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In practice these aren’t very meaningful though-or at least, they’re not meaningful until you get to Masterwork weapons, which have interesting effects like “Instantly reloads shields when you empty the magazine.” Unfortunately the game doesn’t dribble Masterwork weapons out as you go, it saves them all for the end game, after you’ve completed the story and run the three “Stronghold” missions over and over again. Those are ostensibly what distinguish a Level 21 weapon from a Level 2 weapon, tags that add slightly more assault rifle damage or more shields or whatever. You’ll see them all in the first two hours, and then it’s just a matter of picking the higher-level version of the ones you like using, forever. There are maybe two-dozen in the entire game, split into a few subcategories-assault rifles, sniper rifles, shotguns, and so on.
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Flying with a mouse-and-keyboard takes a bit of getting used to, but soon I was hovering over the battlefield delivering huge payloads of fire and lightning to enemies below, then flying around a few pillars to dodge incoming fire, returning to a hover to pick off a few more enemies with my sniper rifle, going to ground to deliver a finishing melee blow, and so on. Right out the gate, the mobility feels fantastic. I won’t deny Anthem makes a great first impression. What you’ll see 20 hours in is basically the same stuff you’ll see when you start the game-same abilities, same weapons, same paltry handful of enemy types, same missions, same everything. Like, that’s it? IDG / Hayden DingmanĪnd this is the fundamental issue with Anthem: It never changes. It’s hard to explain the sense of disappointment without that 12 hours of context, but let me put it this way: It’d be like reaching a climactic moment in Skyrim or Dragon Age or some other fantasy RPG and finding out the long-lost emperor’s tomb was populated by, cliché of clichés, giant rats.
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