BioWare is my Favorite Developer, so how do I feel about Anthem?
A Comprehensive History and Look at the Future
I had a few other ideas to what my next article would be
here at Star District Gaming. Before I got started with my writing however, an
investigative report from one of the best journalist’s in the gaming industry,
Jason Schreier, wrote up an article for Kotaku about BioWare and their upcoming
videogame, Anthem. BioWare, for over a
decade now, has been my favorite videogame developer. With all of the recent
news regarding Anthem, Mass Effect,
and the state of the studio under publisher Electronic Arts (EA), I thought
this was a perfect time to write up my thoughts on how I feel about where the
developer is going in 2018 and beyond, and how they became one of the most
iconic developers in the gaming industry. From classic role-playing games, to vast
science fiction universes, and even a Sonic the Hedgehog Nintendo DS game,
BioWare has made many instant classics; however, many feel the future of the studio
is in jeopardy, and hinges on their next upcoming release, Anthem.
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(Left to Right) Ray Muzyka and Greg Zeschuk |
For over two decades now, BioWare
has continually been one of the most respected videogame developers in the
industry. Until recently, almost every game has earned critical praise, and
their games are always some of the most anticipated in the minds of many
gamers. For anyone not familiar with the studio, I figured it would be best to
take a step back and look at the history of the studio before we assess the
present state of BioWare and where the studio is going to in the future.
BioWare is a Canadian-based videogame development studio that was founded in 1995
by Ray Muzyka, Greg Zeschuk, and Augustine Yip. The three were newly graduated
medical doctors at the time who decided to follow their passion and start a
development studio to make videogames. The first game made under BioWare was,
oddly enough, a “mech-simulator” game by the name of Shattered Steel, that was fairly well received, and released a year
after the studio formed. The release of Shattered Steel would start the
partnership between BioWare and publisher Interplay Productions. The founders
of BioWare had a passion however for pen and paper and computer role-playing
games (RPG’s), not necessarily “mech-simulators”. This passion blossomed into
development for a demo project with the name Battleground: Infinity. Interplay, having acquired the license to
the famous role-playing franchise, Dungeons
& Dragons (D&D), decided
to have the game be made to fit into the famed role-playing series. This demo
would soon become Baldur’s Gate, one
of the most influential and note-worthy RPG’s ever made. The game released in
1998, and over time has sold more than two million copies (with 1.5 million
being within the first two years). During the development time of Baldur’s Gate, Muzyka and Zeschuk made
the decision to leave their medical careers to work on the game full-time; Yip,
however, left the studio to continue practice medicine.
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Baldur's Gate |
In the year 2000, BioWare had two
new releases. A sequel to another developer’s game, MDK 2, released that March, and a few months later the studio released
a sequel to their own new series with Baldur’s
Gate II: Shadows of Amn. Both games were very well received, but it was the
Baldur’s Gate series that really cemented
the studio as a name within fans of the RPG genre. The two games in the
franchise have an average Metacritic score of 93 out of 100 on the review
aggregate site, and BioWare would soon become synonymous when gamers thought of
quality RPG’s. BioWare would go on to make another highly-scored RPG in the D&D universe, Neverwinter Nights. This game was also set to be published by
Interplay, but because of financial troubles, it was then taken over by
publisher, Infogrames. Neverwinter Nights
was originally released in 2002, included an online component, and would spawn
off several expansions, and a sequel made by developer Obsidian Entertainment.
Following the release of Neverwinter Nights, BioWare would then
go on to develop another one of their most well-known RPG’s to date, Star Wars: Knights of the Old Republic;
which would release in 2003 and be published by LucasArts. Another
highly-reviewed game for the developer, with an aggregate score of 94 out of
100, KOTOR would also mark the
emergence of long-time BioWare developer Casey Hudson as game director for the
first time. To this day, the game is still close to many gamers’ heart and many
would consider it one of the best games ever made with the Star Wars license. Knights of
the Old Republic would also have a heavy emphasis on a morality system,
where your actions could change the direction of the story. This mechanic which
would become a staple of the series, and the genre as a whole, as time went on.
