Bioware dev John Epler looks back on the lessons learned from Anthem and Mass Effect: Andromeda
, the fourth entry in the beloved sci-fi series that failed to live up to the acclaim of the previous trilogy. A buggy, uninspired mess,Anthemspoke with creative director John Epler to discuss what lessons the studio learned from its past risks and subsequent failures, the decision to pivot away from multiplayer, and where there is to go from here.was released back in 2014, it broke the series’ mold by adding a multiplayer bend to previous entries’ strict single-player focus.
Avoiding these issues again was of critical importance to Epler and the rest of the team, especially as they sought to get back on players’ good graces.too, was that sometimes building a massive open world doesn’t mean much when it isn’t filled with meaningful content. At the time both games were being developed, open worlds and big explorable spaces had become an industry trend, even in games where they failed to serve the overall vision.
“It’s funny, because the games I play the most on my personal time are actually multiplayer games,” he says. “But when it comes to crafting these worlds and crafting the experiences, I love the focus that single-player can give you.”game back in 2009, he would love to see a collection come together, but remastering the first three games in the series would be challenging as they were originally designed using EA’s proprietary game engines.
“Statistically, a lot of people just take the first two companions they meet, and that’s their party for the rest of the game. I would say forAnna Kendrick Says 'F--- You' to Director Who Dissed Her in Front of 100 Extras in Order to 'Embarrass Me and Gain Dominance': 'It Was Very Icky'8 months ago
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