Jump to content

101459

Members
  • Posts

    628
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by 101459

  1. I... LOVE IT! Pepe Silva references and all! I get to this from a totally different direction: I went down to maintenance and there's no Janitorial Office! Or, more on topic, I've been revolted by the portrayal of women (and girls) in games for a long time, where too often women (and girls) are portrayed as 'porno toy filth thing', some 'token extra', or more recently as seminal ESG satisfying, over the top, 'monster-masculine' thing that makes Sylvester Stallone look delicate, sensitive, intelligent and even pretty by comparison -- you don't have to look far in Ubisoft games to see all of these really disturbing portrayals of women. Realistic, heroic, aspirational portrayals of women in games, as they are, in the real world, especially those that aspire to and work extra-hard to get to jobs that have typically been a male only opportunity, are few and far between. In the case of the genre we all love here, women portrayed as military professionals has been especially scant, but that's also becoming the case for men too -- as military professionalism has left the building of game design almost in entire. One of my favorites, and the first female portrayal in a game that I fell in love with -- in the sense of how I would rather see women portrayed in this kind of game, or if I ever had a little girl this is what I'd want her to see, was Manon Batiste in Medal of Honor: she's tough, smart, attractive, charming, witty, and most importantly -- competent. You don't know if Manon likes girls or boys, and you don't need to, you do know she's a great character, admirable, actually historically accurate in many ways, and in many ways could be regarded as the French female James Bond for women with an added bit more realism. Elea Oberon, the voice actor that DreamWorks hired was excellent, she's feminine, tough and exudes real confidence -- not over-the-top bravado as we get in so many games today from both male and female characters. Love your lore story Zeealex! I generally don't read character or story detail in games too deeply, but yours, got me intrigued to find out more about Manon Batiste than I previously knew, I'm glad I did, and what a nice surprise to find the background they've written for this woman is just exactly the sort of thing you'd think it might be if you were going to write it yourself, if you wanted to create a realistic, heroic, aspirational female character.
  2. Wow! All of this makes me feel... Old... I remember not long before they signed off and went full Armaholic, Ghostaholic had a list of 'lost mods' that I was racing to find, and even filled a couple three CDs, that are buried somewhere. I wonder how much work remains lost... What a great page Rocky! What a great game! Anyone heard from ApexMods? I miss that guy's posts...
  3. Well, you're far from alone in that regard -- things are only good when you're getting as much out as you put in, and if your not feeling it; glad ya like what you found in Insec, protecting SkyNet from humans! 馃榿 Jsut as glad you're still around, and hopefully still enjoying gaming! You're a great force for good here -- a very charming and up-beat presence, and a very talented 3d Artists too boot!
  4. Moved away from game dev?! Oh noze! Why? What doing now? 馃槷
  5. Thanks for the 'heads-up' Zeealex! I hope you mean his PC and not something like a pacemaker or... If he needs a new computer I have some donor hardware -- it's not SOTA but it's not junk either... PS Is this your handy work? https://www.deviantart.com/zeealex
  6. It looks like it has been over a year now since he's visited the forums... Has anyone seen or heard from him? Nicest of nice guys, creator of tons of content for Ghost Recon, looks like still an Admin here too? Rocky?
  7. Ubisoft is a "Woke" company now, has been for some years; they understand what the Clancy franchise audience wants, too well, they just don't care; they are on-board and being munerated handsomely to press the "Woke Agenda" which is part of ESG, and will be penalized for not going with the program. That means no game can contain any content that may offend anyone for any reason no matter how subjective if it can be litigated; if you think that's a reach this even extends to color palates used in games. Under ESG, games must primarily embrace and convey themes of "inclusiveness and diversity" -- historic accuracy, realistic depictions of anything that can be felt by anyone, under any circumstances, including extreme psychosis to obviate any of the aforesaid can and will not be tolerated or allowed. You'll never see another tactical realism game from Ubisoft again, ever -- where tactical realism is described or defined as game design where realistic depiction and use of tactics to achieve realistic military objectives are portrayed. Ubisoft has promised and is committed to "Woke" social justice outcomes at all fronts. Welcome to the world of Harrison Bergeron...
