From the same post-mortem video:
former BioWare executive producer Mark Darrah revealed that internally at the studio, the shooter had code for local play and private server use until a few months before launch. Presumably, it's still there to be "salvaged and recovered."
"Anthem actually had the code for local servers running in a dev environment right up until a few months up to launch," Darrah commented. "I don't know that they still work but the code is there to be salvaged and recovered."
https://www.windowscentral.com/gaming/anthem-is-dead-after-t...
I think you had a very different experience than me. I enjoyed The Division 1 and 2 but the story was completely unmemorable and by the time you get to the end they shift you into end-game Diablo-esque grind-mode, not some definitive ending.
There is maybe some hope archivists will find a production build of Anthem in the wilds of Steam versions with that local server code still accessible in some sort of debug flag and then reverse engineer some of the other live services Anthem depended on.
https://en.wikipedia.org/wiki/Anthem_(video_game)#Developmen...
The "Frostbite" engine sounds like a disaster.
Core issue was lack of clear leadership from what I read on Wikipedia.
Pretty sure there was even a Need for Speed game on Frostbite which was... huh.
7 if wikipedia is to be trusted
There are some issues with workflow and it is true that the UI definitely was, as many at EA said, "by programmers for programmers". But it's a very capable engine in the right hands.
That said, I'd pick Unreal any day for a AAA project and Unity or Unreal for smaller projects.
Why would you pick unreal? It seems a lot of games made in it suffer performance issues. In my mind its a really unwieldy engine. (ofc, because its so feature packed, and perhaps because i am no professional engine dev :-))
I like Unreal because it's really quite intuitive and ergonomic for larger productions, fairly well documented, and has some of the coolest tech in the industry. Their rendering pipelines are beautiful and a joy to work with and I could rant all day about my love for Nanite and Lumen. It is light years ahead of Unity and much easier to understand and modify than Frostbite.
I will say that Unity has better support out of the box for custom shaders and compute than Unreal (and Frostbite).
Now, you mentioned performance. Funny thing: performance has been my primary professional concern for the last six years of my career. Unreal itself performs very well if you use it correctly and has really good documentation for best practices as well as amazing tools for measuring performance and indicating what is wrong. The tools in Frostbite were very lackluster. Unity has some fairly good stuff. Unreal feels so far ahead.
I believe the reason there are more visible Unreal games with performance issues is because there are a lot more noteworthy ambitious productions in Unreal. That means games which push what they can deliver, and often don't quite get there. And for smaller productions it's likely just a matter of less experienced teams not following the best practices or cranking settings up to 11 without proper performance budgeting.
lol wut. Is this like an SEO thing?
They dumped the coolest name ever because of the legal department. Sad!
No other game has come close to capturing the absolute joy of flying in that game.
Au contraire! Unreal Tournament with the Strangelove mod and no extras (e.g., just the puny Yellow Jacket gun) was some quality flying.
Seems like that description fits a whole lot of modern (read: everything from the past decade) games. And some of those even enjoy success and are beloved by many players for some reason, like Breath of the Wild.
Then they release Pharaoh TW that nobody wanted, Shogun TW "remaster" that everyone hates, and failed in many other ways.
At this point, I hope Sega puts them out of their misery. I can't stand another decade of Warhammer without any proper historical titles.
https://theonion.com/anthem-developers-assure-players-whiteb...
'“We know the thousands of customers who pre-ordered Anthem have some concerns, but we are confident this collection of words scrawled on a conference room board will be a revolutionary third-person shooter experience when released at the end of the week,” said director Jonathan Warner, who shared a progress update with players by sending out a screenshot of an email chain that ended with an agreement to call the game Anthem.'
https://theonion.com/people-criticizing-anthem-don-t-underst...
"Stop complaining and attacking studios just because a game isn’t everything you want. Developers put too much stock in making games enjoyable and playable as it is. Planning to make something as profitable as Anthem was supposed to be and is a huge undertaking, so at least give them credit for trying. BioWare had 18 months to build a game that would sell millions of copies based on the goodwill they built up, and they hit it out of the park. You may not understand Q4 projections, but they do. Anthem is a game that exists and is funding [EA] CEO bonuses, and by that measure, it’s been a huge success."