The sequel to KOTOR, like Neverwinter Nights, would again be
developed by the closely-associated studio, Obsidian Entertainment. In the
meantime, BioWare would next release Jade
Empire in 2005; the studio’s first original intellectual property (IP) in
the RPG genre. Jade Empire would be
yet another hit for the studio, with an 89 out of 100 in Metacritic. The game
also moved away from classic turn-based RPG mechanics, to a more
action-oriented real-time combat style for its gameplay. Jade Empire would also be the first of two games to be published by
Microsoft.
To be clear, I never played any of
the above games within BioWare’s storied past. The second of the two games
published by Microsoft however, was the first BioWare game I ever played, and
changed the way I viewed videogames ever since. This game was Mass Effect, and is absolutely one of
the most influential games in my personal gaming history. I plan on getting
more into how this game affected me personally, and how it changed my entire
view of gaming as a medium, in a different article. For now, I’ll just say I
was sold on this game after the first article and screenshots I saw in an issue
of Official Xbox Magazine, and is an
all-time instant classic, in my opinion. Mass
Effect may be considered BioWare’s most modern claim to fame since Baldur’s Gate. It is a science-fiction
role-playing game that improves upon the morality system from previous BioWare
games, and includes deep, meaningful choices to have your character shape the
outcome of the entire Milky Way galaxy. As the first entry into an announced trilogy
where these choices are meant to carry on into future games, they absolutely
knocked it out of the park. With a 91 out of 100 on Metacritic, multiple
perfect scores, and numerous nominations and awards at the end of the year,
BioWare had a massive mainstream success on their hands. The story was layered,
the characters deep, and the sense of scale and ambition was unrivaled at the
time. There were a few technical shortcomings, but nothing that BioWare’s
quality in story-telling and world-building didn’t make up for. This was the
second game under creative director Casey Hudson, and written by acclaimed
video game writer Drew Karpyshyn (who also wrote many of BioWare’s previous
games). The game released in November 2007, about a month after BioWare became
a division of Electronic Arts (EA). Back in 2005, BioWare and fellow
development team, Pandemic Studios joined together with an investment behind
them from a company known as Elevation Partners. Jump back ahead to October
2007, and EA then purchases rights to the two studios from Elevation for $860
million, making both BioWare and Pandemic now studios under EA. Microsoft still
had publishing rights to the first Mass
Effect however, and it would be another 5 years before the original Xbox
360 and Microsoft Windows game would make it over to rival Sony’s console, the
PlayStation 3.
Before the EA acquisition, BioWare
had been working on a handheld project since sometime in 2006. This game was
being published by Sega for release on the Nintendo DS portable game system.
The game, Sonic Chronicles: The Dark
Brotherhood, released in late 2008 to generally favorable reviews (with an
average score of 74 out of 100), but was still BioWare’s lowest scored game
since Shattered Steel. A sequel was
teased at the end of The Dark Brotherhood,
hinting that the story driven RPG may continue, but since EA acquired the
studio, these plans were put away while BioWare was adding finishing touches on
their next beloved RPG franchise. Development for this new IP has roots all the
way back to 2002, where BioWare was building a spiritual successor to the Baldur’s Gate and Neverwinter Nights games, but without being tied down to the D&D license. This new fantasy RPG, Dragon Age: Origins released in November
2009 to critical acclaim, and would go on to spawn two released sequels (with
another currently in development), even though it was never planned as the
start of a new ongoing series. The game continued to add to BioWare’s notariaty
for immaculate story-telling and compelling characters, and was yet another
check in the “win” column for the much-celebrated studio.
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Dragon Age: Origins |
A short two months later in January
of 2010, BioWare released the eagerly anticipated sequel to the Mass Effect franchise with Mass Effect 2. This is my personal
favorite game of all-time, which I’m sure I will write about in more detail
going forward in another article. Mass
Effect 2 would become BioWare’s highest rated game on Metacritic, sitting
at 96 out of 100, and is even regarded in the echelon of the greatest games ever
made to many games media outlets. While it took some steps back in its RPG
elements in turn for some more action oriented gameplay, the story, characters
and game design may be at the top of anything BioWare has ever made. This is in
stark contrast to how another sequel to a successful new franchise, Dragon Age II, was received a year later
in 2011. To many, this was one of BioWare’s biggest missteps at the time. It
seemed to have been a highly rushed sequel that was missing much of the quality
that Dragon Age: Origins had brought
to the table. There were re-used environments, streamlined game-mechanics, and
the game largely took place in one main area, instead of the many different locales
and deep narrative the first game in the series brought. While I enjoyed the
more intimate story Dragon Age II
told, and the characters are right up there with BioWare’s best, I absolutely
understand how this game was seen as one of BioWare’s lesser works. That said,
it still reviewed well, with an 82 out of 100 average score, even if it’s
public perception is one of the most mixed among fans and critics.
