Anthem’s most satisfying element is definitely the flying
2019年03月09日
Anthem comes complete with its own sci-fi universe, one with no apparent ties to previous BioWare series. In this one, you control a "freelancer," a class of bounty-hunting soldier decked out in a robo-armor suit called a "javelin." You learn exactly what happened to your dwindling ranks in an opening mission that sees you and teammates contend with unbeatable odds and suffer from a tragic loss.
The game’s most satisfying element though is definitely the flying. It’s all very clearly inspired by Iron Man, with the hovering in mid-air and general movement looking and feeling exactly how you’d imagine from the movies. You can fly or hover whenever you want and while you overheat quickly that can be circumvented by both getting better gear or by skimming water or going into a steep dive to cool down. The basics of flying are very easy to pick up but getting good creates some unique tactical opportunities that really are unlike any other game.
Landing and going at it on foot because a viable body of water wasn't around to cool off the javelin ruins the immersion and fun factor quickly. It also makes one wonder how Anthem could ever pull off a different environment that doesn't feature lush fauna and bodies of water, which might also explain the lack of variety in environments throughout the game's sprawling playspace. Best and Cheapest Anthem Power Leveling For Sale - Mmocs.com.
Most of what variety there is in early fights is due to the fact that the mechanical quality of Anthem’s enemies is actually quite good. The Ash Titan is akin to a short raid encounter, and getting behind an Enforcer’s shields to rupture their fuel tanks is always fun. But, like most things in this content-anemic world, their variety in terms of pure quantity leaves a lot to be desired.
Anthem’s combat is initially strong, engaging, and unique, thanks in part to responsive flight controls that feel good on both controller and mouse and keyboard. You can take off and fly at will, staying aloft longer if you make use of waterfalls, skim across rivers or nosedive to cool your jets. The deft ariel maneuvering transitions seamlessly into punchy third-person shooting on the ground, accented by a suite of mostly fun-to-use abilities spread across its four classes which can combine into impactful combos that promote coordinated teamwork.
The biggest difference between Anthem and the games that serve as its inspiration is certainly in the combat, however. Enemies aren't quite the bullet sponges players tend to dread early on, but the "normal" gunplay still feels rote even though it handles extremely smoothly. That's made up for by the speed of the game, the freedom of movement, and the abilities of Javelins. The latter feels great, with ultimates that make a huge difference in skirmishes and other abilities that can help turn the tide whenever it's needed. Even if the story wasn't good - which, at least early, it is - Anthem would be worth coming back to just to experience its fighting some more.
The game’s most satisfying element though is definitely the flying. It’s all very clearly inspired by Iron Man, with the hovering in mid-air and general movement looking and feeling exactly how you’d imagine from the movies. You can fly or hover whenever you want and while you overheat quickly that can be circumvented by both getting better gear or by skimming water or going into a steep dive to cool down. The basics of flying are very easy to pick up but getting good creates some unique tactical opportunities that really are unlike any other game.
Landing and going at it on foot because a viable body of water wasn't around to cool off the javelin ruins the immersion and fun factor quickly. It also makes one wonder how Anthem could ever pull off a different environment that doesn't feature lush fauna and bodies of water, which might also explain the lack of variety in environments throughout the game's sprawling playspace. Best and Cheapest Anthem Power Leveling For Sale - Mmocs.com.
Most of what variety there is in early fights is due to the fact that the mechanical quality of Anthem’s enemies is actually quite good. The Ash Titan is akin to a short raid encounter, and getting behind an Enforcer’s shields to rupture their fuel tanks is always fun. But, like most things in this content-anemic world, their variety in terms of pure quantity leaves a lot to be desired.
Anthem’s combat is initially strong, engaging, and unique, thanks in part to responsive flight controls that feel good on both controller and mouse and keyboard. You can take off and fly at will, staying aloft longer if you make use of waterfalls, skim across rivers or nosedive to cool your jets. The deft ariel maneuvering transitions seamlessly into punchy third-person shooting on the ground, accented by a suite of mostly fun-to-use abilities spread across its four classes which can combine into impactful combos that promote coordinated teamwork.
The biggest difference between Anthem and the games that serve as its inspiration is certainly in the combat, however. Enemies aren't quite the bullet sponges players tend to dread early on, but the "normal" gunplay still feels rote even though it handles extremely smoothly. That's made up for by the speed of the game, the freedom of movement, and the abilities of Javelins. The latter feels great, with ultimates that make a huge difference in skirmishes and other abilities that can help turn the tide whenever it's needed. Even if the story wasn't good - which, at least early, it is - Anthem would be worth coming back to just to experience its fighting some more.
Posted by mmocs at
15:18
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