  8. I've never wanted to be as wrong about a company or game product franchise as this; but since Ghost Recon 2 being pulled, everything accelerated to where we find things now -- and there has been little sign Ubisoft has any intention of redeeming the 'Ghost Recon', 'Tom Clancy', or 'R6' IP, to anything other than a sophomoric parody of what these games were. Never has so much been squandered; Ubisoft had it all: enormously successful brilliantly crafted IP, enthusiastic talented Developers, an enormous equally talented Fan base that created an unsurpassed volume of content in the form of fan sites, and mods (almost every country had at least one native language fan site) more in fact than any other game before or since (old GameSpot had an article about this). It's sad, and sadder still that none of this is a surprise. But the good news is Tactical Realism Fans and their money will go where they're treated best; it may take a while but as other point out indie titles like Ground Branch, Insurgency, Operation: Harsh Doorstop, Ready Or Not, Zero Hour, Escape From Tarkov, Caliber, Squad, and dozens more have committed talented people many that took inspiration from RSE IP working hard -- and many will raise the bar in new and compelling game design. Best of all Ghost Recon remains evergreen -- a playable high-water mark in Tactical Realism game design with features that remain unsurpassed for over two decades, and mountains of brilliant mod content that will continue to compel, immerse, and thrill people that are wondering: 'why didn't someone make a realism game with features like...' only to discover someone did, did it really well, and even provided means to add new design, content and features... Ghost Recon isn't dead, it's just taking a nap... Anyone can wake it up any time and have an amazing adventure!
  9. I may be mistaken, but I believe this was a map originally created for True Combat (or was inspired by one or a setting that was). What surprises me here is how rough R6 3 looks, remembering how great I thought it looked at the time; but even today the immersion for me doesn't come from eye candy it comes from game design!
  10. Yup, really good game. Has lots of rough edges, but progress is steady and very impressive. This looks like a real up and comer if M7 can stay the course.
  11. I believe that there was an amazing confluence of opportunity, timing, talent, and game design that has not only made the 'original' Ghost Recon an exceptional high water mark in tactical realism game design, I think it may never happen again, actually be something we should value, and a good thing! Ghost Recon was developed during and set in the height of the Cold War, where covert warfare peaked in terms of skill based tactical operator intervention. Not that this still isn't a thing today; but contemporary warfare, weapon systems and intervention are designed to obviate operator skill and the skill of his/her intended target, even avoid have him or her in proximity of an intended target, or, remove human operators from the theater entirely. The theaters of operation, kinds of missions and actions performed by elite special operations have in many cases been automated, supplanted and even obviated -- and those that are still in motion are so highly classified we lack an author with the background, imagination, motivation, research skill and writing talent of a Thomas Clacy to reveal at any depth what might be going on in a compelling way. Tom Clancy played an important role in what made Ghost Recon outstanding, both monetarily, his knowledge, insight and inspiring writing. While there are many great military writers (fiction and non), none have surpassed Tom Clancy in the breadth of what he was able to convey; some may be better writers, have more in-depth, or even hands-on knowledge and experience -- but I would argue none have brought as much to the genre as Tom Clancy, and at time in military history that was making history, very advantageous to his success and the level of attention a game like Ghost Recon received. Gaming was also just hitting its stride; very polished, professional talent and standards of quality in 3D game design were in many regards peaking, with many 'firsts' established setting a high watermark for execution. Of course, if you compare the absolute aesthetics of the original Ghost Recon to a contemporary tactical realism game it's obvious the bar has been raised considerably (more on this to follow) but critical immersive levels of game design, and interactive features beyond having a simplistic shooting gallery with moving targets had been achieved. This was also a time where game developers didn't even have to 'think outside the box', as the box of big publishing and its puppy mill approach was only getting started, not as limiting and restricting a factor of what a developer could accomplish as it has become today -- and market saturation was not yet a thing. Limitations were more a function of time, money, and what you could do with technology, game feature concepts, and art assets on a particular budget -- and RSE delivered a lot. Realism fans were hungry for more realistic games with higher fidelity, that (importantly) allowed for or even required more realistic tactics than the typical run-&-gun FPS, games that were thematically realistic, offered scenarios that were germane and convincing, and design approaches that were successful in actually accomplishing these things. With Ghost Recon, like Tom Clancy, RSE did them all, and did them in spades. Ghost Recon also light a fire under genre fans with mod support, game fan and mod development sites were going gangbusters as well -- fueling the fire. Without deep-diving Ghost Recon's game design, and features -- the entire heft of GRN should clue as how much is there, and to that end does a fantastic job, but to the uninitiated the Original Ghost Recon offers a tactical realism gaming experience with features, concepts, design, game modes, fidelity, net-code, military professionalism and even art assets that remain unsurpassed. This last is sure to bewilder some; how can generations old, low poly, low texture resolution assets possibly be 'unsurpassed'? And the answer I believe is key to Ghost Recon's greatness. 