lot.
Enemy shields felt like they came back too quickly sometimes too, like I went to reload
a sniper and the shield came back.
Also, reloads in this game are BRUTAL, would really like to see them sped up or be able
to be done while sprinting.
Speaking of AI, it feels like AI is either brain dead or John Wick.
Elite Scar Hunters have a machine gun that fires 300 bullets in a second which shred
your health.
But more regular enemies sometimes feel like they just stand around.
The scorpion creatures are pretty weak overall and the only time they're any sort of lethal
is when they gang up on you, but when you can FLY, it's easy to get out of the way.
Also, the part in the stronghold where you had to hold a position fighting back spiders
for like 5 minutes, or what felt like an eternity... let's shorten that up a bit.
For the first time in history, I think the word clunky to describe something in a video
game is not a buzzword, it accurately describes the Colossus.
I think the Colossus is going to be a bit more gear dependent than the other classes
just because of the nature of it being so big and slow.
The animations you need to go through sometimes are brutally long, like being stunned or hitting
a wall or having your shield break, or even launching some abilities.
The auto-lightning cannon, flamethrower combo is REALLY strong, able to wipe out tons of
trash mobs with the Colossus combo effect, since their combo effect is huge AOE damage,
so you just burst everything down.
Their single target is not great with that setup though, which is what the ranger is
for.
Against the spiders and scorpions, this build is insanely powerful because most of those
creatures are pretty weak, but against Scar, it's not as potent because the Scar actually
hurt, so you need to be way more careful.
However, most classes, even on hard mode, are capable of doing such a thing, maybe not
as efficiently, but they're still capable.
Against Scar opponents and not mindless spiders, the Colossus feels like a giant hunk of metal
designed to eat a bunch of damage and then hide for eternity looking for health packs.
The fact that its shield is a literal shield you need to pull out hinders the Colossus
as well because beyond using Battle Cry and instantly getting mauled, it doesn't really
feel like I could tank a whole lot.
If the shield breaks, you're left vulnerable because of long animations and you can't really
do much holding a shield in terms of using weapons.
A lot of my feedback playing the Colossus is from when I played in San Francisco, I
haven't played it in the demo, but I played the contents of the demo in San Fran.
It just didn't feel like a Colossus was necessary.
Why stand there with a shield and try to block things when you can just freeze as a Storm
or combo them as an interceptor?
To me, the power fantasy of being a Colossus or what I think a Colossus should be wasn't
there.
Again, the flamethrower, lightning cannon build is really, REALLY good though.
I will say that this might be an issue of me not having enough experience with the Colossus
or understanding the game fully at the time of me playing it.
After watching some others play, I feel like that might be the case more than the Colossus
being bad, but if you were to ask me if any of the Javelins should be buffed, I would
say the Colossus.
When we get past all of the technical issues and all of that, gameplay is fun.
Comboing with teammates is fun, it is fun to chain together abilities and coordinate
attacks.
Melee, on the other hand, needs a bit more refinement.
Colossus smash feels pretty good in terms of making it feel weighted, Storm and Ranger
are ok as well, but it feels like there's a bit of inconsistency with hit registration
and targeting, just doesn't feel very smooth sometimes, hell, feels like half the time,
your melee didn't even work.
Interceptor feels like it has absolutely no impact to it at all, it doesn't FEEL very
good to melee, despite its effectiveness.
That could've been because of the sound issues that plagued the demo, having audio not matched
up correctly or just not even playing.
It doesn't feel like I'm doing anything when I melee away on the Interceptor.
Also, meleeing enemies mid-air is just a nightmare.
I know there are ways to sort of hit enemies while they're in the air, but it just feels
really awkward hitting the space beneath them and then having the enemy come crashing down.
Enemies frozen in mid-air will stay frozen in mid-air... no.
Then I have a list of just really specific things I hope get some love:
First thing is stats in the UI.
Increased javelin health and armor and weapon damage and this and that... there's no list.
There is no list of all of the stuff I have equipped to see what I have on, I don't even
know base health and armor values either, something needs to show us what stats we currently
have.
Loot needs to physically drop from bosses.
I know we get loot from killing a boss, but we should see some of it.
Also, I am OK with the way loot is shown in game, I know that was a big point of contention,
that you should see what items you're getting as you get them.
I think it was done this way because you can't really switch your items while you're in a
mission anyway, plus at the very end, you and your team can have that moment of talking
about your loot drops, "oh I got this, what'd you get, well I got this and that, but your
thing is cool," stuff like that.
There isn't an inventory screen during a mission either, so that hurts the whole "seeing what
items you get" concept, although I would say that it would probably be ok to show what
KIND of item you got, like component, weapon, etc.
The fact that there is no UI element showing you the HP of your teammates is... well, fixed
isn't the right word, but it is a thing, it exists in the game, just not in this build.
What needs to exist on the gameplay UI are the following: freecam or perspective swap
while downed, potentially going to a mini-map instead of a compass view and better alerts
for when your ultimate is ready.
Being downed is fine, what's not fine is just having to sit at that screen the whole time,
it's really boring.
You can do literally nothing, no spectate, you can't crawl to safety for a limited time
and the near complete silence just takes me out of the experience.
As for the compass, I think a mini-map would work a little better than the compass, I can't
tell you how many times I had to open my map up to see where I was going, that could be
personal preference.
And ultimate being ready, you just have to constantly monitor your meter.
A little message would be nice.
There is plenty more I could discuss, I don't want this video getting too long, BUT if you
want even more Anthem discussion, just did a podcast with ArekkzGaming and Destin from
IGN, link is in the description, we talk more about the VIP demo in that.
All in all, I completely understand if you were turned off by the demo, canceled a pre-order,
anything in between.
It was rough.
It was a rough time.
I hope the open beta is a bit better, Bioware has been talking about the open beta a lot
already, talking about improvements and what not.
I am still apprehensive about endgame as well, I've played with an endgame build at an event,
can't really talk about it just yet though, but I really want to see what's going to keep
me grinding in this game.
Thanks for watching, I'll see you next time.
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