Very multi-oriented, Anthem still has a relatively large narrative component. Thus, a whole universe was created, which borrows from both science fiction and fantasy. The world is populated by quite original organic creatures and offers natural settings (jungles, cliffs, waterfalls, etc.), which counterbalances the tin can aspect of the exoskeletons. This mix works quite well, and the game manages to digest multiple influences, ranging from Iron Man to Star Wars to Middle Eastern culture. On the other hand, the scenario itself does not really break bricks. Extremely Manichean, it tries to hide its lack of originality behind an avalanche of exotic terms, which are bluntly hurled at the player, as if he were already supposed to know what he was talking about. Cenotaph, hymn of creation, Maëlstrom, Satomi, galapins, tésilar, surveyors, javelins, ursix, arcanists, anzu, Scars, Urgoths, crypteurs, and a whole bunch of diverse and varied proper names, will oblige you to regularly open the codex of the game (here called Cortex). In a single-player RPG we could almost have considered all this as a quality, but Anthem remains an essentially multiplayer game and the time spent in Fort Tarsis, the city that serves as the hub, seems here more like a waste of time than anything else. Movement is too slow, NPCs are scattered all over the city, most of the dialogues are pointless and drag on unnecessarily, and the few interactive dialogues only offer a few binary choices that will make fans of Baldu'rs Gate or Mass Effect cry. The game does try a few twists to break the "good guys versus bad guys" dichotomy, but the sauce doesn't take. In addition, it is very difficult to become attached to characters who never accompany us in the gameplay phases and who seem to evolve apart. Even the most scripted missions do not really manage to involve the player 100% since the fact of playing with four forces you to follow the rhythm of the others. And it's hard to believe that you're really the hero of the adventure when you systematically complete the quests together.
STRONG IN THEME
It is extremely difficult to reconcile solo and multi, and Bioware has therefore failed to work miracles on this subject. Forget immediately the idea of playing exclusively solo, you will necessarily have to team up with other people at one time or another. The game also strongly encourages you to do so, by offering you more experience points if you play as a team. And strongholds (the equivalent of dungeons or raids in an MMO) are absolutely undoable in solo. Fortunately, matchmaking is as quick as it is efficient. It is thus very easy to find partners for scripted missions. In addition, it is possible to evolve in the open world in "free game", in order to collect resources, to travel freely in the environments, to come across random events, and to cross paths with other players. also in their occupations. The cooperation is then done in a totally organic way, and we can fulfill small objectives with several people on the go. In general, we have a great time when we leave Fort Tarsis.
Because if the narrative aspect is rather laborious, the combat and exploration phases are however extremely exciting.
Because if the narrative aspect is rather laborious, the combat and exploration phases are however extremely exciting. The flight mechanics alone are worthy of high praise. It provides very good feelings of power and speed, allows you to fight in hovering flight, and benefits from a perfect balance. Unlimited flight would have simplified things far too much, since players could have avoided most threats, while a simple time limit would clearly have been unattractive. Here, you'll have to deal with the javelins (the official term for exoskeletons) overheating, either by regularly taking short breaks in the scenery, diving in a dive before coming back up once the motors have cooled, or going under a waterfall of water, or by skimming the aquatic expanses, which requires a little more dexterity. In any case, we move with great pleasure.
DEADLY FIGHTS
Clashes with enemies are also a big strong point of the game. Thus, the presence of four well-differentiated classes and a system of combos offers a very small dose of tactics, in the middle of a generally frenetic action. The four javelin classes in question are the Colossus, Interceptor, Commando, and Tempest. The first is the most powerful, the most massive and the most resistant. In short, it is a "tank" that excels in close combat. The second is the fastest and most agile exoskeleton. The third represents a good compromise between speed and protection. Finally, the last one can hover longer than the others, has more elemental attacks, but otherwise has the weakest armor. Despite these differences, the roles are not set in stone like in other games, the customization in terms of weapons, grenades, components and equipment always allowing you to play as you want. Each class has three special attacks and an ultimate attack, all of which have the good taste of recharging very quickly. The action is therefore extremely dynamic, and running out of ammunition becomes almost a non-event since it is still possible to continue the fight thanks to special abilities. The combo system mentioned above is expressed through elemental damage (acid, fire, lightning, frost, etc.), and combining the different effects (by oneself or with the help of our playmates) therefore multiplies the damage and special effects displayed on the screen. It blows up everywhere, and too bad if the action lacks visibility at times, because the feeling of power is absolute. Only small black point: when you fall in combat, it is impossible to drag yourself on the ground to join your teammates. So we're a little bored waiting for someone to come and relieve us.
ANTHEM, ON T'AIME ?
The power of the fights is not the only success of the game, which also manages to offer a good Diablo-style loot system, with equipment with multiple effects. The crafting system also holds up, and it allows us to very highly customize our javelin. Shape of armor pieces, materials, colors, stickers and animations can be selected from a multitude of options. No doubt the most creative and aesthetically conscious players will spend a lot of time customizing their metallic avatar. Unfortunately, micro-transactions are part of the game, but they are fortunately limited to the cosmetic aspect. In addition, the game shines with its visual aspect. As often, the Frostbite engine is completely technically sound. Admittedly, the game has undergone a downgrade since the first videos shown at E3 (we're getting used to it…). But the end result remains at the top of the basket, and we take as much pleasure in observing the facial animations of our interlocutors in Fort Tarsis as in exploring the lush open world. Some bugs slightly darken the technical table, but if their list is relatively varied (sound that cuts off, end of mission script that does not trigger, teleportation of enemies, character stuck in the scenery, loss of connection with the servers …), their occurrence remains limited.
In addition, the game shines with its visual aspect. As often, the Frostbite engine is completely technically sound. Admittedly, the game has undergone a downgrade since the first videos shown at E3 (we're getting used to it…). But the end result remains at the top of the basket...
On the other hand, the loading times are far too numerous and too long, even with an SSD. It is absolutely necessary that Bioware remedy this problem because the pace of the games suffers seriously. The developers also have their work cut out for them if they really want to make Anthem a "game as a service". For now, there is no PvP mode, the missions are repetitive, and the game lacks content once the maximum level is reached. There are thus only three fortresses to loop in the endgame. This point is extremely problematic but, fortunately, the studio keeps it in mind. Content is already planned to enrich the game, presented in the form of acts bringing together new characters, story elements and missions. The first act is scheduled for March, so very quickly, but the other two do not yet have a release date. If all of them turn out to be substantial and free, then perhaps Anthem will become the great game we've been waiting for. Otherwise, it will remain a pleasant but limited experience.