'Uncanny Valley' and 'Theater Of The Mind' are two concepts in game development and literature respectively that don't get enough attention, aren't appreciated for what they accomplish or obviate. In literature some of the best writers only describe their characters and settings in terms of concepts, piquing and allowing the reader's imagination or 'Theater Of Mind' to paint a vastly more detailed and immersive picture. Raymond Chandler, Ayn Rand, and to some extent even Tom Clancy are examples of modern authors that use this technique that's highly regarded for immersive writing when done right. Writers that over amplify and laboriously describe detail and aren't exceptionally good at it can create the disconnect, cognitive dissonance, or 'Uncanny Valley' of how you think something should look, and what's being described and can wreck otherwise good storytelling and immersion. The same applies to games. While modern high-resolution 3D game art assets may allow for more immersiveness, they certainly don't guarantee it, many create the same Uncanny Valley bump in dissonance that while it looks great for ad copy just doesn't draw you into a game or even distracts from it, more so if the game design just isn't there or an over articulated ridiculously stupid narrative underpins everything as is all to common now. Ghost Recon, perhaps by some dint of luck and talent offers just the right amount or at least a compelling level of presentation, narrative and continuity in art assets that like good literature and radio theater allows for an experience that's actually more immersive that many games that offer higher resolution art assets. Minimal narrative, the soundtrack, military professionalism conveyed in the narrative, foley and character interactions just takes this to higher level, and the game design itself takes everything to a higher level. Ghost Recon's approach to mods and art assets have also made for a, while not easy, I would say more approachable game to mod and add content to, and that's easy to see from the profound amount of content here on GRN, with many of these mods even surpassing the original game in regards that keep Ghost Recon current and engaging. Add more game modes than all the other Ghost Recon games combined, solid net code that will work on even the rattiest connection, a game engine that runs on anything (even Linux on WINE), and people steadily discovering or rediscovering how great Ghost Recon is and you have a recipe for at the very least -- longevity. But when I consider all that is the original Ghost Recon; I think it will never be surpassed, and is not merely a 'Classic' but Evergreen!
  12. Not a fan of the WAPO, but I think they were actually generous in their rating of Ghost Recon Breakpoint. Ubisoft had EVERYTHING going their way, again; Wildlands wasn't 'all that' or even Ghost Recon really, but it had the right attraction, and a game design that was good enough. Ubisoft literally ignored all the most supported and vetted complaints and discussion on their forums, in fact did the opposite. In what other market or in what other company could you do that, even get away with it no less expect anything even remotely resembling a good result? I know of no company that treats its customers as poorly as Ubisoft does.
  13. Glad to see mod talent is still here keeping the fire going. I think dropping mod support for the franchise was the biggest and most unrecoverable mistakes Ubisoft made; GRN is a great site, but there used to be thousands, in many languages, some were even GRNs equal -- surpassed it in some regards not as good in others... The lack of a current gen mod-able Ghost Recon game, the long term continuity that offered is something Tactical Realism fans value (look at ARMA) and is an enormous loss here to fans of the genre, as well as all the free marketing which is an enormous, and very well earned loss for Ubisoft. All these OGR sites (fan sites, mod sites, tactical study and software sites), the mod talent they attracted and promoted, fans that would discuss and nit-pick everything is a level of fan/fan/developer interaction that while still alive, was definitely kicked in the crotch by Ubisoft as hard as possible, then lied about, then beaten to a pulp, and finally thrown from speeding car and left to bleed to death. But OGR, it's fans, mods and mod talent have survived, and even thrived as a reminder of what was. That so many games actually have taken an enormous design inspiration from the original Ghost Recon (and the developers admit as much) -- make it noteworthy that no Ghost Recon game that has followed under Ubisoft's direction has inspired any such thing. Just a few that come to mind where it was interesting to see things like the squad features of OGR explored and developed: 路 Full Spectrum Warrior & 10 Hammers 路 U.S. Navy SEALs Tactical Strike (another ICT game based on FSW) 路 The nFusion Engine Games (Line Of Sight Vietnam, Elite Warriors: Vietnam, Deadly Dozen) 路 The Conflict Games (Global Terror, Desert Storm, Vietnam) 路 The SWAT Games 路 Close Combat: First to Fight While not given to squad features games like Red Orchestra, Insurgency, Squad, Ground Branch carry on a lot of the realism, military professionalism, and atmosphere that was a Ghost Recon exclusive. Original Ghost Recon's influence even extended to Ghost Recon mods for the nFusion, Unreal, SWAT, and ARMA games, but just like commercial games, there are no mods taking any inspiration from any Ubisoft directed Ghost Recon bowel movement "product"... As everyone has reflected here; it would appear that a Ghost Recon game that even remotely resembles the original, no less something with mod support is somewhere between never happening and impossible due to the company's absurd level of paranoia, dysfunctional design and corporate culture that goes all the way to the top (he who shall remain unnamed steers the ship)鈥 But you'd think (or hope) as a token 'good will' marketing gesture Ubisoft would see the wisdom other publishers and developers have in such a move, and with a game as old as OGR offer the source under some kind of open license. Knowing the principles though, the good will is just not there, and even if this did make it up the chain from someone in marketing as a good promotional move, it would no doubt be finagled into something more resembling a ploy -- where even if it could make it past legal, there would be onerous legal boiler plate in the license that was not particularly open -- kind of like Rockefeller giving dimes to kids for news or photo opportunities, then having his lackeys take them back after the press left.
