Anthem Demo Issues

VG247 reports on the issues many players are experiencing trying to access the VIP demo for Anthem, BioWare's upcoming mech action/RPG. EA Help offers this tweet and this one to explain what they're doing about it:
We're adding more server capacity to the #Anthem demo right now. Hang tight while we work to get everyone into the game.

We're looking into the infinite loading issue with the #AnthemGame demo. In the meantime, try relaunching the game and rejoining your mission to see if that helps you.
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Re: Anthem Demo Issues
Jan 26, 2019, 10:09
Slick
 
26.
Re: Anthem Demo Issues Jan 26, 2019, 10:09
Jan 26, 2019, 10:09
 Slick
 
SabreT wrote on Jan 26, 2019, 09:42:

These are pretty much all technical issues. I can live with those if the underlying gameplay is good. So I guess my question is, for those that have managed to get it to run, is the underlying gameplay good? Is it another aRPG lite or are the game systems and the leveling sick? is the writing good, the story? Is the AI challenging? Are the missions varied and fun or is it just a pointless grind?

All of these can be combined into one question really? Is the game fun?


If the character control issues are fixed I think the story could be fun to play. Not sure about the grind, they have changed allot of mechanics for the demo so I have no idea how the actual game's grind will be.

Yeah, if they fix the PC experience, this will be fun and worthwhile IMO. There's no way that will happen at launch. Shit, I still remember playing Watch Dogs 1 on PC, and to this day they still haven't fixed the awful mouse controls.

I used to have a "Splitfish FragFX" Controller for my PS3 console. It was a mouse and left joystick combo that would be recognized by the console. It was the first of it's kind, and it did give me an unfair advantage in shooters. But the experience was still dogshit compared to native PC mouse support. Because it was doing like an A/D conversion taking the mouse movements, then applying them to a joystick, because all the game was built to understand was analog controller movements. I get the same vibe from the mouse controls in this game, like the same shit is going on under the hood, only it's got alot of smoothing filters to try and mask the effect. It almost works, but there's this icky residue of consolitis. I remember how that frag FX mouse felt, this is the same shit. Same with Watch Dogs 1. The mouse is emulating a controller.

Also, Ai was acceptably challenging but didn't have the same feeling as The Division where they seem to be able to waypoint script the enemy movements using cover etc. These open-world games always see AI taking a shit when there's a billion possible moves they can make. Just look at Mass Effect Andromeda. The Multiplayers in ME:A was really really tight, the AI had great pathing, flanks, they suppressed you while their allies moved up, it was really impressive. But then you jump into the open-world where no scripting exists, and the AI has to "fend for themselves" and creatures just kinda wander around aimlessly until they see you, then they just come right at you, or shoot you while strafing slightly... I don't know any game that's figured out true open-world AI yet...

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