Plus improved mech progression, skill trees, more.
For a game designed around the fact you went out to shoot monsters in a hulking great mech, the original Anthem had surprisingly few ways to easily tweak and tune the high-tech armour you were wearing. This is all supposed to change with Anthem 2.0.
Weapons have been re-characterised into either “primary” or “secondary”, while new mod and artifact slots replace the game’s current component system.
Abilities are being turned into permanent skill nodes you can toggle on and off, rather than coming as drops, allowing for more easier fine-tuning and customisation.
Each Javelin mech suit can level up through skill trees, giving additional abilities and passive boosts. And each class now has access to a unique, powerful artifact you can customise further.
“For instance,” BioWare Austin boss Christain Dailey wrote, “your Ranger’s rocket pod would be upgraded into the Skyfell Launcher Artifact, a pair of back-mounted pods that transform into powerful rocket launchers.
“These Artifacts would change in appearance, depending on what parts you equip. There’s also an opportunity to allow for more interesting decision making. The parts you equip would contribute to a powerful passive ability generated by the Artifact. “
Oh, and the whole interface is much cleaner, with a design aesthetic which looks straight out of Bungie’s Destiny.
Anthem is now in the hands of a relatively small team at BioWare Austin, the studio still also running Star Wars: The Old Republic, while the BioWare Edmonton mothership works primarily on the next Dragon Age.
There’s no word yet on when exactly Anthem might re-emerge, or what new narrative it might contain going forward.
“This is a group of passionate developers that are dealing with the stresses of the world (as we all are), and the trials and tribulations of game development, but continue to bring a passion and enthusiasm each day to make the game we all love better,” Dailey wrote. “THANK YOU!”
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