this post was submitted on 21 Oct 2026
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Bold of them to put Anthem on that list. They built an interesting world then told a boring story in it.
IIRC there were numerous articles after launch talking about how it was EA that actually made them add the flying mechanics, easily the best part of the gameplay, after it got stuck in development limbo for years.
Whether that was truly accurate or not, it does fit the extended development timeline, the lackluster story in the end product, and the failure to revamp the game after launch like the developers very publicly said they were trying to do. If they couldn't do it the first time, and couldn't do it the second time... it seems they were the problem, not EA (for once).
I do not believe it for the simple reason that the levels are very vertically based, iirc. If core verticality was a mandate from shitheads after production started rolling, it would've come out in an even worse state.
Are you looking at the same game? The world was vertical in the sense that you had to fly anywhere... but none of the combat or gameplay used it in any way beyond going from one place to another. That's exactly what would happen if verticality and a new map was added later in development. They just put clearings in to place the flat missions.
Eh, that doesn't necessarily define where the source of pressure came from. Making unique games is an entirely different level of skill/time/commitment than what they were given.
IMO, it's nigh equally likely that they started with the verticality design as part of it and didn't have the time to cook the idea into something neat, vs it being a later mandate after some core designs had development. The only thing that really leads me to believe that the ideas were in early is in the character designs: They were clearly meant to fly in some way, even if it might've been in a Halo jetpack sort of way early on. (which has less evidence)
This is one of 94747252795 reasons to NEVER give these big corporations a single ounce of control over anything.
Well it's a good thing that we have commentary directly related to this then, alongside basically ever major development decision... Because that's apparently what happened...
Certainly sounds like the developers had no idea how to make the game.
So they removed flight entirely by Christmas of 2016, that would mean the entire map design had to lose the verticality. If you can't fly, then you have to flatten the world do accommodate for ground movement instead.
And it was an EA executive that got them to put flying back in as a focus, flying that the team had removed entirely by that point. Even if they weren't specifically told to do so by EA. And then designed the entire game's map and movement based around that flight by the launch just over 2 years later in Feb 2019.
I love that you try to hedge your comment and try to say that jetpack jumps and gliding are somehow even remotely in the same ballpark as flying around like Iron Man. You're honestly trying to say that Link or Aloy on a glider is similar to Anthem's flight? That's a ridiculous thing to try to compare as similar.
So then, that really begs the question: Why were they not allowed to take it back to the design board when the design fundamentally changed?
Again, this is not a "developer" problem, but a fucko owner problem.
I feel like they were, effectively. There is no reason for them to not reuse assets they created from before flying was added back in after X-mas 2016, that was still 2 years before launch. 2 years is enough to develop a game, especially if the assets already exist.
That's where the other development issues at the studio come in.
That's not a publisher/owner issue, that's a developer issue.
Ohgod... that still SCREAMS interference to me... Nobody could be confident in their stance because dissent from corporate mandate meant firing, not a hearing out and debate...
Otherwise, lead devs have many ways to force progress in a certain direction. Only fuckhead exec "direction" comes with such constant blueballing of actual progress.
It's still a developer management lack of decision making. They don't get off scot free because they don't want to make a decision that EA might not like. The result of that... was a piece of shit EA didn't like. That's still on the developer.
Unless EA is telling them to change something, decisions are still on them. Like EA saying the demo is terrible and developer management deciding to add flying back in to try and fix. That comes from an EA decision/request rather than the developer being indecisive.
Are you trying to separate the Bioware team between developers and management, and lumping Bioware mangement into the EA side? Because that's not the discussion here. Bioware management being indecisive is still a developer issue, not an EA issue.
I mean... After the buyout, you BET YOUR FUCKING ASS "EA" made every dumbass inept call against them that's physically possible.
Bioware management doesn't get a pass for mismanagement of Anthem development just because EA is involved. EA bought Bioware in October 2007.
In that time before Anthem they released:
Mass Effect - 2007
Dragon Age: Origins - 2009
Mass Effect 2 - 2010
Dragon Age II - 2011
Star Wars: The Old Republic - 2011
Mass Effect 3 - 2012
Dragon Age: Inquisition - 2014
Mass Effect: Andromeda - 2017
Are you trying to claim that EA didn't interfere until we got to Anthem? Or even that it didn't interfere until the last few years before? Because that doesn't seem likely. If they were going to, they would have from the beginning.
Nope. That they interfered as soon as they could. Only DA1 and ME1 are nigh universally heralded as great.
I wonder why that might be...