Well to be fair, for most of the points, that's the same case in a lot of games, especially from last year. Whether it's Deus Ex, Dishonored 2, Hitman, Watch Dogs 2, Primal, Mafia III ... they all share the same issues and nobody has bothered, so they continue the path that most stuff isn't logically explained nor realistic.
Last edited by harry_theone on Thu, 26th Jan 2017 16:56; edited 2 times in total
I ashamed now for actually expecting something decent out of this game
Me and friends were looking forward to this game to play in coop, but as more and more gameplay videos were shown we almost completely lost any interest
That stupid bullshit wallhacks and enemy markings need to be cut out forever, from any game. Period. Whats so tactical about it we see enemies all the time. Why does every single game nowadays need to be like that, i simply don't get it.
Graphics are meh, but the thing i dislike most about it, it's the sharp contrast between shadows and light. It's unreal. There are no subtle changes from light to shadow and dark, or other way around. It's either light or dark. bLAAHH.
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Just watched it all. Playing on the hardest 'Ghost' difficulty. His goal each time was to try and not kill anyone, unless he absolutely had to...
He mentions a lot of things have been brought over from Future Solider...
2 min uneventful drive to objective
Uses drone to mark enemies on HUD. Seems odd for a 'Ghost' mode, but whatever.
First enemy AI has his back to the player rather than guarding the ENTIRE entrance
You can't seem to move dead/unconscious enemies... You can only move them when they're alive... dumb.
Things keep shimmering for some god unknown reason. I guess those shining barrels can explode. It's good they remind you literally every 1 second with a shimmer.
2nd enemy AI has his back to the player, 3rd is distracted. 3rd doesn't even see the player in front of him...
AI from ~25m away can't spot you in broad daylight. Ubi-Stealth at it again.
It took him 5 minutes to drive to the 2nd mission/objective
Sitting behind cover with a suppressed pistol, your weapon sticks about ~30cm out of cover
If you get shot twice you die. Good luck getting spotted or shot, though.
Another uneventful drive to the next objective, this time for just under 5 mins
"You get a decent amount of time for the enemy to see you before they start shooting at you" - even on the highest difficulty? Disappointing.
Other notes:
Night time is actually pretty decent, unlike most other games where everything is perfectly visible at night
No AI patrolling the length of any area
Interestingly he says he's a fan of the original games and playing stealth as much as possible for the feeling of accomplishment. This is why I played them too, yet all the footage here shows is the player breezing through each section almost entirely unopposed. There's nothing challenging about crawling around semiblind enemies and it all seems very simple due to the negligent or poorly placed AI. The 3rd area at night was interesting, but considering he could barely be spotted while crouching in the day, I doubt he needed to crawl around at night.
Dialogue is still cringey as hell
AI at second mission/objective was utterly useless
No stats screen, therefore you can't see if you killed anyone or any other info on your movements and interactions...
If they're going to have difficulty levels, they shouldn't allow tagging, the minimap, sync shots etc. If you need these crutches, why not just use a lower difficulty?
No thanks. MGSV did this much better, even if it did other things worse. I'm guessing COOP is the focus for many reasons, the primary being that doing any activity with your friends is far more enjoyable than by yourself, so many of these issues (crappy stealth + AI, for example) will be overlooked.
The lighting and shadows are horrible, bodies apparently despawn, those cover animations and animations in general are pretty bad and the hand-holding is real. BUT HEY, it's open world!!!!!
Last edited by Nodrim on Thu, 26th Jan 2017 17:14; edited 1 time in total
I ashamed now for actually expecting something decent out of this game
Me and friends were looking forward to this game to play in coop, but as more and more gameplay videos were shown we almost completely lost any interest
That stupid bullshit wallhacks and enemy markings need to be cut out forever, from any game. Period. Whats so tactical about it we see enemies all the time. Why does every single game nowadays need to be like that, i simply don't get it.
Graphics are meh, but the thing i dislike most about it, it's the sharp contrast between shadows and light. It's unreal. There are no subtle changes from light to shadow and dark, or other way around. It's either light or dark. bLAAHH.
Enemy marking makes it easy for casuals to understand how to be "tactical". Try educating them the basics of recon, they would tell you "wtf I don't want to learn! I want to play the game!". They aren't going to think before they stealth takedown an enemy right in front of them for example. He would kill them and then deal with what happens next. Give them obvious mechanics like marking and they will instinctively conduct recon before running into enemy camps. Take the mechanic out and they'll just crouch and move into cover, pop the first enemy they see, rinse and repeat. Even less tactical then.
Last edited by dannofdawn on Thu, 26th Jan 2017 18:26; edited 1 time in total
I ashamed now for actually expecting something decent out of this game
Me and friends were looking forward to this game to play in coop, but as more and more gameplay videos were shown we almost completely lost any interest
That stupid bullshit wallhacks and enemy markings need to be cut out forever, from any game. Period. Whats so tactical about it we see enemies all the time. Why does every single game nowadays need to be like that, i simply don't get it.
Graphics are meh, but the thing i dislike most about it, it's the sharp contrast between shadows and light. It's unreal. There are no subtle changes from light to shadow and dark, or other way around. It's either light or dark. bLAAHH.
Enemy marking makes it easy for casuals to understand how to be "tactical". Try educating them the basics of recon, they would tell you "wtf I don't want to learn! I want to play the game!". They aren't going to think before they stealth takedown an enemy right in front of them for example. He would kill them and then deal with what happens next. Give them obvious mechanics like marking and they will instinctive conduct recon before running into enemy camps. Take the mechanic out and they'll just crouch and move into cover, pop the first enemy they see, rinse and repeat. Even less tactical then.
Honestly, I'm not even mad, there's no point really, I gave up a long time ago. It's perhaps a simplistic way to look at it, but this being a triple-A Ubisoft game automatically (and unfortunately) nullifies all the expectations from the start, when it comes to having something that can be labeled as realistic, with attention to details, animations, interface, a finely crafted experience.
Going back to the roots for Ubisoft means going back to Ghost Recon 2006 for the 360. Only nowadays, there's the addition of co-op, open world, and (if possible) even more visual helps and breadcrumbs that clutter the screen.
That's the concept and audience they're designing their games for, mindless tacticool fun with friends, expecting something different would be foolish really. It's also the reason why I've been adding Calancy to all the recent threads involving the franchise.
1. Ga naar de website: www.ghostrecon.com/beta.
2. Klik op 'Mijn code inwisselen'.
2. Log in met je Uplay-account.
3. Selecteer het platform waarop je wilt spelen.
4. Los je code in om toegang te krijgen tot de Closed Beta.
5. Jouw platformspecifieke code wordt naar je mail gestuurd met meer informatie wanneer de Closed Beta van start gaat. Op PC wordt de game automatisch toegevoegd aan je Uplay bibliotheek.
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