BioWare reveals depth of Anthem's story with incredible new gameplay video - Dexerto

BioWare reveals depth of Anthem’s story with incredible new gameplay video

Published: 17/Jan/2019 19:39 Updated: 17/Jan/2019 21:13

by David Purcell


BioWare has kicked off their gameplay series of videos for their upcoming Anthem title, giving potential players a closer look at the role they will play in the story. 

Players will be able to fly, swim, fight and explore anywhere across the futuristic planet, working together as a group of pirates, accepting quests to battle against many of the different evils that the world has to offer. 


This interesting new video – which has been uploaded to Anthem Game’s official YouTube channel – showed not only how the story mode would look, but gave us some more insight about the specialists, weapons and other customization that it has to offer. 

“Before you head out, you have a choice on a number of objectives and ways to play” the narrator explains. “Continue your critical story mission, pick up quests from people in the fort – including people in your crew – enter one of the formidable strongholds or explore the open world in free play.” 


Players will start out by having the chance to customize their four base javelin suits, creating loadouts for different play styles. This will all contribute towards the effectiveness of their javelin. 

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There are two weapons that feature in-focus during this gameplay video. The first is the Hammerhead assault rifle, which has the lowest rate of fire of its class, but has “great striking power” according to its description. 


Alongside that, there’s a semi-automatic Sniper Rifle called a Wyvern Blitz, which can be seen below. 

BioWareWyvern Blitz semi-auto sniper rifle, from BioWare’s Anthem Game.

Anthem will also have matchmaking in every one of its activities, according to one of the lead producers Ben Irving, who has already revealed that it will be a default option. 

While that looks to be great news for solo gamers that might not have a squad ready to play with in time for the February 22 release date, should you not want to use matchmaking, there will be the option to disable it. 


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.