  14. Great article link and post ApexMods! I especially liked Jeremy Peel's reference to what used to be called Ghost Recon's 'Ghost Perspective', that this isn't and is not intended to be a first person perspective, and was something I wrote about decades ago in the context of 'there is no "I" in team' and the limitations of realistic scale view distance in realism games -- great to see someone else pick this up and 鉂わ笍 it from another well articulated perspective. Everyone here is obviously a fan of OGR has made this a great thread, even though we're 'not allowed' to talk about what's really going on. Being French there's a lot I could add that doesn't put Ubisoft in a favorable light, but I'll say summarily, it's virtually impossible for Ubisoft to make, remake, reimagine or remaster the original Ghost Recon. Consider: Ubisoft had zero involvement in the creation of the original Ghost Recon, they functioned as a publisher for RSE back then, shortly thereafter bought RSE, and nothing they've added to the 'franchise' since (which is a franchise in name only) beyond talented artists has been original or even brings tactical realism game design forward. Is anyone here aware of any games designed by Ubisoft internally (not by some bought company that's now a fragmented team fighting for game design concepts) of any genre that have even a fraction of the depth of play, or thought given to design poured into the original Ghost Recon? I sure don't see it... In fact everything Ubisoft looks like a neck down, dystopian product nightmare headed toward over-simplification for Eloi where the company's ultimate game design destination will be putting shaped pegs in holes with exploding banners running up political slogans, commercial advertising, and the game's primary mechanic will be paying money for new shapes and colored pegs... Thank you, no... Just as the original Ghost Recon didn't come from an 'AAA' publisher with a seven figure budget, a management committee the size of a small government, and a team of wage slave developers numbering in the hundreds, it seems unlikely it's spiritual successor will either. In fact virtually every game with compelling game design is coming from independent developers. I'd love to be wrong, and would even pay for that privilege.
  15. The numbers rather suggest a lot of them were never here to begin with; many Ghost Recon fans saw what the game lacked, and never bought it. The numbers on the GRN forums show this too and are in decline with each iteration of the Ghost Recon franchise, and mirrors play share. None of this is surprising with Ubisoft continued heralding a return to the roots of Ghost Recon and tactical realism sounding more and more like little boy that cried "Wolf!", only now it's other publishers and even indie developers eating Ubisoft's lunch. I agree, but look at what else has disappeared from the game that tactical realism fans have long regarded as essential; some of them things Ghost Recon was first to deliver when it inaugurated the genre: 路 nav maps 路 a text mode communication system 路 mission based load out system 路 sever browser 路 high resolution net code 路 realistic missions based game modes 路 realistic weapons and equipment And look what these have been supplanted with: 路 magic radar 路 Barbie's Mystical Adventure weapon grind system 路 horrible Quazal net code 路 match making that's been terrible for a decade built on same 路 action/arcade fictional game modes 路 casino clown content system 路 a communication system that only communicates taunts and insults The last is a poster child for the kind of cognitive dissonance Ubisoft has created with tactical realism fans. With their 'inclusive virtue signaling' and Ubisoft as 'Your New Gamer Mommy' approach, making sure everything in virtual military game that includes killing is 'safe' and offers a 'safe space' against every kind of 'ism' -- except those Ubisoft doesn't care about, yet... So...the game's voice over and is loaded with swearing, hostility, psychosis, and 'isms' galore that are ban hammer content for fans texting and is so far beyond military professionalism it would be humorous if it weren't so denigrating and ridiculous. And the only alternative now to VOIP is a radial menu that only offers taunts and insults that you have to grind or buy in a virtual kiddie casino where you get to bet real money to win a taunt or insult. This is so sick, and below the basement it's now illegal to include in games in some countries -- that it sacrifices an important game interface makes it even uglier and more ridiculous (and worthy of ridicule). All of this is just...sad, because at it's base Wildlands is an impressive achievement, sullied by too many over ambitious attempts to monetize everything with the lowest common denominator in click and scam bait for naive and vulnerable minds just short of 'Do you know where mommy's wallet is?'... There are better more honest ways to make just as much money with games. For tactical realism fans to jump back on the Ghost Recon franchise wouldn't require a Herculean effort on Ubisoft's part; Wildlands offers an excellent platform for expansion, but it would require real and honest effort in showing rather then marketing, baiting and promising...
