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Gamereactor Nyheder Anthem
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Bioware fortæller mere om Anthems diverse mekanikker

Anthem blev vist frem ved sidste års E3, og selvom nogle synes at det så lige lovligt generisk ud, så lader energien omkring spillet til at være solid. Det er også vigtigt for udvikleren…
Magnus Groth-Andersen 29 januar 2018

Anthem blev vist frem ved sidste års E3, og selvom nogle synes at det så lige lovligt generisk ud, så lader energien omkring spillet til at være solid. Det er også vigtigt for udvikleren Bioware, da nye rygter afslører at studiets skæbne afhænger af spillets succes. Der findes dog stadig meget vi endnu ikke ved om spillet, men for nylig har studiet åbnet mere op omkring det i en AMA på Reddit.

Her forklarer Biowares Brenon Holmes blandt andet lidt om vertikaliteten i spillet:

"We really want you to feel a sense of freedom with our exploration mechanics, There will be some amount of progression and skill expression with flying, which will affect how far you can go and what you can do in the air."

"There are also limits as to how high you can go, we're playing around with a flight ceiling prototype right now. It's fairly subtle, and feels more like a heavy down draft. We'll have to see about specific height limitations... it's all kind of up in the air right now as it's mostly dependent on performance."

Desuden spurgte flere brugere ind til, om hvorvidt man kan indgå i kamp uden sin dragt, men her svarede Holmes, at sådan fungere spillet ikke:

"We had a prototype of this early on," he said, "but we ran into a lot of problems. The world is fairly dangerous, some of the smallest "non-hostile" creatures in the game are basically like small horses to humans... and they probably eat humans honestly. So you didn't really have a lot of combat interaction beyond getting eaten."

"The larger problem had to do with getting stuck. You could hop out of your suit and then fall into a ravine and basically just get screwed... since humans have nowhere near the same mobility as a suit. All in all, while it was a really cool atmosphere thing (it was terrifying!) - there wasn't enough gameplay to support it without a ton of work."

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