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Dragon Age II |
Later in 2011, BioWare released its
first massively multiplayer online role-playing game (MMORPG), while going back
to the Star Wars universe, with Star Wars: The Old Republic. While not
as revered as the KOTOR games, there
is still a very solid and continuous fanbase that has kept the game alive for
years post-release. The Old Republic
was developed by BioWare Austin, a sister studio formed specifically to build
this game. Development had started all the way back in 2006, and the game has
been receiving updates and expansions all the up through 2016. BioWare Austin
had also started development on an asymmetrical online multiplayer named Shadow Realms, that was announced in
2014, and then ultimately cancelled less than a year later in early 2015.
Although Austin is still in business after working on The Old Republic, and now assisting on the BioWare “prime” team in
BioWare Edmonton by working on the newly announced title, Anthem, there have been other BioWare studios formed that have not fared
as well in the end. BioWare San Francisco, BioWare Mythic, BioWare Victory,
Waystone Games, and BioWare Sacramento had all been formed into BioWare studios
either after making smaller, web browser-based, or social-networking-based
games for EA, or being formed to make games that were never released such as Command & Conquer: Generals 2, Warhammer Online: Wrath of Heroes, or Dawngate. Another notable studio that
was formed to support the main Edmonton site was BioWare Montreal, but we’ll
get to more on them later.
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Mass Effect 3 |
In the meantime, BioWare Edmonton
was hard at work on more sequels to their most successful new franchises. Mass Effect 3 released in early 2012,
and Dragon Age: Inquisition in late
2014. Mass Effect 3 was the end of
the trilogy the original set in place, and is still regarded as one of
BioWare’s top games. Even so, this began a downward trend for the franchise as
the ending of the game was highly divisive. In many ways, it was not what the
fans had in mind for how the trilogy would come to a close, and in part of the
game’s post release content, BioWare patched in a more fleshed-out ending that
fans wanted, and some even demanded for. While not addressing all of the issues
some fans had, for example, many of the choices that carried over throughout
the three games didn’t really come into play as the ending was more of a
singular choice, instead of taking other aspects and decisions of the trilogy
into consideration. One theory is that the game was rushed, and the ending suffered
the most from that. The majority of Mass
Effect 3 is some of BioWare’s greatest work in narrative,
character-development, and refined action role-playing combat, yet the ending
has a distinctively different feel when compared to everything leading up to
the final moments. It could be chalked up to it being creatively difficult to
end such a robust and interesting fictional universe, but also many believe it
be pressure from publisher, Electronic Arts, to release the game within a
certain time-frame, an issue that will repeat itself going forward within the
EA/BioWare relationship.
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Dragon Age: Inquisition |
On the flip side of the controversy
from Mass Effect 3 and the mixed
reception of Dragon Age II, Dragon Age: Inquisition was viewed as a
return to form in the eyes of many BioWare fans. There are some criticisms
about the game and how I handled open-world game design for the first time in
the developer’s history, the game was still highly reviewed and won many Game
of the Year awards for 2014. It continued the studio’s trend of great
characters and story-telling, and addressed many of the issues fans had with Dragon Age II, while bringing back many
of the RPG elements that its predecessor had lacked. However, when the game was
announced back in late 2012, the day after there was a big shake-up at the top
of the studio. Both Muzyka and Zeschuk, the founders of BioWare decided to
step-down and retire from game development. While some say this was from the
consumer back-lash after Mass Effect 3,
they had said they wanted to pursue new endeavors in their respective blog
posts to their fans. Shortly after, Matthew Bromberg took over as general
manager for the studio, soon followed by Aaryn Flynn, who was previously in
charge of BioWare’s Canada studios in Edmonton and Montreal.
