GVMERS

GVMERS

The Tragedy of Anthem (2021x3)


: 17, 2021

After shipping Mass Effect 3 in 2012, Mass Effect Co-Creator Casey Hudson and a small group of BioWare developers embarked on a new journey, laying the foundation for an original IP codenamed Project Dylan. The Hudson-led crew at BioWare’s Edmonton headquarters hoped to craft the video game equivalent of Bob Dylan, a title the industry would reference and revere for many years. Project Dylan, later dubbed Anthem, got off to a promising start, thanks to an ideation phase brimming with ambitious possibilities. The team’s high hopes and equally high morale eventually faded, though, replaced by stress and deep confusion about the end goal. Mismanagement and numerous staff departures left Anthem in limbo for years. While fans and media were being wowed at trade shows with impressive concept art and vertical slices of gameplay, BioWare developers were navigating a production cycle beset by indecision and an undefined vision. It didn’t help that similar games, such as Destiny and The Division, had already set the bar for what players expected from live-service experiences. Anthem failed to meet that bar. And while a series of post-launch updates improved surface-level issues, Anthem’s core gameplay loop and other fundamental systems demanded an overhaul—the likes of which BioWare had never previously produced. This is the tragedy of Anthem. As Raven’s final original game before its conversion into a Call of Duty support role, Singularity constituted the last bastion of originality during a transitory period for publisher Activision. All told, it did not seem an unworthy attempt, either. Despite a development cycle beset by mismanagement, Raven cobbled together a competent temporal shooter, one laden with inventive ideas that were hamstrung by formulaic game design choices. Dismal sales further handcuffed the franchise, since Singularity failed to gain traction in a marketplace flooded with other by-the-numbers shooters. Thus, Raven spent much of the decade

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