  16. Looks like Void Interactive is still hard at it; their latest Devblog 03 was just posted: (clicky) It's a relief to see serious Tactical Realism on the event horizon that's not a 'dress up combat Ken & Barbie ' RPG game to monetize na茂ve kids with toddler pajama pattern 'skins' and prono cos-play costumes on game design so abaft of realism, anything tactical or even to do with reality it makes you wonder why so many titles even use the word and moniker. Tiny ambitious team to be sure; but their talent, progress, content quality and prduciton volume looks like they're up to it, and they've chosen a project and sub-genre that at least looks well suited for a small team and a revisit with a modern engine, art assets, and design. Sure are a lot of enthusiastic GR fans, and interesting discussion on Twitter and Reddit.
  17. So, "PVP" is just death match? No objective based realistic game modes?
  18. Not sure what you're referring to in the context of this game. While it's obvious many publishers believe that allowing free mod content, or improving what they regard as 'commodity product' intended to self-obsolesce (some even by developer admission incorporate design and flaws with this explicit intention) -- there's a lot to argue that this is not the most stable business model and certainly not the most healthy. Markets are replete with obvious examples in this and many other industries where self-obsolescence, finite life-cycle and pay to continue or expand what was already paid for appears to be the most successful business model, but in fact this is not always the case when long term and total cost of what is little more then shrewd asset stripping of customers is weighed in the long term cost of ill will, lost business, legal redress, and heightened consumer cynicism. In the gaming industry you don't have to look any further then Valve, BI, RockStar, or StarBreeze to see enormously successful and profitable Publishers that have eschewed shrewd ghetto asset stripping packaged as paid content or DLC, self-obsolescence, and not only lack of mod support but deliberate impediments to it. I hope Void Interactive's new Backer is as aware of what can be accomplished with a more customer-centric business model that the Developers clearly value.
  19. That their giving AI any attention at all is a relief in a realism market where FPS game AI hasn't made any significant advances in over a decade (sadly). While there may be nothing ground-breaking here the UE4 AI subsystem is very powerful, and if given enough time and attention can beat the snot out of the zerging zombie carnival targets that are marketed in 'realism' games as 'realistic' and 'tactical' and *cringe* 'authentic'... I like that that Void Interactive is focusing on explicit feature and design targets -- not vague hype, ridiculous prose, and hideous content they can sell you (Liberache costumes)... I'm weary of eye sore FPS realism games 'content ' that looks more like a gay pride parade or creepy pr0n cos play event costumes then anything related to combat realism..
  20. Void Interactive has posted their second dev blog -- lots of impressive attention to detail that some will love and others won't. They have a very nice HLS sight system: And very nice FF sound capture and render that's quite realistic in to small acoustic steridians: They're promising some actual game-play footage in their next dev blog. While CQC is not my or gonna be everyone's favorite realism sub-genre; it's definitely serious tactical realism, no Liberachie DLC, and it looks like they're seriously committed, making steady progress and fully intend to deliver. It's interesting that Bohemia Interactive, New World Interactive, and now Void Interactive all have 'interactive' in their monikers; it appears they've all recognized the casual/passive grindy/salesy direction the big publishing has taken, and what that has cost... BI and NWI have and continue to deliver enormous payloads of value, truly interactive games, that are incredibly features deep, with deep mod support, and strong long term communities just like Ghost Recon. Anyone remember Ghost Recon?