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Characters from the Mass Effect series |
After the success the studio found
with Inquisition, many fans eagerly
awaited what BioWare would be announcing next. In the summer of 2015 at the
Electronic Entertainment Expo (E3), Electronic Arts formerly announced Mass Effect: Andromeda, a side-story of
sorts to move away from the controversy from Mass Effect 3, but still be able to continue the franchise. At the
E3 the year prior in 2014, it was revealed by Casey Hudson that BioWare was
working on something new in the Mass
Effect series, as well as new original IP, which would turn out to be the
upcoming Anthem. Just two months
after that reveal however, Hudson announced he was leaving BioWare to join
Microsoft and work on their ongoing Holo-Lens technology. Although Hudson had a
hand in how Andromeda initially was
planned, the majority of development was done by the aforementioned (and now
closed) BioWare Montreal. Montreal had assisted the team in Edmonton on prior
projects, and had worked closely on the post release content of the original Mass Effect trilogy, as well as Mass Effect 3’s online multiplayer mode,
all of which was generally viewed positively. Mass Effect: Andromeda would be the first game the studio would be
lead development on, and the making of this game would continue the downward
spiral of the Mass Effect franchise,
as well as the perception of EA, and the relationship they have with their
developing partners.
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Mass Effect: Andromeda |
I don’t want to go too deep down
the rabbit hole about the troubled development and intricacies around Andromeda in this article, believe me,
it’s more than enough for its own piece that I plan on writing after a replay
of the game. If you haven’t read it, and you’re interested in digging further
behind the development around Andromeda,
I absolutely recommend the investigative report Jason Schreier wrote about it
shortly after Andromeda released.
In short, while I enjoyed a lot about Andromeda
(it was my runner-up for favorite game of 2017), there are myriad issues from
both technical and narrative perspectives. From being forced by EA to use their
internal game engine, Frostbite, to not being be able to have a strong vision
for the game for years of its development time, Mass Effect: Andromeda never lived up to the potential that the
original trilogy put in place. BioWare Montreal’s team on Andromeda had many people
working there who were fans of the original Mass
Effect games, and in a way, Andromeda
almost feels like a fan-made game because of it, missing the polish and experience
of the Edmonton team. Not that the developers at Montreal are not talented, but
between a lack of knowledge on the engine, and EA out-sourcing parts of
development, many aspects of the game suffered. Andromeda could have been a great launching off point on a new
trajectory for the series, and there really were a lot of well-thought out
design choices in the game that in the end wasn’t enough to outshine the many
issues the game had in the eyes of many consumers and critics. In reviews, it
ranged from mediocre to good, averaging about a 73 out of 100 on Metacritic.
This was an all-time low, not only for the Mass
Effect series, but for any modern BioWare game. Not only were the reviews
low in many cases, but word-of mouth, and the sharing of many GIF’s and videos
of the game’s technical short-comings didn’t do Andromeda’s public perception any favors, even after critics judged
the game quite fairly.
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Screenshot from a pre-release trailer of Andromeda |
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In-engine gameplay from Andromeda |
Shortly after Andromeda released in early 2017, Electronic Arts announced that
the Mass Effect franchise would be
put on hiatus for an indefinite time. Time that will absolutely be needed to get
the bad taste of Andromeda out of the
consumer’s mouth. Even though Mass Effect
is my favorite series in any entertainment medium, I’m more than okay with this
decision, and I believe it’s the right one. Even though some of Andromeda’s problems could be attributed
to EA’s interference with the developers, or putting an inexperienced team on
such a notable franchise, I think they made the hard choice that they had to by
moving the series to the back burner. They dug their own grave with one of
their biggest money-makers, and now they must lie in it, and I think EA
realizes that. 2017 was a bad year for EA; between Andromeda, and other games such as Star Wars: Battlefront II and Need
for Speed: Payback also getting a lot of consumer backlash, they need to reevaluate
a lot of their practices if they want to gain any good will back from the fans.
Putting Mass Effect on hold for one,
instead of trying to put another one out so quickly, is ultimately for the
best. Hell, I would have been fine if Mass
Effect was just the original trilogy, and it ended there, but I understand
how businesses work, and I get why they wanted to make Andromeda. For the same
reason, I believe they will eventually work on another game with the Mass Effect name. It would be a shame if
the series ended on such a sour note with Andromeda,
but if it does, and I’m wrong about them coming back to the series one day, I’m
still okay with that. We had a masterpiece in gaming with Mass Effect 1 through 3,
and I would be content leaving the series with what we have, and going back to
the original trilogy from time to time. However, there is one reason to be
excited for the future of Mass Effect
after Andromeda. The return of series
creator, Casey Hudson.
