Anthem: 8 Reasons Why It Failed

What could've been.

By Kevin McCasland /

Anthem positively oozed potential and promise. That initial reveal during E3 2017 (which ended up being much closer to reality than most E3 reveals) promised something game-changing: A brand new IP that combines Iron Man-style flight mechanics with a Dragon Age fantasy world. But it didn't stop there, as we'd be getting co-op quests, loot-grinds, and a story worthy of a developer known best for immersive narratives and memorable characters.

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Sadly, beyond the game-breaking/PS4-bricking problems, the story felt like it stuck in familiar territory, never striving for true originality. Character interactions had their moments but were firmly shoved to the background thanks to the game's seemingly-endless load screens and all-in-all rote missions. Even after a month's worth of patches and attempted fixes, Anthem's internal systems and structure guarantee a permanently flawed experience. It may reach a passable status in a year's time, but presently, Anthem has ultimately failed.

Instead of making timeless experiences that will live on in the hearts of players forever, you get a somewhat fun time-sink that will be (if it hasn't already) dropped for whatever entertaining loot-shooter comes next (oh hello, The Division 2, that was quick!).

Just where did it all go so wrong?

8. Released As A Foundation To Build On Rather Than A Full Experience

If gaming companies aren't careful, the 'Games as a Service' model may kill the AAA gaming market, just like it killed much of the goodwill Anthem had.

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Gamers don't like getting ripped off, and when a publisher openly acknowledges that what you're buying is essentially unfinished? There's bound to be some protest. After all, unless a game is free-to-play, entertaining gameplay can only get you so far. Without anything else to warrant further time investment and the price tag, players will forget to log in one day and then never come back.

Anthem is far from the only game to make this mistake, but it's easy to recognize how it has already suffered due to this financially-focused decision. Rather than allowing the devs to include more notable content (at the cost of delaying the game another half-year perhaps), EA let a half-baked product be sold as a fully-prepared course.

While this practice may not prevent you from initial financial success, it starts your game's relationship with players on the wrong foot. Instead of hooking a fanbase right away, you make them question whether they made the right choice in believing you, leading to an extremely questionable future for all involved.

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