  21. Sorry Rocky, I won't accept responsibility for other people's 'bad feelings'... People's feelings and emotions are their responsibility not other people's... Do you or does Ubisoft accept responsibility for the ill will and disdain instigated by their dissembling, bad marketing, and lack of technical support? Not from what I've seen; it's a consenting arrangement -- no one is being forced to buy Ubisoft's games, just as no one is being forced to read my posts. Again? I've never posted anything on Ubisoft's forums to promote anything, they don't have a forum for posting about other tactical realism game, GRN does... Rather than the 'me too ' reaction -- how about weighing in on what I've actually said: Ubisoft has not been producing tactical realism games in quite a while, they keep misleading and dissembling, leading would be fans to believe this next game will be, and that's has not been the case. Ready Or Not looks a game that might be, as yet no one from Void Interactive has told any lies or abrogated any commitments to warrant doubt beyond 'haven't delivered a game yet '... Now who's a 'Negative Nelly '? A small self-funded indie developer with only two people working on the game, and not wanting to take much time away from that; a teaser in the context it was presented; as part of a blog, that's not being advertised anywhere (and they didn't put it on YouTube someone else did) I don't see how you get to it's 'extremely poor' -- I think you're evaluation is, and unfair. Considering they have a budget of "O", no history of lying to customers, and they at least intend to try and offer features that engage tactical realism fans, I'd at least give them an "A" for effort. While I don't think it's cause for excitement and never said it was (your assumption not mine) I do think it's more cause for optimism then anything Ubisoft has been doing for tactical realism. For reference -- the context of the teaser was offered in was their very first blog post: Ready Or Not 鈥 Devblog 01 鈥 鈥淭easer and beyond鈥 POSTED ON MAY 4, 2017 BY VOID INTERACTIVE Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It鈥檚 set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode. Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we鈥檙e going to run through some of the already included features we鈥檙e most excited about. Current features include: Incremental lean system Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to 鈥減eek鈥. On top of this, we have also included a classic quick-lean system seen in many shooters. Incremental Door control system This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them. Modular speed control Our final mouse-wheel-based feature involves the control of the player鈥檚 speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs. Simulated and detailed third person inventory In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you鈥檙e doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively. Convex collision armour, allowing for precise protection Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection. Projectile dynamics, bullets penetrate, ricochet, and deteriorate Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area. Responsive damage system and effects If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently 鈥渉aze鈥 the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen. Visceral gore Deaths need to be impactful to the end user and we鈥檙e committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system. Highly detailed weapons, characters and environments As seen in our gallery and teaser, Ready or Not鈥檚 assets aren鈥檛 camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute. Massive selection of items As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase) Fully supported competitive servers based on Amazon Gamelift API Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules. Plans to support squad competitive play Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission鈥檚 planning phase. Tactical Analysis All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders. We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We鈥檙e excited to share our work over the course of this year. For those who haven鈥檛 seen it, here鈥檚 our reveal.And apparently I'm not alone in that perspective... But hey, I get it now, GRN is a intended to be a 'Safe Space ' where no one however irrational their reactions might be should ever be uncomfortable. I promise I'll never post here again. Apparently I'm not alone in this perspective, but I misunderstand the intention of these forums and did not realize that GRN was intended to be a 'Safe Space' for Ubisoft, it's apologists, and irrational people that are hypersensitive and easily offended. For reference I did a word count on my posts, and less then 0.1% are in sentences criticizing Ubisoft or their games -- but rest assured I won't ever, under any circumstances risk the prospect of offending anyone here again... Happy Trails!
  22. You're so far off the mark, and obviously have not read 'most' of my posts. I don't like Wildlands or Siege -- two games of how many that wear the 'Ghost Recon' moniker? I've even been very complementary of Siege's game design, which is quite good, but... I'm a Tactical Realism fan, I wouln't think I'd have to be an apologist for it here... There's literally nothing to like in terms of tactical realism in Wildlands, it's not a tactical realism game, and Siege runs on deplorable infrastructure -- that's not being negative those are facts.
  23. Ahh, I see and you're the final authority and abiter of what 'needs ' to be stated... Ok, have fun with your new moderation job... Just what is it pray tell EXACTLY that you object to so strenuously? Not the vague assertions of negativity -- what are you so hostile to?
  24. Petty? I don't know... Maybe, gaming is really pretty trivial stuff in the larger context of what's going on... But don't you find it a little ironic that on THE website that was THE locus of Tactical Realism Gaming, that discussion of Tactical Realism Gaming discussion is now only happening in the original Ghost Recon and other PC game forums?
  25. It's promising looking that's for sure; GR2 content on GR would be... An IMPORTANT scientific investigation that will require... Peer review... Lots of peer review!
×
×
  • Create New...