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Casey Hudson |
During the development time of Andromeda, many key names left the
studio. Mentioned before, Casey Hudson, was maybe the most notable of those
names, as well as original Mass Effect
and Mass Effect 2 writer, Drew Karpyshyn.
Three months after Andromeda’s lukewarm
release, EA held their annual E3 press conference, a time were many new games
are announced. After Andromeda, there
had been nothing officially announced to be coming from BioWare. They had
teased a new original game, as well as many rumors and unofficial confirmations
that a new Dragon Age (for now being
called Dragon Age 4 for all intents
and purposes), but when Andromeda was
announced to not be receiving any post-release content, many fans wanted to
know what to be expecting next from BioWare. At E3 2017, Electronic Arts showed
Anthem, BioWare’s first new IP in
eight years, for the first time. The new game has been in development by
BioWare’s “A-Team” in Edmonton in some form since 2012, and was announced to be
released in fall 2018. Anthem is
going to be a multiplayer, shared world, third person, action game, and is said
to be a “10-year journey” for BioWare by EA’s vice president, Patrick Soderlund.
It seems like a lot of buzz words, but as years go by, it gets harder to nail a
game down by genre. From what we can tell, it’s going to be a lot like Bungie’s
Destiny games, but from a third
person perspective, and more focus on story. From the trailers that were shown
during E3, the game takes place in a post-apocalyptic, science-fiction world,
where the player takes control of characters called Freelancers who wear suits
(not too dissimilar to an Iron Man suit) called Javelins. At first glance, I
thought the game looked extremely interesting, but for the most part, I’m not a
multiplayer gamer. From time to time I’ll play them a little, but it’s not my
genre of choice. It’s partly why I loved previous BioWare games in the Mass Effect and Dragon Age series as much as I did, since they are profoundly
story-based, narrative heavy, RPG’s. The world and gameplay have me fascinated,
but for the first time in years, I’ve a little hesitant about a game from my
favorite developer.
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Aaryn Flynn |
A month after Anthem was announced, BioWare general manager, Aaryn Flynn
announced he would be leaving the studio. Its rumored that this was because of
the negative reception to Andromeda, but Flynn claims it’s for personal
reasons, and I’m not one to say otherwise. I always liked hearing Flynn talk
about the upcoming releases for BioWare, and you could always tell, he was just
as much of a fan as everyone else who enjoyed their games. I was sad to hear he
would be stepping down, but in the same breath it was announced that Mass Effect’s original creative director
would be replacing Flynn. Casey Hudson, who had worked on the Mass Effect trilogy, and had some hand
in early pre-production in Andromeda
and Anthem, would be coming back to
lead the studio. For many BioWare fans who were beginning to lose hope in the
studio let out a collective sigh of relief. If anyone can right the ship after
Andromeda, many are hoping Hudson is the one. Of course, nothing is certain,
but I am excited to see him back after the few years since his noteworthy
departure. Not only was Hudson coming back, but writer Drew Karpyshyn was also
announced to be back after working on Mass
Effect 1 and 2, to work on Anthem. Having Karpyshyn back especially
builds faith in my hopes for Anthem.
If it is as multiplayer-centric as it seems to be, a strong enough narrative I
think could still bring me in and hopefully enjoy the story Karpyshyn is
forming. The world looks immersive, and the broad science-fiction foundations
have already caught my attention. With Hudson leading the studio, and Drew
writing for BioWare game, I’ve gotten much more excited for Anthem, while keeping my expectations in
check after EA’s trouble with its recent games, and the multiplayer focus for Anthem.
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Anthem |
All of the recent news and announcements
around BioWare almost exclusively circulate around Anthem now. BioWare may be thrilled for it not be about Andromeda anymore, but many fans are
worried that if Anthem doesn’t do
well, it could mean the end of the studio. EA is no stranger to closing
studios, and after Andromeda’s poor
reception, it doesn’t seem too far-fetched for gamers to be worried. According
to a recent report that instigated me to write this from Jason Schreier, almost
all of BioWare, at both its Edmonton and Austin studios, are working hard on Anthem to try and keep the studio’s name
alive and well. Even if Anthem fails
and EA doesn’t swing the axe on BioWare, the studio’s namesake could still
essentially be tarnished. With so many ongoing “games-as-services” out for
consumers to play, it’s imperative that BioWare can set Anthem apart from the competition so it can gain relevance and a
constant player base, as well as succeeding in areas that these games such as Destiny 2 and The Division didn’t too well according to their fans and critics.
According to Schreier’s reports, many employee’s feel the future of the studio
rest’s in Anthem’s hands. Even though
there are some groups of developers piecing together the all but officially confirmed
Dragon Age 4, if Anthem doesn’t live up to EA’s expectations, this next game in the
fan-favorite Dragon Age series may
never see the light of day. Even the executive producer of the Dragon Age series, Mark Darrah, has been
moved to focus on Anthem after
previously being confirmed to only be working on Dragon Age 4. While it’s not uncommon for a studio to ramp up
development in the last year, BioWare has always been a studio working on
multiple games. Shifting developers off Dragon
Age 4 and the continually maintained MMO, Star Wars: The Old Republic, in Austin to be all hands on deck for Anthem shows us how vital this release
is for BioWare.
Schreier goes on to report that,
again, BioWare has been having issues with the Frostbite engine. Just like Inquisition and Andromeda before it, the Frostbite engine continually shows it’s
not well-suited for RPG’s, as it was originally built with first-person
shooters in mind. This hasn’t stopped EA from having every game in their stable
to now be made with the Frostbite engine, despite these issues being a regular
occurrence. However, according to BioWare employees that Schreier spoke to,
development on Anthem has improved
and is looking better after a rough start. There’s a lot riding on Anthem, but with hopeful developers, and
even some of them going to Reddit to answer fan questions and concerns about
the game, there still seems to be optimism when looking forward to its upcoming
release. In more recent reports, Anthem
has been officially delayed from upcoming fall 2018, to Q1 2019 (up to March
2019), but is unlikely to move from there since that would push the game out of
EA’s financial quarter for that year. This delay echoed the voices of BioWare
employees who said a fall 2018 release was never going to be obtainable, but
with only adding about six months of development time, I hope it will be enough
to keep development on track to be ready for the Q1 2019 release.
![]() |
Dragon Age: Inquisition |
Even with Anthem buzzing all around the games media news as of late, there’s
also continued murmurings around Dragon
Age 4 as well. To be perfectly clear, I don’t think this game will even release
on this generation of gaming consoles, but it is eagerly anticipated by me, and
other fans nonetheless. In Schreier’s recent reports with BioWare, it was said
that in the last year, the title has been rebooted. Not a reboot of the series
from what I can infer, but just the direction of the next game in the
franchise. The conspiracy theorist in me can draw the correlation to this
rebooting to the departure of Dragon Age’s
long-time creative director, Mike Laidlaw, in October 2017. I like to think there
is no real connection there, but it is hard to say for sure, and ultimately is
just my speculation. Schreier’s report point that the rebooting is in favor of
adding “live” elements to the game. While this at first sounded like a cause of
concern that EA may be turning a beloved RPG into an ongoing, online games-as-service
just like Anthem, Casey Hudson soon
tweeted out that by “live” it meant “designing a game for continued
storytelling” and that the title is still “story and character focused”. It’s
too early to tell for sure, but that did come to the relief of many fans for
the time being who are excited for more in the Dragon Age series.
The videogame industry has changed
a lot in the twenty years since BioWare first started, and many names have come
and gone from the studio, and even returned during that time as well. Development
focus, and the public eye is all on Anthem,
and if BioWare survives, there seems to already be controversy waiting to start
for the next Dragon Age. After that,
it’s anyone’s guess. Will Mass Effect
return? Will Anthem be so successful
that they green-light a sequel right away? Will BioWare begin work on another
new IP? My hope, of course, is that Anthem
brings BioWare back to its glory days, and has fans and gamers excited for the
studio’s work once again. With Hudson and Karpyshyn back at BioWare, and
developers feeling that progress on Anthem
is getting better as time goes on, there is reason to be hopeful as a BioWare
fan. BioWare has made some of favorite games of all-time, and I hope to
continually enjoy their work for many years to come.
.
.
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Anthem |
What do you think of Anthem?
What is your favorite BioWare game? I would love to hear what you have to say!
Of course, if you have any critiques or feedback, please let me know in the
comments or any of the social media below! Thank you, and I greatly appreciate
the time you’ve taken to read this.
Twitter - @mathyouclem, or @AGamingBlog
All sources are from Wikipedia and linked articles to kotaku.com
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